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