137 lines
2.8 KiB
C++
137 lines
2.8 KiB
C++
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_SPRING_FORCE_H
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#define B3_SPRING_FORCE_H
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#include <bounce/cloth/forces/force.h>
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struct b3SpringForceDef : public b3ForceDef
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{
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b3SpringForceDef()
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{
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type = e_springForce;
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p1 = nullptr;
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p2 = nullptr;
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restLength = 0.0f;
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structural = 0.0f;
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damping = 0.0f;
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}
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//
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void Initialize(b3Particle* particle1, b3Particle* particle2, float32 structuralStiffness, float32 dampingStiffness);
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// Particle 1
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b3Particle* p1;
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// Particle 2
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b3Particle* p2;
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// Rest length
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float32 restLength;
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// Structural stiffness
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float32 structural;
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// Damping stiffness
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float32 damping;
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};
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//
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class b3SpringForce : public b3Force
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{
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public:
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b3Particle* GetParticle1();
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b3Particle* GetParticle2();
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float32 GetRestLenght() const;
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float32 GetStructuralStiffness() const;
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float32 GetDampingStiffness() const;
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b3Vec3 GetActionForce() const;
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bool HasParticle(const b3Particle* particle) const;
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private:
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friend class b3Force;
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friend class b3Cloth;
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b3SpringForce(const b3SpringForceDef* def);
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~b3SpringForce();
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void Apply(const b3ClothForceSolverData* data);
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// Solver shared
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// Particle 1
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b3Particle* m_p1;
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// Particle 2
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b3Particle* m_p2;
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// Rest length
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float32 m_L0;
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// Structural stiffness
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float32 m_ks;
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// Damping stiffness
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float32 m_kd;
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// Applied internal force (on particle 1)
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b3Vec3 m_f;
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};
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inline b3Particle * b3SpringForce::GetParticle1()
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{
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return m_p1;
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}
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inline b3Particle* b3SpringForce::GetParticle2()
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{
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return m_p2;
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}
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inline float32 b3SpringForce::GetRestLenght() const
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{
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return m_L0;
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}
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inline float32 b3SpringForce::GetStructuralStiffness() const
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{
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return m_ks;
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}
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inline float32 b3SpringForce::GetDampingStiffness() const
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{
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return m_kd;
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}
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inline b3Vec3 b3SpringForce::GetActionForce() const
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{
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return m_f;
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}
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inline bool b3SpringForce::HasParticle(const b3Particle* particle) const
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{
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return m_p1 == particle || m_p2 == particle;
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}
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#endif |