Commit e1f0c16a authored by Yuwei Xiao's avatar Yuwei Xiao
Browse files

ex3

parent a8c30303
cmake_minimum_required(VERSION 3.1)
project(3_cloth)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/../cmake)
set(CMAKE_CXX_FLAGS "-Wall")
# libigl
option(LIBIGL_USE_STATIC_LIBRARY "Use libigl as static library" OFF)
option(LIBIGL_WITH_ANTTWEAKBAR "Use AntTweakBar" OFF)
option(LIBIGL_WITH_CGAL "Use CGAL" OFF)
option(LIBIGL_WITH_COMISO "Use CoMiso" OFF)
option(LIBIGL_WITH_CORK "Use Cork" OFF)
option(LIBIGL_WITH_EMBREE "Use Embree" OFF)
option(LIBIGL_WITH_LIM "Use LIM" OFF)
option(LIBIGL_WITH_MATLAB "Use Matlab" OFF)
option(LIBIGL_WITH_MOSEK "Use MOSEK" OFF)
option(LIBIGL_WITH_OPENGL "Use OpenGL" ON)
option(LIBIGL_WITH_OPENGL_GLFW "Use GLFW" ON)
option(LIBIGL_WITH_OPENGL_GLFW_IMGUI "Use ImGui" ON)
option(LIBIGL_WITH_PNG "Use PNG" OFF)
option(LIBIGL_WITH_PYTHON "Use Python" OFF)
option(LIBIGL_WITH_TETGEN "Use Tetgen" OFF)
option(LIBIGL_WITH_TRIANGLE "Use Triangle" OFF)
option(LIBIGL_WITH_VIEWER "Use OpenGL viewer" ON)
option(LIBIGL_WITH_XML "Use XML" OFF)
if (NOT LIBIGL_FOUND)
find_package(LIBIGL REQUIRED QUIET)
endif()
# Add default project files
file(GLOB LIBFILES ${PROJECT_SOURCE_DIR}/../include/*.*)
source_group("Library Files" FILES ${LIBFILES})
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/../include)
# Add your project files
file(GLOB SRCFILES *.cpp)
file(GLOB HFILES *.h)
add_definitions(-DIGL_VIEWER_VIEWER_QUIET)
add_executable(${PROJECT_NAME} ${SRCFILES} ${HFILES} ${LIBFILES} )
target_link_libraries(${PROJECT_NAME} igl::core igl::opengl_glfw igl::opengl_glfw_imgui)
\ No newline at end of file
#include "ClothSim.h"
#include "igl/Timer.h"
using Eigen::Vector2i;
typedef Eigen::Triplet<double> Triplet;
typedef Eigen::SparseMatrix<double> SparseMatrix;
typedef Eigen::Matrix<double, 3, 3> Matrix33;
// add matrix into triplet array with index [i*3, i*3+1, i*3+2]*[j*3, j*3+1, j*3+2]
static void fillInTriplet(int i, int j, std::vector<Triplet>& triplets, const Matrix33& matrix) {
for(int a = 0; a < 3; ++a)
for(int b = 0; b < 3; ++b)
triplets.push_back(Triplet(i*3+a, j*3+b, matrix(a, b)));
}
// add v into vector b in index [i*3, i*3+1, i*3+2]
static void addInVector(int i, Eigen::VectorXd& b, const Eigen::Vector3d& v) {
for(int a = 0; a < 3; ++a)
b[i*3+a] += v[a];
}
// To test if a sparse matrix A is symmetric
static bool isSymmetrical(Eigen::SparseMatrix<double>& A) {
bool ret = true;
Eigen::SparseMatrix<double> res = Eigen::SparseMatrix<double>(A.transpose()) - A;
for (unsigned int k = 0; k < res.outerSize(); k++) {
for (Eigen::SparseMatrix<double>::InnerIterator it(res, k); it; ++it)
{
if (std::fabs(it.value()) > 1e-6) {
std::cout<< "row:{} col:{} value: {}" << it.row() << it.col() << A.coeffRef(it.row(), it.col());
return false;
}
}
}
return ret;
}
// useful functions:
// 1. particleCoordinateToIdx()
// 2. isValidCoor()
bool ClothSim::advance() {
igl::Timer t;
t.start();
if(m_method == 0) { // euler
std::vector<Eigen::Vector3d> f;
f.resize(particles.size());
// TODO compute force
