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// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "box2d/b2_draw.h"
#include "box2d/b2_rope.h"
#include <stdio.h>
struct b2RopeStretch
{
int32 i1, i2;
float invMass1, invMass2;
float L;
float lambda;
float spring;
float damper;
};
struct b2RopeBend
{
int32 i1, i2, i3;
float invMass1, invMass2, invMass3;
float invEffectiveMass;
float lambda;
float L1, L2;
float alpha1, alpha2;
float spring;
float damper;
};
b2Rope::b2Rope()
{
m_position.SetZero();
m_count = 0;
m_stretchCount = 0;
m_bendCount = 0;
m_stretchConstraints = nullptr;
m_bendConstraints = nullptr;
m_bindPositions = nullptr;
m_ps = nullptr;
m_p0s = nullptr;
m_vs = nullptr;
m_invMasses = nullptr;
m_gravity.SetZero();
}
b2Rope::~b2Rope()
{
b2Free(m_stretchConstraints);
b2Free(m_bendConstraints);
b2Free(m_bindPositions);
b2Free(m_ps);
b2Free(m_p0s);
b2Free(m_vs);
b2Free(m_invMasses);
}
void b2Rope::Create(const b2RopeDef& def)
{
b2Assert(def.count >= 3);
m_position = def.position;
m_count = def.count;
m_bindPositions = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
m_ps = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
m_p0s = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
m_vs = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
m_invMasses = (float*)b2Alloc(m_count * sizeof(float));
for (int32 i = 0; i < m_count; ++i)
{
m_bindPositions[i] = def.vertices[i];
m_ps[i] = def.vertices[i] + m_position;
m_p0s[i] = def.vertices[i] + m_position;
m_vs[i].SetZero();
float m = def.masses[i];
if (m > 0.0f)
{
m_invMasses[i] = 1.0f / m;
}
else
{
m_invMasses[i] = 0.0f;
}
}
m_stretchCount = m_count - 1;
m_bendCount = m_count - 2;
m_stretchConstraints = (b2RopeStretch*)b2Alloc(m_stretchCount * sizeof(b2RopeStretch));
m_bendConstraints = (b2RopeBend*)b2Alloc(m_bendCount * sizeof(b2RopeBend));
for (int32 i = 0; i < m_stretchCount; ++i)
{
b2RopeStretch& c = m_stretchConstraints[i];
b2Vec2 p1 = m_ps[i];
b2Vec2 p2 = m_ps[i+1];
c.i1 = i;
c.i2 = i + 1;
c.L = b2Distance(p1, p2);
c.invMass1 = m_invMasses[i];
c.invMass2 = m_invMasses[i + 1];
c.lambda = 0.0f;
c.damper = 0.0f;
c.spring = 0.0f;
}
for (int32 i = 0; i < m_bendCount; ++i)
{
b2RopeBend& c = m_bendConstraints[i];
b2Vec2 p1 = m_ps[i];
b2Vec2 p2 = m_ps[i + 1];
b2Vec2 p3 = m_ps[i + 2];
c.i1 = i;
c.i2 = i + 1;
c.i3 = i + 2;
c.invMass1 = m_invMasses[i];
c.invMass2 = m_invMasses[i + 1];
c.invMass3 = m_invMasses[i + 2];
c.invEffectiveMass = 0.0f;
c.L1 = b2Distance(p1, p2);
c.L2 = b2Distance(p2, p3);
c.lambda = 0.0f;
// Pre-compute effective mass (TODO use flattened config)
b2Vec2 e1 = p2 - p1;
b2Vec2 e2 = p3 - p2;
float L1sqr = e1.LengthSquared();
float L2sqr = e2.LengthSquared();
if (L1sqr * L2sqr == 0.0f)
{
continue;
}
b2Vec2 Jd1 = (-1.0f / L1sqr) * e1.Skew();
b2Vec2 Jd2 = (1.0f / L2sqr) * e2.Skew();
b2Vec2 J1 = -Jd1;
