add a small framework of garments, update the related tests
This commit is contained in:
@ -57,8 +57,11 @@
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#include <bounce/dynamics/contacts/mesh_contact.h>
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#include <bounce/dynamics/rope/rope.h>
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#include <bounce/dynamics/cloth/cloth_mesh.h>
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#include <bounce/dynamics/cloth/cloth.h>
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#include <bounce/dynamics/cloth/spring_cloth.h>
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#include <bounce/dynamics/body.h>
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//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>
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69
include/bounce/dynamics/cloth/cloth_mesh.h
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69
include/bounce/dynamics/cloth/cloth_mesh.h
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@ -0,0 +1,69 @@
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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
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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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 B3_CLOTH_MESH_H
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#define B3_CLOTH_MESH_H
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#include <bounce/common/math/vec2.h>
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#include <bounce/common/math/vec3.h>
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struct b3ClothMeshTriangle
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{
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u32 v1, v2, v3;
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};
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struct b3ClothMeshMesh
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{
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u32 vertexCount;
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u32 startVertex;
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u32 triangleCount;
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u32 startTriangle;
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};
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struct b3ClothMeshSewingLine
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{
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u32 s1, s2;
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u32 v1, v2;
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};
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struct b3ClothMesh
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{
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u32 vertexCount;
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b3Vec3* vertices;
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u32 triangleCount;
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b3ClothMeshTriangle* triangles;
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u32 meshCount;
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b3ClothMeshMesh* meshes;
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u32 sewingLineCount;
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b3ClothMeshSewingLine* sewingLines;
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};
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struct b3GarmentMesh;
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// Convenience structure.
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struct b3GarmentClothMesh : public b3ClothMesh
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{
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b3GarmentClothMesh();
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~b3GarmentClothMesh();
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// Maps a given garment mesh to this mesh.
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// This garment mesh must be empty.
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void Set(const b3GarmentMesh* garment);
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};
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#endif
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@ -29,7 +29,7 @@ class b3StackAllocator;
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class b3Shape;
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struct b3Mesh;
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struct b3ClothMesh;
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struct b3SpringClothDef
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{
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@ -49,7 +49,7 @@ struct b3SpringClothDef
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b3StackAllocator* allocator;
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// Cloth mesh
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b3Mesh* mesh;
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b3ClothMesh* mesh;
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// Cloth density in kg/m^3
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float32 density;
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@ -64,8 +64,8 @@ struct b3SpringClothDef
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float32 kd;
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// Mass radius
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// Typically this is value is small and is intended for correcting visual artifacts when
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// the cloth is colliding against a solid.
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// This should be a small value. It can be used for correcting visual artifacts when
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// the masses are colliding against a solid.
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float32 r;
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// Acceleration due to gravity (m/s^2)
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@ -75,7 +75,8 @@ struct b3SpringClothDef
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enum b3SpringType
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{
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e_strechSpring,
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e_bendSpring
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e_bendSpring,
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// e_sewingSpring
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};
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struct b3Spring
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@ -138,7 +139,7 @@ public:
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void Initialize(const b3SpringClothDef& def);
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// Return the cloth mesh used to initialize this cloth.
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b3Mesh* GetMesh() const;
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b3ClothMesh* GetMesh() const;
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// Set the gravitational acceleration applied to this cloth.
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// Units are m/s^2.
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@ -210,7 +211,7 @@ protected:
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b3StackAllocator* m_allocator;
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b3Mesh* m_mesh;
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b3ClothMesh* m_mesh;
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float32 m_r;
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b3Vec3 m_gravity;
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@ -237,7 +238,7 @@ protected:
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b3SpringClothStep m_step;
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};
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inline b3Mesh* b3SpringCloth::GetMesh() const
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inline b3ClothMesh* b3SpringCloth::GetMesh() const
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{
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return m_mesh;
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}
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132
include/bounce/garment/garment.h
Normal file
132
include/bounce/garment/garment.h
Normal file
@ -0,0 +1,132 @@
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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
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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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 B3_GARMENT_H
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#define B3_GARMENT_H
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#include <bounce/garment/sewing_pattern.h>
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struct b3SewingLine
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{
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u32 p1, p2;
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u32 v1, v2;
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};
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struct b3Garment
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{
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u32 patternCount;
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b3SewingPattern** patterns;
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u32 sewingCount;
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b3SewingLine* sewingLines;
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};
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struct b3ShirtGarment : public b3Garment
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{
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b3RectanglePattern frontBody;
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b3RectanglePattern frontRightSleeve;
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b3RectanglePattern frontLeftSleeve;
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b3RectanglePattern backBody;
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b3RectanglePattern backRightSleeve;
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b3RectanglePattern backLeftSleeve;
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b3SewingLine shirtSewingLines[12];
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b3SewingPattern* shirtPatterns[6];
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b3ShirtGarment() :
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frontBody(1.0f, 1.0f),
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frontRightSleeve(0.2f, 0.2f),
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frontLeftSleeve(0.2f, 0.2f),
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backBody(1.0f, 1.0f),
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backRightSleeve(0.2f, 0.2f),
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backLeftSleeve(0.2f, 0.2f)
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{
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b3Vec2 etr;
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etr.x = 1.2f;
