Silkworm2/src/Silkworm2.c

1294 lines
34 KiB
C

/* Silkworm2 - Verlet cloth physics in C
*
* Copyright (c) 2022 Evan Hemsley
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
#include "Silkworm2.h"
#include <stdlib.h>
#include <string.h>
#define PI 3.14159265358979323846
typedef struct Silkworm_Vector2
{
float x;
float y;
} Silkworm_Vector2;
static inline Silkworm_Vector2 Vector2_Rotate(Silkworm_Vector2 vector, float angle)
{
Silkworm_Vector2 rotated;
rotated.x = vector.x * cosf(angle) - vector.y * sinf(angle);
rotated.y = vector.x * sinf(angle) + vector.y * cosf(angle);
return rotated;
}
static inline Silkworm_Vector2 Vector2_Normalize(Silkworm_Vector2 vector)
{
float length = sqrtf(vector.x * vector.x + vector.y * vector.y);
Silkworm_Vector2 normalized;
normalized.x = vector.x / length;
normalized.y = vector.y / length;
return normalized;
}
typedef struct Silkworm_Link Silkworm_Link;
typedef struct Silkworm_NodeClothReference
{
uint64_t clothId;
uint32_t horizontalIndex;
uint32_t verticalIndex;
} Silkworm_NodeClothReference;
typedef struct Silkworm_Node
{
uint64_t id;
Silkworm_Vector2 position;
Silkworm_Vector2 previousPosition;
Silkworm_Vector2 velocity;
Silkworm_Vector2 acceleration;
float mass;
float friction;
float radius;
bool pinned;
float pushFactor;
float windFactor;
bool destroyable;
bool markedForDestroy; /* mutual recursion on nodes/links so this makes it easier to track destroys */
Silkworm_Link** links;
uint32_t linkCount;
Silkworm_NodeClothReference clothReference;
} Silkworm_Node;
struct Silkworm_Link
{
uint64_t id;
Silkworm_Node* a;
Silkworm_Node* b;
float distance;
float tearThreshold;
bool markedForDestroy; /* mutual recursion on nodes/links so this makes it easier to track destroys */
};
typedef enum Silkworm_ClothTriangleOrientation
{
UpperLeft,
BottomRight
} Silkworm_ClothTriangleOrientation;
typedef struct Silkworm_Triangle
{
uint64_t id;
Silkworm_Node* a;
Silkworm_Node* b;
Silkworm_Node* c;
uint32_t aHorizontalIndex;
uint32_t bHorizontalIndex;
uint32_t cHorizontalIndex;
uint32_t aVerticalIndex;
uint32_t bVerticalIndex;
uint32_t cVerticalIndex;
Silkworm_ClothTriangleOrientation orientation;
} Silkworm_Triangle;
typedef struct NodeTriangleHashMap
{
Silkworm_Node* key;
uint32_t *indexArray;
uint32_t indexArrayCount;
} NodeTriangleHashMap;
typedef struct NodeTriangleHashArray
{
NodeTriangleHashMap* elements;
uint32_t count;
} NodeTriangleHashArray;
#define NUM_NODE_TRIANGLE_HASH_BUCKETS 1031
typedef struct NodeTriangleHashTable
{
NodeTriangleHashArray buckets[NUM_NODE_TRIANGLE_HASH_BUCKETS];
} NodeTriangleHashTable;
static inline uint64_t NodeTriangleHashTable_GetHashCode(Silkworm_Node *key)
{
return 97 + (uint64_t)(size_t)key;
}
static inline uint32_t* NodeTriangleHashTable_Fetch(
NodeTriangleHashTable *table,
Silkworm_Node *key,
uint32_t *arrayCount
) {
uint32_t i;
uint64_t hashcode = NodeTriangleHashTable_GetHashCode(key);
NodeTriangleHashArray* arr = &table->buckets[hashcode % NUM_NODE_TRIANGLE_HASH_BUCKETS];
for (i = 0; i < arr->count; i += 1)
{
if (arr->elements[i].key == key)
{
*arrayCount = arr->elements[i].indexArrayCount;
return arr->elements[i].indexArray;
}
}
*arrayCount = 0;
return NULL;
}
static inline void NodeTriangleHashTable_Insert(
NodeTriangleHashTable* table,
Silkworm_Node* key,
uint32_t index
) {
uint32_t i;
uint64_t hashcode = NodeTriangleHashTable_GetHashCode(key);
NodeTriangleHashArray* arr = &table->buckets[hashcode % NUM_NODE_TRIANGLE_HASH_BUCKETS];
bool foundKey = false;
for (i = 0; i < arr->count; i += 1)
{
if (arr->elements[i].key == key)
{
arr->elements[i].indexArray = realloc(arr->elements[i].indexArray, sizeof(uint32_t) * (arr->elements[i].indexArrayCount + 1));
arr->elements[i].indexArray[arr->elements[i].indexArrayCount] = index;
arr->elements[i].indexArrayCount += 1;
foundKey = true;
break;
}
}
if (!foundKey)
{
arr->elements = realloc(arr->elements, sizeof(NodeTriangleHashMap) * (arr->count + 1));
arr->elements[arr->count].key = key;
