Пример #1
0
    public void SimulateOneTimeStep(float dt)
    {
        #region Apply External Force
        for (int v = 0; v < totalVerts; v++)
        {
            Vector3 force = Vector3.zero;
            Vector3 corr;
            // add gravity acceleration (f = ma)
            force += gravity * meshData.particles[v].mass;

            if (PBD.ExternalForce(
                    dt,
                    meshData.particles[v].predictedPos,
                    meshData.particles[v].velocity,
                    meshData.particles[v].invMass,
                    force,
                    damping,
                    out corr))
            {
                meshData.particles[v].predictedPos += corr;
            }
        }
        #endregion

        #region Apply Wind Force
        float dirX = wind.GetComponentInParent <Transform>().eulerAngles.x % 360 / 360;
        float dirY = wind.GetComponentInParent <Transform>().eulerAngles.y % 360 / 360;
        float dirZ = wind.GetComponentInParent <Transform>().eulerAngles.z % 360 / 360;

        // TODO: change this to real direction the arrow is pointing
        Vector3 windDir = new Vector3(dirX, dirY, dirZ);

        float windForce = wind.windMain;
        for (int t = 0; t < totalTriangles; t++)
        {
            Triangle tri = meshData.triangles[t];
            Vector3  p0  = meshData.particles[tri.p0].predictedPos;
            Vector3  p1  = meshData.particles[tri.p1].predictedPos;
            Vector3  p2  = meshData.particles[tri.p2].predictedPos;

            float w0 = meshData.particles[tri.p0].invMass;
            float w1 = meshData.particles[tri.p1].invMass;
            float w2 = meshData.particles[tri.p2].invMass;

            Vector3 corr0, corr1, corr2;

            PBD.WindForce(
                dt,
                p0, w0,
                p1, w1,
                p2, w2,
                windDir,
                windForce,
                out corr0, out corr1, out corr2);

            meshData.particles[tri.p0].predictedPos += corr0;
            meshData.particles[tri.p1].predictedPos += corr1;
            meshData.particles[tri.p2].predictedPos += corr2;
        }
        #endregion

        #region Collision Constraints
        SH       sh     = new SH(gridSize, invGridSize, tableSize);
        SPHash[] spHash = new SPHash[tableSize];

        for (int v = 0; v < totalVerts; v++)
        {
            int hash = Mathf.Abs(sh.Hash(meshData.particles[v].predictedPos));
            if (spHash[hash].indices == null)
            {
                spHash[hash].indices = new List <int>();
            }
            spHash[hash].indices.Add(meshData.particles[v].idx);
        }

        for (int t = 0; t < totalTriangles; t++)
        {
            Triangle tri = meshData.triangles[t];
            Vector3  p0  = meshData.particles[tri.p0].predictedPos;
            Vector3  p1  = meshData.particles[tri.p1].predictedPos;
            Vector3  p2  = meshData.particles[tri.p2].predictedPos;

            float w0 = meshData.particles[tri.p0].invMass;
            float w1 = meshData.particles[tri.p1].invMass;
            float w2 = meshData.particles[tri.p2].invMass;

            List <int> hashes = sh.TriangleBoundingBoxHashes(p0, p1, p2);

            for (int h = 0; h < hashes.Count; h++)
            {
                if (spHash[h].indices != null)
                {
                    for (int sph = 0; sph < spHash[h].indices.Count; sph++)
                    {
                        int idx = spHash[h].indices[sph];
                        if (
                            idx != meshData.particles[tri.p0].idx &&
                            idx != meshData.particles[tri.p1].idx &&
                            idx != meshData.particles[tri.p2].idx)
                        {
                            Vector3 p = meshData.particles[idx].predictedPos;
                            float   w = meshData.particles[idx].invMass;

                            Vector3 corr, corr0, corr1, corr2;
                            if (PBD.TrianglePointDistanceConstraint(
                                    p, w,
                                    p0, w0,
                                    p1, w1,
                                    p2, w2,
                                    thickness, 1f, 0.0f,
                                    out corr, out corr0, out corr1, out corr2))
                            {
                                meshData.particles[idx].predictedPos    += corr;
                                meshData.particles[tri.p0].predictedPos += corr0;
                                meshData.particles[tri.p1].predictedPos += corr1;
                                meshData.particles[tri.p2].predictedPos += corr2;
                            }
                        }
                    }
                }
            }
        }
        #endregion

        #region Project Constraints
        for (int iter = 0; iter < iterationSteps; iter++)
        {
            #region Distance Constraint
            for (int e = 0; e < totalEdges; e++)
            {
                Vector3 corr0, corr1;
                Edge    edge = meshData.edges[e];
                Vector3 p0   = meshData.particles[edge.p0].predictedPos;
                Vector3 p1   = meshData.particles[edge.p1].predictedPos;

                float w0 = meshData.particles[edge.p0].invMass;
                float w1 = meshData.particles[edge.p1].invMass;

                if (PBD.DistanceConstraint(
                        p0, w0,
                        p1, w1,
                        edge.restLength,
                        stretchStiffness,
                        compressionStiffness,
                        out corr0, out corr1))
                {
                    meshData.particles[edge.p0].predictedPos += corr0;
                    meshData.particles[edge.p1].predictedPos += corr1;
                }
            }
            #endregion

            #region Dihedral Constraint
            for (int n = 0; n < totalNeighborTriangles; n++)
            {
                Vector3           corr0, corr1, corr2, corr3;
                NeighborTriangles neighbor = meshData.neighborTriangles[n];
                Vector3           p0       = meshData.particles[neighbor.p0].predictedPos;
                Vector3           p1       = meshData.particles[neighbor.p1].predictedPos;
                Vector3           p2       = meshData.particles[neighbor.p2].predictedPos;
                Vector3           p3       = meshData.particles[neighbor.p3].predictedPos;

                float w0 = meshData.particles[neighbor.p0].invMass;
                float w1 = meshData.particles[neighbor.p1].invMass;
                float w2 = meshData.particles[neighbor.p2].invMass;
                float w3 = meshData.particles[neighbor.p3].invMass;

                if (PBD.DihedralConstraint(
                        p0, w0,
                        p1, w1,
                        p2, w2,
                        p3, w3,
                        neighbor.restAngle,
                        bendingStiffness,
                        out corr0, out corr1, out corr2, out corr3))
                {
                    meshData.particles[neighbor.p0].predictedPos += corr0;
                    meshData.particles[neighbor.p1].predictedPos += corr1;
                    meshData.particles[neighbor.p2].predictedPos += corr2;
                    meshData.particles[neighbor.p3].predictedPos += corr3;
                }
            }
            #endregion
        }
        #endregion
    }