// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2023 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include namespace SoftBodyCreator { Ref CreateCloth(uint inGridSizeX, uint inGridSizeZ, float inGridSpacing, const function &inVertexGetInvMass, const function &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 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 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; } };