add a small framework of garments, update the related tests

This commit is contained in:
Irlan
2018-05-23 03:54:02 -03:00
parent aebe39143d
commit 109f23da49
16 changed files with 1037 additions and 145 deletions

View File

@ -43,8 +43,8 @@ public:
{
B3_ASSERT(m_isSelected);
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Vec3 A = m->vertices[t->v1];
b3Vec3 B = m->vertices[t->v2];
@ -70,8 +70,8 @@ public:
m_isSelected = true;
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
m_t1 = m_cloth->GetType(t->v1);
m_cloth->SetType(t->v1, b3MassType::e_staticMass);
@ -108,8 +108,8 @@ public:
{
B3_ASSERT(m_isSelected);
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Vec3 A = GetPointA();
b3Vec3 B = GetPointB();
@ -135,8 +135,8 @@ public:
m_isSelected = false;
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
m_cloth->SetType(t->v1, m_t1);
m_cloth->SetType(t->v2, m_t2);
@ -144,22 +144,99 @@ public:
}
private:
bool RayCast(b3RayCastOutput* output, u32 triangleIndex) const
{
b3ClothMesh* mesh = m_cloth->GetMesh();
B3_ASSERT(triangleIndex < mesh->triangleCount);
b3ClothMeshTriangle* triangle = mesh->triangles + triangleIndex;
b3Vec3 v1 = mesh->vertices[triangle->v1];
b3Vec3 v2 = mesh->vertices[triangle->v2];
b3Vec3 v3 = mesh->vertices[triangle->v3];
b3Vec3 p1 = m_ray->A();
b3Vec3 p2 = m_ray->B();
b3Vec3 d = p2 - p1;
float32 maxFraction = b3Length(d);
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize();
float32 numerator = b3Dot(n, v1 - p1);
float32 denominator = b3Dot(n, d);
if (denominator == 0.0f)
{
return false;
}
float32 t = numerator / denominator;
// Is the intersection not on the segment?
if (t < 0.0f || maxFraction < t)
{
return false;
}
b3Vec3 q = p1 + t * d;
// Barycentric coordinates for q
b3Vec3 Q = q;
b3Vec3 A = v1;
b3Vec3 B = v2;
b3Vec3 C = v3;
b3Vec3 AB = B - A;
b3Vec3 AC = C - A;
b3Vec3 QA = A - Q;
b3Vec3 QB = B - Q;
b3Vec3 QC = C - Q;
b3Vec3 QB_x_QC = b3Cross(QB, QC);
b3Vec3 QC_x_QA = b3Cross(QC, QA);
b3Vec3 QA_x_QB = b3Cross(QA, QB);
b3Vec3 AB_x_AC = b3Cross(AB, AC);
float32 u = b3Dot(QB_x_QC, AB_x_AC);
float32 v = b3Dot(QC_x_QA, AB_x_AC);
float32 w = b3Dot(QA_x_QB, AB_x_AC);
// This tolerance helps intersections lying on
// shared edges to not be missed.
const float32 kTol = -0.005f;
// Is the intersection on the triangle?
if (u > kTol && v > kTol && w > kTol)
{
output->fraction = t;
// Does the ray start from below or above the triangle?
if (numerator > 0.0f)
{
output->normal = -n;
}
else
{
output->normal = n;
}
return true;
}
return false;
}
bool Select(u32& selection, float32& fraction) const
{
b3Mesh* m = m_cloth->GetMesh();
b3MeshShape ms;
ms.m_mesh = m;
b3ClothMesh* m = m_cloth->GetMesh();
b3RayCastInput input;
input.p1 = m_ray->A();
input.p2 = m_ray->B();
input.maxFraction = m_ray->fraction;
b3Transform transform;
transform.SetIdentity();
float32 minFraction = B3_MAX_FLOAT;
b3Vec3 minNormal(0.0f, 0.0f, 0.0f);
u32 minIndex = ~0;
@ -167,7 +244,7 @@ private:
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3RayCastOutput subOutput;
if (ms.RayCast(&subOutput, input, transform, i) == true)
if (RayCast(&subOutput, i) == true)
{
if (subOutput.fraction < minFraction)
{