arr->elements[arr->count].indexArray = malloc(sizeof(uint32_t));
arr->elements[arr->count].indexArray[0] = index;
arr->elements[arr->count].indexArrayCount = 1;
arr->count += 1;
}
}
typedef struct LinkTriangleHashMap
{
Silkworm_Link* key;
uint32_t* indexArray;
uint32_t indexArrayCount;
} LinkTriangleHashMap;
typedef struct LinkTriangleHashArray
{
LinkTriangleHashMap* elements;
uint32_t count;
} LinkTriangleHashArray;
#define NUM_LINK_TRIANGLE_HASH_BUCKETS 1031
typedef struct LinkTriangleHashTable
{
LinkTriangleHashArray buckets[NUM_LINK_TRIANGLE_HASH_BUCKETS];
} LinkTriangleHashTable;
static inline uint64_t LinkTriangleHashTable_GetHashCode(Silkworm_Link* key)
{
return 97 + (uint64_t)(size_t)key;
}
static inline uint32_t* LinkTriangleHashTable_Fetch(
LinkTriangleHashTable* table,
Silkworm_Link* key,
uint32_t* arrayCount
) {
uint32_t i;
uint64_t hashcode = LinkTriangleHashTable_GetHashCode(key);
LinkTriangleHashArray* arr = &table->buckets[hashcode % NUM_LINK_TRIANGLE_HASH_BUCKETS];
for (i = 0; i < arr->count; i += 1)
{
if (arr->elements[i].key == key)
{
*arrayCount = arr->elements[i].indexArrayCount;
return arr->elements[i].indexArray;
}
}
*arrayCount = 0;
return NULL;
}
static inline void LinkTriangleHashTable_Insert(
LinkTriangleHashTable* table,
Silkworm_Link* key,
uint32_t index
) {
uint32_t i;
uint64_t hashcode = LinkTriangleHashTable_GetHashCode(key);
LinkTriangleHashArray* arr = &table->buckets[hashcode % NUM_LINK_TRIANGLE_HASH_BUCKETS];
bool foundKey = false;
for (i = 0; i < arr->count; i += 1)
{
if (arr->elements[i].key == key)
{
arr->elements[i].indexArray = realloc(arr->elements[i].indexArray, sizeof(uint32_t) * (arr->elements[i].indexArrayCount + 1));
arr->elements[i].indexArray[arr->elements[i].indexArrayCount] = index;
arr->elements[i].indexArrayCount += 1;
foundKey = true;
break;
}
}
if (!foundKey)
{
arr->elements = realloc(arr->elements, sizeof(LinkTriangleHashMap) * (arr->count + 1));
arr->elements[arr->count].key = key;
arr->elements[arr->count].indexArray = malloc(sizeof(uint32_t));
arr->elements[arr->count].indexArray[0] = index;
arr->elements[arr->count].indexArrayCount = 1;
arr->count += 1;
}
}
typedef struct Silkworm_Cloth
{
uint64_t id;
uint32_t horizontalNodeCount;
uint32_t verticalNodeCount;
/* note that the cloth doesn't own the nodes, just has pointers to them */
Silkworm_Node*** nodes; /* x by y grid of indices */
Silkworm_Triangle** triangles; /* array of pointers so we can use NULL */
uint32_t triangleCount;
NodeTriangleHashTable nodeHash;
LinkTriangleHashTable linkHash;
} Silkworm_Cloth;
typedef struct Silkworm_Color
{
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} Silkworm_Color;
typedef struct Silkworm_Context
{
Silkworm_Node** nodes;
uint32_t nodeCount;
Silkworm_Link** links;
uint32_t linkCount;
Silkworm_Cloth** cloths;
uint32_t clothCount;
uint64_t* nodeIndexStack;
uint32_t nodeIndexStackCount;
uint32_t nodeIndexStackCapacity;
uint64_t* linkIndexStack;
uint32_t linkIndexStackCount;
uint32_t linkIndexStackCapacity;
uint64_t* clothIndexStack;
uint32_t clothIndexStackCount;
uint32_t clothIndexStackCapacity;
float gravity;
float xBound;
float yBound;
uint32_t clothDensity;
float timeElapsed;
/* keep track of these so can do callbacks */
Silkworm_Vector2* nodeDestructionData;
uint32_t nodeDestructionDataCount;
uint32_t nodeDestructionDataCapacity;
Silkworm_Vector2* linkDestructionData;
uint32_t linkDestructionDataCount;
uint32_t linkDestructionDataCapacity;
} Silkworm_Context;
static Silkworm_Context *context = NULL;
#define CONSTRAINT_ITERATION_COUNT 3 /* TODO: make this a parameter? */
void Silkworm_Init()
{
context = malloc(sizeof(Silkworm_Context));
context->nodes = NULL;
context->nodeCount = 0;
context->links = NULL;
context->linkCount = 0;
context->cloths = NULL;
context->clothCount = 0;
context->nodeIndexStackCapacity = 16;
context->nodeIndexStack = malloc(sizeof(uint64_t) * context->nodeIndexStackCapacity);
context->nodeIndexStackCount = 0;
