https://github.com/sueda/eol-cloth
Revision 2323d9f6471bbf5dc63979216a3ed3c97ff3538a authored by Weidner on 13 July 2018, 15:37:58 UTC, committed by Weidner on 13 July 2018, 15:37:58 UTC
1 parent db932cf
Tip revision: 2323d9f6471bbf5dc63979216a3ed3c97ff3538a authored by Weidner on 13 July 2018, 15:37:58 UTC
Solver solving using old deform grad method. Still some bugs, but going to clean up force filling
Solver solving using old deform grad method. Still some bugs, but going to clean up force filling
Tip revision: 2323d9f
Cloth.cpp
#include "Cloth.h"
#include "conversions.h"
#include "Obstacles.h"
#include "Constraints.h"
#include "Forces.h"
#include "GeneralizedSolver.h"
#include "UtilEOL.h"
#include "external\ArcSim\mesh.hpp"
#include "external\ArcSim\io.hpp"
#include "external\ArcSim\geometry.hpp"
#ifdef EOLC_ONLINE
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "online/MatrixStack.h"
#include "online/Program.h"
#include "online/GLSL.h"
#endif // EOLC_ONLINE
using namespace std;
using namespace Eigen;
Cloth::Cloth()
{
consts = make_shared<Constraints>();
myForces = make_shared<Forces>();
}
void Cloth::build(const Vector2i res,
const Vector3d &x00,
const Vector3d &x01,
const Vector3d &x10,
const Vector3d &x11)
{
for (int i = 0; i < res(0); ++i) {
double u = i / (res(0) - 1.0);
Vector3d x0 = (1 - u)*x00 + u*x10;
Vector3d x1 = (1 - u)*x01 + u*x11;
for (int j = 0; j < res(1); ++j) {
double v = j / (res(1) - 1.0);
Vector3d x = (1 - v)*x0 + v*x1;
mesh.add(new Vert(Vec3(x(0),x(1),0.0), Vec3(0)));
mesh.add(new Node(e2v(x), e2v(x), Vec3(0), 0, 0, false));
connect(mesh.verts.back(), mesh.nodes.back());
}
}
double dx = ((x01(0) - x00(0)) / (res(1) - 1)) / 2;
double dy = ((x10(1) - x00(1)) / (res(0) - 1)) / 2;
for (int i = 0; i < res(0) - 1; ++i) {
for (int j = 0; j < res(1) - 1; ++j) {
Vector3d x = x00;
x(0) += (2 * j + 1) * dx;
x(1) += (2 * i + 1) * dy;
Vec3 ver(x[0], x[1], 0);
Vec3 vel(0.0, 0.0, 0.0);
mesh.add(new Vert(Vec3(x(0), x(1), 0.0), Vec3(0)));
mesh.add(new Node(e2v(x), e2v(x), Vec3(0), 0, 0, false));
connect(mesh.verts.back(), mesh.nodes.back());
}
}
int center_index_cnt = 0;
for (int i = 0; i < res(0) - 1; i++) {
for (int j = 0; j < res(1) - 1; j++) {
int k0 = (i * res(1)) + j; // upper right index
int kc0 = ((res(0) * res(1)) + center_index_cnt); // center index
center_index_cnt++;
vector<Vert*> verts1;
verts1.push_back(mesh.verts[k0]);
verts1.push_back(mesh.verts[k0 + 1]);
verts1.push_back(mesh.verts[kc0]);
vector<Face*> faces1 = triangulateARC(verts1);
for (int f = 0; f < faces1.size(); f++)
mesh.add(faces1[f]);
vector<Vert*> verts2;
verts2.push_back(mesh.verts[k0 + 1]);
verts2.push_back(mesh.verts[k0 + res(1) + 1]);
verts2.push_back(mesh.verts[kc0]);
vector<Face*> faces2 = triangulateARC(verts2);
for (int f = 0; f < faces2.size(); f++)
mesh.add(faces2[f]);
vector<Vert*> verts3;
verts3.push_back(mesh.verts[k0 + res(1) + 1]);
verts3.push_back(mesh.verts[k0 + res(1)]);
verts3.push_back(mesh.verts[kc0]);
vector<Face*> faces3 = triangulateARC(verts3);
for (int f = 0; f < faces3.size(); f++)
mesh.add(faces3[f]);
vector<Vert*> verts4;
verts4.push_back(mesh.verts[k0 + res(1)]);