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etr.y = 0.8f;
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b3Vec2 etl;
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etl.x = -1.2f;
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etl.y = 0.8f;
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for (u32 i = 0; i < 4; ++i)
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{
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frontRightSleeve.vertices[i] += etr;
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frontLeftSleeve.vertices[i] += etl;
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backRightSleeve.vertices[i] += etr;
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backLeftSleeve.vertices[i] += etl;
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}
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// Perform sewing
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u32 count = 0;
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// Sew bodies
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for (u32 i = 0; i < frontBody.vertexCount; ++i)
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{
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b3SewingLine line;
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line.p1 = 0;
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line.p2 = 3;
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line.v1 = i;
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line.v2 = i;
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shirtSewingLines[count++] = line;
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}
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// Sew sleeves
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for (u32 i = 0; i < frontRightSleeve.vertexCount; ++i)
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{
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b3SewingLine line;
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line.p1 = 1;
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line.p2 = 4;
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line.v1 = i;
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line.v2 = i;
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shirtSewingLines[count++] = line;
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}
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for (u32 i = 0; i < frontLeftSleeve.vertexCount; ++i)
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{
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b3SewingLine line;
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line.p1 = 2;
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line.p2 = 5;
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line.v1 = i;
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line.v2 = i;
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shirtSewingLines[count++] = line;
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}
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B3_ASSERT(12 == count);
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shirtPatterns[0] = &frontBody;
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shirtPatterns[1] = &frontRightSleeve;
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shirtPatterns[2] = &frontLeftSleeve;
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shirtPatterns[3] = &backBody;
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shirtPatterns[4] = &backRightSleeve;
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shirtPatterns[5] = &backLeftSleeve;
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patternCount = 6;
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patterns = shirtPatterns;
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sewingCount = 12;
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sewingLines = shirtSewingLines;
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}
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};
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#endif
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63
include/bounce/garment/garment_mesh.h
Normal file
63
include/bounce/garment/garment_mesh.h
Normal file
@ -0,0 +1,63 @@
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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
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* 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.
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||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
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* misrepresented as being the original software.
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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 B3_GARMENT_MESH_H
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#define B3_GARMENT_MESH_H
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#include <bounce/common/math/vec2.h>
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#include <bounce/common/math/vec3.h>
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struct b3Garment;
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struct b3SewingPatternMeshTriangle
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{
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u32 v1, v2, v3;
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};
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struct b3SewingPatternMesh
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{
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u32 vertexCount;
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b3Vec2* vertices;
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u32 triangleCount;
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b3SewingPatternMeshTriangle* triangles;
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};
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struct b3GarmentMeshSewingLine
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{
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u32 s1, s2;
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u32 v1, v2;
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};
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// A garment mesh is a triangulated version of a garment.
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struct b3GarmentMesh
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{
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u32 meshCount;
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b3SewingPatternMesh* meshes;
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u32 sewingCount;
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b3GarmentMeshSewingLine* sewingLines;
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b3Garment* garment;
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b3GarmentMesh();
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~b3GarmentMesh();
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void Set(b3Garment* garment, float32 desiredArea);
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};
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#endif
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81
include/bounce/garment/sewing_pattern.h
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81
include/bounce/garment/sewing_pattern.h
Normal file
@ -0,0 +1,81 @@
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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
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||||
* 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.
|
||||
*/
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#ifndef B3_SEWING_PATTERN_H
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#define B3_SEWING_PATTERN_H
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#include <bounce/common/math/vec2.h>
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struct b3SewingPattern
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{
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u32 vertexCount;
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b3Vec2* vertices;
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};
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struct b3RectanglePattern : public b3SewingPattern
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{
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b3Vec2 rectangleVertices[4];
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b3RectanglePattern(float32 ex = 1.0f, float32 ey = 1.0f)
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{
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B3_ASSERT(ex > 0.0f);
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B3_ASSERT(ey > 0.0f);
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// R, CCW
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rectangleVertices[0].Set(ex, -ey);
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rectangleVertices[1].Set(ex, ey);
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// L, CW
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rectangleVertices[2].Set(-ex, ey);
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rectangleVertices[3].Set(-ex, -ey);
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vertexCount = 4;
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vertices = rectangleVertices;
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}
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};
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template<u32 E = 16>
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struct b3CirclePattern : public b3SewingPattern
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{
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b3Vec2 circleVertices[E];
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b3CirclePattern(b3Vec2 center = b3Vec2_zero, float32 radius = 1.0f)
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{
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float32 x = 2.0f * B3_PI / float32(E);
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float32 c = cos(x);
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float32 s = sin(x);
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b3Mat22 R;
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R.x.Set(c, s);
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R.y.Set(-s, c);
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b3Vec2 n(1.0f, 0.0f);
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circleVertices[0] = center + radius * n;
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for (u32 i = 1; i < E; ++i)
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{
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b3Vec2 ni = R * n;
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circleVertices[i] = center + radius * n;
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n = ni;
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}
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vertexCount = E;
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vertices = circleVertices;
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}
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};
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#endif
|
Reference in New Issue
Block a user