context->linkIndexStackCapacity = 16;
context->linkIndexStack = malloc(sizeof(uint64_t) * context->linkIndexStackCapacity);
context->linkIndexStackCount = 0;
context->clothIndexStackCapacity = 16;
context->clothIndexStack = malloc(sizeof(uint64_t) * context->clothIndexStackCapacity);
context->clothIndexStackCount = 0;
context->gravity = 200;
context->xBound = 1000;
context->yBound = 1000;
context->clothDensity = 4;
context->timeElapsed = 0;
context->nodeDestructionDataCapacity = 16;
context->nodeDestructionData = malloc(sizeof(Silkworm_Vector2) * context->nodeDestructionDataCapacity);
context->nodeDestructionDataCount = 0;
context->linkDestructionDataCapacity = 16;
context->linkDestructionData = malloc(sizeof(Silkworm_Vector2) * context->nodeDestructionDataCapacity);
context->linkDestructionDataCount = 0;
}
static inline Silkworm_Node* LookupNode(uint64_t nodeId)
{
return context->nodes[nodeId];
}
static inline Silkworm_Link* LookupLink(uint64_t linkId)
{
return context->links[linkId];
}
static inline Silkworm_Cloth* LookupCloth(uint64_t clothId)
{
return context->cloths[clothId];
}
/* we defer actual destruction to Update to avoid issues with NULL */
void Silkworm_DestroyNode(void* nodePtr)
{
uint32_t i;
Silkworm_Node* node = (Silkworm_Node*) nodePtr;
if (node != NULL)
{
node->markedForDestroy = true;
for (i = 0; i < node->linkCount; i += 1)
{
if (node->links[i] != NULL)
{
node->links[i]->markedForDestroy = true;
}
}
}
}
void Silkworm_Internal_DestroyLink(Silkworm_Link* link)
{
link->markedForDestroy = true;
if (context->linkDestructionDataCount >= context->linkDestructionDataCapacity)
{
context->linkDestructionDataCapacity *= 2;
context->linkDestructionData = realloc(context->linkDestructionData, sizeof(Silkworm_Vector2) * context->linkDestructionDataCapacity);
}
Silkworm_Vector2 position;
position.x = (link->a->position.x + link->b->position.x) / 2;
position.y = (link->a->position.y + link->b->position.y) / 2;
context->linkDestructionData[context->linkDestructionDataCount] = position;
context->linkDestructionDataCount += 1;
}
void Silkworm_DestroyLink(double linkId)
{
Silkworm_Internal_DestroyLink(LookupLink((uint64_t)linkId));
}
void Silkworm_ClothDestroy(void* clothPtr)
{
uint32_t i, j;
Silkworm_Cloth* cloth = (Silkworm_Cloth*) clothPtr;
if (cloth != NULL)
{
context->cloths[cloth->id] = NULL;
for (i = 0; i < NUM_NODE_TRIANGLE_HASH_BUCKETS; i += 1)
{
for (j = 0; j < cloth->nodeHash.buckets[i].count; j += 1)
{
free(cloth->nodeHash.buckets[i].elements[j].indexArray);
}
if (cloth->nodeHash.buckets[i].elements != NULL)
{
free(cloth->nodeHash.buckets[i].elements);
}
}
for (i = 0; i < NUM_LINK_TRIANGLE_HASH_BUCKETS; i += 1)
{
for (j = 0; j < cloth->linkHash.buckets[i].count; j += 1)
{
free(cloth->linkHash.buckets[i].elements[j].indexArray);
}
if (cloth->linkHash.buckets[i].elements != NULL)
{
free(cloth->linkHash.buckets[i].elements);
}
}
for (i = 0; i < cloth->horizontalNodeCount; i += 1)
{
for (j = 0; j < cloth->verticalNodeCount; j += 1)
{
Silkworm_Node* node = cloth->nodes[i][j];
if (node != NULL)
{
Silkworm_DestroyNode(node);
}
}
free(cloth->nodes[i]);
}
free(cloth->nodes);
for (i = 0; i < cloth->triangleCount; i += 1)
{
if (cloth->triangles[i] != NULL)
{
free(cloth->triangles[i]);
}
}
free(cloth->triangles);
if (context->clothIndexStackCount >= context->clothIndexStackCapacity)
{
context->clothIndexStackCapacity *= 2;
context->nodeIndexStack = realloc(context->nodeIndexStack, sizeof(uint64_t) * context->nodeIndexStackCapacity);
}
context->clothIndexStack[context->clothIndexStackCount] = cloth->id;
context->clothIndexStackCount += 1;
free(cloth);
}
}
void Silkworm_PerformDestroys()
{
uint32_t i, j, k;
for (i = 0; i < context->linkCount; i += 1)
{
Silkworm_Link* link = context->links[i];
if (link != NULL && context->links[i]->markedForDestroy)
{
/* find cloth to remove from relevant triangles */
for (j = 0; j < context->clothCount; j += 1)
{
Silkworm_Cloth* cloth = context->cloths[j];