verts4.push_back(mesh.verts[k0]);
verts4.push_back(mesh.verts[kc0]);
vector<Face*> faces4 = triangulateARC(verts4);
for (int f = 0; f < faces4.size(); f++)
mesh.add(faces4[f]);
}
}
for (int i = 0; i < mesh.faces.size(); i++) {
mesh.faces[i]->material = &material;
}
mark_nodes_to_preserve(mesh);
compute_ms_data(mesh);
v.resize(mesh.nodes.size() * 3);
f.resize(mesh.nodes.size() * 3);
posBuf.clear();
norBuf.clear();
texBuf.clear();
eleBuf.clear();
posBuf.resize(mesh.nodes.size() * 3);
norBuf.resize(mesh.nodes.size() * 3);
texBuf.resize(mesh.nodes.size() * 2);
eleBuf.resize(mesh.faces.size() * 3);
updatePosNor();
}
void Cloth::updatePosNor()
{
for (int i = 0; i < mesh.nodes.size(); i++) {
Vec3 xm = mesh.nodes[i]->x;
Vec3 Xm = mesh.nodes[i]->verts[0]->u;
Vec3 nm = mesh.nodes[i]->n;
Vec3 tm = mesh.nodes[i]->verts[0]->u;
posBuf[3 * i + 0] = xm[0];
posBuf[3 * i + 1] = xm[1];
posBuf[3 * i + 2] = xm[2];
norBuf[3 * i + 0] = nm[0];
norBuf[3 * i + 1] = nm[1];
norBuf[3 * i + 2] = nm[2];
texBuf[2 * i + 0] = tm[0];
texBuf[2 * i + 1] = tm[1];
}
for (int i = 0; i < mesh.faces.size(); i++) {
eleBuf[3 * i + 0] = mesh.faces[i]->v[0]->index;
eleBuf[3 * i + 1] = mesh.faces[i]->v[1]->index;
eleBuf[3 * i + 2] = mesh.faces[i]->v[2]->index;
}
}
void Cloth::updateBuffers()
{
posBuf.clear();
norBuf.clear();
texBuf.clear();
eleBuf.clear();
posBuf.resize(mesh.nodes.size() * 3);
norBuf.resize(mesh.nodes.size() * 3);
texBuf.resize(mesh.nodes.size() * 2);
eleBuf.resize(mesh.faces.size() * 3);
// Update position and normal buffers
updatePosNor();
}
void Cloth::updatePreviousMesh()
{
delete_mesh(last_mesh);
last_mesh = deep_copy(mesh);
}
void Cloth::velocityTransfer()
{
v.resize(mesh.nodes.size() * 3 + mesh.EoL_Count * 2);
v.setZero();
// Loop through all of our nodes and update their velocities
for (int n = 0; n < mesh.nodes.size(); n++) {
Node* node = mesh.nodes[n];
Vert* vert = node->verts[0];
// Search through the unremeshed mesh to see if this node existed before, or was just introduced it this step
// TODO:: Can more than one node fall within the close range?
bool found = false;
double how_close = 1e-6;
int closest = -1;
for (int j = 0; j < last_mesh.nodes.size(); j++) {
double dist = unsigned_vv_distance(vert->u, last_mesh.nodes[j]->verts[0]->u);
if (unsigned_vv_distance(vert->u, last_mesh.nodes[j]->verts[0]->u) < how_close) {
how_close = dist;
closest = j;
found = true;
break;
}
}
// If the node existed before do one of two things
if (found) {
// If the node was EOL but is no longer, we have to transfer it's EOL components back into fully LAG
if (node->EoL_state == Node::WasEOL) {
node->EoL_state = Node::IsLAG;
MatrixXd F = MatrixXd::Zero(3, 2);
Vector3d nodev = v2e(node->v);
Vector2d nodeV = v322e(vert->v);
for (int j = 0; j < vert->adjf.size(); j++) {
F += incedent_angle(vert, vert->adjf[j]) * deform_grad(vert->adjf[j]);
}
is_seam_or_boundary(node) ? F *= (1 / M_PI) : F *= (1 / (2 * M_PI));
Vector3d newvL = nodev - F*nodeV;
v(3 * n) = newvL(0);
v(3 * n + 1) = newvL(1);
v(3 * n + 2) = newvL(2);
}
// If it already existed, just pull it's old information
else {
// TODO:: The node will have the data if it gets here correct?
