// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2023 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include JPH_NAMESPACE_BEGIN /// This class defines the setup of all particles and their constraints. /// It is used during the simulation and can be shared between multiple soft bodies. class JPH_EXPORT SoftBodySharedSettings : public RefTarget { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, SoftBodySharedSettings) public: /// Which type of bend constraint should be created enum class EBendType { None, ///< No bend constraints will be created Distance, ///< A simple distance constraint Dihedral, ///< A dihedral bend constraint (most expensive, but also supports triangles that are initially not in the same plane) }; /// The type of long range attachment constraint to create enum class ELRAType { None, ///< Don't create a LRA constraint EuclideanDistance, ///< Create a LRA constraint based on Euclidean distance between the closest kinematic vertex and this vertex GeodesicDistance, ///< Create a LRA constraint based on the geodesic distance between the closest kinematic vertex and this vertex (follows the edge constraints) }; /// Per vertex attributes used during the CreateConstraints function. /// For an edge or shear constraint, the compliance is averaged between the two attached vertices. /// For a bend constraint, the compliance is averaged between the two vertices on the shared edge. struct JPH_EXPORT VertexAttributes { /// Constructor VertexAttributes() = default; VertexAttributes(float inCompliance, float inShearCompliance, float inBendCompliance, ELRAType inLRAType = ELRAType::None, float inLRAMaxDistanceMultiplier = 1.0f) : mCompliance(inCompliance), mShearCompliance(inShearCompliance), mBendCompliance(inBendCompliance), mLRAType(inLRAType), mLRAMaxDistanceMultiplier(inLRAMaxDistanceMultiplier) { } float mCompliance = 0.0f; ///< The compliance of the normal edges. Set to FLT_MAX to disable regular edges for any edge involving this vertex. float mShearCompliance = 0.0f; ///< The compliance of the shear edges. Set to FLT_MAX to disable shear edges for any edge involving this vertex. float mBendCompliance = FLT_MAX; ///< The compliance of the bend edges. Set to FLT_MAX to disable bend edges for any bend constraint involving this vertex. ELRAType mLRAType = ELRAType::None; ///< The type of long range attachment constraint to create. float mLRAMaxDistanceMultiplier = 1.0f; ///< Multiplier for the max distance of the LRA constraint, e.g. 1.01 means the max distance is 1% longer than the calculated distance in the rest pose. }; /// Automatically create constraints based on the faces of the soft body /// @param inVertexAttributes A list of attributes for each vertex (1-on-1 with mVertices, note that if the list is smaller than mVertices the last element will be repeated). This defines the properties of the constraints that are created. /// @param inVertexAttributesLength The length of inVertexAttributes /// @param inBendType The type of bend constraint to create /// @param inAngleTolerance Shear edges are created when two connected triangles form a quad (are roughly in the same plane and form a square with roughly 90 degree angles). This defines the tolerance (in radians). void CreateConstraints(const VertexAttributes *inVertexAttributes, uint inVertexAttributesLength, EBendType inBendType = EBendType::Distance, float inAngleTolerance = DegreesToRadians(8.0f)); /// Calculate the initial lengths of all springs of the edges of this soft body (if you use CreateConstraint, this is already done) void CalculateEdgeLengths(); /// Calculate the max lengths for the long range attachment constraints based on Euclidean distance (if you use CreateConstraints, this is already done) /// @param inMaxDistanceMultiplier Multiplier for the max distance of the LRA constraint, e.g. 1.01 means the max distance is 1% longer than the calculated distance in the rest pose. void CalculateLRALengths(float inMaxDistanceMultiplier = 1.0f); /// Calculate the constants for the bend constraints (if you use CreateConstraints, this is already done) void CalculateBendConstraintConstants(); /// Calculates the initial volume of all