/** Create a particle model mesh */ void createMesh() { TriangleModel::ParticleMesh::UVs uvs; uvs.resize(nRows*nCols); const Real dy = width / (Real)(nCols - 1); const Real dx = height / (Real)(nRows - 1); Vector3r points[nRows*nCols]; for (int i = 0; i < nRows; i++) { for (int j = 0; j < nCols; j++) { const Real y = (Real)dy*j; const Real x = (Real)dx*i; points[i*nCols + j] = Vector3r(x, 1.0, y); uvs[i*nCols + j][0] = x/width; uvs[i*nCols + j][1] = y/height; } } const int nIndices = 6 * (nRows - 1)*(nCols - 1); TriangleModel::ParticleMesh::UVIndices uvIndices; uvIndices.resize(nIndices); unsigned int indices[nIndices]; int index = 0; for (int i = 0; i < nRows - 1; i++) { for (int j = 0; j < nCols - 1; j++) { int helper = 0; if (i % 2 == j % 2) helper = 1; indices[index] = i*nCols + j; indices[index + 1] = i*nCols + j + 1; indices[index + 2] = (i + 1)*nCols + j + helper; uvIndices[index] = i*nCols + j; uvIndices[index + 1] = i*nCols + j + 1; uvIndices[index + 2] = (i + 1)*nCols + j + helper; index += 3; indices[index] = (i + 1)*nCols + j + 1; indices[index + 1] = (i + 1)*nCols + j; indices[index + 2] = i*nCols + j + 1 - helper; uvIndices[index] = (i + 1)*nCols + j + 1; uvIndices[index + 1] = (i + 1)*nCols + j; uvIndices[index + 2] = i*nCols + j + 1 - helper; index += 3; } } model.addTriangleModel(nRows*nCols, nIndices / 3, &points[0], &indices[0], uvIndices, uvs); ParticleData &pd = model.getParticles(); for (unsigned int i = 0; i < pd.getNumberOfParticles(); i++) { pd.setMass(i, 1.0); } // Set mass of points to zero => make it static pd.setMass(0, 0.0); pd.setMass((nRows-1)*nCols, 0.0); // init constraints for (unsigned int cm = 0; cm < model.getTriangleModels().size(); cm++) { if (simulationMethod == 1) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); const unsigned int nEdges = model.getTriangleModels()[cm]->getParticleMesh().numEdges(); const IndexedFaceMesh::Edge *edges = model.getTriangleModels()[cm]->getParticleMesh().getEdges().data(); for (unsigned int i = 0; i < nEdges; i++) { const unsigned int v1 = edges[i].m_vert[0] + offset; const unsigned int v2 = edges[i].m_vert[1] + offset; model.addDistanceConstraint(v1, v2); } } else if (simulationMethod == 2) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); TriangleModel::ParticleMesh &mesh = model.getTriangleModels()[cm]->getParticleMesh(); const unsigned int *tris = mesh.getFaces().data(); const unsigned int nFaces = mesh.numFaces(); for (unsigned int i = 0; i < nFaces; i++) { const unsigned int v1 = tris[3 * i] + offset; const unsigned int v2 = tris[3 * i + 1] + offset; const unsigned int v3 = tris[3 * i + 2] + offset; model.addFEMTriangleConstraint(v1, v2, v3); } } else if (simulationMethod == 3) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); TriangleModel::ParticleMesh &mesh = model.getTriangleModels()[cm]->getParticleMesh(); const unsigned int *tris = mesh.getFaces().data(); const unsigned int nFaces = mesh.numFaces(); for (unsigned int i = 0; i < nFaces; i++) { const unsigned int v1 = tris[3 * i] + offset; const unsigned int v2 = tris[3 * i + 1] + offset; const unsigned int v3 = tris[3 * i + 2] + offset; model.addStrainTriangleConstraint(v1, v2, v3); } } if (bendingMethod != 0) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); TriangleModel::ParticleMesh &mesh = model.getTriangleModels()[cm]->getParticleMesh(); unsigned int nEdges = mesh.numEdges(); const TriangleModel::ParticleMesh::Edge *edges = mesh.getEdges().data(); const unsigned int *tris = mesh.getFaces().data(); for (unsigned int i = 0; i < nEdges; i++) { const int tri1 = edges[i].m_face[0]; const int tri2 = edges[i].m_face[1]; if ((tri1 != 0xffffffff) && (tri2 != 0xffffffff)) { // Find the triangle points which do not lie on the axis const int axisPoint1 = edges[i].m_vert[0]; const int axisPoint2 = edges[i].m_vert[1]; int point1 = -1; int point2 = -1; for (int j = 0; j < 3; j++) { if ((tris[3 * tri1 + j] != axisPoint1) && (tris[3 * tri1 + j] != axisPoint2)) { point1 = tris[3 * tri1 + j]; break; } } for (int j = 0; j < 3; j++) { if ((tris[3 * tri2 + j] != axisPoint1) && (tris[3 * tri2 + j] != axisPoint2)) { point2 = tris[3 * tri2 + j]; break; } } if ((point1 != -1) && (point2 != -1)) { const unsigned int vertex1 = point1 + offset; const unsigned int vertex2 = point2 + offset; const unsigned int vertex3 = edges[i].m_vert[0] + offset; const unsigned int vertex4 = edges[i].m_vert[1] + offset; if (bendingMethod == 1) model.addDihedralConstraint(vertex1, vertex2, vertex3, vertex4); else if (bendingMethod == 2) model.addIsometricBendingConstraint(vertex1, vertex2, vertex3, vertex4); } } } } } std::cout << "Number of triangles: " << nIndices / 3 << "\n"; std::cout << "Number of vertices: " << nRows*nCols << "\n"; }
void createMesh() { Vector3r points[width*height*depth]; for (unsigned int i = 0; i < width; i++) { for (unsigned int j = 0; j < height; j++) { for (unsigned int k = 0; k < depth; k++) { points[i*height*depth + j*depth + k] = 0.3*Vector3r((Real)i, (Real)j, (Real)k); } } } vector<unsigned int> indices; for (unsigned int i = 0; i < width - 1; i++) { for (unsigned int j = 0; j < height - 1; j++) { for (unsigned int k = 0; k < depth - 1; k++) { // For each block, the 8 corners are numerated as: // 4*-----*7 // /| /| // / | / | // 5*-----*6 | // | 0*--|--*3 // | / | / // |/ |/ // 1*-----*2 unsigned int p0 = i*height*depth + j*depth + k; unsigned int p1 = p0 + 1; unsigned int p3 = (i + 1)*height*depth + j*depth + k; unsigned int p2 = p3 + 1; unsigned int p7 = (i + 1)*height*depth + (j + 1)*depth + k; unsigned int p6 = p7 + 1; unsigned int p4 = i*height*depth + (j + 1)*depth + k; unsigned int p5 = p4 + 1; // Ensure that neighboring tetras are sharing faces if ((i + j + k) % 2 == 1) { indices.push_back(p2); indices.push_back(p1); indices.push_back(p6); indices.push_back(p3); indices.push_back(p6); indices.push_back(p3); indices.push_back(p4); indices.push_back(p7); indices.push_back(p4); indices.push_back(p1); indices.push_back(p6); indices.push_back(p5); indices.push_back(p3); indices.push_back(p1); indices.push_back(p4); indices.push_back(p0); indices.push_back(p6); indices.push_back(p1); indices.push_back(p4); indices.push_back(p3); } else { indices.push_back(p0); indices.push_back(p2); indices.push_back(p5); indices.push_back(p1); indices.push_back(p7); indices.push_back(p2); indices.push_back(p0); indices.push_back(p3); indices.push_back(p5); indices.push_back(p2); indices.push_back(p7); indices.push_back(p6); indices.push_back(p7); indices.push_back(p0); indices.push_back(p5); indices.push_back(p4); indices.push_back(p0); indices.push_back(p2); indices.push_back(p7); indices.push_back(p5); } } } } SimulationModel *model = Simulation::getCurrent()->getModel(); model->addTetModel(width*height*depth, (unsigned int)indices.size() / 4u, points, indices.data()); ParticleData &pd = model->getParticles(); for (unsigned int i = 0; i < pd.getNumberOfParticles(); i++) { pd.setMass(i, 1.0); } for (unsigned int i = 0; i < 1; i++) { for (unsigned int j = 0; j < height; j++) { for (unsigned int k = 0; k < depth; k++) pd.setMass(i*height*depth + j*depth + k, 0.0); } } // init constraints for (unsigned int cm = 0; cm < model->getTetModels().size(); cm++) { const unsigned int nTets = model->getTetModels()[cm]->getParticleMesh().numTets(); const unsigned int *tets = model->getTetModels()[cm]->getParticleMesh().getTets().data(); const IndexedTetMesh::VertexTets *vTets = model->getTetModels()[cm]->getParticleMesh().getVertexTets().data(); if (simulationMethod == 1) { const unsigned int offset = model->getTetModels()[cm]->getIndexOffset(); const unsigned int nEdges = model->getTetModels()[cm]->getParticleMesh().numEdges(); const IndexedTetMesh::Edge *edges = model->getTetModels()[cm]->getParticleMesh().getEdges().data(); for (unsigned int i = 0; i < nEdges; i++) { const unsigned int v1 = edges[i].m_vert[0] + offset; const unsigned int v2 = edges[i].m_vert[1] + offset; model->addDistanceConstraint(v1, v2); } for (unsigned int i = 0; i < nTets; i++) { const unsigned int v1 = tets[4 * i]; const unsigned int v2 = tets[4 * i + 1]; const unsigned int v3 = tets[4 * i + 2]; const unsigned int v4 = tets[4 * i + 3]; model->addVolumeConstraint(v1, v2, v3, v4); } } else if (simulationMethod == 2) { TetModel::ParticleMesh &mesh = model->getTetModels()[cm]->getParticleMesh(); for (unsigned int i = 0; i < nTets; i++) { const unsigned int v1 = tets[4 * i]; const unsigned int v2 = tets[4 * i + 1]; const unsigned int v3 = tets[4 * i + 2]; const unsigned int v4 = tets[4 * i + 3]; model->addFEMTetConstraint(v1, v2, v3, v4); } } else if (simulationMethod == 3) { TetModel::ParticleMesh &mesh = model->getTetModels()[cm]->getParticleMesh(); for (unsigned int i = 0; i < nTets; i++) { const unsigned int v1 = tets[4 * i]; const unsigned int v2 = tets[4 * i + 1]; const unsigned int v3 = tets[4 * i + 2]; const unsigned int v4 = tets[4 * i + 3]; model->addStrainTetConstraint(v1, v2, v3, v4); } } else if (simulationMethod == 4) { TetModel::ParticleMesh &mesh = model->getTetModels()[cm]->getParticleMesh(); for (unsigned int i = 0; i < nTets; i++) { const unsigned int v[4] = { tets[4 * i], tets[4 * i + 1], tets[4 * i + 2], tets[4 * i + 3] }; // Important: Divide position correction by the number of clusters // which contain the vertex. const unsigned int nc[4] = { vTets[v[0]].m_numTets, vTets[v[1]].m_numTets, vTets[v[2]].m_numTets, vTets[v[3]].m_numTets }; model->addShapeMatchingConstraint(4, v, nc); } } model->getTetModels()[cm]->updateMeshNormals(pd); } LOG_INFO << "Number of tets: " << indices.size() / 4; LOG_INFO << "Number of vertices: " << width*height*depth; }