File size: 16,215 Bytes
76f24fe
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
// MLS-MPM over gaussian kernels.
//
// An independent implementation of the idea in PhysGaussian (arXiv 2311.12198):
// the gaussian kernels of a splat reconstruction *are* the continuum particles,
// so there is no mesh, no tetrahedralisation, and no round trip between a
// simulation representation and a render representation. Each kernel carries a
// deformation gradient F, and its covariance is transported by it:
//
//     Σ' = F Σ Fᵀ
//
// which is what makes a stretched blob render as a stretched blob rather than a
// blob that moved. That upstream project ships no licence, so nothing is taken
// from it — this follows the method as described in the paper.
//
// The transfer is MLS-MPM (Hu et al. 2018): particle to grid, solve on the grid,
// grid back to particles. The APIC affine velocity C doubles as the velocity
// gradient, which is why MLS-MPM needs no explicit gradient estimation.

// Stiffness has to be read against the scene, not copied from a table of real
// materials. The box is one unit tall at g=9.8, so the stress a falling object
// generates here is of order rho·v² ≈ 5; at E=4000 that is a fifth of a percent of
// strain — correct, invisible, and useless as a demo. These values put the
// interesting range of each material inside the stress this scene actually
// produces, keeping their ordering intact.
export const MATERIALS = {
    foam: {
        label: 'Foam', E: 90, nu: 0.15, rho: 0.3,
        model: 'plastic', yield: 0.03, hardening: 0, color: '#e2c8d8',
    },
    jelly: {
        label: 'Jelly', E: 240, nu: 0.32, rho: 1.0,
        model: 'neohookean', hardening: 0, color: '#7fd4a8',
    },
    plasticine: {
        label: 'Plasticine', E: 320, nu: 0.35, rho: 1.2,
        model: 'plastic', yield: 0.012, hardening: 0, color: '#d9a066',
    },
    snow: {
        label: 'Snow', E: 650, nu: 0.2, rho: 0.4,
        model: 'snow', critC: 2.5e-2, critS: 6.5e-3, hardening: 10, color: '#eef4f8',
    },
    sand: {
        label: 'Sand', E: 950, nu: 0.3, rho: 1.6,
        model: 'sand', friction: 38, hardening: 0, color: '#d8c48a',
    },
    metal: {
        label: 'Metal', E: 4200, nu: 0.3, rho: 4.0,
        model: 'plastic', yield: 0.004, hardening: 0, color: '#9aa3ad',
    },
};

// 32 rather than 40: the grid is cleared every substep, and 41³ cells cost ~275k
// float writes per step before any physics happens. Dropping to 33³ halves that
// for a difference in the result you cannot see at this scale.
const N = 32;                    // grid resolution per axis
const DX = 1 / N;
const INV_DX = N;

// ---------------------------------------------------------------- 3x3 helpers --
const m3 = () => new Float32Array(9);
const ident = () => Float32Array.from([1, 0, 0, 0, 1, 0, 0, 0, 1]);

function mul(a, b, out) {
    for (let i = 0; i < 3; i++) {
        for (let j = 0; j < 3; j++) {
            out[i * 3 + j] = a[i * 3] * b[j] + a[i * 3 + 1] * b[3 + j] + a[i * 3 + 2] * b[6 + j];
        }
    }
    return out;
}
function transpose(a, out) {
    out[0] = a[0]; out[1] = a[3]; out[2] = a[6];
    out[3] = a[1]; out[4] = a[4]; out[5] = a[7];
    out[6] = a[2]; out[7] = a[5]; out[8] = a[8];
    return out;
}
function det3(a) {
    return a[0] * (a[4] * a[8] - a[5] * a[7])
         - a[1] * (a[3] * a[8] - a[5] * a[6])
         + a[2] * (a[3] * a[7] - a[4] * a[6]);
}

/**
 * Polar decomposition F = R S by Newton iteration on R.
 * The rotation is what the elastic stress needs; iterating R -> (R + R^-T)/2
 * converges quickly and avoids a full SVD in the inner loop.
 */
const _polarTmp = m3(), _polarInv = m3();
function polarR(F, R) {
    R.set(F);
    const tmp = _polarTmp, inv = _polarInv;
    // Four iterations reach visual convergence; twelve cost three times as much
    // per particle per substep and change nothing you can see.
    for (let it = 0; it < 4; it++) {
        // inverse-transpose of R
        const d = det3(R);
        if (Math.abs(d) < 1e-12) break;
        const id = 1 / d;
        inv[0] = (R[4] * R[8] - R[5] * R[7]) * id;
        inv[3] = -(R[1] * R[8] - R[2] * R[7]) * id;
        inv[6] = (R[1] * R[5] - R[2] * R[4]) * id;
        inv[1] = -(R[3] * R[8] - R[5] * R[6]) * id;
        inv[4] = (R[0] * R[8] - R[2] * R[6]) * id;
        inv[7] = -(R[0] * R[5] - R[2] * R[3]) * id;
        inv[2] = (R[3] * R[7] - R[4] * R[6]) * id;
        inv[5] = -(R[0] * R[7] - R[1] * R[6]) * id;
        inv[8] = (R[0] * R[4] - R[1] * R[3]) * id;
        let diff = 0;
        for (let i = 0; i < 9; i++) {
            tmp[i] = 0.5 * (R[i] + inv[i]);
            diff += Math.abs(tmp[i] - R[i]);
        }
        R.set(tmp);
        if (diff < 1e-5) break;
    }
    return R;
}

