Use sphere mesh. Add soft body test.
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@ -28,6 +28,8 @@
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#include <bounce/common/math/mat44.h>
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#include <bounce/common/draw.h>
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#include <testbed/framework/sphere_mesh.h>
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#define BUFFER_OFFSET(i) ((char*)NULL + (i))
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extern bool g_glDrawPoints;
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@ -535,72 +537,22 @@ struct DrawTriangles
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struct DrawWireSphere
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{
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enum
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{
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e_rings = 12,
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e_sectors = 12,
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e_vertexCount = e_rings * e_sectors,
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e_indexCount = (e_rings - 1) * (e_sectors - 1) * 8
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};
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DrawWireSphere()
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{
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float32 R = 1.0f / float32(e_rings - 1);
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float32 S = 1.0f / float32(e_sectors - 1);
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smMesh mesh;
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smCreateMesh(mesh, 1);
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b3Vec3 vs[e_vertexCount];
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b3Vec3 ns[e_vertexCount];
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b3Color cs[e_vertexCount];
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u32 vc = 0;
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for (u32 r = 0; r < e_rings; r++)
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{
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for (u32 s = 0; s < e_sectors; s++)
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{
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float32 y = sin(-0.5f * B3_PI + B3_PI * r * R);
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float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
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float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
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vs[vc].Set(x, y, z);
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cs[vc] = b3Color(1.0f, 1.0f, 1.0f, 1.0f);
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++vc;
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}
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}
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u32 is[e_indexCount];
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u32 ic = 0;
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for (u32 r = 0; r < e_rings - 1; r++)
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{
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for (u32 s = 0; s < e_sectors - 1; s++)
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{
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u32 i1 = r * e_sectors + s;
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u32 i2 = (r + 1) * e_sectors + s;
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u32 i3 = (r + 1) * e_sectors + (s + 1);
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u32 i4 = r * e_sectors + (s + 1);
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is[ic++] = i1;
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is[ic++] = i2;
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is[ic++] = i2;
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is[ic++] = i3;
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is[ic++] = i3;
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is[ic++] = i4;
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is[ic++] = i4;
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is[ic++] = i1;
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}
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}
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m_vertexCount = mesh.vertices.Count();
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m_indexCount = mesh.triangleIndices.Count();
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glGenBuffers(1, &m_vboId);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
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glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
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AssertGL();
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@ -616,6 +568,8 @@ struct DrawWireSphere
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GLuint m_vboId;
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GLuint m_iboId;
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u32 m_vertexCount;
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u32 m_indexCount;
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};
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struct DrawWire
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@ -677,7 +631,7 @@ struct DrawWire
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glEnableVertexAttribArray(m_vertexAttribute);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
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glDrawElements(GL_LINES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glDrawElements(GL_LINES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glDisableVertexAttribArray(m_vertexAttribute);
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@ -697,84 +651,25 @@ struct DrawWire
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struct DrawSolidSphere
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{
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enum
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{
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e_rings = 18,
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e_sectors = 18,
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e_vertexCount = e_rings * e_sectors,
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e_indexCount = (e_rings - 1) * (e_sectors - 1) * 6,
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e_faceCount = e_indexCount / 3
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};
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DrawSolidSphere()
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{
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float32 R = 1.0f / float32(e_rings - 1);
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float32 S = 1.0f / float32(e_sectors - 1);
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smMesh mesh;
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smCreateMesh(mesh, 1);
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b3Vec3 vs[e_vertexCount];
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b3Vec3 ns[e_vertexCount];
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u32 vc = 0;
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for (u32 r = 0; r < e_rings; r++)
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{
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for (u32 s = 0; s < e_sectors; s++)
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{
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float32 a1 = 2.0f * B3_PI * float32(s) * S;
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float32 c1 = cos(a1);
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float32 s1 = sin(a1);
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float32 a2 = -0.5f * B3_PI + B3_PI * float32(r) * R;
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float32 s2 = sin(a2);
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float32 a3 = B3_PI * float32(r) * R;
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float32 s3 = sin(a3);
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float32 x = c1 * s3;
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float32 y = s2;
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float32 z = s1 * s3;
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b3Vec3 v(x, y, z);
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v.Normalize();
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vs[vc] = v;
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ns[vc] = v;
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++vc;
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}
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}
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u32 is[e_indexCount];
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u32 ic = 0;
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for (u32 r = 0; r < e_rings - 1; r++)
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{
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for (u32 s = 0; s < e_sectors - 1; s++)
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{
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u32 i1 = r * e_sectors + s;
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u32 i2 = (r + 1) * e_sectors + s;
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u32 i3 = (r + 1) * e_sectors + (s + 1);
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u32 i4 = r * e_sectors + (s + 1);
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is[ic++] = i1;
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is[ic++] = i2;
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is[ic++] = i3;
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is[ic++] = i1;
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is[ic++] = i3;
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is[ic++] = i4;
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}
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}
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m_vertexCount = mesh.vertices.Count();
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m_indexCount = mesh.triangleIndices.Count();
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glGenBuffers(3, m_vboIds);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
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AssertGL();
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@ -790,6 +685,8 @@ struct DrawSolidSphere
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GLuint m_vboIds[2];
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GLuint m_iboId;
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u32 m_vertexCount;
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u32 m_indexCount;
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};
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struct DrawSolidCylinder
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@ -1021,7 +918,7 @@ struct DrawSolid
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glEnableVertexAttribArray(m_normalAttribute);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
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glDrawElements(GL_TRIANGLES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glDrawElements(GL_TRIANGLES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glDisableVertexAttribArray(m_normalAttribute);
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