Put forces into a folder. Added soft b3MouseForce

This commit is contained in:
Irlan
2019-06-29 14:51:35 -03:00
parent dddfba5b21
commit 0393933ecf
18 changed files with 485 additions and 82 deletions

View File

@ -20,10 +20,12 @@
b3ClothDragger::b3ClothDragger(b3Ray3* ray, b3Cloth* cloth)
{
m_spring = false;
m_staticDrag = true;
m_ray = ray;
m_cloth = cloth;
m_triangle = nullptr;
m_km = 10000.0f;
m_kd = 0.0f;
}
b3ClothDragger::~b3ClothDragger()
@ -42,7 +44,8 @@ bool b3ClothDragger::StartDragging()
}
m_mesh = m_cloth->GetMesh();
m_triangle = m_mesh->triangles + rayOut.triangle;
m_triangleIndex = rayOut.triangle;
m_triangle = m_mesh->triangles + m_triangleIndex;
m_x = rayOut.fraction;
b3Particle* p1 = m_cloth->GetParticle(m_triangle->v1);
@ -68,42 +71,7 @@ bool b3ClothDragger::StartDragging()
m_u = m_v = 0.0f;
}
if (m_spring)
{
b3ParticleDef pd;
pd.type = e_staticParticle;
pd.position = B;
m_particle = m_cloth->CreateParticle(pd);
{
b3SpringForceDef sfd;
sfd.p1 = m_particle;
sfd.p2 = p1;
sfd.restLength = 0.0f;
sfd.structural = 10000.0f;
m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
}
{
b3SpringForceDef sfd;
sfd.p1 = m_particle;
sfd.p2 = p2;
sfd.restLength = 0.0f;
sfd.structural = 10000.0f;
m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
}
{
b3SpringForceDef sfd;
sfd.p1 = m_particle;
sfd.p2 = p3;
sfd.restLength = 0.0f;
sfd.structural = 10000.0f;
m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
}
}
else
if (m_staticDrag)
{
m_t1 = p1->GetType();
p1->SetType(e_staticParticle);
@ -114,6 +82,27 @@ bool b3ClothDragger::StartDragging()
m_t3 = p3->GetType();
p3->SetType(e_staticParticle);
}
else
{
b3ParticleDef pd;
pd.type = e_staticParticle;
pd.position = GetPointA();
m_particle = m_cloth->CreateParticle(pd);
b3ClothTriangle* triangle = m_cloth->GetTriangle(m_triangleIndex);
b3MouseForceDef def;
def.particle = m_particle;
def.triangle = triangle;
def.w2 = m_u;
def.w3 = m_v;
def.w4 = (1.0f - m_u - m_v);
def.mouse = m_km;
def.damping = m_kd;
m_mf = (b3MouseForce*)m_cloth->CreateForce(def);
}
return true;
}
@ -127,11 +116,7 @@ void b3ClothDragger::Drag()
b3Vec3 dx = B - A;
if (m_spring)
{
m_particle->SetPosition(B);
}
else
if (m_staticDrag)
{
b3Particle* p1 = m_cloth->GetParticle(m_triangle->v1);
p1->ApplyTranslation(dx);
@ -142,11 +127,15 @@ void b3ClothDragger::Drag()
b3Particle* p3 = m_cloth->GetParticle(m_triangle->v3);
p3->ApplyTranslation(dx);
}
else
{
m_particle->SetPosition(B);
}
}
void b3ClothDragger::SetSpring(bool bit)
void b3ClothDragger::SetStaticDrag(bool bit)
{
if (bit == m_spring)
if (bit == m_staticDrag)
{
return;
}
@ -156,26 +145,24 @@ void b3ClothDragger::SetSpring(bool bit)
StopDragging();
}
m_spring = bit;
m_staticDrag = bit;
}
void b3ClothDragger::StopDragging()
{
B3_ASSERT(IsDragging() == true);
if (m_spring)
{
m_cloth->DestroyForce(m_s1);
m_cloth->DestroyForce(m_s2);
m_cloth->DestroyForce(m_s3);
m_cloth->DestroyParticle(m_particle);
}
else
if (m_staticDrag)
{
m_cloth->GetParticle(m_triangle->v1)->SetType(m_t1);
m_cloth->GetParticle(m_triangle->v2)->SetType(m_t2);
m_cloth->GetParticle(m_triangle->v3)->SetType(m_t3);
}
else
{
m_cloth->DestroyForce(m_mf);
m_cloth->DestroyParticle(m_particle);
}
m_triangle = nullptr;
}

View File

@ -23,7 +23,8 @@
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/forces/mouse_force.h>
// A cloth triangle dragger.
class b3ClothDragger
@ -32,10 +33,18 @@ public:
b3ClothDragger(b3Ray3* ray, b3Cloth* cloth);
~b3ClothDragger();
void SetSpring(bool bit);
void SetStaticDrag(bool bit);
bool GetSpring() const;
bool GetStaticDrag() const;
void SetMouseStiffness(float32 k);
float32 GetMouseStiffness();
void SetMouseDamping(float32 k);
float32 GetMouseDamping();
bool IsDragging() const;
bool StartDragging();
@ -53,22 +62,42 @@ private:
b3Cloth* m_cloth;
const b3ClothMesh* m_mesh;
u32 m_triangleIndex;
b3ClothMeshTriangle* m_triangle;
float32 m_u, m_v;
bool m_spring;
float32 m_km;
float32 m_kd;
b3Particle* m_particle;
b3SpringForce* m_s1;
b3SpringForce* m_s2;
b3SpringForce* m_s3;
b3MouseForce* m_mf;
bool m_staticDrag;
b3ParticleType m_t1, m_t2, m_t3;
};
inline bool b3ClothDragger::GetSpring() const
inline bool b3ClothDragger::GetStaticDrag() const
{
return m_spring;
return m_staticDrag;
}
inline void b3ClothDragger::SetMouseStiffness(float32 k)
{
m_km = k;
}
inline float32 b3ClothDragger::GetMouseStiffness()
{
return m_km;
}
inline void b3ClothDragger::SetMouseDamping(float32 k)
{
m_kd = k;
}
inline float32 b3ClothDragger::GetMouseDamping()
{
return m_kd;
}
inline bool b3ClothDragger::IsDragging() const