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https://github.com/bulletphysics/bullet3
synced 2025-01-18 21:10:05 +00:00
move ExplititEuler cloth solver to its own file, so it can be replaced by PDB, implicit euler etc
add wireframe toggle ('w' key) add --paused command-line option to start simulation in paused mode render cloth using drawPoints method
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@ -14,6 +14,8 @@
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#include "stb_image/stb_image.h"
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#include "CpuSoftClothDemoInternalData.h"
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#include "ExplicitEuler.h"
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static b3KeyboardCallback oldCallback = 0;
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extern bool gReset;
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@ -107,94 +109,26 @@ struct GraphicsVertex
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float texcoord[2];
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};
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void CpuSoftClothDemo::computeForces()
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{
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B3_PROFILE("computeForces");
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b3Vector3 gravityAcceleration = b3MakeVector3(0,-9.8,0);
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//f=m*a
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for (int i=0;i<numPoints;i++)
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{
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{
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float particleMass = m_clothData->m_particleMasses[i];
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b3Vector3 particleMassVec = b3MakeVector3(particleMass,particleMass,particleMass,0);
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m_clothData->m_forces[i] = gravityAcceleration*particleMass;
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}
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}
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GraphicsVertex* cpu_buffer = (GraphicsVertex*)m_data->m_clothVertices;
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//add spring forces
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for(int i=0;i<m_clothData->m_springs.size();i++)
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{
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int indexA = m_clothData->m_springs[i].m_particleIndexA;
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int indexB = m_clothData->m_springs[i].m_particleIndexB;
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float restLength = m_clothData->m_springs[i].m_restLength;
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const ClothMaterial& mat = m_clothData->m_materials[m_clothData->m_springs[i].m_material];
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const b3Vector3& posA = (const b3Vector3&)cpu_buffer[indexA].pos;
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const b3Vector3& posB = (const b3Vector3&)cpu_buffer[indexB].pos;
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const b3Vector3& velA = m_clothData->m_velocities[indexA];
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const b3Vector3& velB = m_clothData->m_velocities[indexB];
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b3Vector3 deltaP = posA-posB;
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b3Vector3 deltaV = velA-velB;
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float dist = deltaP.length();
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b3Vector3 deltaPNormalized = deltaP/dist;
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float spring = -mat.m_stiffness * (dist-restLength)*100000;
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float damper = mat.m_damping * b3Dot(deltaV,deltaPNormalized)*100;
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b3Vector3 springForce = (spring+damper)*deltaPNormalized;
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float particleMassA = m_clothData->m_particleMasses[indexA];
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float particleMassB = m_clothData->m_particleMasses[indexB];
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//if (springForce.length())
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{
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if (particleMassA)
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{
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m_clothData->m_forces[indexA] += springForce*particleMassA;
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}
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if (particleMassB)
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{
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m_clothData->m_forces[indexB] -= springForce*particleMassB;
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}
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}
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}
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}
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void CpuSoftClothDemo::integrateEuler(float deltaTime)
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{
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B3_PROFILE("integrateEuler");
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b3Vector3 deltaTimeVec = b3MakeVector3(deltaTime,deltaTime,deltaTime,0);
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GraphicsVertex* cpu_buffer = (GraphicsVertex*)m_data->m_clothVertices;
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for (int i=0;i<numPoints;i++)
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{
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float mass = m_clothData->m_particleMasses[i];
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if (mass)
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{
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b3Vector3 dv = (m_clothData->m_forces[i]/mass)*deltaTimeVec;
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m_clothData->m_velocities[i]+= dv;
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m_clothData->m_velocities[i]*=0.999;
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b3Vector3& pos = (b3Vector3&) cpu_buffer[i].pos;
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pos += m_clothData->m_velocities[i]*deltaTimeVec;
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}
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}
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}
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void CpuSoftClothDemo::renderScene()
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{
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m_instancingRenderer->renderScene();
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//wireframe
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bool wireframe=true;
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if (wireframe)
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{
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m_instancingRenderer->init();
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m_instancingRenderer->updateCamera();
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m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(1,0,0),b3MakeVector3(1,0,0,1),1);
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m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,1,0),b3MakeVector3(0,1,0,1),1);
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m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,0,1),b3MakeVector3(0,0,1,1),1);
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float color[4]={1,0,0,1};
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m_instancingRenderer->drawPoints(m_data->m_clothVertices,color,numPoints,sizeof(GraphicsVertex),2);