if (cloth != NULL)
{
uint32_t triangleIndexCount = 0;
uint32_t* triangleIndices = LinkTriangleHashTable_Fetch(&cloth->linkHash, link, &triangleIndexCount);
for (k = 0; k < triangleIndexCount; k += 1)
{
uint32_t triangleIndex = triangleIndices[k];
if (cloth->triangles[triangleIndex] != NULL)
{
free(cloth->triangles[triangleIndex]);
cloth->triangles[triangleIndex] = NULL;
}
}
}
}
for (j = 0; j < link->a->linkCount; j += 1)
{
if (link->a->links[j] == context->links[i])
{
link->a->links[j] = NULL;
}
}
for (j = 0; j < link->b->linkCount; j += 1)
{
if (link->b->links[j] == context->links[i])
{
link->b->links[j] = NULL;
}
}
free(context->links[i]);
context->links[i] = NULL;
if (context->linkIndexStackCount >= context->linkIndexStackCapacity)
{
context->linkIndexStackCapacity *= 2;
context->linkIndexStack = realloc(context->linkIndexStack, sizeof(uint64_t) * context->linkIndexStackCapacity);
}
context->linkIndexStack[context->linkIndexStackCount] = i;
context->linkIndexStackCount += 1;
}
}
for (i = 0; i < context->nodeCount; i += 1)
{
Silkworm_Node* node = context->nodes[i];
if (node != NULL && node->markedForDestroy)
{
Silkworm_Cloth* cloth = LookupCloth(node->clothReference.clothId);
if (cloth != NULL)
{
uint32_t triangleIndexCount = 0;
uint32_t* triangleIndices = NodeTriangleHashTable_Fetch(&cloth->nodeHash, node, &triangleIndexCount);
for (k = 0; k < triangleIndexCount; k += 1)
{
uint32_t triangleIndex = triangleIndices[k];
if (cloth->triangles[triangleIndex] != NULL)
{
free(cloth->triangles[triangleIndex]);
cloth->triangles[triangleIndex] = NULL;
}
}
cloth->nodes[node->clothReference.horizontalIndex][node->clothReference.verticalIndex] = NULL;
}
free(context->nodes[i]->links);
free(context->nodes[i]);
context->nodes[i] = NULL;
if (context->nodeIndexStackCount >= context->nodeIndexStackCapacity)
{
context->nodeIndexStackCapacity *= 2;
context->nodeIndexStack = realloc(context->nodeIndexStack, sizeof(uint64_t) * context->nodeIndexStackCapacity);
}
context->nodeIndexStack[context->nodeIndexStackCount] = i;
context->nodeIndexStackCount += 1;
}
}
}
void Silkworm_Update(float delta, float windSpeedX, float windSpeedY)
{
uint32_t i, j;
Silkworm_Link *link;
Silkworm_Node *node;
context->nodeDestructionDataCount = 0;
context->linkDestructionDataCount = 0;
for (i = 0; i < CONSTRAINT_ITERATION_COUNT; i += 1)
{
for (j = 0; j < context->linkCount; j += 1)
{
link = context->links[j];
if (link != NULL)
{
float diffX = link->a->position.x - link->b->position.x;
float diffY = link->a->position.y - link->b->position.y;
float d = (float)sqrt(diffX * diffX + diffY * diffY);
float difference = (link->distance - d) / d;
float translateX = diffX * 0.5f * difference;
float translateY = diffY * 0.5f * difference;
float distanceMoved = (float)sqrt(translateX * translateX + translateY * translateY);
if (distanceMoved > link->tearThreshold)
{
Silkworm_DestroyLink((double)link->id);
}
else
{
if (!link->a->pinned)
{
link->a->position.x += translateX;
link->a->position.y += translateY;
}
if (!link->b->pinned)
{
link->b->position.x -= translateX;
link->b->position.y -= translateY;
}
}
}
}
}
for (j = 0; j < context->nodeCount; j += 1)
{
node = context->nodes[j];
if (node != NULL)
{
if (!node->pinned)
{
float velocityX = (node->position.x - node->previousPosition.x) * node->friction;
float velocityY = (node->position.y - node->previousPosition.y) * node->friction;
float accelerationX = node->acceleration.x * delta * delta;
float accelerationY = (node->acceleration.y + node->mass * context->gravity) * delta * delta;
node->previousPosition.x = node->position.x;
node->previousPosition.y = node->position.y;
node->position.x += velocityX + accelerationX;
node->position.y += velocityY + accelerationY;
node->position.x += (0.5f * sinf(context->timeElapsed * 4 + node->position.y / 2) + 0.5f) * windSpeedX * 0.05f * node->windFactor;
node->position.y += (0.5f * sinf(context->timeElapsed * 4 + node->position.x / 3) + 0.5f) * windSpeedY * 0.05f * node->windFactor;
