add cloth dragging test

This commit is contained in:
Irlan 2018-03-28 01:30:58 -03:00
parent 8c2df2f70c
commit 32c38a1a97
2 changed files with 317 additions and 0 deletions

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@ -61,6 +61,7 @@
#include <testbed/tests/cloth_test.h>
#include <testbed/tests/spring_cloth_test.h>
#include <testbed/tests/spring_cloth_collision_test.h>
#include <testbed/tests/cloth_dragger.h>
#include <testbed/tests/rope_test.h>
//#include <testbed/tests/tree_test.h>
#include <testbed/tests/implicit_spring.h>
@ -110,6 +111,7 @@ TestEntry g_tests[] =
{ "Cloth", &Cloth::Create },
{ "Spring Cloth", &SpringCloth::Create },
{ "Spring Cloth Collision", &SpringClothCollision::Create },
{ "Spring Cloth Dragging", &ClothDraggerTest::Create },
{ "Rope", &Rope::Create },
//{ "Tree", &Tree::Create },
{ "Implicit Spring", &ImplicitSpring::Create },

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@ -0,0 +1,315 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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 CLOTH_DRAGGER_TESH_H
#define CLOTH_DRAGGER_TESH_H
extern DebugDraw* g_debugDraw;
extern Camera g_camera;
extern Settings g_settings;
class ClothDragger
{
public:
ClothDragger(Ray3* ray, b3SpringCloth* cloth)
{
m_ray = ray;
m_cloth = cloth;
m_isSelected = false;
}
~ClothDragger()
{
}
bool IsSelected() const
{
return m_isSelected;
}
b3Vec3 GetPointA() const
{
B3_ASSERT(m_isSelected);
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3Vec3 A = m->vertices[t->v1];
b3Vec3 B = m->vertices[t->v2];
b3Vec3 C = m->vertices[t->v3];
return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
}
b3Vec3 GetPointB() const
{
B3_ASSERT(m_isSelected);
return m_ray->origin + m_x * (m_ray->B() - m_ray->A());
}
bool StartDragging()
{
B3_ASSERT(m_isSelected == false);
if (Select(m_selection, m_x) == false)
{
return false;
}
m_isSelected = true;
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
m_cloth->SetType(t->v1, e_staticMass);
m_cloth->SetType(t->v2, e_staticMass);
m_cloth->SetType(t->v3, e_staticMass);
b3Vec3 v1 = m_cloth->GetPosition(t->v1);
b3Vec3 v2 = m_cloth->GetPosition(t->v2);
b3Vec3 v3 = m_cloth->GetPosition(t->v3);
b3Vec3 B = GetPointB();
float32 wABC[4];
b3BarycentricCoordinates(wABC, v1, v2, v3, B);
if (wABC[3] > B3_EPSILON)
{
m_u = wABC[0] / wABC[3];
m_v = wABC[1] / wABC[3];
}
else
{
m_u = m_v = 0.0f;
}
return true;
}
void Drag()
{
B3_ASSERT(m_isSelected);
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3Vec3 A = GetPointA();
b3Vec3 B = GetPointB();
b3Vec3 dx = B - A;
b3Vec3 v1 = m_cloth->GetPosition(t->v1);
v1 += dx;
m_cloth->SetPosition(t->v1, v1);
b3Vec3 v2 = m_cloth->GetPosition(t->v2);
v2 += dx;
m_cloth->SetPosition(t->v2, v2);
b3Vec3 v3 = m_cloth->GetPosition(t->v3);
v3 += dx;
m_cloth->SetPosition(t->v3, v3);
}
void StopDragging()
{
B3_ASSERT(m_isSelected);
m_isSelected = false;
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
m_cloth->SetType(t->v1, e_dynamicMass);
m_cloth->SetType(t->v2, e_dynamicMass);
m_cloth->SetType(t->v3, e_dynamicMass);
}
private:
bool Select(u32& selection, float32& fraction) const
{
b3Mesh* m = m_cloth->GetMesh();
b3MeshShape ms;
ms.m_mesh = m;
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;
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3RayCastOutput subOutput;
if (ms.RayCast(&subOutput, input, transform, i) == true)
{
if (subOutput.fraction < minFraction)
{
minFraction = subOutput.fraction;
minNormal = subOutput.normal;
minIndex = i;
}
}
}
if (minIndex != ~0)
{
selection = minIndex;
fraction = minFraction;
return true;
}
return false;
}
bool m_isSelected;
Ray3* m_ray;
float32 m_x;
b3SpringCloth * m_cloth;
u32 m_selection;
float32 m_u, m_v;
};
class ClothDraggerTest : public Test
{
public:
ClothDraggerTest() : m_clothDragger(&m_clothRay, &m_cloth)
{
g_camera.m_zoom = 25.0f;
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = m_meshes + e_clothMesh;
def.density = 0.2f;
def.ks = 10000.0f;
def.r = 0.2f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
m_cloth.Initialize(def);
m_clothCapsule.m_centers[0].Set(0.0f, -2.0f, 2.0f);
m_clothCapsule.m_centers[1].Set(0.0f, -2.0f, -2.0f);
m_clothCapsule.m_radius = 2.0f;
m_clothCapsule.SetFriction(1.0f);
m_cloth.AddShape(&m_clothCapsule);
m_clothRay.origin.SetZero();
m_clothRay.direction.Set(0.0f, 0.0f, -1.0f);
m_clothRay.fraction = g_camera.m_zFar;
}
void Step()
{
float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f;
if (g_settings.pause)
{
if (g_settings.singleStep)
{
g_settings.singleStep = false;
}
else
{
dt = 0.0f;
}
}
m_cloth.Step(dt);
m_cloth.Apply();
b3Shape** shapes = m_cloth.GetShapes();
for (u32 i = 0; i < m_cloth.GetShapeCount(); ++i)
{
b3Shape* s = shapes[i];
b3Transform xf;
xf.SetIdentity();
g_debugDraw->DrawShape(s, b3Color_white, xf);
}
m_cloth.Draw(g_debugDraw);
b3SpringClothStep step = m_cloth.GetStep();
char text[256];
sprintf(text, "Iterations = %u", step.iterations);
g_debugDraw->DrawString(text, b3Color_white);
if (m_clothDragger.IsSelected() == true)
{
g_debugDraw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
}
}
void MouseMove(const Ray3& pw)
{
m_clothRay = pw;
if (m_clothDragger.IsSelected() == true)
{
m_clothDragger.Drag();
}
}
void MouseLeftDown(const Ray3& pw)
{
if (m_clothDragger.IsSelected() == false)
{
m_clothDragger.StartDragging();
}
}
void MouseLeftUp(const Ray3& pw)
{
if (m_clothDragger.IsSelected() == true)
{
m_clothDragger.StopDragging();
}
}
static Test* Create()
{
return new ClothDraggerTest();
}
Ray3 m_clothRay;
b3StackAllocator m_clothAllocator;
b3SpringCloth m_cloth;
b3CapsuleShape m_clothCapsule;
ClothDragger m_clothDragger;
};
#endif