bounce/include/bounce/cloth/forces/spring_force.h

137 lines
2.8 KiB
C++

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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_SPRING_FORCE_H
#define B3_SPRING_FORCE_H
#include <bounce/cloth/forces/force.h>
struct b3SpringForceDef : public b3ForceDef
{
b3SpringForceDef()
{
type = e_springForce;
p1 = nullptr;
p2 = nullptr;
restLength = 0.0f;
structural = 0.0f;
damping = 0.0f;
}
//
void Initialize(b3Particle* particle1, b3Particle* particle2, float32 structuralStiffness, float32 dampingStiffness);
// Particle 1
b3Particle* p1;
// Particle 2
b3Particle* p2;
// Rest length
float32 restLength;
// Structural stiffness
float32 structural;
// Damping stiffness
float32 damping;
};
//
class b3SpringForce : public b3Force
{
public:
b3Particle* GetParticle1();
b3Particle* GetParticle2();
float32 GetRestLenght() const;
float32 GetStructuralStiffness() const;
float32 GetDampingStiffness() const;
b3Vec3 GetActionForce() const;
bool HasParticle(const b3Particle* particle) const;
private:
friend class b3Force;
friend class b3Cloth;
b3SpringForce(const b3SpringForceDef* def);
~b3SpringForce();
void Apply(const b3ClothForceSolverData* data);
// Solver shared
// Particle 1
b3Particle* m_p1;
// Particle 2
b3Particle* m_p2;
// Rest length
float32 m_L0;
// Structural stiffness
float32 m_ks;
// Damping stiffness
float32 m_kd;
// Applied internal force (on particle 1)
b3Vec3 m_f;
};
inline b3Particle * b3SpringForce::GetParticle1()
{
return m_p1;
}
inline b3Particle* b3SpringForce::GetParticle2()
{
return m_p2;
}
inline float32 b3SpringForce::GetRestLenght() const
{
return m_L0;
}
inline float32 b3SpringForce::GetStructuralStiffness() const
{
return m_ks;
}
inline float32 b3SpringForce::GetDampingStiffness() const
{
return m_kd;
}
inline b3Vec3 b3SpringForce::GetActionForce() const
{
return m_f;
}
inline bool b3SpringForce::HasParticle(const b3Particle* particle) const
{
return m_p1 == particle || m_p2 == particle;
}
#endif