node->velocity.x = velocityX * delta;
node->velocity.y = velocityY * delta;
if (fabs(node->position.x) > context->xBound || fabs(node->position.x) > context->yBound)
{
Silkworm_DestroyNode(node);
}
}
}
}
Silkworm_PerformDestroys();
context->timeElapsed += delta;
}
void* Silkworm_CreateNode(Silkworm_NodeCreateInfo* nodeCreateInfo)
{
Silkworm_Node* node = malloc(sizeof(Silkworm_Node));
uint64_t id;
if (context->nodeIndexStackCount > 0)
{
id = context->nodeIndexStack[context->nodeIndexStackCount - 1];
context->nodeIndexStackCount -= 1;
}
else
{
id = context->nodeCount;
context->nodes = realloc(context->nodes, sizeof(Silkworm_Node*) * (context->nodeCount + 1));
context->nodeCount += 1;
}
context->nodes[id] = node;
node->id = id;
node->position.x = (float) nodeCreateInfo->x;
node->position.y = (float) nodeCreateInfo->y;
node->previousPosition.x = (float) nodeCreateInfo->x;
node->previousPosition.y = (float) nodeCreateInfo->y;
node->velocity.x = 0;
node->velocity.y = 0;
node->acceleration.x = 0;
node->acceleration.y = 0;
node->mass = (float) nodeCreateInfo->mass;
node->friction = (float) nodeCreateInfo->friction;
node->radius = (float) nodeCreateInfo->radius;
node->pushFactor = (float) nodeCreateInfo->pushFactor;
node->windFactor = (float) nodeCreateInfo->windFactor;
node->pinned = false;
node->destroyable = false;
node->markedForDestroy = false;
node->links = NULL;
node->linkCount = 0;
return (void*) node;
}
void Silkworm_ClothNodePin(void* clothPtr, uint32_t i, uint32_t j)
{
Silkworm_Cloth* cloth = (Silkworm_Cloth*) clothPtr;
Silkworm_Node* node = cloth->nodes[i][j];
if (node != NULL)
{
node->pinned = true;
}
}
void Silkworm_ClothNodeUnpin(void* clothPtr, uint32_t i, uint32_t j)
{
Silkworm_Cloth* cloth = (Silkworm_Cloth*) clothPtr;
Silkworm_Node* node = cloth->nodes[i][j];
if (node != NULL)
{
node->pinned = false;
}
}
void Silkworm_ClothNodeDestroy(void* clothPtr, uint32_t i, uint32_t j)
{
Silkworm_Cloth* cloth = (Silkworm_Cloth*) clothPtr;
Silkworm_Node* node = cloth->nodes[i][j];
if (node != NULL)
{
Silkworm_DestroyNode(node);
}
}
void* Silkworm_CreateLink(void* nodeAPtr, void* nodeBPtr, float distance, float tearThreshold)
{
Silkworm_Node* nodeA = (Silkworm_Node*) nodeAPtr;
Silkworm_Node* nodeB = (Silkworm_Node*) nodeBPtr;
uint64_t id;
Silkworm_Link* link = malloc(sizeof(Silkworm_Link));
if (context->linkIndexStackCount > 0)
{
id = context->linkIndexStack[context->linkIndexStackCount - 1];
context->linkIndexStackCount -= 1;
}
else
{
id = context->linkCount;
context->links = realloc(context->links, sizeof(Silkworm_Link*) * (context->linkCount + 1));
context->linkCount += 1;
}
context->links[id] = link;
link->id = id;
link->a = nodeA;
link->b = nodeB;
link->distance = (float)distance;
link->tearThreshold = (float)tearThreshold;
link->markedForDestroy = false;
link->a->links = realloc(link->a->links, sizeof(Silkworm_Link*) * (link->a->linkCount + 1));
link->a->links[link->a->linkCount] = link;
link->a->linkCount += 1;
link->b->links = realloc(link->b->links, sizeof(Silkworm_Link*) * (link->b->linkCount + 1));
link->b->links[link->b->linkCount] = link;
link->b->linkCount += 1;
return link;
}
void* Silkworm_ClothCreate(Silkworm_ClothCreateInfo* clothCreateInfo)
{
int32_t i, j, k, m;
Silkworm_NodeCreateInfo nodeCreateInfo;
Silkworm_Cloth* cloth = malloc(sizeof(Silkworm_Cloth));
cloth->horizontalNodeCount = ((uint32_t)clothCreateInfo->horizontalNodeCount / context->clothDensity) + 1;
cloth->verticalNodeCount = ((uint32_t)clothCreateInfo->verticalNodeCount / context->clothDensity) + 1;
cloth->nodes = malloc(sizeof(Silkworm_Node**) * cloth->horizontalNodeCount);
uint64_t id;
if (context->clothIndexStackCount > 0)
{
id = context->clothIndexStack[context->clothIndexStackCount - 1];
context->clothIndexStackCount -= 1;
context->cloths[id] = cloth;
}
else
{
id = context->clothCount;
context->cloths = realloc(context->cloths, sizeof(Silkworm_Cloth*) * (context->clothCount + 1));
