Files
CosmicEngine/lib/All/JoltPhysics/Samples/Utils/SoftBodyCreator.cpp

137 lines
4.5 KiB
C++
Raw Normal View History

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Utils/SoftBodyCreator.h>
namespace SoftBodyCreator {
Ref<SoftBodySharedSettings> CreateCloth(uint inGridSizeX, uint inGridSizeZ, float inGridSpacing, const function<float(uint, uint)> &inVertexGetInvMass, const function<Vec3(uint, uint)> &inVertexPerturbation, SoftBodySharedSettings::EBendType inBendType, const SoftBodySharedSettings::VertexAttributes &inVertexAttributes)
{
const float cOffsetX = -0.5f * inGridSpacing * (inGridSizeX - 1);
const float cOffsetZ = -0.5f * inGridSpacing * (inGridSizeZ - 1);
// Create settings
SoftBodySharedSettings *settings = new SoftBodySharedSettings;
for (uint z = 0; z < inGridSizeZ; ++z)
for (uint x = 0; x < inGridSizeX; ++x)
{
SoftBodySharedSettings::Vertex v;
Vec3 position = inVertexPerturbation(x, z) + Vec3(cOffsetX + x * inGridSpacing, 0.0f, cOffsetZ + z * inGridSpacing);
position.StoreFloat3(&v.mPosition);
v.mInvMass = inVertexGetInvMass(x, z);
settings->mVertices.push_back(v);
}
// Function to get the vertex index of a point on the cloth
auto vertex_index = [inGridSizeX](uint inX, uint inY) -> uint
{
return inX + inY * inGridSizeX;
};
// Create faces
for (uint z = 0; z < inGridSizeZ - 1; ++z)
for (uint x = 0; x < inGridSizeX - 1; ++x)
{
SoftBodySharedSettings::Face f;
f.mVertex[0] = vertex_index(x, z);
f.mVertex[1] = vertex_index(x, z + 1);
f.mVertex[2] = vertex_index(x + 1, z + 1);
settings->AddFace(f);
f.mVertex[1] = vertex_index(x + 1, z + 1);
f.mVertex[2] = vertex_index(x + 1, z);
settings->AddFace(f);
}
// Create constraints
settings->CreateConstraints(&inVertexAttributes, 1, inBendType);
// Optimize the settings
settings->Optimize();
return settings;
}
Ref<SoftBodySharedSettings> CreateClothWithFixatedCorners(uint inGridSizeX, uint inGridSizeZ, float inGridSpacing)
{
auto inv_mass = [inGridSizeX, inGridSizeZ](uint inX, uint inZ) {
return (inX == 0 && inZ == 0)
|| (inX == inGridSizeX - 1 && inZ == 0)
|| (inX == 0 && inZ == inGridSizeZ - 1)
|| (inX == inGridSizeX - 1 && inZ == inGridSizeZ - 1)? 0.0f : 1.0f;
};
return CreateCloth(inGridSizeX, inGridSizeZ, inGridSpacing, inv_mass);
}
Ref<SoftBodySharedSettings> CreateSphere(float inRadius, uint inNumTheta, uint inNumPhi, SoftBodySharedSettings::EBendType inBendType, const SoftBodySharedSettings::VertexAttributes &inVertexAttributes)
{
// Create settings
SoftBodySharedSettings *settings = new SoftBodySharedSettings;
// Create vertices
// NOTE: This is not how you should create a soft body sphere, we explicitly use polar coordinates to make the vertices unevenly distributed.
// Doing it this way tests the pressure algorithm as it receives non-uniform triangles. Better is to use uniform triangles,
// see the use of DebugRenderer::Create8thSphere for an example.
SoftBodySharedSettings::Vertex v;
(inRadius * Vec3::sUnitSpherical(0, 0)).StoreFloat3(&v.mPosition);
settings->mVertices.push_back(v);
(inRadius * Vec3::sUnitSpherical(JPH_PI, 0)).StoreFloat3(&v.mPosition);
settings->mVertices.push_back(v);
for (uint theta = 1; theta < inNumTheta - 1; ++theta)
for (uint phi = 0; phi < inNumPhi; ++phi)
{
(inRadius * Vec3::sUnitSpherical(JPH_PI * theta / (inNumTheta - 1), 2.0f * JPH_PI * phi / inNumPhi)).StoreFloat3(&v.mPosition);
settings->mVertices.push_back(v);
}
// Function to get the vertex index of a point on the sphere
auto vertex_index = [inNumTheta, inNumPhi](uint inTheta, uint inPhi) -> uint
{
if (inTheta == 0)
return 0;
else if (inTheta == inNumTheta - 1)
return 1;
else
return 2 + (inTheta - 1) * inNumPhi + inPhi % inNumPhi;
};
// Create faces
SoftBodySharedSettings::Face f;
for (uint phi = 0; phi < inNumPhi; ++phi)
{
for (uint theta = 0; theta < inNumTheta - 2; ++theta)
{
f.mVertex[0] = vertex_index(theta, phi);
f.mVertex[1] = vertex_index(theta + 1, phi);
f.mVertex[2] = vertex_index(theta + 1, phi + 1);
settings->AddFace(f);
if (theta > 0)
{
f.mVertex[1] = vertex_index(theta + 1, phi + 1);
f.mVertex[2] = vertex_index(theta, phi + 1);
settings->AddFace(f);
}
}
f.mVertex[0] = vertex_index(inNumTheta - 2, phi + 1);
f.mVertex[1] = vertex_index(inNumTheta - 2, phi);
f.mVertex[2] = vertex_index(inNumTheta - 1, 0);
settings->AddFace(f);
}
// Create constraints
settings->CreateConstraints(&inVertexAttributes, 1, inBendType);
// Optimize the settings
settings->Optimize();
return settings;
}
};