bounce/include/bounce/cloth/cloth_solver.h
2019-04-02 12:48:49 -03:00

117 lines
2.7 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_CLOTH_SOLVER_H
#define B3_CLOTH_SOLVER_H
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
class b3StackAllocator;
class b3Particle;
class b3Body;
class b3Force;
struct b3DenseVec3;
struct b3DiagMat33;
struct b3SparseSymMat33;
class b3BodyContact;
class b3ParticleContact;
struct b3ClothSolverDef
{
b3StackAllocator* stack;
u32 particleCapacity;
u32 forceCapacity;
u32 bodyContactCapacity;
u32 particleContactCapacity;
};
struct b3ClothSolverData
{
b3DenseVec3* x;
b3DenseVec3* v;
b3DenseVec3* f;
b3DenseVec3* y;
b3SparseSymMat33* dfdx;
b3SparseSymMat33* dfdv;
b3DiagMat33* S;
b3DenseVec3* z;
float32 dt;
float32 invdt;
};
struct b3AccelerationConstraint
{
u32 i1;
u32 ndof;
b3Vec3 p, q, z;
void Apply(const b3ClothSolverData* data);
};
class b3ClothSolver
{
public:
b3ClothSolver(const b3ClothSolverDef& def);
~b3ClothSolver();
void Add(b3Particle* p);
void Add(b3Force* f);
void Add(b3BodyContact* c);
void Add(b3ParticleContact* c);
void Solve(float32 dt, const b3Vec3& gravity);
private:
// Apply forces.
void ApplyForces();
// Apply constraints.
void ApplyConstraints();
// Solve Ax = b.
void Solve(b3DenseVec3& x, u32& iterations, const b3SparseSymMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
b3StackAllocator* m_allocator;
u32 m_particleCapacity;
u32 m_particleCount;
b3Particle** m_particles;
u32 m_forceCapacity;
u32 m_forceCount;
b3Force** m_forces;
u32 m_constraintCapacity;
u32 m_constraintCount;
b3AccelerationConstraint* m_constraints;
u32 m_bodyContactCapacity;
u32 m_bodyContactCount;
b3BodyContact** m_bodyContacts;
u32 m_particleContactCapacity;
u32 m_particleContactCount;
b3ParticleContact** m_particleContacts;
b3ClothSolverData m_solverData;
};
#endif