bool GenericIsometricBendingConstraint::solvePositionConstraint(SimulationModel &model)
{
    ParticleData &pd = model.getParticles();

    const unsigned i0 = m_bodies[0];
    const unsigned i1 = m_bodies[1];
    const unsigned i2 = m_bodies[2];
    const unsigned i3 = m_bodies[3];

    Eigen::Vector3f &x0 = pd.getPosition(i0);
    Eigen::Vector3f &x1 = pd.getPosition(i1);
    Eigen::Vector3f &x2 = pd.getPosition(i2);
    Eigen::Vector3f &x3 = pd.getPosition(i3);
    const float invMass0 = pd.getInvMass(i0);
    const float invMass1 = pd.getInvMass(i1);
    const float invMass2 = pd.getInvMass(i2);
    const float invMass3 = pd.getInvMass(i3);

    float invMass[4] = { invMass0, invMass1, invMass2, invMass3 };
    const Eigen::Vector3f x[4] = { x0, x1, x2, x3 };

    Eigen::Vector3f corr[4];

    const bool res = PositionBasedGenericConstraints::solve_GenericConstraint<4, 1>(
                         invMass, x, &m_Q,
                         GenericIsometricBendingConstraint::constraintFct,
                         //GenericIsometricBendingConstraint::gradientFct,
                         corr);

    if (res)
    {
        const float stiffness = model.getClothBendingStiffness();
        if (invMass0 != 0.0f)
            x0 += stiffness*corr[0];
        if (invMass1 != 0.0f)
            x1 += stiffness*corr[1];
        if (invMass2 != 0.0f)
            x2 += stiffness*corr[2];
        if (invMass3 != 0.0f)
            x3 += stiffness*corr[3];
    }
    return res;
}
bool DihedralConstraint::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 corr1, corr2, corr3, corr4;
	const bool res = PositionBasedDynamics::solve_DihedralConstraint(
		x1, invMass1, x2, invMass2, x3, invMass3, x4, invMass4,
		m_restAngle,
		model.getClothBendingStiffness(),
		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;
}
Пример #3
0
bool IsometricBendingConstraint::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_IsometricBendingConstraint(
		x1, invMass1, x2, invMass2, x3, invMass3, x4, invMass4,
		m_Q,
		model.getClothBendingStiffness(),
		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;
}