context->cloths[id] = cloth;
context->clothCount += 1;
}
cloth->id = id;
for (i = 0; i < NUM_NODE_TRIANGLE_HASH_BUCKETS; i += 1)
{
cloth->nodeHash.buckets[i].elements = NULL;
cloth->nodeHash.buckets[i].count = 0;
}
for (i = 0; i < NUM_LINK_TRIANGLE_HASH_BUCKETS; i += 1)
{
cloth->linkHash.buckets[i].elements = NULL;
cloth->linkHash.buckets[i].count = 0;
}
for (i = 0; i < cloth->horizontalNodeCount; i += 1)
{
cloth->nodes[i] = malloc(sizeof(Silkworm_Node*) * cloth->verticalNodeCount);
for (j = 0; j < cloth->verticalNodeCount; j += 1)
{
nodeCreateInfo.x = clothCreateInfo->x + i * context->clothDensity;
nodeCreateInfo.y = clothCreateInfo->y + j * context->clothDensity;
nodeCreateInfo.destroyable = true;
nodeCreateInfo.friction = clothCreateInfo->friction;
nodeCreateInfo.mass = clothCreateInfo->mass;
nodeCreateInfo.pinned = false;
nodeCreateInfo.pushFactor = 0;
nodeCreateInfo.radius = 1;
nodeCreateInfo.windFactor = clothCreateInfo->windFactor;
Silkworm_Node* node = Silkworm_CreateNode(&nodeCreateInfo);
cloth->nodes[i][j] = node;
if (j == 0)
{
node->pinned = true;
}
node->destroyable = true;
node->clothReference.clothId = cloth->id;
node->clothReference.horizontalIndex = i;
node->clothReference.verticalIndex = j;
}
}
cloth->triangles = malloc(sizeof(Silkworm_Triangle*) * cloth->horizontalNodeCount * cloth->verticalNodeCount * 2);
uint32_t triangleIndex = 0;
for (i = 0; i < cloth->horizontalNodeCount; i += 1)
{
for (j = 0; j < cloth->verticalNodeCount; j += 1)
{
if (i + 1 < cloth->horizontalNodeCount && j + 1 < cloth->verticalNodeCount)
{
cloth->triangles[triangleIndex] = malloc(sizeof(Silkworm_Triangle));
cloth->triangles[triangleIndex]->a = cloth->nodes[i][j];
cloth->triangles[triangleIndex]->b = cloth->nodes[i + 1][j];
cloth->triangles[triangleIndex]->c = cloth->nodes[i][j + 1];
cloth->triangles[triangleIndex]->orientation = UpperLeft;
cloth->triangles[triangleIndex]->aHorizontalIndex = i;
cloth->triangles[triangleIndex]->aVerticalIndex = j;
cloth->triangles[triangleIndex]->bHorizontalIndex = i + 1;
cloth->triangles[triangleIndex]->bVerticalIndex = j;
cloth->triangles[triangleIndex]->cHorizontalIndex = i;
cloth->triangles[triangleIndex]->cVerticalIndex = j + 1;
NodeTriangleHashTable_Insert(&cloth->nodeHash, cloth->nodes[i][j], triangleIndex);
NodeTriangleHashTable_Insert(&cloth->nodeHash, cloth->nodes[i + 1][j], triangleIndex);
NodeTriangleHashTable_Insert(&cloth->nodeHash, cloth->nodes[i][j + 1], triangleIndex);
triangleIndex += 1;
}
if (i - 1 >= 0 && j - 1 >= 0)
{
cloth->triangles[triangleIndex] = malloc(sizeof(Silkworm_Triangle));
cloth->triangles[triangleIndex]->a = cloth->nodes[i][j];
cloth->triangles[triangleIndex]->b = cloth->nodes[i - 1][j];
cloth->triangles[triangleIndex]->c = cloth->nodes[i][j - 1];
cloth->triangles[triangleIndex]->orientation = BottomRight;
cloth->triangles[triangleIndex]->aHorizontalIndex = i;
cloth->triangles[triangleIndex]->aVerticalIndex = j;
cloth->triangles[triangleIndex]->bHorizontalIndex = i - 1;
cloth->triangles[triangleIndex]->bVerticalIndex = j;
cloth->triangles[triangleIndex]->cHorizontalIndex = i;
cloth->triangles[triangleIndex]->cVerticalIndex = j - 1;
NodeTriangleHashTable_Insert(&cloth->nodeHash, cloth->nodes[i][j], triangleIndex);
NodeTriangleHashTable_Insert(&cloth->nodeHash, cloth->nodes[i - 1][j], triangleIndex);
NodeTriangleHashTable_Insert(&cloth->nodeHash, cloth->nodes[i][j - 1], triangleIndex);
triangleIndex += 1;
}
}
}
cloth->triangleCount = triangleIndex;
for (i = 0; i < cloth->horizontalNodeCount; i += 1)
{
for (j = 0; j < cloth->verticalNodeCount; j += 1)
{
if (i - 1 >= 0)
{
Silkworm_Link* link = Silkworm_CreateLink(cloth->nodes[i - 1][j], cloth->nodes[i][j], context->clothDensity, clothCreateInfo->tearThreshold);
uint32_t indexArrayOneCount = 0;
uint32_t* indexArrayOne = NodeTriangleHashTable_Fetch(&cloth->nodeHash, cloth->nodes[i - 1][j], &indexArrayOneCount);
uint32_t indexArrayTwoCount = 0;
uint32_t* indexArrayTwo = NodeTriangleHashTable_Fetch(&cloth->nodeHash, cloth->nodes[i][j], &indexArrayTwoCount);
