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path: root/2d/softbody/softbody_2/SpringRectangle.h
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#include "../../../shared_cpp/Renderer2d.h"
#include "../../../shared_cpp/types.h"
#include "../../../shared_cpp/mathlib.h"

struct PointMassUpdateData {
	int32 index = 0;
	Vector2 restingPosition;  // Position is in world coordinates
	Vector2 currentPosition;  // Position is in world coordinates
	Vector2 velocity;
	Vector2 force;
	bool isHovered = false;

	PointMassUpdateData* neighbors[4];
};

EM_BOOL onMouseMove(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
EM_BOOL onMouseDown(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
EM_BOOL onMouseUp(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);

struct SoftbodyRectangle {
	// User defined
	float32 width = 200;
	float32 height = 200;
	int32 springDensity = 10;
	float32 k = 3.f; // in N /m
	float32 c = 3.f;
	float32 jointMassKg = 1.f;

	// Calculated before runtime
    Vector2 springDimensions;

	// Runtime data
	float32 totalTimeSeconds = 0.f;
	PointMassUpdateData* updateData = NULL;
	bool hasLastPositionChanged = false;
	Vector2 lastMousePosition;
    PointMassUpdateData* draggedVertex = NULL;

	// Render data
	Mesh2d mesh;
	Mesh2d pointsMesh;
	Vertex2d* vertices = NULL;
	Vertex2d* pointsVertices = NULL;

	void load(Renderer2d* renderer) {
		Vector2 position = Vector2(800 / 2 - width / 2, 600 / 2 - height / 2);
		springDimensions = Vector2(width / springDensity, height / springDensity);
	    int32 numVertices = springDensity * springDensity; // Each subdivision is a square.
		int32 numIndices = 6 * ((springDensity - 1) * (springDensity - 1));
	    vertices = new Vertex2d[numVertices];
		updateData = new PointMassUpdateData[numVertices];
		auto indices = new GLuint[numIndices];

		// Load a square with the desired density
		int32 vIdx = 0;
		int32 iIdx = 0;
		float32 inverseDensity = 1.f / springDensity;
		float32 halfInv = inverseDensity / 2.f;
		for (int32 y = 0; y < springDensity; y++) {  // Rows
			for (int32 x = 0; x < springDensity; x++) { // Columns
			    Vector2 vpos = Vector2(x * inverseDensity - halfInv, y * inverseDensity- halfInv);
				vpos.x = vpos.x * width + position.x;
				vpos.y = vpos.y * height + position.y;
				vertices[vIdx] = { vpos, Vector4(1, 0, 0, 1) };

				updateData[vIdx].index = vIdx;
			    updateData[vIdx].restingPosition = vpos;
				updateData[vIdx].currentPosition = vpos;
				updateData[vIdx].force = Vector2(0, 0);
				updateData[vIdx].velocity = Vector2(0, 0);

				if (x != 0)                 updateData[vIdx].neighbors[0] = &updateData[vIdx - 1]; // Left
				else                        updateData[vIdx].neighbors[0] = NULL;
				if (x != springDensity - 1) updateData[vIdx].neighbors[1] = &updateData[vIdx + 1]; // Right
				else                        updateData[vIdx].neighbors[1] = NULL;
				if (y != 0)                 updateData[vIdx].neighbors[2] = &updateData[vIdx - springDensity]; // Top
				else                        updateData[vIdx].neighbors[2] = NULL;
				if (y != springDensity - 1) updateData[vIdx].neighbors[3] = &updateData[vIdx + springDensity]; // Bottom
				else                        updateData[vIdx].neighbors[3] = NULL;

				if (y != springDensity - 1 && x != springDensity - 1) {
					indices[iIdx++] = vIdx;
					indices[iIdx++] = vIdx + 1;
					indices[iIdx++] = vIdx + springDensity;
					indices[iIdx++] = vIdx + springDensity;
					indices[iIdx++] = vIdx + springDensity + 1;
					indices[iIdx++] = vIdx + 1;
				}

				vIdx++;
			}
		}

		mesh.load(vertices, numVertices, indices, numIndices, renderer, GL_DYNAMIC_DRAW);

	    pointsVertices = new Vertex2d[numVertices];
		for (int32 v = 0; v < numVertices; v++) {
			pointsVertices[v].position = vertices[v].position;
			pointsVertices[v].color = Vector4(0, 0, 0, 1);
		}
		pointsMesh.load(pointsVertices, numVertices, renderer, GL_DYNAMIC_DRAW);
		
		delete [] indices;

		// Setup callbacks
		emscripten_set_mousemove_callback("#gl_canvas", this, false, onMouseMove);
		emscripten_set_mousedown_callback("#gl_canvas", this, false, onMouseDown);
		emscripten_set_mouseup_callback("#gl_canvas", this, false, onMouseUp);
	}