b2Vec2 J2 = Jd1 - Jd2;
b2Vec2 J3 = Jd2;
c.invEffectiveMass = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
b2Vec2 r = p3 - p1;
float rr = r.LengthSquared();
if (rr == 0.0f)
{
continue;
}
// a1 = h2 / (h1 + h2)
// a2 = h1 / (h1 + h2)
c.alpha1 = b2Dot(e2, r) / rr;
c.alpha2 = b2Dot(e1, r) / rr;
}
m_gravity = def.gravity;
SetTuning(def.tuning);
}
void b2Rope::SetTuning(const b2RopeTuning& tuning)
{
m_tuning = tuning;
// Pre-compute spring and damper values based on tuning
const float bendOmega = 2.0f * b2_pi * m_tuning.bendHertz;
for (int32 i = 0; i < m_bendCount; ++i)
{
b2RopeBend& c = m_bendConstraints[i];
float L1sqr = c.L1 * c.L1;
float L2sqr = c.L2 * c.L2;
if (L1sqr * L2sqr == 0.0f)
{
c.spring = 0.0f;
c.damper = 0.0f;
continue;
}
// Flatten the triangle formed by the two edges
float J2 = 1.0f / c.L1 + 1.0f / c.L2;
float sum = c.invMass1 / L1sqr + c.invMass2 * J2 * J2 + c.invMass3 / L2sqr;
if (sum == 0.0f)
{
c.spring = 0.0f;
c.damper = 0.0f;
continue;
}
float mass = 1.0f / sum;
c.spring = mass * bendOmega * bendOmega;
c.damper = 2.0f * mass * m_tuning.bendDamping * bendOmega;
}
const float stretchOmega = 2.0f * b2_pi * m_tuning.stretchHertz;
for (int32 i = 0; i < m_stretchCount; ++i)
{
b2RopeStretch& c = m_stretchConstraints[i];
float sum = c.invMass1 + c.invMass2;
if (sum == 0.0f)
{
continue;
}
float mass = 1.0f / sum;
c.spring = mass * stretchOmega * stretchOmega;
c.damper = 2.0f * mass * m_tuning.stretchDamping * stretchOmega;
}
}
void b2Rope::Step(float dt, int32 iterations, const b2Vec2& position)
{
if (dt == 0.0)
{
return;
}
const float inv_dt = 1.0f / dt;
float d = expf(- dt * m_tuning.damping);
// Apply gravity and damping
for (int32 i = 0; i < m_count; ++i)
{
if (m_invMasses[i] > 0.0f)
{
m_vs[i] *= d;
m_vs[i] += dt * m_gravity;
}
else
{
m_vs[i] = inv_dt * (m_bindPositions[i] + position - m_p0s[i]);
}
}
// Apply bending spring
if (m_tuning.bendingModel == b2_springAngleBendingModel)
{
ApplyBendForces(dt);
}
for (int32 i = 0; i < m_bendCount; ++i)
{
m_bendConstraints[i].lambda = 0.0f;
}
for (int32 i = 0; i < m_stretchCount; ++i)
{
m_stretchConstraints[i].lambda = 0.0f;
}
// Update position
for (int32 i = 0; i < m_count; ++i)
{
m_ps[i] += dt * m_vs[i];
}
// Solve constraints
for (int32 i = 0; i < iterations; ++i)
{
if (m_tuning.bendingModel == b2_pbdAngleBendingModel)
{
SolveBend_PBD_Angle();
}
else if (m_tuning.bendingModel == b2_xpbdAngleBendingModel)
{
SolveBend_XPBD_Angle(dt);
}
else if (m_tuning.bendingModel == b2_pbdDistanceBendingModel)
{
SolveBend_PBD_Distance();
}
else if (m_tuning.bendingModel == b2_pbdHeightBendingModel)
{
SolveBend_PBD_Height();
}
else if (m_tuning.bendingModel == b2_pbdTriangleBendingModel)
{
SolveBend_PBD_Triangle();
}
if (m_tuning.stretchingModel == b2_pbdStretchingModel)
{
SolveStretch_PBD();
}
else if (m_tuning.stretchingModel == b2_xpbdStretchingModel)
