add cloth dragging test
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@ -61,6 +61,7 @@
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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_collision_test.h>
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#include <testbed/tests/cloth_dragger.h>
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#include <testbed/tests/rope_test.h>
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//#include <testbed/tests/tree_test.h>
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#include <testbed/tests/implicit_spring.h>
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@ -110,6 +111,7 @@ TestEntry g_tests[] =
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{ "Cloth", &Cloth::Create },
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{ "Spring Cloth", &SpringCloth::Create },
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{ "Spring Cloth Collision", &SpringClothCollision::Create },
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{ "Spring Cloth Dragging", &ClothDraggerTest::Create },
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{ "Rope", &Rope::Create },
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//{ "Tree", &Tree::Create },
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{ "Implicit Spring", &ImplicitSpring::Create },
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315
examples/testbed/tests/cloth_dragger.h
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315
examples/testbed/tests/cloth_dragger.h
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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 CLOTH_DRAGGER_TESH_H
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#define CLOTH_DRAGGER_TESH_H
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extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Settings g_settings;
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class ClothDragger
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{
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public:
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ClothDragger(Ray3* ray, b3SpringCloth* cloth)
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{
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m_ray = ray;
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m_cloth = cloth;
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m_isSelected = false;
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}
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~ClothDragger()
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{
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}
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bool IsSelected() const
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{
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return m_isSelected;
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}
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b3Vec3 GetPointA() const
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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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b3Vec3 A = m->vertices[t->v1];
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b3Vec3 B = m->vertices[t->v2];
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b3Vec3 C = m->vertices[t->v3];
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return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
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}
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b3Vec3 GetPointB() const
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{
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B3_ASSERT(m_isSelected);
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return m_ray->origin + m_x * (m_ray->B() - m_ray->A());
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}
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bool StartDragging()
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{
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B3_ASSERT(m_isSelected == false);
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if (Select(m_selection, m_x) == false)
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{
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return false;
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}
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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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m_cloth->SetType(t->v1, e_staticMass);
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m_cloth->SetType(t->v2, e_staticMass);
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m_cloth->SetType(t->v3, e_staticMass);
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b3Vec3 v1 = m_cloth->GetPosition(t->v1);
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b3Vec3 v2 = m_cloth->GetPosition(t->v2);
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b3Vec3 v3 = m_cloth->GetPosition(t->v3);
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b3Vec3 B = GetPointB();
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float32 wABC[4];
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b3BarycentricCoordinates(wABC, v1, v2, v3, B);
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if (wABC[3] > B3_EPSILON)
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{
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m_u = wABC[0] / wABC[3];
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m_v = wABC[1] / wABC[3];
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}
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else
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{
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m_u = m_v = 0.0f;
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}
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return true;
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}
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void Drag()
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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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b3Vec3 A = GetPointA();
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b3Vec3 B = GetPointB();
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b3Vec3 dx = B - A;
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b3Vec3 v1 = m_cloth->GetPosition(t->v1);
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v1 += dx;
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m_cloth->SetPosition(t->v1, v1);
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b3Vec3 v2 = m_cloth->GetPosition(t->v2);
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v2 += dx;
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m_cloth->SetPosition(t->v2, v2);
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b3Vec3 v3 = m_cloth->GetPosition(t->v3);
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v3 += dx;
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m_cloth->SetPosition(t->v3, v3);
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}
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void StopDragging()
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{
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B3_ASSERT(m_isSelected);
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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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m_cloth->SetType(t->v1, e_dynamicMass);
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m_cloth->SetType(t->v2, e_dynamicMass);
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m_cloth->SetType(t->v3, e_dynamicMass);
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}
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private:
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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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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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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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{
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if (subOutput.fraction < minFraction)
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{
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minFraction = subOutput.fraction;
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minNormal = subOutput.normal;
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minIndex = i;
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}
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}
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}
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if (minIndex != ~0)
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{
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selection = minIndex;
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fraction = minFraction;
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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 m_isSelected;
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Ray3* m_ray;
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float32 m_x;
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b3SpringCloth * m_cloth;
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u32 m_selection;
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float32 m_u, m_v;
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};
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class ClothDraggerTest : public Test
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{
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public:
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ClothDraggerTest() : m_clothDragger(&m_clothRay, &m_cloth)
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{
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g_camera.m_zoom = 25.0f;
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b3SpringClothDef def;
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def.allocator = &m_clothAllocator;
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def.mesh = m_meshes + e_clothMesh;
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def.density = 0.2f;
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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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m_clothRay.origin.SetZero();
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m_clothRay.direction.Set(0.0f, 0.0f, -1.0f);
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m_clothRay.fraction = g_camera.m_zFar;
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}
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void Step()
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{
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float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f;
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if (g_settings.pause)
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{
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if (g_settings.singleStep)
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{
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g_settings.singleStep = false;
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}
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else
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{
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dt = 0.0f;
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}
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}
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m_cloth.Step(dt);
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m_cloth.Apply();
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b3Shape** shapes = m_cloth.GetShapes();
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for (u32 i = 0; i < m_cloth.GetShapeCount(); ++i)
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{
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b3Shape* s = shapes[i];
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b3Transform xf;
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xf.SetIdentity();
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g_debugDraw->DrawShape(s, b3Color_white, xf);
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}
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m_cloth.Draw(g_debugDraw);
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b3SpringClothStep step = m_cloth.GetStep();
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char text[256];
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sprintf(text, "Iterations = %u", step.iterations);
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g_debugDraw->DrawString(text, b3Color_white);
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if (m_clothDragger.IsSelected() == true)
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{
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g_debugDraw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
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}
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}
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void MouseMove(const Ray3& pw)
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{
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m_clothRay = pw;
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if (m_clothDragger.IsSelected() == true)
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{
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m_clothDragger.Drag();
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}
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}
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void MouseLeftDown(const Ray3& pw)
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{
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if (m_clothDragger.IsSelected() == false)
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{
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m_clothDragger.StartDragging();
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}
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}
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void MouseLeftUp(const Ray3& pw)
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{
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if (m_clothDragger.IsSelected() == true)
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{
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m_clothDragger.StopDragging();
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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 ClothDraggerTest();
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}
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Ray3 m_clothRay;
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b3StackAllocator m_clothAllocator;
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b3SpringCloth m_cloth;
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b3CapsuleShape m_clothCapsule;
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ClothDragger m_clothDragger;
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};
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#endif
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