for(int idx = 0; idx < particles.size(); ++idx) {
}
// TODO constrain fixed particles
for(int i = 0; i < fixedParticleIdx.size(); ++i) {
}
// TODO update velocity and position of particles
for(int idx = 0; idx < particles.size(); ++idx) {
}
} else if (m_method == 1) { // implicit euler
std::vector<Triplet> triplets;
Eigen::VectorXd b(particles.size()*3); b.setZero();
SparseMatrix A(particles.size()*3, particles.size()*3);
// TODO compute triplets arrays and right-hand-size b
// NOTE: remember to process fixed particles, use isFixedParticle to test if a particle is fixed
for(int idx = 0; idx < particles.size(); ++idx) {
}
A.setFromTriplets(triplets.begin(), triplets.end());
// NOTE: this is for debug purpose, make sure your A matrix is symmetric
// if(!isSymmetrical(A)) {std::cout<<"wrong"<<std::endl; return true;}
cgSolver.compute(A);
Eigen::VectorXd x = cgSolver.solve(b);
// std::cout<< "error:" << cgSolver.error() << ", iter:" << cgSolver.iterations() << std::endl;
// TODO with x computed, update position and velocity of particles
for(int i = 0; i < particles.size(); ++i) {
}
} else { // combination of a half step of explicit Euler and a half step of implicit Euler
// TODO
}
// advance m_time
m_time += m_dt;
m_step++;
// log
if ((m_step % m_log_frequency) == 0) {
std::cout<<t.getElapsedTimeInMicroSec()<<std::endl;
}
return false;
}
\ No newline at end of file
#include "Simulation.h"
#include "igl/list_to_matrix.h"
using namespace std;
struct Spring {
public:
double damping;
double k_struct, k_bend, k_shear;
double L_struct, L_bend, L_shear;
};
struct Particle {
public:
Particle(const Eigen::Vector3d& p = Eigen::Vector3d::Zero(), const Eigen::Vector3d& v=Eigen::Vector3d::Zero())
: position(p), velocity(v) {}
Eigen::Vector3d position;
Eigen::Vector3d velocity;
};
/*
*/
class ClothSim : public Simulation {
public:
ClothSim() : Simulation(), n(10), m(10), domainX(5) {
init();
// m_trajectories.clear();
// m_trajectoryColors.clear();
}
virtual void init() override {
std::string path = "sphere.off";
m_objects.clear();
m_objects.push_back(RigidObject(path));
m_objects.push_back(RigidObject(path));
p1 = &m_objects[0];
p2 = &m_objects[1];
m_dt = 1e-2;
m_gravity << 0, -9.81, 0;
n = 10, m = 10;
domainX = 5;
dx = domainX / (n-1);
cgSolver.setTolerance(1e-7);
cgSolver.setMaxIterations(1000);
reset();
}
virtual void resetMembers() override {
double domainY = dx * (m-1);
// initialize fixed point visualizations
p1->reset(); p2->reset();
p1->setScale(0.01); p2->setScale(0.01);
p1->setPosition(Eigen::Vector3d(-domainX/2.0, domainY, 0));
p2->setPosition(Eigen::Vector3d(domainX/2.0, domainY, 0));
// initialize particles
particles.resize(n * m);
for(int i = 0; i < n; ++i) {
for(int j = 0; j < m; ++j) {
particles[particleCoordinateToIdx(i, j)] =
Particle(Eigen::Vector3d(dx * i - domainX/2, domainY, dx * j), Eigen::Vector3d::Zero());
}
}
// initialize fixed particle
fixedParticleIdx.resize(2);
fixedParticleIdx[0] = particleCoordinateToIdx(0, 0);
fixedParticleIdx[1] = particleCoordinateToIdx(n-1, 0);