	Vector2 getForceBetweenPointMasses(PointMassUpdateData* first, PointMassUpdateData* second) {
		auto relativeVelocity = second->velocity - first->velocity;
		auto restLength = (first->restingPosition - second->restingPosition).length();
		auto relativePosition = second->currentPosition - first->currentPosition;
		auto currentLength = relativePosition.length();
		auto positionDir = relativePosition.normalize();
		auto dotProduct = positionDir.dot(relativeVelocity);
	    float32 springForce = k * (currentLength - restLength);
        float32 dampingForce = c * dotProduct;
        float32 totalForce = springForce + dampingForce;
		
        return positionDir * totalForce;
	}

	void update(float32 dtSeconds) {
		totalTimeSeconds += dtSeconds;

		for (int32 v = 0; v < pointsMesh.numVertices; v++) {
			auto pointMass = &updateData[v];

			if (draggedVertex != NULL) {
				if (pointMass == draggedVertex && hasLastPositionChanged) {
					hasLastPositionChanged = false;
				    Vector2 displacement = lastMousePosition - pointMass->restingPosition;

					// We need to limit the new position based off of the triangle
					if (displacement.x > springDimensions.x) {
						displacement.x = springDimensions.x;
					}
					else if (displacement.x < -springDimensions.x) {
						displacement.x = -springDimensions.x;
					}

					if (displacement.y > springDimensions.y) {
						displacement.y = springDimensions.y;
					}
					else if (displacement.y < -springDimensions.y) {
					    displacement.y = -springDimensions.y;
					}

				    pointMass->currentPosition = pointMass->restingPosition + displacement;
					vertices[v].position = pointMass->currentPosition;
					pointsVertices[v].position = pointMass->currentPosition;
				}
			}
			else {
				// Add the forces from it's neighbors
				for (int32 n = 0; n < 4; n++) {
				    auto neighbor = pointMass->neighbors[n];
					if (neighbor == NULL) continue;

				    pointMass->force += getForceBetweenPointMasses(pointMass, neighbor);
				}
				
			    pointMass->velocity = pointMass->velocity + (pointMass->force / jointMassKg) * dtSeconds;
				pointMass->currentPosition = pointMass->currentPosition + (pointMass->velocity * dtSeconds);

				const float32 COLLISION_DISTANCE = 4.f;
			    for (int32 n = 0; n < pointsMesh.numVertices; n++) {
					if (n == v) continue;
				    auto neighbor = &updateData[n];

					if ((neighbor->currentPosition - pointMass->currentPosition).length() < COLLISION_DISTANCE) {
						auto positionNormal = (neighbor->currentPosition - pointMass->currentPosition).normalize();
						pointMass->currentPosition = neighbor->currentPosition - positionNormal * COLLISION_DISTANCE;
						float32 dotProduct = pointMass->velocity.dot(positionNormal);
						pointMass->velocity = pointMass->velocity - positionNormal * (2 * dotProduct);
					}
				}

				vertices[v].position = pointMass->currentPosition;
				pointsVertices[v].position = pointMass->currentPosition;

				// Hovering highlights behavior
				if (hasLastPositionChanged) {
					if ((pointMass->currentPosition - lastMousePosition).length() < 10.f) {
						pointsVertices[v].color = Vector4(1, 1, 0, 1);
						pointMass->isHovered = true;

						for (int32 n  = 0; n < 4; n++) {
						    if (pointMass->neighbors[n])
								pointsVertices[pointMass->neighbors[n]->index].color = Vector4(0, 0, 1, 1);
						}
					}
					else if (pointMass->isHovered) {
						pointsVertices[v].color = Vector4(0, 0, 0, 1);
						for (int32 n  = 0; n < 4; n++) {
						    if (pointMass->neighbors[n] && !pointMass->neighbors[n]->isHovered)
								pointsVertices[pointMass->neighbors[n]->index].color = Vector4(0, 0, 0, 1);
						}
						pointMass->isHovered = false;
					}
				}
			}
		}

		if (hasLastPositionChanged) hasLastPositionChanged = false;

		mesh.updateVertices(vertices);
		pointsMesh.updateVertices(pointsVertices);
	}

	void render(Renderer2d* renderer) {
		mesh.render(renderer);
		pointsMesh.render(renderer, GL_POINTS);
	}

	void unload() {
		mesh.unload();
		pointsMesh.unload();
		delete [] vertices;
		delete [] pointsVertices;
	}
};

EM_BOOL onMouseMove(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) {
	SoftbodyRectangle* rectangle = (SoftbodyRectangle*)userData;
	rectangle->hasLastPositionChanged = true;
	rectangle->lastMousePosition = Vector2(static_cast<float32>(mouseEvent->targetX), static_cast<float32>(600 - mouseEvent->targetY));
	return true;
}

EM_BOOL onMouseDown(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) {
	SoftbodyRectangle* rectangle = (SoftbodyRectangle*)userData;

    for (int32 v = 0; v < rectangle->pointsMesh.numVertices; v++) {
		auto pointMass = &rectangle->updateData[v];
		if (pointMass->isHovered) {
			rectangle->draggedVertex = pointMass;
			break;
		}
	}

	return true;
}

EM_BOOL onMouseUp(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) {
	SoftbodyRectangle* rectangle = (SoftbodyRectangle*)userData;
	rectangle->draggedVertex = NULL;
	return true;
}