v(3 * n) = node->v[0];
v(3 * n + 1) = node->v[1];
v(3 * n + 2) = node->v[2];
if (node->EoL) {
v(mesh.nodes.size() * 3 + node->EoL_index * 2) = vert->v[0];
v(mesh.nodes.size() * 3 + node->EoL_index * 2 + 1) = vert->v[1];
}
}
}
// If the node did not exist We have to do one of four things
else {
// If its a LAG point we can just use barycentric averaging
if (!node->EoL) {
Face* old_face = get_enclosing_face(last_mesh, Vec2(vert->u[0], vert->u[1]));
Vec3 bary = get_barycentric_coords(Vec2(vert->u[0], vert->u[1]), old_face);
Vector3d vwA = v2e(old_face->v[0]->node->v);
Vector3d vwB = v2e(old_face->v[1]->node->v);
Vector3d vwC = v2e(old_face->v[2]->node->v);
// If any of its surrounding points are EOL, the Eulerian component velocity component must be taken into account
if (old_face->v[0]->node->EoL) vwA += -deform_grad(old_face) * v322e(old_face->v[0]->v);
if (old_face->v[1]->node->EoL) vwB += -deform_grad(old_face) * v322e(old_face->v[1]->v);
if (old_face->v[2]->node->EoL) vwC += -deform_grad(old_face) * v322e(old_face->v[2]->v);
Vector3d v_new_world = bary[0] * vwA + bary[1] * vwB + bary[2] * vwC;
node->v = e2v(v_new_world);
v(3 * n) = v_new_world(0);
v(3 * n + 1) = v_new_world(1);
v(3 * n + 2) = v_new_world(2);
}
else {
// If the new EOL was the result of a conserved edge split, we average the components for efficiency
// For this to happen neither adjacent nodes can be NewEOLs, otherwise the averaging would be wrong
if (node->EoL_state == Node::NewEOLFromSplit) {
Vector3d newvL = Vector3d::Zero();
Vector3d newvE = Vector3d::Zero();
for (int e = 0; e < node->adje.size(); e++) {
if (node->adje[e]->preserve) {
Node* adjn = other_node(node->adje[e], node);
newvL += v2e(adjn->v);
newvE += v2e(adjn->verts[0]->v);
}
}
newvL /= 2.0;
newvE /= 2.0; // Should only ever be two here..?
// We put in the new averaged velocities
v(mesh.nodes.size() * 3 + node->EoL_index * 2) = newvE(0);
v(mesh.nodes.size() * 3 + node->EoL_index * 2 + 1) = newvE(1);
v(3 * n) = newvL(0);
v(3 * n + 1) = newvL(1);
v(3 * n + 2) = newvL(2);
}
// If this is brand new EOL with no previuosly known information, we calculate its world velocity and distribute it
else {
Face* old_face = get_enclosing_face(last_mesh, Vec2(vert->u[0], vert->u[1]));
Matrix2d ftf = deform_grad(old_face).transpose() * deform_grad(old_face);
Vector2d dtv = -deform_grad(old_face).transpose() * v2e(node->v);
// We set up a simple KKT system with the purpose of putting as much world velocity as possible into the Eulerian component
MatrixXd KKTl = MatrixXd::Zero(4, 4);
KKTl.block(0, 0, 2, 2) = ftf;
KKTl.block<2, 2>(0, 2) = Matrix2d::Identity();
KKTl.block<2, 2>(2, 0) = Matrix2d::Identity();
VectorXd KKTr(4);
KKTr << dtv, VectorXd::Zero(2);
ConjugateGradient<MatrixXd, Lower | Upper> cg;
cg.compute(KKTl);
VectorXd newvE = cg.solve(KKTr);
// This gives us the Eulerian component
vert->v = Vec3(newvE(0), newvE(1), 0.0);
v(mesh.nodes.size() * 3 + node->EoL_index * 2) = newvE(0);
v(mesh.nodes.size() * 3 + node->EoL_index * 2 + 1) = newvE(1);
// We use the deformation gradient to extract the lagrangian component
Vector3d newvL = v2e(node->v) + -deform_grad(old_face) * newvE.segment<2>(0);
node->v = e2v(newvL);
v(3 * n) = newvL(0);
v(3 * n + 1) = newvL(1);
v(3 * n + 2) = newvL(2);
}
}
}
}
}
void Cloth::solve(shared_ptr<GeneralizedSolver> gs, double h)
{
VectorXd b = -(myForces->M * v + h * myForces->f);
bool success = gs->velocitySolve(false, consts->hasCollisions,
myForces->MDK, b,
consts->Aeq, consts->beq,
consts->Aineq, consts->bineq,
v);
}
void Cloth::step(shared_ptr<GeneralizedSolver> gs, shared_ptr<Obstacles> obs, const Vector3d& grav, double h)
{
consts->fill(mesh, obs, h);
velocityTransfer();
myForces->fill(mesh, material, grav, h);
solve(gs, h);
for (int n = 0; n < mesh.nodes.size(); n++) {
Node* node = mesh.nodes[n];
Vert* vert = node->verts[0];