isFixedParticle.resize(n*m, false);
isFixedParticle[particleCoordinateToIdx(0, 0)] = true;
isFixedParticle[particleCoordinateToIdx(n-1, 0)] = true;
// initialize cloth mesh triangles
std::vector<std::vector<int>> faces;
faces.reserve((n-1)*(m-1)*2);
for(int i = 0; i < n-1; ++i) {
for(int j = 0; j < m-1; ++j) {
faces.push_back({particleCoordinateToIdx(i, j), particleCoordinateToIdx(i, j+1), particleCoordinateToIdx(i+1, j+1)});
faces.push_back({particleCoordinateToIdx(i, j), particleCoordinateToIdx(i+1, j+1), particleCoordinateToIdx(i+1, j)});
}
}
igl::list_to_matrix(faces, m_cloth_renderF);
}
virtual void updateRenderGeometry() override {
// create cloth geometry
for (size_t i = 0; i < m_objects.size(); i++) {
RigidObject &o = m_objects[i];
if (o.getID() < 0) { // negative id means newly created object, reverse memory for it
m_renderVs.emplace_back();
m_renderFs.emplace_back();
}
m_objects[i].getMesh(m_renderVs[i], m_renderFs[i]);
}
m_cloth_renderV.resize(n*m, 3);
for(int i = 0; i < n*m; ++i) {
m_cloth_renderV.row(i) << particles[i].position.transpose();
}
}
virtual bool advance() override;
virtual void renderRenderGeometry(igl::opengl::glfw::Viewer &viewer) override {
// render point
for (size_t i = 0; i < m_objects.size(); i++) {
RigidObject &o = m_objects[i];
if (o.getID() < 0) {
int new_id = 0;
if (i > 0) {
new_id = viewer.append_mesh();
o.setID(new_id);
} else {
o.setID(new_id);
}
size_t meshIndex = viewer.mesh_index(o.getID());
viewer.data_list[meshIndex].set_face_based(true);
viewer.data_list[meshIndex].point_size = 2.0f;
viewer.data_list[meshIndex].clear();
}
size_t meshIndex = viewer.mesh_index(o.getID());
viewer.data_list[meshIndex].set_mesh(m_renderVs[i], m_renderFs[i]);
viewer.data_list[meshIndex].compute_normals();
Eigen::MatrixXd color;
o.getColors(color);
viewer.data_list[meshIndex].set_colors(color);
}
if(cloth_render_id < 0) {
cloth_render_id = viewer.append_mesh();
viewer.data_list[cloth_render_id].set_face_based(true);
viewer.data_list[cloth_render_id].point_size = 2.0f;
viewer.data_list[cloth_render_id].clear();
}
viewer.data_list[cloth_render_id].set_mesh(m_cloth_renderV, m_cloth_renderF);
viewer.data_list[cloth_render_id].compute_normals();
}
void setMethod(int m) { m_method = m; }
void setSpring(Spring &s) { m_spring = s; }
void setLogFrequency(int f) { m_log_frequency = f; }
int n, m;
double m_mass;
double domainX, dx;
private:
int particleCoordinateToIdx(int i, int j) { return i*m + j; }
int particleCoordinateToIdx(const Eigen::Vector2i& coor) { return particleCoordinateToIdx(coor.x(), coor.y()); }
Eigen::Vector2i particleIdxToCoordinate(int idx) { return Eigen::Vector2i(int(idx/m), idx%m); }
bool isValidIdx(int idx) { return idx >= 0 && idx < particles.size(); }
bool isValidCoor(const Eigen::Vector2i& coor) {
return coor.x() >= 0 && coor.x() < n && coor.y() >= 0 && coor.y() < m;
}
int m_method; // (0: euler, 1: implicit euler)
Eigen::Vector3d m_gravity;
Eigen::ConjugateGradient<Eigen::SparseMatrix<double>, Eigen::Lower|Eigen::Upper, Eigen::DiagonalPreconditioner<double>> cgSolver;