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} else
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{
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m_instancingRenderer->renderScene();
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}
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}
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void CpuSoftBodyDemo::renderScene()
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@ -219,12 +153,15 @@ void CpuSoftClothDemo::clientMoveAndDisplay()
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float deltaTime = 1./1000.;//1./60.f;
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//float deltaTime = 1./60.f;
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for (int i=0;i<10;i++)
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{
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computeForces();
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integrateEuler(deltaTime);
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}
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//write positions
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int vertexStride =sizeof(GraphicsVertex);//9 * sizeof(float);
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ExplicitEuler::solveConstraints(m_clothData, (char*)m_data->m_clothVertices, vertexStride, deltaTime);
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//read positions
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m_instancingRenderer->updateShape(m_data->m_clothShapeIndex,m_data->m_clothVertices);
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}
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}
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@ -290,6 +227,21 @@ void CpuSoftClothDemo::setupScene(const ConstructionInfo& ci)
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GLint err = glGetError();
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b3Assert(err==GL_NO_ERROR);
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if (0)
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{
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//draw a fixed ground box
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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b3Vector3 position = b3MakeVector3(0,-50,0);//((j+1)&1)+i*2.2,1+j*2.,((j+1)&1)+k*2.2);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 scaling=b3MakeVector4(100,1,100,1);
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float color[4]={0.8,0.8,0.8,1};
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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}
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GraphicsVertex* cpu_buffer = new GraphicsVertex[width*height];
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@ -64,9 +64,7 @@ public:
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return "CpuSoftCloth";
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}
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void computeForces();
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void integrateEuler(float deltaTime);
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virtual void clientMoveAndDisplay();
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static CpuDemo* MyCreateFunc()
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@ -2,6 +2,7 @@
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#define CPU_SOFTCLOTH_INTERNAL_DATA_H
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Common/b3Vector3.h"
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struct ClothSpring
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{
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@ -20,11 +21,10 @@ struct ClothMaterial
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struct CpuSoftClothDemoInternalData
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{
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b3AlignedObjectArray<ClothSpring> m_springs;
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b3AlignedObjectArray<ClothMaterial> m_materials;
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b3AlignedObjectArray<ClothMaterial> m_materials;
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b3AlignedObjectArray<b3Vector3> m_velocities;
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b3AlignedObjectArray<b3Vector3> m_forces;
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b3AlignedObjectArray<float> m_particleMasses;
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};
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#endif //CPU_SOFTCLOTH_INTERNAL_DATA_H
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106
Demos3/CpuDemos/deformable/ExplicitEuler.cpp
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106
Demos3/CpuDemos/deformable/ExplicitEuler.cpp
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@ -0,0 +1,106 @@
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#include "ExplicitEuler.h"
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#include "CpuSoftClothDemoInternalData.h"
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void ExplicitEuler::computeForces(struct CpuSoftClothDemoInternalData* clothData, char* vertexPositions, int vertexStride, float dt)
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{
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B3_PROFILE("computeForces");
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int numPoints = clothData->m_particleMasses.size();
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b3Vector3 gravityAcceleration = b3MakeVector3(0,-9.8,0);
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//f=m*a
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for (int i=0;i<numPoints;i++)
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{
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{
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float particleMass = clothData->m_particleMasses[i];
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b3Vector3 particleMassVec = b3MakeVector3(particleMass,particleMass,particleMass,0);
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clothData->m_forces[i] = gravityAcceleration*particleMass;
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}
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}
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//add spring forces
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for(int i=0;i<clothData->m_springs.size();i++)
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{
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int indexA = clothData->m_springs[i].m_particleIndexA;
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int indexB = clothData->m_springs[i].m_particleIndexB;
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float restLength = clothData->m_springs[i].m_restLength;
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const ClothMaterial& mat = clothData->m_materials[clothData->m_springs[i].m_material];
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const b3Vector3& posA = (const b3Vector3&)vertexPositions[indexA*vertexStride];
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const b3Vector3& posB = (const b3Vector3&)vertexPositions[indexB*vertexStride];
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const b3Vector3& velA = clothData->m_velocities[indexA];
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const b3Vector3& velB = clothData->m_velocities[indexB];
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b3Vector3 deltaP = posA-posB;
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b3Vector3 deltaV = velA-velB;
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float dist = deltaP.length();
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b3Vector3 deltaPNormalized = deltaP/dist;
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float spring = -mat.m_stiffness * (dist-restLength)*100000;
