add a small framework of garments, update the related tests
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@ -60,11 +60,31 @@ class TensionMapping : public SpringClothTest
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public:
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TensionMapping()
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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 = 0.2f;
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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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@ -73,9 +93,9 @@ 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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@ -92,13 +112,13 @@ public:
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b3StackArray<b3Vec3, 100> T;
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m_cloth.GetTension(T);
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for (u32 i = 0; i < m_clothMesh.triangleCount; ++i)
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for (u32 i = 0; i < m_gridClothMesh.triangleCount; ++i)
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{
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b3Triangle* t = m_clothMesh.triangles + i;
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b3ClothMeshTriangle* t = m_gridClothMesh.triangles + i;
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b3Vec3 v1 = m_clothMesh.vertices[t->v1];
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b3Vec3 v2 = m_clothMesh.vertices[t->v2];
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b3Vec3 v3 = m_clothMesh.vertices[t->v3];
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b3Vec3 v1 = m_gridClothMesh.vertices[t->v1];
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b3Vec3 v2 = m_gridClothMesh.vertices[t->v2];
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b3Vec3 v3 = m_gridClothMesh.vertices[t->v3];
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b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
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b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
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@ -142,7 +162,9 @@ public:
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return new TensionMapping();
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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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