/** Clamp singular values — the mechanism behind snow's cracking and sand's flow. */
const _clR = m3(), _clRt = m3(), _clS = m3();
function clampSingular(F, lo, hi) {
    // Jacobi SVD on the small symmetric F^T F is overkill here; clamping the
    // stretch through a few polar iterations keeps the volume in range and is
    // stable enough for a real-time demo.
    const R = _clR, Rt = _clRt, S = _clS;
    polarR(F, R);
    transpose(R, Rt);
    mul(Rt, F, S);
    for (let i = 0; i < 3; i++) {
        const d = S[i * 3 + i];
        S[i * 3 + i] = Math.min(hi, Math.max(lo, d));
    }
    mul(R, S, F);
    return F;
}

export class Simulation {
    /**
     * @param {Float32Array} positions xyz per particle, expected inside the unit box
     * @param {Float32Array} scales    per-particle gaussian sigma (xyz)
     */
    constructor(positions, scales, material = 'jelly') {
        this.n = positions.length / 3;
        this.x = Float32Array.from(positions);
        this.v = new Float32Array(this.n * 3);
        this.C = new Float32Array(this.n * 9);          // affine velocity (APIC)
        this.F = new Float32Array(this.n * 9);          // deformation gradient
        this.Jp = new Float32Array(this.n).fill(1);     // plastic volume ratio
        this.sigma0 = Float32Array.from(scales);
        this.sigma = Float32Array.from(scales);
        this.rot = new Float32Array(this.n * 9);        // per-particle frame for render
        for (let i = 0; i < this.n; i++) {
            this.F.set(ident(), i * 9);
            this.rot.set(ident(), i * 9);
        }
        this.setMaterial(material);

        const g = (N + 1) ** 3;
        this.gv = new Float32Array(g * 3);
        this.gm = new Float32Array(g);
        this.gravity = -9.8;
        this.time = 0;

        // Scratch reused across every particle and substep. Allocating these inside
        // the loop was costing more than the arithmetic: at 4.5k particles and 12
        // substeps a frame that is ~1.6M short-lived arrays for the GC to chase.
        this._wx = new Float32Array(3);
        this._wy = new Float32Array(3);
        this._wz = new Float32Array(3);
        this._R = m3(); this._Rt = m3(); this._FT = m3();
        this._tmpA = m3(); this._stress = m3(); this._affine = m3();
        this._newC = m3(); this._Fnew = m3(); this._upd = m3();
        this._Fp = m3();
    }

    setMaterial(name) {
        const m = MATERIALS[name] || MATERIALS.jelly;
        this.mat = m;
        this.matName = name;
        this.mu0 = m.E / (2 * (1 + m.nu));
        this.lambda0 = m.E * m.nu / ((1 + m.nu) * (1 - 2 * m.nu));
        this.pMass = m.rho * DX * DX * DX * 0.25;
        this.pVol = DX * DX * DX * 0.25;
    }

    reset(positions) {
        this.x.set(positions);
        this.v.fill(0);
        this.C.fill(0);
        this.Jp.fill(1);
        this.sigma.set(this.sigma0);
        for (let i = 0; i < this.n; i++) {
            this.F.set(ident(), i * 9);
            this.rot.set(ident(), i * 9);
        }
        this.time = 0;
    }

    step(dt) {
        const { x, v, C, F, Jp, gv, gm } = this;
        gv.fill(0); gm.fill(0);
        const stride = N + 1;
        const gi = (i, j, k) => (i * stride + j) * stride + k;

        const R = this._R, FT = this._FT, tmpA = this._tmpA;
        const stress = this._stress, affine = this._affine;
        const wx = this._wx, wy = this._wy, wz = this._wz;

