dust3d/src/simulateclothmeshes.cpp

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#include <tbb/parallel_for.h>
#include <tbb/blocked_range.h>
#include "simulateclothmeshes.h"
#include "positionkey.h"
#include "util.h"
#include "clothsimulator.h"
class ClothMeshesSimulator
{
public:
ClothMeshesSimulator(std::vector<ClothMesh> *clothMeshes,
const std::vector<QVector3D> *clothCollisionVertices,
const std::vector<std::vector<size_t>> *clothCollisionTriangles) :
m_clothMeshes(clothMeshes),
m_clothCollisionVertices(clothCollisionVertices),
m_clothCollisionTriangles(clothCollisionTriangles)
{
}
void simulate(ClothMesh *clothMesh) const
{
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const auto &filteredClothFaces = clothMesh->faces;
std::map<PositionKey, std::pair<QUuid, QUuid>> positionMap;
std::pair<QUuid, QUuid> defaultSource;
for (const auto &it: *clothMesh->outcomeNodeVertices) {
if (!it.second.first.isNull())
defaultSource.first = it.second.first;
positionMap.insert({PositionKey(it.first), it.second});
}
clothMesh->vertexSources.resize(clothMesh->vertices.size(), defaultSource);
for (size_t i = 0; i < clothMesh->vertices.size(); ++i) {
auto findSource = positionMap.find(PositionKey(clothMesh->vertices[i]));
if (findSource == positionMap.end())
continue;
clothMesh->vertexSources[i] = findSource->second;
}
std::vector<QVector3D> &filteredClothVertices = clothMesh->vertices;
std::vector<QVector3D> externalForces;
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std::vector<QVector3D> postProcessDirections;
const auto &clothForce = clothMesh->clothForce;
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float clothOffset = 0.01f + (clothMesh->clothOffset * 0.05f);
if (ClothForce::Centripetal == clothForce) {
externalForces.resize(filteredClothVertices.size());
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postProcessDirections.resize(filteredClothVertices.size());
for (size_t i = 0; i < filteredClothFaces.size(); ++i) {
const auto &face = filteredClothFaces[i];
auto faceForceDirection = -polygonNormal(filteredClothVertices, face);
for (const auto &vertex: face)
externalForces[vertex] += faceForceDirection;
}
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for (size_t i = 0; i < externalForces.size(); ++i) {
auto &it = externalForces[i];
it.normalize();
postProcessDirections[i] = it * clothOffset;
it = (it + QVector3D(0.0f, -1.0f, 0.0f)).normalized();
}
} else {
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postProcessDirections.resize(filteredClothVertices.size(), QVector3D(0.0f, -1.0f, 0.0f) * clothOffset);
externalForces.resize(filteredClothVertices.size(), QVector3D(0.0f, -1.0f, 0.0f));
}
ClothSimulator clothSimulator(filteredClothVertices,
filteredClothFaces,
*m_clothCollisionVertices,
*m_clothCollisionTriangles,
externalForces);
clothSimulator.setStiffness(clothMesh->clothStiffness);
clothSimulator.create();
for (size_t i = 0; i < clothMesh->clothIteration; ++i)
clothSimulator.step();
clothSimulator.getCurrentVertices(&filteredClothVertices);
for (size_t i = 0; i < filteredClothVertices.size(); ++i) {
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filteredClothVertices[i] -= postProcessDirections[i];
}
}
void operator()(const tbb::blocked_range<size_t> &range) const
{
for (size_t i = range.begin(); i != range.end(); ++i) {
simulate(&(*m_clothMeshes)[i]);
}
}
private:
std::vector<ClothMesh> *m_clothMeshes = nullptr;
const std::vector<QVector3D> *m_clothCollisionVertices = nullptr;
const std::vector<std::vector<size_t>> *m_clothCollisionTriangles = nullptr;
};
void simulateClothMeshes(std::vector<ClothMesh> *clothMeshes,
const std::vector<QVector3D> *clothCollisionVertices,
const std::vector<std::vector<size_t>> *clothCollisionTriangles)
{
tbb::parallel_for(tbb::blocked_range<size_t>(0, clothMeshes->size()),
ClothMeshesSimulator(clothMeshes,
clothCollisionVertices,
clothCollisionTriangles));
}