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float damper = mat.m_damping * b3Dot(deltaV,deltaPNormalized)*100;
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b3Vector3 springForce = (spring+damper)*deltaPNormalized;
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float particleMassA = clothData->m_particleMasses[indexA];
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float particleMassB = clothData->m_particleMasses[indexB];
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//if (springForce.length())
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{
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if (particleMassA)
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{
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clothData->m_forces[indexA] += springForce*particleMassA;
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}
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if (particleMassB)
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{
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clothData->m_forces[indexB] -= springForce*particleMassB;
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}
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}
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}
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}
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void ExplicitEuler::integrateExplicitEuler(struct CpuSoftClothDemoInternalData* clothData, char* vertexPositions, int vertexStride,float deltaTime)
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{
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B3_PROFILE("integrateEuler");
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b3Vector3 deltaTimeVec = b3MakeVector3(deltaTime,deltaTime,deltaTime,0);
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int numPoints = clothData->m_particleMasses.size();
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for (int i=0;i<numPoints;i++)
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{
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float mass = clothData->m_particleMasses[i];
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if (mass)
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{
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b3Vector3 dv = (clothData->m_forces[i]/mass)*deltaTimeVec;
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clothData->m_velocities[i]+= dv;
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clothData->m_velocities[i]*=0.999;
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b3Vector3& pos = (b3Vector3&)vertexPositions[i*vertexStride];
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pos += clothData->m_velocities[i]*deltaTimeVec;
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}
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}
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}
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void ExplicitEuler::solveConstraints(struct CpuSoftClothDemoInternalData* data, char* vertexPositions, int vertexStride,float deltaTime)
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{
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computeForces(data,vertexPositions,vertexStride,deltaTime);
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integrateExplicitEuler(data,vertexPositions,vertexStride,deltaTime);
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}
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15
Demos3/CpuDemos/deformable/ExplicitEuler.h
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15
Demos3/CpuDemos/deformable/ExplicitEuler.h
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@ -0,0 +1,15 @@
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#ifndef EXPLICIT_EULER_H
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#define EXPLICIT_EULER_H
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struct ExplicitEuler
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{
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static void computeForces(struct CpuSoftClothDemoInternalData* data, char* vtx, int vertexStride, float dt);
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static void integrateExplicitEuler(struct CpuSoftClothDemoInternalData* data, char* vtx, int vertexStride,float dt);
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static void solveConstraints(struct CpuSoftClothDemoInternalData* data, char* vtx, int vertexStride,float dt);
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};
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#endif //EXPLICIT_EULER_H
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}
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extern bool useShadowMap;
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bool useWireFrame = false;
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void MyKeyboardCallback(int key, int state)
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{
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if (key=='w' && state)
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{
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useWireFrame = !useWireFrame;
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if (useWireFrame)
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{
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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} else
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{
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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if (key=='s' && state)
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{
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useShadowMap=!useShadowMap;
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@ -607,6 +607,8 @@ int main(int argc, char* argv[])
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args.GetCmdLineArgument("y_gap", ci.gapY);
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args.GetCmdLineArgument("z_gap", ci.gapZ);
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gPause = args.CheckCmdLineFlag("paused");
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gDebugForceLoadingFromSource = args.CheckCmdLineFlag("load_cl_kernels_from_disk");
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gDebugSkipLoadingBinary = args.CheckCmdLineFlag("disable_cached_cl_kernels");
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#ifndef B3_NO_PROFILE
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@ -726,7 +728,7 @@ int main(int argc, char* argv[])
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if (benchmark)
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{
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gPause = false;
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char prefixFileName[1024];
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char csvFileName[1024];
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char detailsFileName[1024];
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@ -1318,8 +1318,8 @@ void GLInstancingRenderer::drawPoints(const float* positions, const float color[
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
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glEnableVertexAttribArray(0);
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int numFloats = pointStrideInBytes/sizeof(float);
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glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, 0, 0);
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int numFloats = 3;//pointStrideInBytes/sizeof(float);
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glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, pointStrideInBytes, 0);
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glDrawArrays(GL_POINTS, 0, numPoints);
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glBindVertexArray(0);
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glPointSize(1);
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