{
SolveStretch_XPBD(dt);
}
}
// Constrain velocity
for (int32 i = 0; i < m_count; ++i)
{
m_vs[i] = inv_dt * (m_ps[i] - m_p0s[i]);
m_p0s[i] = m_ps[i];
}
}
void b2Rope::Reset(const b2Vec2& position)
{
m_position = position;
for (int32 i = 0; i < m_count; ++i)
{
m_ps[i] = m_bindPositions[i] + m_position;
m_p0s[i] = m_bindPositions[i] + m_position;
m_vs[i].SetZero();
}
for (int32 i = 0; i < m_bendCount; ++i)
{
m_bendConstraints[i].lambda = 0.0f;
}
for (int32 i = 0; i < m_stretchCount; ++i)
{
m_stretchConstraints[i].lambda = 0.0f;
}
}
void b2Rope::SolveStretch_PBD()
{
const float stiffness = m_tuning.stretchStiffness;
for (int32 i = 0; i < m_stretchCount; ++i)
{
const b2RopeStretch& c = m_stretchConstraints[i];
b2Vec2 p1 = m_ps[c.i1];
b2Vec2 p2 = m_ps[c.i2];
b2Vec2 d = p2 - p1;
float L = d.Normalize();
float sum = c.invMass1 + c.invMass2;
if (sum == 0.0f)
{
continue;
}
float s1 = c.invMass1 / sum;
float s2 = c.invMass2 / sum;
p1 -= stiffness * s1 * (c.L - L) * d;
p2 += stiffness * s2 * (c.L - L) * d;
m_ps[c.i1] = p1;
m_ps[c.i2] = p2;
}
}
void b2Rope::SolveStretch_XPBD(float dt)
{
b2Assert(dt > 0.0f);
for (int32 i = 0; i < m_stretchCount; ++i)
{
b2RopeStretch& c = m_stretchConstraints[i];
b2Vec2 p1 = m_ps[c.i1];
b2Vec2 p2 = m_ps[c.i2];
b2Vec2 dp1 = p1 - m_p0s[c.i1];
b2Vec2 dp2 = p2 - m_p0s[c.i2];
b2Vec2 u = p2 - p1;
float L = u.Normalize();
b2Vec2 J1 = -u;
b2Vec2 J2 = u;
float sum = c.invMass1 + c.invMass2;
if (sum == 0.0f)
{
continue;
}
const float alpha = 1.0f / (c.spring * dt * dt); // 1 / kg
const float beta = dt * dt * c.damper; // kg * s
const float sigma = alpha * beta / dt; // non-dimensional
float C = L - c.L;
// This is using the initial velocities
float Cdot = b2Dot(J1, dp1) + b2Dot(J2, dp2);
float B = C + alpha * c.lambda + sigma * Cdot;
float sum2 = (1.0f + sigma) * sum + alpha;
float impulse = -B / sum2;
p1 += (c.invMass1 * impulse) * J1;
p2 += (c.invMass2 * impulse) * J2;
m_ps[c.i1] = p1;
m_ps[c.i2] = p2;
c.lambda += impulse;
}
}
void b2Rope::SolveBend_PBD_Angle()
{
const float stiffness = m_tuning.bendStiffness;
for (int32 i = 0; i < m_bendCount; ++i)
{
const b2RopeBend& c = m_bendConstraints[i];
b2Vec2 p1 = m_ps[c.i1];
b2Vec2 p2 = m_ps[c.i2];
b2Vec2 p3 = m_ps[c.i3];
b2Vec2 d1 = p2 - p1;
b2Vec2 d2 = p3 - p2;
float a = b2Cross(d1, d2);
float b = b2Dot(d1, d2);
float angle = b2Atan2(a, b);
float L1sqr, L2sqr;
if (m_tuning.isometric)
{
L1sqr = c.L1 * c.L1;
L2sqr = c.L2 * c.L2;
}
else
{
L1sqr = d1.LengthSquared();
L2sqr = d2.LengthSquared();
}
if (L1sqr * L2sqr == 0.0f)
{
continue;
}
b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
b2Vec2 J1 = -Jd1;
b2Vec2 J2 = Jd1 - Jd2;
b2Vec2 J3 = Jd2;
float sum;
if (m_tuning.fixedEffectiveMass)
{
sum = c.invEffectiveMass;
}
else
{
sum = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
}
if (sum == 0.0f)
{
sum = c.invEffectiveMass;
}