        // ---- particle to grid
        for (let p = 0; p < this.n; p++) {
            const px = x[p * 3] * INV_DX, py = x[p * 3 + 1] * INV_DX, pz = x[p * 3 + 2] * INV_DX;
            const bi = Math.floor(px - 0.5), bj = Math.floor(py - 0.5), bk = Math.floor(pz - 0.5);
            if (bi < 0 || bj < 0 || bk < 0 || bi + 2 >= stride || bj + 2 >= stride || bk + 2 >= stride) continue;
            const fx = px - bi, fy = py - bj, fz = pz - bk;
            wx[0] = 0.5 * (1.5 - fx) ** 2; wx[1] = 0.75 - (fx - 1) ** 2; wx[2] = 0.5 * (fx - 0.5) ** 2;
            wy[0] = 0.5 * (1.5 - fy) ** 2; wy[1] = 0.75 - (fy - 1) ** 2; wy[2] = 0.5 * (fy - 0.5) ** 2;
            wz[0] = 0.5 * (1.5 - fz) ** 2; wz[1] = 0.75 - (fz - 1) ** 2; wz[2] = 0.5 * (fz - 0.5) ** 2;

            const Fp = this._Fp;
            for (let q = 0; q < 9; q++) Fp[q] = F[p * 9 + q];
            const J = det3(Fp);
            let mu = this.mu0, lambda = this.lambda0;
            if (this.mat.hardening) {
                const h = Math.exp(this.mat.hardening * (1 - Jp[p]));
                mu *= h; lambda *= h;
            }
            if (this.mat.model === 'sand') mu *= 0.35;    // grains shear far more easily

            // fixed corotated stress:  2mu (F - R) F^T + lambda (J-1) J I
            polarR(Fp, R);
            transpose(Fp, FT);
            for (let i = 0; i < 9; i++) tmpA[i] = Fp[i] - R[i];
            mul(tmpA, FT, stress);
            const vol = lambda * (J - 1) * J;
            for (let i = 0; i < 9; i++) stress[i] *= 2 * mu;
            stress[0] += vol; stress[4] += vol; stress[8] += vol;

            const k = -dt * this.pVol * 4 * INV_DX * INV_DX;
            for (let i = 0; i < 9; i++) affine[i] = stress[i] * k + this.pMass * C[p * 9 + i];

            for (let a = 0; a < 3; a++) {
                for (let b = 0; b < 3; b++) {
                    for (let c = 0; c < 3; c++) {
                        const w = wx[a] * wy[b] * wz[c];
                        const dpx = (a - fx) * DX, dpy = (b - fy) * DX, dpz = (c - fz) * DX;
                        const g = gi(bi + a, bj + b, bk + c);
                        gm[g] += w * this.pMass;
                        gv[g * 3] += w * (this.pMass * v[p * 3] + affine[0] * dpx + affine[1] * dpy + affine[2] * dpz);
                        gv[g * 3 + 1] += w * (this.pMass * v[p * 3 + 1] + affine[3] * dpx + affine[4] * dpy + affine[5] * dpz);
                        gv[g * 3 + 2] += w * (this.pMass * v[p * 3 + 2] + affine[6] * dpx + affine[7] * dpy + affine[8] * dpz);
                    }
                }
            }
        }

        // ---- grid update: gravity, boundaries, friction on the floor
        for (let i = 0; i <= N; i++) {
            for (let j = 0; j <= N; j++) {
                for (let k = 0; k <= N; k++) {
                    const g = gi(i, j, k);
                    const m = gm[g];
                    if (m <= 0) continue;
                    let vx = gv[g * 3] / m, vy = gv[g * 3 + 1] / m + dt * this.gravity, vz = gv[g * 3 + 2] / m;
                    // A thin grid boundary only; the real contact is applied per
                    // particle after the transfer.
                    const B = 2;
                    if (i < B && vx < 0) vx = 0;
                    if (i > N - B && vx > 0) vx = 0;
                    if (k < B && vz < 0) vz = 0;
                    if (k > N - B && vz > 0) vz = 0;
                    if (j > N - B && vy > 0) vy = 0;
                    if (j < B && vy < 0) vy = 0;
                    gv[g * 3] = vx; gv[g * 3 + 1] = vy; gv[g * 3 + 2] = vz;
                }
            }
        }

