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+// MIT License
+
+// 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);
+}