Spring m_spring;
RigidObject *p1, *p2;
std::vector<int> fixedParticleIdx;
std::vector<bool> isFixedParticle;
std::vector<Particle> particles;
std::vector<Eigen::MatrixXd> m_renderVs; // vertex positions for rendering
std::vector<Eigen::MatrixXi> m_renderFs; // face indices for rendering
int cloth_render_id = -1;
Eigen::MatrixXd m_cloth_renderV; // vertex positions for rendering
Eigen::MatrixXi m_cloth_renderF; // face indices for rendering
int m_log_frequency; // how often should we log the COM in the GUI
// vector<vector<Eigen::Vector3d>> m_trajectories;
// Eigen::RowVector3d m_color, m_color1, m_color2;
// vector<Eigen::RowVector3d> m_trajectoryColors;
};
\ No newline at end of file
#include <igl/writeOFF.h>
#include <thread>
#include "Gui.h"
#include "Simulator.h"
#include "ClothSim.h"
/*
*/
class ClothGui : public Gui {
public:
// simulation parameters
float m_dt = 1e-2;
int n = 10, m = 10;
double mass = 1;
double domainX = 5;
int m_log_frequency = 30;
Spring m_spring; // stores properties of the spring
ClothSim *p_clothSim = NULL;
const vector<char const *> m_integrators = {"Explicit Euler", "Implicit Euler", "Combination"};
int m_selected_integrator = 0;
ClothGui() {
m_spring.damping = 10;
m_spring.k_struct = 3000;
m_spring.k_shear = 1000;
m_spring.k_bend = 500;
// initialize the pendulum to be used
p_clothSim = new ClothSim();
p_clothSim->setSpring(m_spring);
setSimulation(p_clothSim);
start();
}
virtual void updateSimulationParameters() override {
// change all parameters of the simulation to the values that are set in the GUI
double dx = domainX / (n-1);
m_spring.L_struct = dx;
m_spring.L_shear = dx * sqrt(2);
m_spring.L_bend = 2 * dx;
p_clothSim->setSpring(m_spring);
p_clothSim->setTimestep(m_dt);
p_clothSim->setLogFrequency(m_log_frequency);
p_clothSim->setMethod(m_selected_integrator);
p_clothSim->m_mass = mass;
p_clothSim->n = n;
p_clothSim->m = m;
p_clothSim->domainX = domainX;
p_clothSim->dx = dx;
}
virtual void clearSimulation() override {
//
}
virtual void drawSimulationParameterMenu() override {
ImGui::InputInt("n", &n, 0, 0);
ImGui::InputInt("m", &m, 0, 0);
ImGui::InputDouble("mass", &mass, 0, 0);
ImGui::InputDouble("Domain X", &domainX, 0, 0);
ImGui::InputDouble("struct stiffness", &m_spring.k_struct, 0, 0);
ImGui::InputDouble("shear stiffness", &m_spring.k_shear, 0, 0);
ImGui::InputDouble("bend stiffness", &m_spring.k_bend, 0, 0);
ImGui::InputDouble("damping", &m_spring.damping, 0, 0);
ImGui::InputFloat("dt", &m_dt, 0, 0);
ImGui::Combo("Integrator", &m_selected_integrator, m_integrators.data(), m_integrators.size());
ImGui::InputInt("Log Frequency", &m_log_frequency, 0, 0);
}
};
int main(int argc, char *argv[]) {
// create a new instance of the GUI for the pendulum simulation
new ClothGui();
return 0;
}
\ No newline at end of file
......@@ -33,3 +33,4 @@ endif()
# add_subdirectory(1-2_spring)
add_subdirectory(2-1_bead)
add_subdirectory(2-2_pendulum)
add_subdirectory(3_cloth)
\ No newline at end of file
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