float impulse = -stiffness * angle / sum;
p1 += (c.invMass1 * impulse) * J1;
p2 += (c.invMass2 * impulse) * J2;
p3 += (c.invMass3 * impulse) * J3;
m_ps[c.i1] = p1;
m_ps[c.i2] = p2;
m_ps[c.i3] = p3;
}
}
void b2Rope::SolveBend_XPBD_Angle(float dt)
{
b2Assert(dt > 0.0f);
for (int32 i = 0; i < m_bendCount; ++i)
{
b2RopeBend& c = m_bendConstraints[i];
b2Vec2 p1 = m_ps[c.i1];
b2Vec2 p2 = m_ps[c.i2];
b2Vec2 p3 = m_ps[c.i3];
b2Vec2 dp1 = p1 - m_p0s[c.i1];
b2Vec2 dp2 = p2 - m_p0s[c.i2];
b2Vec2 dp3 = p3 - m_p0s[c.i3];
b2Vec2 d1 = p2 - p1;
b2Vec2 d2 = p3 - p2;
float L1sqr, L2sqr;
if (m_tuning.isometric)
{
L1sqr = c.L1 * c.L1;
L2sqr = c.L2 * c.L2;
}
else
{
L1sqr = d1.LengthSquared();
L2sqr = d2.LengthSquared();
}
if (L1sqr * L2sqr == 0.0f)
{
continue;
}
float a = b2Cross(d1, d2);
float b = b2Dot(d1, d2);
float angle = b2Atan2(a, b);
b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
b2Vec2 J1 = -Jd1;
b2Vec2 J2 = Jd1 - Jd2;
b2Vec2 J3 = Jd2;
float sum;
if (m_tuning.fixedEffectiveMass)
{
sum = c.invEffectiveMass;
}
else
{
sum = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
}
if (sum == 0.0f)
{
continue;
}
const float alpha = 1.0f / (c.spring * dt * dt);
const float beta = dt * dt * c.damper;
const float sigma = alpha * beta / dt;
float C = angle;
// This is using the initial velocities
float Cdot = b2Dot(J1, dp1) + b2Dot(J2, dp2) + b2Dot(J3, dp3);
float B = C + alpha * c.lambda + sigma * Cdot;
float sum2 = (1.0f + sigma) * sum + alpha;
float impulse = -B / sum2;
p1 += (c.invMass1 * impulse) * J1;
p2 += (c.invMass2 * impulse) * J2;
p3 += (c.invMass3 * impulse) * J3;
m_ps[c.i1] = p1;
m_ps[c.i2] = p2;
m_ps[c.i3] = p3;
c.lambda += impulse;
}
}
void b2Rope::ApplyBendForces(float dt)
{
// omega = 2 * pi * hz
const float omega = 2.0f * b2_pi * m_tuning.bendHertz;
for (int32 i = 0; i < m_bendCount; ++i)
{
const b2RopeBend& c = m_bendConstraints[i];
b2Vec2 p1 = m_ps[c.i1];
b2Vec2 p2 = m_ps[c.i2];
b2Vec2 p3 = m_ps[c.i3];
b2Vec2 v1 = m_vs[c.i1];
b2Vec2 v2 = m_vs[c.i2];
b2Vec2 v3 = m_vs[c.i3];
b2Vec2 d1 = p2 - p1;
b2Vec2 d2 = p3 - p2;
float L1sqr, L2sqr;
if (m_tuning.isometric)
{
L1sqr = c.L1 * c.L1;
L2sqr = c.L2 * c.L2;
}
else
{
L1sqr = d1.LengthSquared();
L2sqr = d2.LengthSquared();
}
if (L1sqr * L2sqr == 0.0f)
{
continue;
}
float a = b2Cross(d1, d2);
float b = b2Dot(d1, d2);
float angle = b2Atan2(a, b);
b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
b2Vec2 J1 = -Jd1;
b2Vec2 J2 = Jd1 - Jd2;
b2Vec2 J3 = Jd2;
float sum;
if (m_tuning.fixedEffectiveMass)
{
sum = c.invEffectiveMass;
}
else
{
sum = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
}
if (sum == 0.0f)
{
continue;
}
float mass = 1.0f / sum;
const float spring = mass * omega * omega;
const float damper = 2.0f * mass * m_tuning.bendDamping * omega;
float C = angle;
float Cdot = b2Dot(J1, v1) + b2Dot(J2, v2) + b2Dot(J3, v3);
