add a small framework of garments, update the related tests
This commit is contained in:
@ -61,8 +61,9 @@
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#include <testbed/tests/multiple_pendulum.h>
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#include <testbed/tests/cloth_test.h>
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#include <testbed/tests/spring_cloth_test.h>
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#include <testbed/tests/spring_cloth.h>
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#include <testbed/tests/spring_cloth_contact.h>
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#include <testbed/tests/table_cloth.h>
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#include <testbed/tests/pinned_cloth.h>
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#include <testbed/tests/shirt.h>
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#include <testbed/tests/mass_types.h>
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#include <testbed/tests/tension_mapping.h>
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#include <testbed/tests/single_pendulum.h>
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@ -113,11 +114,12 @@ TestEntry g_tests[] =
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{ "Initial Overlap", &InitialOverlap::Create },
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{ "Multiple Pendulum", &MultiplePendulum::Create },
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{ "Cloth", &Cloth::Create },
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{ "Mass-Spring System", &MassSpring::Create },
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{ "Spring Cloth", &SpringCloth::Create },
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{ "Spring Cloth Contact", &SpringClothContact::Create },
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{ "Table Cloth", &TableCloth::Create },
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{ "Pinned Cloth", &PinnedCloth::Create },
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{ "Shirt", &Shirt::Create },
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{ "Mass Types", &MassTypes::Create },
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{ "Tension Mapping", &TensionMapping::Create },
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{ "Mass-Spring System", &MassSpring::Create },
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{ "Single Pendulum", &SinglePendulum::Create },
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{ "Rope", &Rope::Create },
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{ NULL, NULL }
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@ -19,36 +19,16 @@
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#ifndef MASS_TYPES_H
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#define MASS_TYPES_H
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class MassTypes : public SpringClothTest
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class MassTypes : public PinnedCloth
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{
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public:
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MassTypes()
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{
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b3SpringClothDef def;
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def.allocator = &m_clothAllocator;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.ks = 100000.0f;
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def.gravity.Set(0.0f, -10.0f, 0.0f);
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m_cloth.Initialize(def);
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b3AABB3 aabb;
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aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
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aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
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for (u32 i = 0; i < def.mesh->vertexCount; ++i)
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{
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if (aabb.Contains(def.mesh->vertices[i]))
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{
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m_cloth.SetType(i, b3MassType::e_staticMass);
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}
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}
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}
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void Step()
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{
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SpringClothTest::Step();
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PinnedCloth::Step();
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g_draw->DrawString(b3Color_white, "S - Static");
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g_draw->DrawString(b3Color_white, "D - Dynamic");
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@ -56,30 +36,29 @@ public:
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g_draw->DrawString(b3Color_white, "Arrows - Apply Force/Velocity/Position");
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}
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void SetClothType(b3MassType type)
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{
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for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
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{
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m_cloth.SetType(i, type);
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}
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}
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void KeyDown(int button)
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{
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if (button == GLFW_KEY_S)
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{
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for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
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{
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m_cloth.SetType(i, b3MassType::e_staticMass);
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}
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SetClothType(b3MassType::e_staticMass);
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}
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if (button == GLFW_KEY_K)
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{
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for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
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{
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m_cloth.SetType(i, b3MassType::e_kinematicMass);
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}
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SetClothType(b3MassType::e_kinematicMass);
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}
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if (button == GLFW_KEY_D)
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{
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for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
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{
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m_cloth.SetType(i, b3MassType::e_dynamicMass);
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}
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SetClothType(b3MassType::e_dynamicMass);
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}
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for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
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@ -191,8 +170,6 @@ public:
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{
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return new MassTypes();
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}
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b3GridMesh<10, 10> m_clothMesh;
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};
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#endif
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@ -16,19 +16,39 @@
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SPRING_CLOTH_H
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#define SPRING_CLOTH_H
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#ifndef PINNED_CLOTH_H
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#define PINNED_CLOTH_H
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class SpringCloth : public SpringClothTest
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class PinnedCloth : public SpringClothTest
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{
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public:
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SpringCloth()
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PinnedCloth()
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{
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m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
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m_gridClothMesh.vertices = m_gridMesh.vertices;
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m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
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m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
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m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
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m_gridClothMeshMesh.startVertex = 0;
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m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
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m_gridClothMeshMesh.startTriangle = 0;
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m_gridClothMesh.meshCount = 1;
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m_gridClothMesh.meshes = &m_gridClothMeshMesh;
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m_gridClothMesh.sewingLineCount = 0;
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m_gridClothMesh.sewingLines = nullptr;
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b3SpringClothDef def;
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def.allocator = &m_clothAllocator;
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def.mesh = &m_clothMesh;
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def.mesh = &m_gridClothMesh;
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def.density = 0.2f;
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def.ks = 100000.0f;
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def.ks = 10000.0f;
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def.kd = 0.0f;
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def.r = 0.05f;
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def.gravity.Set(0.0f, -10.0f, 0.0f);
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m_cloth.Initialize(def);
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@ -37,21 +57,23 @@ public:
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aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