        // ---- grid to particle, and transport the covariance by F
        const newC = this._newC, Fnew = this._Fnew, upd = this._upd;
        for (let p = 0; p < this.n; p++) {
            const px = x[p * 3] * INV_DX, py = x[p * 3 + 1] * INV_DX, pz = x[p * 3 + 2] * INV_DX;
            const bi = Math.floor(px - 0.5), bj = Math.floor(py - 0.5), bk = Math.floor(pz - 0.5);
            if (bi < 0 || bj < 0 || bk < 0 || bi + 2 >= stride || bj + 2 >= stride || bk + 2 >= stride) continue;
            const fx = px - bi, fy = py - bj, fz = pz - bk;
            wx[0] = 0.5 * (1.5 - fx) ** 2; wx[1] = 0.75 - (fx - 1) ** 2; wx[2] = 0.5 * (fx - 0.5) ** 2;
            wy[0] = 0.5 * (1.5 - fy) ** 2; wy[1] = 0.75 - (fy - 1) ** 2; wy[2] = 0.5 * (fy - 0.5) ** 2;
            wz[0] = 0.5 * (1.5 - fz) ** 2; wz[1] = 0.75 - (fz - 1) ** 2; wz[2] = 0.5 * (fz - 0.5) ** 2;

            let nvx = 0, nvy = 0, nvz = 0;
            newC.fill(0);
            for (let a = 0; a < 3; a++) {
                for (let b = 0; b < 3; b++) {
                    for (let c = 0; c < 3; c++) {
                        const w = wx[a] * wy[b] * wz[c];
                        const g = gi(bi + a, bj + b, bk + c);
                        const gx = gv[g * 3], gy = gv[g * 3 + 1], gz = gv[g * 3 + 2];
                        nvx += w * gx; nvy += w * gy; nvz += w * gz;
                        const dpx = (a - fx), dpy = (b - fy), dpz = (c - fz);
                        const s = 4 * INV_DX * w;
                        newC[0] += s * gx * dpx; newC[1] += s * gx * dpy; newC[2] += s * gx * dpz;
                        newC[3] += s * gy * dpx; newC[4] += s * gy * dpy; newC[5] += s * gy * dpz;
                        newC[6] += s * gz * dpx; newC[7] += s * gz * dpy; newC[8] += s * gz * dpz;
                    }
                }
            }
            v[p * 3] = nvx; v[p * 3 + 1] = nvy; v[p * 3 + 2] = nvz;
            C.set(newC, p * 9);
            let nx = x[p * 3] + dt * nvx;
            let ny = x[p * 3 + 1] + dt * nvy;
            let nz = x[p * 3 + 2] + dt * nvz;

            // Contact at the particle, not only on the grid. Zeroing downward
            // velocity across a three-cell band lets a soft material sink into it
            // and compact to a wafer, because nothing stops a particle that is
            // already inside. A hard plane cannot be passed at any stiffness.
            const FLOOR = 0.02, WALL = 0.02;
            if (ny < FLOOR) {
                ny = FLOOR;
                if (nvy < 0) {
                    v[p * 3 + 1] = 0;
                    const fr = this.mat.model === 'sand' ? 0.6 : 0.2;
                    v[p * 3] *= (1 - fr); v[p * 3 + 2] *= (1 - fr);
                }
            }
            if (nx < WALL) { nx = WALL; if (nvx < 0) v[p * 3] = 0; }
            if (nx > 1 - WALL) { nx = 1 - WALL; if (nvx > 0) v[p * 3] = 0; }
            if (nz < WALL) { nz = WALL; if (nvz < 0) v[p * 3 + 2] = 0; }
            if (nz > 1 - WALL) { nz = 1 - WALL; if (nvz > 0) v[p * 3 + 2] = 0; }
            if (ny > 1 - WALL) { ny = 1 - WALL; if (nvy > 0) v[p * 3 + 1] = 0; }

            x[p * 3] = nx; x[p * 3 + 1] = ny; x[p * 3 + 2] = nz;

            // F <- (I + dt C) F
            const Fp = this._Fp;
            for (let q = 0; q < 9; q++) Fp[q] = F[p * 9 + q];
            upd.set(newC);
            for (let i = 0; i < 9; i++) upd[i] *= dt;
            upd[0] += 1; upd[4] += 1; upd[8] += 1;
            mul(upd, Fp, Fnew);

            switch (this.mat.model) {
                case 'snow':
                    clampSingular(Fnew, 1 - this.mat.critC, 1 + this.mat.critS);
                    Jp[p] = Math.max(0.6, Math.min(1.4, det3(Fnew)));
                    break;
                case 'sand':
                    clampSingular(Fnew, 0.92, 1.06);
                    break;
                case 'plastic': {
                    const y = this.mat.yield;
                    clampSingular(Fnew, 1 - y, 1 + y * 3);
                    break;
                }
                default:
                    break;                                  // jelly: purely elastic
            }
            // Σ' = F Σ Fᵀ. With Σ diagonal the render only needs the transformed
            // axes, so the frame is stored and the scales come out of its columns.
            for (let q = 0; q < 9; q++) {
                F[p * 9 + q] = Fnew[q];
                this.rot[p * 9 + q] = Fnew[q];
            }
        }
        this.time += dt;
    }
}