tetrahedra of this soft body void CalculateVolumeConstraintVolumes(); /// Calculate information needed to be able to calculate the skinned constraint normals at run-time void CalculateSkinnedConstraintNormals(); /// Information about the optimization of the soft body, the indices of certain elements may have changed. class OptimizationResults { public: Array mEdgeRemap; ///< Maps old edge index to new edge index Array mLRARemap; ///< Maps old LRA index to new LRA index Array mDihedralBendRemap; ///< Maps old dihedral bend index to new dihedral bend index Array mVolumeRemap; ///< Maps old volume constraint index to new volume constraint index Array mSkinnedRemap; ///< Maps old skinned constraint index to new skinned constraint index }; /// Optimize the soft body settings for simulation. This will reorder constraints so they can be executed in parallel. void Optimize(OptimizationResults &outResults); /// Optimize the soft body settings without results void Optimize() { OptimizationResults results; Optimize(results); } /// Clone this object Ref Clone() const; /// Saves the state of this object in binary form to inStream. Doesn't store the material list. void SaveBinaryState(StreamOut &inStream) const; /// Restore the state of this object from inStream. Doesn't restore the material list. void RestoreBinaryState(StreamIn &inStream); using SharedSettingsToIDMap = StreamUtils::ObjectToIDMap; using IDToSharedSettingsMap = StreamUtils::IDToObjectMap; using MaterialToIDMap = StreamUtils::ObjectToIDMap; using IDToMaterialMap = StreamUtils::IDToObjectMap; /// Save this shared settings and its materials. Pass in an empty map ioSettingsMap / ioMaterialMap or reuse the same map while saving multiple settings objects to the same stream in order to avoid writing duplicates. void SaveWithMaterials(StreamOut &inStream, SharedSettingsToIDMap &ioSettingsMap, MaterialToIDMap &ioMaterialMap) const; using SettingsResult = Result>; /// Restore a shape and materials. Pass in an empty map in ioSettingsMap / ioMaterialMap or reuse the same map while reading multiple settings objects from the same stream in order to restore duplicates. static SettingsResult sRestoreWithMaterials(StreamIn &inStream, IDToSharedSettingsMap &ioSettingsMap, IDToMaterialMap &ioMaterialMap); /// A vertex is a particle, the data in this structure is only used during creation of the soft body and not during simulation struct JPH_EXPORT Vertex { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, Vertex) /// Constructor Vertex() = default; Vertex(const Float3 &inPosition, const Float3 &inVelocity = Float3(0, 0, 0), float inInvMass = 1.0f) : mPosition(inPosition), mVelocity(inVelocity), mInvMass(inInvMass) { } Float3 mPosition { 0, 0, 0 }; ///< Initial position of the vertex Float3 mVelocity { 0, 0, 0 }; ///< Initial velocity of the vertex float mInvMass = 1.0f; ///< Initial inverse of the mass of the vertex }; /// A face defines the surface of the body struct JPH_EXPORT Face { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, Face) /// Constructor Face() = default; Face(uint32 inVertex1, uint32 inVertex2, uint32 inVertex3, uint32 inMaterialIndex = 0) : mVertex { inVertex1, inVertex2, inVertex3 }, mMaterialIndex(inMaterialIndex) { } /// Check if this is a degenerate face (a face which points to the same vertex twice) bool IsDegenerate() const { return mVertex[0] == mVertex[1] || mVertex[0] == mVertex[2] || mVertex[1] == mVertex[2]; } uint32 mVertex[3]; ///< Indices of the vertices that form the face uint32 mMaterialIndex = 0; ///< Index of the material of the face in SoftBodySharedSettings::mMaterials }; /// An edge keeps two vertices at a constant distance using a spring: |x1 - x2| = rest length struct JPH_EXPORT Edge { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, Edge) /// Constructor Edge() = default; Edge(uint32 inVertex1, uint32 inVertex2, float inCompliance = 0.0f) : mVertex { inVertex1, inVertex2 }, mCompliance(inCompliance) { } /// Return the lowest vertex index of this constraint uint32 GetMinVertexIndex() const { return min(mVertex[0], mVertex[1]); } uint32 mVertex[2]; ///< Indices of the vertices that form the edge float mRestLength = 