for (k = 0; k < indexArrayOneCount; k += 1)
{
uint32_t triangleIndex = indexArrayOne[k];
for (m = 0; m < indexArrayTwoCount; m += 1)
{
if (indexArrayTwo[m] == triangleIndex)
{
LinkTriangleHashTable_Insert(&cloth->linkHash, link, triangleIndex);
}
}
}
}
if (j - 1 >= 0)
{
Silkworm_Link* link = Silkworm_CreateLink(cloth->nodes[i][j - 1], cloth->nodes[i][j], context->clothDensity, clothCreateInfo->tearThreshold);
uint32_t indexArrayOneCount = 0;
uint32_t* indexArrayOne = NodeTriangleHashTable_Fetch(&cloth->nodeHash, cloth->nodes[i][j - 1], &indexArrayOneCount);
uint32_t indexArrayTwoCount = 0;
uint32_t* indexArrayTwo = NodeTriangleHashTable_Fetch(&cloth->nodeHash, cloth->nodes[i][j], &indexArrayTwoCount);
for (k = 0; k < indexArrayOneCount; k += 1)
{
uint32_t triangleIndex = indexArrayOne[k];
for (m = 0; m < indexArrayTwoCount; m += 1)
{
if (indexArrayTwo[m] == triangleIndex)
{
LinkTriangleHashTable_Insert(&cloth->linkHash, link, triangleIndex);
}
}
}
}
}
}
return (void*) cloth;
}
/* FIXME: this is very unsafe */
double Silkworm_ClothHorizontalNodeCount(double clothId)
{
return context->cloths[(uint32_t)clothId]->horizontalNodeCount;
}
double Silkworm_ClothVerticalNodeCount(double clothId)
{
return context->cloths[(uint32_t)clothId]->verticalNodeCount;
}
int32_t Silkworm_ClothFillTriangleBuffer(void* clothPtr, void* vertexBufferPtr, float depth, float leftUV, float widthUV, float topUV, float heightUV)
{
uint32_t i, vertexCount;
Silkworm_Cloth* cloth = (Silkworm_Cloth*) clothPtr;
Silkworm_Vertex* vertexBuffer = (Silkworm_Vertex*) vertexBufferPtr;
vertexCount = 0;
for (i = 0; i < cloth->triangleCount; i += 1)
{
if (cloth->triangles[i] != NULL)
{
if (cloth->triangles[i]->orientation == UpperLeft)
{
float left = leftUV + widthUV * ((float)cloth->triangles[i]->aHorizontalIndex / (cloth->horizontalNodeCount - 1));
float right = leftUV + widthUV * ((float)cloth->triangles[i]->bHorizontalIndex / (cloth->horizontalNodeCount - 1));
float top = topUV + heightUV * ((float)cloth->triangles[i]->aVerticalIndex / (cloth->verticalNodeCount - 1));
float bottom = topUV + heightUV * ((float)cloth->triangles[i]->cVerticalIndex / (cloth->verticalNodeCount - 1));
vertexBuffer[vertexCount].x = cloth->triangles[i]->a->position.x;
vertexBuffer[vertexCount].y = cloth->triangles[i]->a->position.y;
vertexBuffer[vertexCount].z = depth;
vertexBuffer[vertexCount].u = left;
vertexBuffer[vertexCount].v = top;
vertexBuffer[vertexCount + 1].x = cloth->triangles[i]->b->position.x;
vertexBuffer[vertexCount + 1].y = cloth->triangles[i]->b->position.y;
vertexBuffer[vertexCount + 1].z = depth;
vertexBuffer[vertexCount + 1].u = right;
vertexBuffer[vertexCount + 1].v = top;
vertexBuffer[vertexCount + 2].x = cloth->triangles[i]->c->position.x;
vertexBuffer[vertexCount + 2].y = cloth->triangles[i]->c->position.y;
vertexBuffer[vertexCount + 2].z = depth;
vertexBuffer[vertexCount + 2].u = left;
vertexBuffer[vertexCount + 2].v = bottom;
vertexCount += 3;
}
else if (cloth->triangles[i]->orientation == BottomRight)
{
float left = leftUV + widthUV * ((float)cloth->triangles[i]->bHorizontalIndex / (cloth->horizontalNodeCount - 1));
float right = leftUV + widthUV * ((float)cloth->triangles[i]->aHorizontalIndex / (cloth->horizontalNodeCount - 1));
float top = topUV + heightUV * ((float)cloth->triangles[i]->cVerticalIndex / (cloth->verticalNodeCount - 1));
float bottom = topUV + heightUV * ((float)cloth->triangles[i]->aVerticalIndex / (cloth->verticalNodeCount - 1));
vertexBuffer[vertexCount].x = cloth->triangles[i]->a->position.x;
vertexBuffer[vertexCount].y = cloth->triangles[i]->a->position.y;
vertexBuffer[vertexCount].z = depth;
vertexBuffer[vertexCount].u = right;
vertexBuffer[vertexCount].v = bottom;
vertexBuffer[vertexCount + 1].x = cloth->triangles[i]->b->position.x;
vertexBuffer[vertexCount + 1].y = cloth->triangles[i]->b->position.y;
vertexBuffer[vertexCount + 1].z = depth;