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aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
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for (u32 i = 0; i < def.mesh->vertexCount; ++i)
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for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
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{
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if (aabb.Contains(def.mesh->vertices[i]))
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if (aabb.Contains(m_cloth.GetPosition(i)))
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{
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m_cloth.SetType(i, b3MassType::e_staticMass);
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}
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}
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}
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}
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static Test* Create()
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{
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return new SpringCloth();
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return new PinnedCloth();
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}
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b3GridMesh<10, 10> m_clothMesh;
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b3GridMesh<10, 10> m_gridMesh;
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b3ClothMeshMesh m_gridClothMeshMesh;
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b3ClothMesh m_gridClothMesh;
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};
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#endif
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@ -16,41 +16,65 @@
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SPRING_CLOTH_CONTACT_H
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#define SPRING_CLOTH_CONTACT_H
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#ifndef SHIRT_H
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#define SHIRT_H
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class SpringClothContact : public SpringClothTest
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#include <bounce/garment/garment.h>
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#include <bounce/garment/sewing_pattern.h>
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#include <bounce/garment/garment_mesh.h>
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class Shirt : public SpringClothTest
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{
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public:
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SpringClothContact()
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Shirt()
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{
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// Generate 2D mesh
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m_shirtGarmentMesh.Set(&m_shirtGarment, 0.1f);
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// Create 3D mesh
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m_shirtClothMesh.Set(&m_shirtGarmentMesh);
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// Perform fitting
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for (u32 i = 0; i < 3; ++i)
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{
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b3ClothMeshMesh* front = m_shirtClothMesh.meshes + i;
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for (u32 j = 0; j < front->vertexCount; ++j)
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{
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u32 v = front->startVertex + j;
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m_shirtClothMesh.vertices[v].z = -1.0f;
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}
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}
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for (u32 i = 3; i < 6; ++i)
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{
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b3ClothMeshMesh* back = m_shirtClothMesh.meshes + i;
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for (u32 j = 0; j < back->vertexCount; ++j)
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{
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u32 v = back->startVertex + j;
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m_shirtClothMesh.vertices[v].z = 1.0f;
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}
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}
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// Create cloth
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b3SpringClothDef def;
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def.allocator = &m_clothAllocator;
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def.mesh = &m_clothMesh;
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def.mesh = &m_shirtClothMesh;
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def.density = 0.2f;
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def.ks = 1000.0f;
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def.kd = 0.0f;
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def.ks = 10000.0f;
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def.r = 0.2f;
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def.gravity.Set(0.0f, -10.0f, 0.0f);
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m_cloth.Initialize(def);
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m_clothCapsule.m_centers[0].Set(0.0f, -2.0f, 2.0f);
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m_clothCapsule.m_centers[1].Set(0.0f, -2.0f, -2.0f);
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m_clothCapsule.m_radius = 2.0f;
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m_clothCapsule.SetFriction(1.0f);
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m_cloth.AddShape(&m_clothCapsule);
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}
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static Test* Create()
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{
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return new SpringClothContact();
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return new Shirt();
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}
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b3GridMesh<10, 10> m_clothMesh;
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b3CapsuleShape m_clothCapsule;
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b3ShirtGarment m_shirtGarment;
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b3GarmentMesh m_shirtGarmentMesh;
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b3GarmentClothMesh m_shirtClothMesh;
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};
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#endif
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@ -43,8 +43,8 @@ public:
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{
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B3_ASSERT(m_isSelected);
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b3Mesh* m = m_cloth->GetMesh();
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b3Triangle* t = m->triangles + m_selection;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Vec3 A = m->vertices[t->v1];
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b3Vec3 B = m->vertices[t->v2];
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@ -70,8 +70,8 @@ public:
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m_isSelected = true;
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b3Mesh* m = m_cloth->GetMesh();
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b3Triangle* t = m->triangles + m_selection;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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m_t1 = m_cloth->GetType(t->v1);
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m_cloth->SetType(t->v1, b3MassType::e_staticMass);
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@ -108,8 +108,8 @@ public:
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{
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B3_ASSERT(m_isSelected);
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b3Mesh* m = m_cloth->GetMesh();
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b3Triangle* t = m->triangles + m_selection;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Vec3 A = GetPointA();
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b3Vec3 B = GetPointB();
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@ -135,8 +135,8 @@ public:
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m_isSelected = false;
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b3Mesh* m = m_cloth->GetMesh();
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b3Triangle* t = m->triangles + m_selection;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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m_cloth->SetType(t->v1, m_t1);
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m_cloth->SetType(t->v2, m_t2);
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@ -144,22 +144,99 @@ public:
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}
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private:
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bool RayCast(b3RayCastOutput* output, u32 triangleIndex) const
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{
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b3ClothMesh* mesh = m_cloth->GetMesh();
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B3_ASSERT(triangleIndex < mesh->triangleCount);
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b3ClothMeshTriangle* triangle = mesh->triangles + triangleIndex;
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b3Vec3 v1 = mesh->vertices[triangle->v1];
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b3Vec3 v2 = mesh->vertices[triangle->v2];
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b3Vec3 v3 = mesh->vertices[triangle->v3];
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b3Vec3 p1 = m_ray->A();
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b3Vec3 p2 = m_ray->B();
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b3Vec3 d = p2 - p1;
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float32 maxFraction = b3Length(d);
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b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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n.Normalize();
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float32 numerator = b3Dot(n, v1 - p1);
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float32 denominator = b3Dot(n, d);
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if (denominator == 0.0f)
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{
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return false;
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}
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float32 t = numerator / denominator;
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// Is the intersection not on the segment?