1.0f; ///< Rest length of the spring float mCompliance = 0.0f; ///< Inverse of the stiffness of the spring }; /** * A dihedral bend constraint keeps the angle between two triangles constant along their shared edge. * * x2 * / \ * / t0 \ * x0----x1 * \ t1 / * \ / * x3 * * x0..x3 are the vertices, t0 and t1 are the triangles that share the edge x0..x1 * * Based on: * - "Position Based Dynamics" - Matthias Muller et al. * - "Strain Based Dynamics" - Matthias Muller et al. * - "Simulation of Clothing with Folds and Wrinkles" - R. Bridson et al. */ struct JPH_EXPORT DihedralBend { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, DihedralBend) /// Constructor DihedralBend() = default; DihedralBend(uint32 inVertex1, uint32 inVertex2, uint32 inVertex3, uint32 inVertex4, float inCompliance = 0.0f) : mVertex { inVertex1, inVertex2, inVertex3, inVertex4 }, mCompliance(inCompliance) { } /// Return the lowest vertex index of this constraint uint32 GetMinVertexIndex() const { return min(min(mVertex[0], mVertex[1]), min(mVertex[2], mVertex[3])); } uint32 mVertex[4]; ///< Indices of the vertices of the 2 triangles that share an edge (the first 2 vertices are the shared edge) float mCompliance = 0.0f; ///< Inverse of the stiffness of the constraint float mInitialAngle = 0.0f; ///< Initial angle between the normals of the triangles (pi - dihedral angle). }; /// Volume constraint, keeps the volume of a tetrahedron constant struct JPH_EXPORT Volume { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, Volume) /// Constructor Volume() = default; Volume(uint32 inVertex1, uint32 inVertex2, uint32 inVertex3, uint32 inVertex4, float inCompliance = 0.0f) : mVertex { inVertex1, inVertex2, inVertex3, inVertex4 }, mCompliance(inCompliance) { } /// Return the lowest vertex index of this constraint uint32 GetMinVertexIndex() const { return min(min(mVertex[0], mVertex[1]), min(mVertex[2], mVertex[3])); } uint32 mVertex[4]; ///< Indices of the vertices that form the tetrahedron float mSixRestVolume = 1.0f; ///< 6 times the rest volume of the tetrahedron (calculated by CalculateVolumeConstraintVolumes()) float mCompliance = 0.0f; ///< Inverse of the stiffness of the constraint }; /// An inverse bind matrix take a skinned vertex from its bind pose into joint local space class JPH_EXPORT InvBind { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, InvBind) public: /// Constructor InvBind() = default; InvBind(uint32 inJointIndex, Mat44Arg inInvBind) : mJointIndex(inJointIndex), mInvBind(inInvBind) { } uint32 mJointIndex = 0; ///< Joint index to which this is attached Mat44 mInvBind = Mat44::sIdentity(); ///< The inverse bind matrix, this takes a vertex in its bind pose (Vertex::mPosition) to joint local space }; /// A joint and its skin weight class JPH_EXPORT SkinWeight { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, SkinWeight) public: /// Constructor SkinWeight() = default; SkinWeight(uint32 inInvBindIndex, float inWeight) : mInvBindIndex(inInvBindIndex), mWeight(inWeight) { } uint32 mInvBindIndex = 0; ///< Index in mInvBindMatrices float mWeight = 0.0f; ///< Weight with which it is skinned }; /// A constraint that skins a vertex to joints and limits the distance that the simulated vertex can travel from this vertex class JPH_EXPORT Skinned { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, Skinned) public: /// Constructor Skinned() = default; Skinned(uint32 inVertex, float inMaxDistance, float inBackStopDistance, float inBackStopRadius) : mVertex(inVertex), mMaxDistance(inMaxDistance), mBackStopDistance(inBackStopDistance), mBackStopRadius(inBackStopRadius) { } /// Normalize the weights so that they add up to 1 void NormalizeWeights() { // Get the total weight float total = 0.0f; for (const SkinWeight &w : mWeights) total += w.mWeight; // Normalize if (total > 0.0f) for (SkinWeight &w : mWeights) w.mWeight /= total; } /// Maximum number of skin weights static constexpr uint cMaxSkinWeights = 4; uint32 mVertex = 0; ///< Index in mVertices which indicates which vertex is being skinned SkinWeight mWeights[cMaxSkinWeights]; ///< Skin weights, the bind pose of the vertex is assumed to be stored in Vertex::mPosition. The first weight