vertexBuffer[vertexCount + 1].u = left;
vertexBuffer[vertexCount + 1].v = bottom;
vertexBuffer[vertexCount + 2].x = cloth->triangles[i]->c->position.x;
vertexBuffer[vertexCount + 2].y = cloth->triangles[i]->c->position.y;
vertexBuffer[vertexCount + 2].z = depth;
vertexBuffer[vertexCount + 2].u = right;
vertexBuffer[vertexCount + 2].v = top;
vertexCount += 3;
}
}
}
return vertexCount;
}
void Silkworm_PushNodesInRadius(float x, float y, float radius, float xDirection, float yDirection)
{
/* TODO: spatial hash implementation */
uint32_t i;
for (i = 0; i < context->nodeCount; i += 1)
{
Silkworm_Node* node = context->nodes[i];
if (node != NULL && !node->pinned)
{
float xDistance = (float)fabs(x - node->position.x);
float yDistance = (float)fabs(y - node->position.y);
float squareDistance = xDistance * xDistance + yDistance * yDistance;
if (squareDistance <= radius * radius)
{
node->position.x += xDirection * node->pushFactor;
node->position.y += yDirection * node->pushFactor;
}
}
}
}
void Silkworm_PinNodesInRadius(float x, float y, float radius)
{
/* TODO: spatial hash implementation */
uint32_t i;
for (i = 0; i < context->nodeCount; i += 1)
{
Silkworm_Node* node = context->nodes[i];
if (node != NULL)
{
float xDistance = (float)fabs((float)x - node->position.x);
float yDistance = (float)fabs((float)y - node->position.y);
float squareDistance = xDistance * xDistance + yDistance * yDistance;
if (squareDistance <= radius * radius)
{
node->pinned = true;
}
}
}
}
void Silkworm_UnpinNodesInRadius(float x, float y, float radius)
{
/* TODO: spatial hash implementation */
uint32_t i;
for (i = 0; i < context->nodeCount; i += 1)
{
Silkworm_Node* node = context->nodes[i];
if (node != NULL)
{
float xDistance = (float)fabs((float)x - node->position.x);
float yDistance = (float)fabs((float)y - node->position.y);
float squareDistance = xDistance * xDistance + yDistance * yDistance;
if (squareDistance <= radius * radius)
{
node->pinned = false;
}
}
}
}
void Silkworm_DestroyNodesInRadius(float x, float y, float radius)
{
/* TODO: spatial hash implementation */
uint32_t i;
for (i = 0; i < context->nodeCount; i += 1)
{
Silkworm_Node* node = context->nodes[i];
if (node != NULL && node->destroyable)
{
float xDistance = (float)fabs(x - node->position.x);
float yDistance = (float)fabs(y - node->position.y);
float squareDistance = xDistance * xDistance + yDistance * yDistance;
if (squareDistance <= radius * radius)
{
Silkworm_DestroyNode(node);
if (context->nodeDestructionDataCount >= context->nodeDestructionDataCapacity)
{
context->nodeDestructionDataCapacity *= 2;
context->nodeDestructionData = realloc(context->nodeDestructionData, sizeof(Silkworm_Vector2) * context->nodeDestructionDataCapacity);
}
context->nodeDestructionData[context->nodeDestructionDataCount] = node->position;
context->nodeDestructionDataCount += 1;
}
}
}
Silkworm_PerformDestroys();
}
void* Silkworm_FindClothInRadius(float x, float y, float radius)
{
/* TODO: spatial hash implementation */
uint32_t i;
for (i = 0; i < context->nodeCount; i += 1)
{
Silkworm_Node* node = context->nodes[i];
if (node != NULL)
{
float xDistance = (float)fabs(x - node->position.x);
float yDistance = (float)fabs(y - node->position.y);
float squareDistance = xDistance * xDistance + yDistance * yDistance;
if (squareDistance <= radius * radius)
{
Silkworm_Cloth* cloth = LookupCloth(node->clothReference.clothId);
if (cloth != NULL)
{
return cloth;
}
}
}
}
return NULL;
}
void Silkworm_ClearAll()
{
uint32_t i;
for (i = 0; i < context->clothCount; i += 1)
{
if (context->cloths[i] != NULL)
{
Silkworm_ClothDestroy(context->cloths[i]);
}
}
Silkworm_PerformDestroys();
context->timeElapsed = 0;
}
void Silkworm_Finish()
{
Silkworm_ClearAll();
free(context->nodes);
free(context->links);
free(context->cloths);
free(context->nodeIndexStack);
free(context->linkIndexStack);
free(context->clothIndexStack);
free(context->nodeDestructionData);
free(context->linkDestructionData);
free(context);
context = NULL;
}