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if (t < 0.0f || maxFraction < t)
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{
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return false;
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}
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b3Vec3 q = p1 + t * d;
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// Barycentric coordinates for q
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b3Vec3 Q = q;
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b3Vec3 A = v1;
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b3Vec3 B = v2;
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b3Vec3 C = v3;
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b3Vec3 AB = B - A;
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b3Vec3 AC = C - A;
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b3Vec3 QA = A - Q;
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b3Vec3 QB = B - Q;
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b3Vec3 QC = C - Q;
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b3Vec3 QB_x_QC = b3Cross(QB, QC);
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b3Vec3 QC_x_QA = b3Cross(QC, QA);
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b3Vec3 QA_x_QB = b3Cross(QA, QB);
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b3Vec3 AB_x_AC = b3Cross(AB, AC);
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float32 u = b3Dot(QB_x_QC, AB_x_AC);
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float32 v = b3Dot(QC_x_QA, AB_x_AC);
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float32 w = b3Dot(QA_x_QB, AB_x_AC);
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// This tolerance helps intersections lying on
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// shared edges to not be missed.
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const float32 kTol = -0.005f;
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// Is the intersection on the triangle?
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if (u > kTol && v > kTol && w > kTol)
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{
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output->fraction = t;
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// Does the ray start from below or above the triangle?
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if (numerator > 0.0f)
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{
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output->normal = -n;
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}
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else
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{
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output->normal = n;
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}
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return true;
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}
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return false;
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}
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bool Select(u32& selection, float32& fraction) const
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{
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b3Mesh* m = m_cloth->GetMesh();
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b3MeshShape ms;
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ms.m_mesh = m;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3RayCastInput input;
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input.p1 = m_ray->A();
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input.p2 = m_ray->B();
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input.maxFraction = m_ray->fraction;
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b3Transform transform;
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transform.SetIdentity();
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float32 minFraction = B3_MAX_FLOAT;
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b3Vec3 minNormal(0.0f, 0.0f, 0.0f);
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u32 minIndex = ~0;
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@ -167,7 +244,7 @@ private:
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for (u32 i = 0; i < m->triangleCount; ++i)
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{
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b3RayCastOutput subOutput;
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if (ms.RayCast(&subOutput, input, transform, i) == true)
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if (RayCast(&subOutput, i) == true)
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{
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if (subOutput.fraction < minFraction)
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{
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|
85
examples/testbed/tests/table_cloth.h
Normal file
85
examples/testbed/tests/table_cloth.h
Normal file
@ -0,0 +1,85 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
|
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*
|
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* 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.
