use grid mesh, backup and restore mass types
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@ -77,8 +77,13 @@ public:
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b3Mesh* m = m_cloth->GetMesh();
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b3Triangle* t = m->triangles + m_selection;
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m_t1 = m_cloth->GetType(t->v1);
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m_cloth->SetType(t->v1, b3MassType::e_staticMass);
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m_t2 = m_cloth->GetType(t->v2);
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m_cloth->SetType(t->v2, b3MassType::e_staticMass);
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m_t3 = m_cloth->GetType(t->v3);
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m_cloth->SetType(t->v3, b3MassType::e_staticMass);
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b3Vec3 v1 = m_cloth->GetPosition(t->v1);
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@ -137,9 +142,9 @@ public:
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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, b3MassType::e_dynamicMass);
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m_cloth->SetType(t->v2, b3MassType::e_dynamicMass);
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m_cloth->SetType(t->v3, b3MassType::e_dynamicMass);
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m_cloth->SetType(t->v1, m_t1);
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m_cloth->SetType(t->v2, m_t2);
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m_cloth->SetType(t->v3, m_t3);
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}
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private:
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@ -195,6 +200,7 @@ private:
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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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b3MassType m_t1, m_t2, m_t3;
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};
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class ClothDraggerTest : public Test
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@ -206,7 +212,7 @@ public:
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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.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.ks = 10000.0f;
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def.gravity.Set(0.0f, -10.0f, 0.0f);
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@ -218,9 +224,8 @@ public:
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m_clothRay.fraction = g_camera.m_zFar;
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b3AABB3 aabb;
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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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aabb.m_lower.Set(-5.0f, -1.0f, -4.0f);
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aabb.m_upper.Set(5.0f, 1.0f, -2.0f);
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for (u32 i = 0; i < def.mesh->vertexCount; ++i)
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{
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@ -309,7 +314,9 @@ public:
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Ray3 m_clothRay;
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b3StackAllocator m_clothAllocator;
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b3GridMesh<5, 5> m_clothMesh;
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b3SpringCloth m_cloth;
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ClothDragger m_clothDragger;
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};
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