float impulse = -dt * (spring * C + damper * Cdot);
m_vs[c.i1] += (c.invMass1 * impulse) * J1;
m_vs[c.i2] += (c.invMass2 * impulse) * J2;
m_vs[c.i3] += (c.invMass3 * impulse) * J3;
}
}
void b2Rope::SolveBend_PBD_Distance()
{
const float stiffness = m_tuning.bendStiffness;
for (int32 i = 0; i < m_bendCount; ++i)
{
const b2RopeBend& c = m_bendConstraints[i];
int32 i1 = c.i1;
int32 i2 = c.i3;
b2Vec2 p1 = m_ps[i1];
b2Vec2 p2 = m_ps[i2];
b2Vec2 d = p2 - p1;
float L = d.Normalize();
float sum = c.invMass1 + c.invMass3;
if (sum == 0.0f)
{
continue;
}
float s1 = c.invMass1 / sum;
float s2 = c.invMass3 / sum;
p1 -= stiffness * s1 * (c.L1 + c.L2 - L) * d;
p2 += stiffness * s2 * (c.L1 + c.L2 - L) * d;
m_ps[i1] = p1;
m_ps[i2] = p2;
}
}
// Constraint based implementation of:
// P. Volino: Simple Linear Bending Stiffness in Particle Systems
void b2Rope::SolveBend_PBD_Height()
{
const float stiffness = m_tuning.bendStiffness;
for (int32 i = 0; i < m_bendCount; ++i)
{
const b2RopeBend& c = m_bendConstraints[i];
b2Vec2 p1 = m_ps[c.i1];
b2Vec2 p2 = m_ps[c.i2];
b2Vec2 p3 = m_ps[c.i3];
// Barycentric coordinates are held constant
b2Vec2 d = c.alpha1 * p1 + c.alpha2 * p3 - p2;
float dLen = d.Length();
if (dLen == 0.0f)
{
continue;
}
b2Vec2 dHat = (1.0f / dLen) * d;
b2Vec2 J1 = c.alpha1 * dHat;
b2Vec2 J2 = -dHat;
b2Vec2 J3 = c.alpha2 * dHat;
float sum = c.invMass1 * c.alpha1 * c.alpha1 + c.invMass2 + c.invMass3 * c.alpha2 * c.alpha2;
if (sum == 0.0f)
{
continue;
}
float C = dLen;
float mass = 1.0f / sum;
float impulse = -stiffness * mass * C;
p1 += (c.invMass1 * impulse) * J1;
p2 += (c.invMass2 * impulse) * J2;
p3 += (c.invMass3 * impulse) * J3;
m_ps[c.i1] = p1;
m_ps[c.i2] = p2;
m_ps[c.i3] = p3;
}
}
// M. Kelager: A Triangle Bending Constraint Model for PBD
void b2Rope::SolveBend_PBD_Triangle()
{
const float stiffness = m_tuning.bendStiffness;
for (int32 i = 0; i < m_bendCount; ++i)
{
const b2RopeBend& c = m_bendConstraints[i];
b2Vec2 b0 = m_ps[c.i1];
b2Vec2 v = m_ps[c.i2];
b2Vec2 b1 = m_ps[c.i3];
float wb0 = c.invMass1;
float wv = c.invMass2;
float wb1 = c.invMass3;
float W = wb0 + wb1 + 2.0f * wv;
float invW = stiffness / W;
b2Vec2 d = v - (1.0f / 3.0f) * (b0 + v + b1);
b2Vec2 db0 = 2.0f * wb0 * invW * d;
b2Vec2 dv = -4.0f * wv * invW * d;
b2Vec2 db1 = 2.0f * wb1 * invW * d;
b0 += db0;
v += dv;
b1 += db1;
m_ps[c.i1] = b0;
m_ps[c.i2] = v;
m_ps[c.i3] = b1;
}
}
void b2Rope::Draw(b2Draw* draw) const
{
b2Color c(0.4f, 0.5f, 0.7f);
b2Color pg(0.1f, 0.8f, 0.1f);
b2Color pd(0.7f, 0.2f, 0.4f);
for (int32 i = 0; i < m_count - 1; ++i)
{
draw->DrawSegment(m_ps[i], m_ps[i+1], c);
const b2Color& pc = m_invMasses[i] > 0.0f ? pd : pg;
draw->DrawPoint(m_ps[i], 5.0f, pc);
}
const b2Color& pc = m_invMasses[m_count - 1] > 0.0f ? pd : pg;
draw->DrawPoint(m_ps[m_count - 1], 5.0f, pc);
}
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