bool ShapeMatchingConstraint::solvePositionConstraint(SimulationModel &model)
{
	ParticleData &pd = model.getParticles();
	for (unsigned int i = 0; i < m_numberOfBodies; i++)
	{
		m_x[i] = pd.getPosition(m_bodies[i]);
	}

	const bool res = PositionBasedDynamics::solve_ShapeMatchingConstraint(
		m_x0, m_x, m_w, m_numberOfBodies,
		m_restCm, m_invRestMat,
		model.getSolidStiffness(), false,
		m_corr);

	if (res)
	{
		for (unsigned int i = 0; i < m_numberOfBodies; i++)
		{
			// Important: Divide position correction by the number of clusters 
			// which contain the vertex. 
			if (m_w[i] != 0.0f)
				pd.getPosition(m_bodies[i]) += (1.0f / m_numClusters[i]) * m_corr[i];
		}
	}
	return res;
}
bool StrainTetConstraint::solvePositionConstraint(SimulationModel &model)
{
	ParticleData &pd = model.getParticles();

	const unsigned i1 = m_bodies[0];
	const unsigned i2 = m_bodies[1];
	const unsigned i3 = m_bodies[2];
	const unsigned i4 = m_bodies[3];

	Eigen::Vector3f &x1 = pd.getPosition(i1);
	Eigen::Vector3f &x2 = pd.getPosition(i2);
	Eigen::Vector3f &x3 = pd.getPosition(i3);
	Eigen::Vector3f &x4 = pd.getPosition(i4);

	const float invMass1 = pd.getInvMass(i1);
	const float invMass2 = pd.getInvMass(i2);
	const float invMass3 = pd.getInvMass(i3);
	const float invMass4 = pd.getInvMass(i4);

	Eigen::Vector3f stiffness(model.getSolidStiffness(), model.getSolidStiffness(), model.getSolidStiffness());

	Eigen::Vector3f corr1, corr2, corr3, corr4;
	const bool res = PositionBasedDynamics::solve_StrainTetraConstraint(
		x1, invMass1,
		x2, invMass2,
		x3, invMass3,
		x4, invMass4,
		m_invRestMat,
		stiffness,
		stiffness,
		model.getSolidNormalizeStretch(),
		model.getSolidNormalizeShear(),
		corr1, corr2, corr3, corr4);

	if (res)
	{
		if (invMass1 != 0.0f)
			x1 += corr1;
		if (invMass2 != 0.0f)
			x2 += corr2;
		if (invMass3 != 0.0f)
			x3 += corr3;
		if (invMass4 != 0.0f)
			x4 += corr4;
	}
	return res;
}
bool FEMTetConstraint::solvePositionConstraint(SimulationModel &model)
{
	ParticleData &pd = model.getParticles();

	const unsigned i1 = m_bodies[0];
	const unsigned i2 = m_bodies[1];
	const unsigned i3 = m_bodies[2];
	const unsigned i4 = m_bodies[3];

	Eigen::Vector3f &x1 = pd.getPosition(i1);
	Eigen::Vector3f &x2 = pd.getPosition(i2);
	Eigen::Vector3f &x3 = pd.getPosition(i3);
	Eigen::Vector3f &x4 = pd.getPosition(i4);

	const float invMass1 = pd.getInvMass(i1);
	const float invMass2 = pd.getInvMass(i2);
	const float invMass3 = pd.getInvMass(i3);
	const float invMass4 = pd.getInvMass(i4);

	float currentVolume = -(1.0f / 6.0f) * (x4 - x1).dot((x3 - x1).cross(x2 - x1));
	bool handleInversion = false;
	if (currentVolume / m_volume < 0.2)		// Only 20% of initial volume left
		handleInversion = true;


	Eigen::Vector3f corr1, corr2, corr3, corr4;
	const bool res = PositionBasedDynamics::solve_FEMTetraConstraint(
		x1, invMass1,
		x2, invMass2,
		x3, invMass3,
		x4, invMass4,
		m_volume,
		m_invRestMat,
		model.getSolidStiffness(),
		model.getSolidPoissonRatio(), handleInversion,
		corr1, corr2, corr3, corr4);

	if (res)
	{
		if (invMass1 != 0.0f)
			x1 += corr1;
		if (invMass2 != 0.0f)
			x2 += corr2;
		if (invMass3 != 0.0f)
			x3 += corr3;
		if (invMass4 != 0.0f)
			x4 += corr4;
	}
	return res;
}
예제 #4
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bool VolumeConstraint::solvePositionConstraint(SimulationModel &model)
{
	ParticleData &pd = model.getParticles();

	const unsigned i1 = m_bodies[0];
	const unsigned i2 = m_bodies[1];
	const unsigned i3 = m_bodies[2];
	const unsigned i4 = m_bodies[3];

	Vector3r &x1 = pd.getPosition(i1);
	Vector3r &x2 = pd.getPosition(i2);
	Vector3r &x3 = pd.getPosition(i3);
	Vector3r &x4 = pd.getPosition(i4);

	const Real invMass1 = pd.getInvMass(i1);
	const Real invMass2 = pd.getInvMass(i2);
	const Real invMass3 = pd.getInvMass(i3);
	const Real invMass4 = pd.getInvMass(i4);

	Vector3r corr1, corr2, corr3, corr4;
	const bool res = PositionBasedDynamics::solve_VolumeConstraint(x1, invMass1,
		x2, invMass2,
		x3, invMass3,
		x4, invMass4,
		m_restVolume,
		model.getSolidStiffness(),
		model.getSolidStiffness(),
		corr1, corr2, corr3, corr4);

	if (res)
	{
		if (invMass1 != 0.0)
			x1 += corr1;
		if (invMass2 != 0.0)
			x2 += corr2;
		if (invMass3 != 0.0)
			x3 += corr3;
		if (invMass4 != 0.0)
			x4 += corr4;
	}
	return res;
}