2018-07-20 13:51:09 -03:00

158 lines
2.9 KiB
C++

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_BEND_FORCE_H
#define B3_BEND_FORCE_H
#include <bounce/dynamics/cloth/force.h>
struct b3BendForceDef : public b3ForceDef
{
b3BendForceDef()
{
type = e_bendForce;
p1 = nullptr;
p2 = nullptr;
p3 = nullptr;
p4 = nullptr;
restDistance = 0.0f;
restAngle = 0.0f;
structural = 0.0f;
damping = 0.0f;
}
//
void Initialize(b3Particle* particle1, b3Particle* particle2, b3Particle* particle3, b3Particle* particle4,
float32 structuralStiffness, float32 dampingStiffness);
// Particle 1
b3Particle* p1;
// Particle 2
b3Particle* p2;
// Particle 3
b3Particle* p3;
// Particle 4
b3Particle* p4;
// Rest distance
float32 restDistance;
// Rest angle
float32 restAngle;
// Structural stiffness
float32 structural;
// Damping stiffness
float32 damping;
};
//
class b3BendForce : public b3Force
{
public:
b3Particle* GetParticle1();
b3Particle* GetParticle2();
b3Particle* GetParticle3();
b3Particle* GetParticle4();
float32 GetRestDistance() const;
float32 GetRestAngle() const;
float32 GetStructuralStiffness() const;
float32 GetDampingStiffness() const;
private:
friend class b3Force;
friend class b3Cloth;
b3BendForce(const b3BendForceDef* def);
~b3BendForce();
void Apply(const b3ClothSolverData* data);
// Solver shared
// Particle 1
b3Particle* m_p1;
// Particle 2
b3Particle* m_p2;
// Particle 3
b3Particle* m_p3;
// Particle 4
b3Particle* m_p4;
// Rest distance
float32 m_L0;
// Rest angle
float32 m_angle0;
// Structural stiffness
float32 m_ks;
// Structural stiffness
float32 m_kd;
};
inline b3Particle* b3BendForce::GetParticle1()
{
return m_p1;
}
inline b3Particle* b3BendForce::GetParticle2()
{
return m_p2;
}
inline b3Particle* b3BendForce::GetParticle3()
{
return m_p3;
}
inline b3Particle* b3BendForce::GetParticle4()
{
return m_p4;
}
inline float32 b3BendForce::GetRestAngle() const
{
return m_angle0;
}
inline float32 b3BendForce::GetStructuralStiffness() const
{
return m_ks;
}
inline float32 b3BendForce::GetDampingStiffness() const
{
return m_kd;
}
#endif