node->v[0] = v(n * 3);
node->v[1] = v(n * 3 + 1);
node->v[2] = v(n * 3 + 2);
node->x = node->x + h * node->v;
if (node->EoL) {
vert->v[0] = v(mesh.nodes.size() * 3 + node->EoL_index * 2);
vert->v[1] = v(mesh.nodes.size() * 3 + node->EoL_index * 2 + 1);
//if (mesh.nodes[i]->verts[0]->u[0] != Xmin && mesh.nodes[i]->verts[0]->u[0] != Xmax) mesh.nodes[i]->verts[0]->u[0] = mesh.nodes[i]->verts[0]->u[0] + h * mesh.nodes[i]->verts[0]->v[0];
//if (mesh.nodes[i]->verts[0]->u[1] != Ymin && mesh.nodes[i]->verts[0]->u[1] != Ymax) mesh.nodes[i]->verts[0]->u[1] = mesh.nodes[i]->verts[0]->u[1] + h * mesh.nodes[i]->verts[0]->v[1];
vert->u[0] = vert->u[0] + h * vert->v[0];
vert->u[1] = vert->u[1] + h * vert->v[1];
}
}
updateBuffers();
}
#ifdef EOLC_ONLINE
void Cloth::init()
{
glGenBuffers(1, &posBufID);
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
glBufferData(GL_ARRAY_BUFFER, posBuf.size() * sizeof(float), &posBuf[0], GL_DYNAMIC_DRAW);
glGenBuffers(1, &norBufID);
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
glBufferData(GL_ARRAY_BUFFER, norBuf.size() * sizeof(float), &norBuf[0], GL_DYNAMIC_DRAW);
glGenBuffers(1, &texBufID);
glBindBuffer(GL_ARRAY_BUFFER, texBufID);
glBufferData(GL_ARRAY_BUFFER, texBuf.size() * sizeof(float), &texBuf[0], GL_DYNAMIC_DRAW);
glGenBuffers(1, &eleBufID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eleBufID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eleBuf.size() * sizeof(unsigned int), &eleBuf[0], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
assert(glGetError() == GL_NO_ERROR);
}
void Cloth::draw(shared_ptr<MatrixStack> MV, const shared_ptr<Program> p) const
{
// Draw mesh
glUniform3fv(p->getUniform("kdFront"), 1, Vector3f(1.0, 0.0, 0.0).data());
glUniform3fv(p->getUniform("kdBack"), 1, Vector3f(1.0, 1.0, 0.0).data());
MV->pushMatrix();
glUniformMatrix4fv(p->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
int h_pos = p->getAttribute("aPos");
glEnableVertexAttribArray(h_pos);
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
glBufferData(GL_ARRAY_BUFFER, posBuf.size() * sizeof(float), &posBuf[0], GL_DYNAMIC_DRAW);
glVertexAttribPointer(h_pos, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
int h_nor = p->getAttribute("aNor");
glEnableVertexAttribArray(h_nor);
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
glBufferData(GL_ARRAY_BUFFER, norBuf.size() * sizeof(float), &norBuf[0], GL_DYNAMIC_DRAW);
glVertexAttribPointer(h_nor, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eleBufID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eleBuf.size() * sizeof(unsigned int), &eleBuf[0], GL_DYNAMIC_DRAW);
glDrawElements(GL_TRIANGLES, eleBuf.size(), GL_UNSIGNED_INT, (void*)0);
glDisableVertexAttribArray(h_nor);
glDisableVertexAttribArray(h_pos);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
MV->popMatrix();
}
void Cloth::drawSimple(shared_ptr<MatrixStack> MV, const shared_ptr<Program> p) const
{
for (int i = 0; i < mesh.nodes.size(); i++) {
if (!mesh.nodes[i]->EoL) {
glColor3f(1.0f, 1.0f, 0.0f);
glPointSize(10.0f);
glBegin(GL_POINTS);
glVertex3f(mesh.nodes[i]->x[0], mesh.nodes[i]->x[1], mesh.nodes[i]->x[2]);
glEnd();
}
}
for (int i = 0; i < mesh.edges.size(); i++) {
Edge *e = mesh.edges[i];
if (e->preserve) {
glColor3f(0.0f, 1.0f, 0.0f);
glLineWidth(3.0f);
glBegin(GL_LINES);
glVertex3f(e->n[0]->x[0], e->n[0]->x[1], e->n[0]->x[2]);
glVertex3f(e->n[1]->x[0], e->n[1]->x[1], e->n[1]->x[2]);
glEnd();
glLineWidth(1.0f);
}
if (e->n[0]->EoL) {
glColor3f(1.0f, 0.0f, 0.0f);
glPointSize(10.0f);
glBegin(GL_POINTS);
glVertex3f(e->n[0]->x[0], e->n[0]->x[1], e->n[0]->x[2]);
glEnd();
}
if (e->n[1]->EoL) {
glColor3f(1.0f, 0.0f, 0.0f);
glPointSize(10.0f);
glBegin(GL_POINTS);
glVertex3f(e->n[1]->x[0], e->n[1]->x[1], e->n[1]->x[2]);
glEnd();
}
}
}
#endif // EOLC_ONLINE
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