that is zero indicates the end of the list. Weights should add up to 1. float mMaxDistance = FLT_MAX; ///< Maximum distance that this vertex can reach from the skinned vertex, disabled when FLT_MAX. 0 when you want to hard skin the vertex to the skinned vertex. float mBackStopDistance = FLT_MAX; ///< Disabled if mBackStopDistance >= mMaxDistance. The faces surrounding mVertex determine an average normal. mBackStopDistance behind the vertex in the opposite direction of this normal, the back stop sphere starts. The simulated vertex will be pushed out of this sphere and it can be used to approximate the volume of the skinned mesh behind the skinned vertex. float mBackStopRadius = 40.0f; ///< Radius of the backstop sphere. By default this is a fairly large radius so the sphere approximates a plane. uint32 mNormalInfo = 0; ///< Information needed to calculate the normal of this vertex, lowest 24 bit is start index in mSkinnedConstraintNormals, highest 8 bit is number of faces (generated by CalculateSkinnedConstraintNormals()) }; /// A long range attachment constraint, this is a constraint that sets a max distance between a kinematic vertex and a dynamic vertex /// See: "Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games", Tae-Yong Kim, Nuttapong Chentanez and Matthias Mueller-Fischer class JPH_EXPORT LRA { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, LRA) public: /// Constructor LRA() = default; LRA(uint32 inVertex1, uint32 inVertex2, float inMaxDistance) : mVertex { inVertex1, inVertex2 }, mMaxDistance(inMaxDistance) { } /// Return the lowest vertex index of this constraint uint32 GetMinVertexIndex() const { return min(mVertex[0], mVertex[1]); } uint32 mVertex[2]; ///< The vertices that are connected. The first vertex should be kinematic, the 2nd dynamic. float mMaxDistance = 0.0f; ///< The maximum distance between the vertices }; /// Add a face to this soft body void AddFace(const Face &inFace) { JPH_ASSERT(!inFace.IsDegenerate()); mFaces.push_back(inFace); } Array mVertices; ///< The list of vertices or particles of the body Array mFaces; ///< The list of faces of the body Array mEdgeConstraints; ///< The list of edges or springs of the body Array mDihedralBendConstraints; ///< The list of dihedral bend constraints of the body Array mVolumeConstraints; ///< The list of volume constraints of the body that keep the volume of tetrahedra in the soft body constant Array mSkinnedConstraints; ///< The list of vertices that are constrained to a skinned vertex Array mInvBindMatrices; ///< The list of inverse bind matrices for skinning vertices Array mLRAConstraints; ///< The list of long range attachment constraints PhysicsMaterialList mMaterials { PhysicsMaterial::sDefault }; ///< The materials of the faces of the body, referenced by Face::mMaterialIndex float mVertexRadius = 0.0f; ///< How big the particles are, can be used to push the vertices a little bit away from the surface of other bodies to prevent z-fighting private: friend class SoftBodyMotionProperties; /// Calculate the closest kinematic vertex array void CalculateClosestKinematic(); /// Tracks the closest kinematic vertex struct ClosestKinematic { uint32 mVertex = 0xffffffff; ///< Vertex index of closest kinematic vertex float mDistance = FLT_MAX; ///< Distance to the closest kinematic vertex }; /// Tracks the end indices of the various constraint groups struct UpdateGroup { uint mEdgeEndIndex; ///< The end index of the edge constraints in this group uint mLRAEndIndex; ///< The end index of the LRA constraints in this group uint mDihedralBendEndIndex; ///< The end index of the dihedral bend constraints in this group uint mVolumeEndIndex; ///< The end index of the volume constraints in this group uint mSkinnedEndIndex; ///< The end index of the skinned constraints in this group }; Array mClosestKinematic; ///< The closest kinematic vertex to each vertex in mVertices Array mUpdateGroups; ///< The end indices for each group of constraints that can be updated in parallel Array mSkinnedConstraintNormals; ///< A list of indices in the mFaces array used by mSkinnedConstraints, calculated by CalculateSkinnedConstraintNormals() }; JPH_NAMESPACE_END