|
||||
*/
|
||||
|
||||
#ifndef TABLE_CLOTH_H
|
||||
#define TABLE_CLOTH_H
|
||||
|
||||
class TableCloth : public SpringClothTest
|
||||
{
|
||||
public:
|
||||
TableCloth()
|
||||
{
|
||||
// Shift vertices up
|
||||
for (u32 i = 0; i < m_gridMesh.vertexCount; ++i)
|
||||
{
|
||||
m_gridMesh.vertices[i].y = 5.0f;
|
||||
}
|
||||
|
||||
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
|
||||
m_gridClothMesh.vertices = m_gridMesh.vertices;
|
||||
|
||||
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
|
||||
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
|
||||
|
||||
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
|
||||
m_gridClothMeshMesh.startVertex = 0;
|
||||
|
||||
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
|
||||
m_gridClothMeshMesh.startTriangle = 0;
|
||||
|
||||
m_gridClothMesh.meshCount = 1;
|
||||
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
|
||||
|
||||
m_gridClothMesh.sewingLineCount = 0;
|
||||
m_gridClothMesh.sewingLines = nullptr;
|
||||
|
||||
b3SpringClothDef def;
|
||||
def.allocator = &m_clothAllocator;
|
||||
def.mesh = &m_gridClothMesh;
|
||||
def.density = 0.2f;
|
||||
def.ks = 10000.0f;
|
||||
def.kd = 0.0f;
|
||||
def.r = 0.05f;
|
||||
def.gravity.Set(0.0f, -10.0f, 0.0f);
|
||||
|
||||
m_cloth.Initialize(def);
|
||||
|
||||
m_tableHull.SetAsCylinder(5.0f, 2.0f);
|
||||
|
||||
m_tableShape.m_hull = &m_tableHull;
|
||||
m_tableShape.m_radius = 0.2f;
|
||||
|
||||
m_tableShape.SetFriction(1.0f);
|
||||
|
||||
m_cloth.AddShape(&m_tableShape);
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new TableCloth();
|
||||
}
|
||||
|
||||
b3GridMesh<10, 10> m_gridMesh;
|
||||
b3ClothMeshMesh m_gridClothMeshMesh;
|
||||
b3ClothMesh m_gridClothMesh;
|
||||
|
||||
b3QHull m_tableHull;
|
||||
b3HullShape m_tableShape;
|
||||
};
|
||||
|
||||
#endif
|
@ -60,11 +60,31 @@ class TensionMapping : public SpringClothTest
|
||||
public:
|
||||
TensionMapping()
|
||||
{
|
||||
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
|
||||
m_gridClothMesh.vertices = m_gridMesh.vertices;
|
||||
|
||||
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
|
||||
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
|
||||
|
||||
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
|
||||
m_gridClothMeshMesh.startVertex = 0;
|
||||
|
||||
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
|
||||
m_gridClothMeshMesh.startTriangle = 0;
|
||||
|
||||
m_gridClothMesh.meshCount = 1;
|
||||
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
|
||||
|
||||
m_gridClothMesh.sewingLineCount = 0;
|
||||
m_gridClothMesh.sewingLines = nullptr;
|
||||
|
||||
b3SpringClothDef def;
|
||||
def.allocator = &m_clothAllocator;
|
||||
def.mesh = &m_clothMesh;
|
||||
def.mesh = &m_gridClothMesh;
|
||||
def.density = 0.2f;
|
||||
def.ks = 100000.0f;
|
||||
def.ks = 10000.0f;
|
||||
def.kd = 0.0f;
|
||||
def.r = 0.2f;
|
||||
def.gravity.Set(0.0f, -10.0f, 0.0f);
|
||||
|
||||
m_cloth.Initialize(def);
|
||||
@ -73,9 +93,9 @@ public:
|
||||
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
|
||||
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
|
||||
|
||||
for (u32 i = 0; i < def.mesh->vertexCount; ++i)
|
||||
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
|
||||
{
|
||||
if (aabb.Contains(def.mesh->vertices[i]))
|
||||
if (aabb.Contains(m_cloth.GetPosition(i)))
|
||||
{
|
||||
m_cloth.SetType(i, b3MassType::e_staticMass);
|
||||
}
|
||||
@ -92,13 +112,13 @@ public:
|
||||
b3StackArray<b3Vec3, 100> T;
|
||||
m_cloth.GetTension(T);
|
||||
|
||||
for (u32 i = 0; i < m_clothMesh.triangleCount; ++i)
|
||||
for (u32 i = 0; i < m_gridClothMesh.triangleCount; ++i)
|
||||
{
|
||||
b3Triangle* t = m_clothMesh.triangles + i;
|
||||
b3ClothMeshTriangle* t = m_gridClothMesh.triangles + i;
|
||||
|
||||
b3Vec3 v1 = m_clothMesh.vertices[t->v1];
|
||||
b3Vec3 v2 = m_clothMesh.vertices[t->v2];
|
||||
b3Vec3 v3 = m_clothMesh.vertices[t->v3];
|
||||
b3Vec3 v1 = m_gridClothMesh.vertices[t->v1];
|
||||
b3Vec3 v2 = m_gridClothMesh.vertices[t->v2];
|
||||
b3Vec3 v3 = m_gridClothMesh.vertices[t->v3];
|
||||
|
||||
b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
|
||||
b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
|
||||
@ -142,7 +162,9 @@ public:
|
||||
return new TensionMapping();
|
||||
}
|
||||
|
||||
b3GridMesh<10, 10> m_clothMesh;
|
||||
b3GridMesh<10, 10> m_gridMesh;
|
||||
b3ClothMeshMesh m_gridClothMeshMesh;
|
||||
b3ClothMesh m_gridClothMesh;
|
||||
};
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user