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
Rigid.cpp
#include "Rigid.h"
#define _USE_MATH_DEFINES
#include <math.h>
#include <iostream>
#define EIGEN_DONT_ALIGN_STATICALLY
#define EIGEN_NO_STATIC_ASSERT
using namespace Eigen;
Matrix4d Rigid::inverse(const Matrix4d &E)
{
Matrix4d Einv = Matrix4d::Identity();
Matrix3d R = E.block<3,3>(0,0);
Vector3d p = E.block<3,1>(0,3);
Matrix3d Rt = R.transpose();
Einv.block<3,3>(0,0) = Rt;
Einv.block<3,1>(0,3) = -Rt * p;
return Einv;
}
Matrix3x6d Rigid::gamma(const Eigen::Vector3d &r)
{
Matrix3x6d G = Matrix3x6d::Zero();
G.block<3,3>(0,0) = bracket3(r).transpose();
G.block<3,3>(0,3) = Matrix3d::Identity();
return G;
}
Matrix6d Rigid::adjoint(const Matrix4d &E)
{
Matrix6d Ad = Matrix6d::Zero();
Matrix3d R = E.block<3,3>(0,0);
Vector3d p = E.block<3,1>(0,3);
Ad.block(0,0,3,3) = R;
Ad.block(3,0,3,3) = bracket3(p) * R;
Ad.block(3,3,3,3) = R;
return Ad;
}
Matrix3d Rigid::bracket3(const Vector3d &a)
{
Matrix3d A = Matrix3d::Zero();
A(0,1) = -a(2);
A(0,2) = a(1);
A(1,0) = a(2);
A(1,2) = -a(0);
A(2,0) = -a(1);
A(2,1) = a(0);
return A;
}
Matrix4d Rigid::bracket6(const Vector6d &a)
{
Matrix4d A = Matrix4d::Zero();
A.block<3,3>(0,0) = bracket3(a.segment<3>(0));
A.block<3,1>(0,3) = a.segment<3>(3);
return A;
}
Vector3d Rigid::unbracket3(const Matrix3d &A)
{
Vector3d a;
a(0) = A(2,1);
a(1) = A(0,2);
a(2) = A(1,0);
return a;
}
Vector6d Rigid::unbracket6(const Matrix4d &A)
{
Vector6d a;
a.segment<3>(0) = unbracket3(A.block<3,3>(0,0));
a(3) = A(0,3);
a(4) = A(1,3);
a(5) = A(2,3);
return a;
}
Matrix4d Rigid::integrate(const Matrix4d &E0, const VectorXd &phi, double h)
{
Matrix3d I = Matrix3d::Identity();
Vector3d w = phi.segment<3>(0);
Vector3d v = phi.segment<3>(3);
Matrix4d phib = Matrix4d::Identity();
phib.block<3,1>(0,3) = h*v;
double wlen = w.norm();
if(wlen > 1e-10) {
w /= wlen;
v /= wlen;
// Rodrigues formula %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
double wX = w(0);
double wY = w(1);
double wZ = w(2);
double c = cos(wlen * h);
double s = sin(wlen * h);
double c1 = 1.0 - c;
Matrix3d R;
R << c + wX * wX * c1, -wZ * s + wX * wY * c1, wY * s + wX * wZ * c1,
wZ * s + wX * wY * c1, c + wY * wY * c1, -wX * s + wY * wZ * c1,
-wY * s + wX * wZ * c1, wX * s + wY * wZ * c1, c + wZ * wZ * c1;
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Matrix3d A = I - R;
Vector3d cc = w.cross(v);
Vector3d d = A * cc;
double wv = w.dot(v);
Vector3d p = (wv * wlen * h) * w + d;
phib.block<3,3>(0,0) = R;
phib.block<3,1>(0,3) = p;
//cout << phib << endl;
}
return E0 * phib;
}
Vector6d Rigid::log(const Eigen::Matrix4d & A)
{
Matrix3d R = A.block<3,3>(0,0);
Vector3d p = A.block<3,1>(0,3);
Vector6d phi;
double cosTheta = 0.5*(R.trace() - 1);
double theta = acos(cosTheta);
if (cosTheta > 0.999999999999)
theta = 0;
else if (cosTheta < -0.999999999999)
theta = M_PI;
if (abs(theta) < 1e-8)
{
phi.segment<3>(0) << 0.0, 0.0, 0.0;
phi.segment<3>(3) = p;
}
else
{
double sinTheta = sin(theta);
Matrix3d wBracket = theta / (2 * sinTheta)*(R - R.transpose());
phi.segment<3>(0) = unbracket3(wBracket);
Matrix3d V = Matrix3d::Identity() + ((1 - cosTheta) / (theta * theta) * wBracket) + ((theta - sinTheta) / (theta * theta * theta) * wBracket*wBracket);
phi.segment<3>(3) = V.colPivHouseholderQr().solve(p);
}
return phi;
}
// #include <iostream>
// using namespace std;
// int main(int argc, char **argv)
// {
// Matrix4d E = Matrix4d::Identity();
// E << -0.1817, 0.7236, 0.6658, 2.7694,
// -0.6198, -0.6100, 0.4938, -1.3499,
// 0.7634, -0.3230, 0.5594, 3.0349,
// 0, 0, 0, 1.0000;
// cout << E << endl << endl;
// cout << Rigid::inverse(E) << endl << endl;
// Vector3d r;
// r << 0.7254, -0.0631, 0.7147;
// cout << Rigid::gamma(r) << endl << endl;
// cout << Rigid::adjoint(E) << endl << endl;
// Vector6d p;
// p << -0.2050, -0.1241, 1.4897, 1.4090, 1.4172, 0.6715;
// cout << Rigid::bracket6(p) << endl << endl;
// Vector3d ax;
// ax << -1.2075, 0.7172, 1.6302;
// double a = 0.4889;
// cout << Rigid::aaToMat(ax, a) << endl << endl;
// cout << Rigid::aaToMat(Vector3d(1, 0, 0), a) << endl << endl;
// cout << Rigid::aaToMat(Vector3d(0, 1, 0), a) << endl << endl;
// cout << Rigid::aaToMat(Vector3d(0, 0, 1), a) << endl << endl;
// }
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