Add block tetrahedral mesh for convenience
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@ -73,6 +73,7 @@
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#include <bounce/cloth/garment/garment_mesh.h>
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#include <bounce/softbody/softbody_mesh.h>
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#include <bounce/softbody/block_softbody_mesh.h>
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#include <bounce/softbody/softbody.h>
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#include <bounce/softbody/softbody_node.h>
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123
include/bounce/softbody/block_softbody_mesh.h
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123
include/bounce/softbody/block_softbody_mesh.h
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@ -0,0 +1,123 @@
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/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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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_BLOCK_SOFT_BODY_MESH_H
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#define B3_BLOCK_SOFT_BODY_MESH_H
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#include <bounce/softbody/softbody_mesh.H>
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template<u32 W = 1, u32 H = 1, u32 D = 1>
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struct b3BlockSoftBodyMesh : public b3SoftBodyMesh
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{
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b3Vec3 blockVertices[(W + 1) * (H + 1) * (D + 1)];
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b3SoftBodyMeshTetrahedron blockTetrahedrons[5 * W * H * D];
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b3BlockSoftBodyMesh()
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{
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vertexCount = 0;
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for (u32 x = 0; x <= W; ++x)
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{
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for (u32 y = 0; y <= H; ++y)
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{
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for (u32 z = 0; z <= D; ++z)
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{
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blockVertices[vertexCount++].Set(x, y, z);
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}
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}
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}
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B3_ASSERT(vertexCount == (W + 1) * (H + 1) * (D + 1));
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b3Vec3 translation;
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translation.x = -0.5f * float32(W);
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translation.y = -0.5f * float32(H);
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translation.z = -0.5f * float32(D);
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for (u32 i = 0; i < vertexCount; ++i)
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{
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blockVertices[i] += translation;
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}
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tetrahedronCount = 0;
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for (u32 x = 0; x < W; ++x)
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{
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for (u32 y = 0; y < H; ++y)
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{
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for (u32 z = 0; z < D; ++z)
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{
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// 4*-----*7
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// /| /|
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// / | / |
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// 5*-----*6 |
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// | 0*--|--*3
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// | / | /
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// |/ |/
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// 1*-----*2
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u32 v0 = (x * (H + 1) + y) * (D + 1) + z;
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u32 v1 = v0 + 1;
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u32 v3 = ((x + 1) * (H + 1) + y) * (D + 1) + z;
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u32 v2 = v3 + 1;
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u32 v7 = ((x + 1) * (H + 1) + (y + 1)) * (D + 1) + z;
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u32 v6 = v7 + 1;
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u32 v4 = (x * (H + 1) + (y + 1)) * (D + 1) + z;
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u32 v5 = v4 + 1;
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if ((x + y + z) % 2 == 1)
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{
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// CCW
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//blockTetrahedrons[tetrahedronCount++] = { v1, v2, v6, v3 };
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//blockTetrahedrons[tetrahedronCount++] = { v3, v6, v4, v7 };
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//blockTetrahedrons[tetrahedronCount++] = { v1, v4, v6, v5 };
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//blockTetrahedrons[tetrahedronCount++] = { v1, v3, v4, v0 };
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//blockTetrahedrons[tetrahedronCount++] = { v1, v6, v4, v3 };
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// CW
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blockTetrahedrons[tetrahedronCount++] = { v2, v1, v6, v3 };
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blockTetrahedrons[tetrahedronCount++] = { v6, v3, v4, v7 };
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blockTetrahedrons[tetrahedronCount++] = { v4, v1, v6, v5 };
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blockTetrahedrons[tetrahedronCount++] = { v3, v1, v4, v0 };
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blockTetrahedrons[tetrahedronCount++] = { v6, v1, v4, v3 };
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}
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else
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{
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// CCW
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//blockTetrahedrons[tetrahedronCount++] = { v2, v0, v5, v1 };
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//blockTetrahedrons[tetrahedronCount++] = { v2, v7, v0, v3 };
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//blockTetrahedrons[tetrahedronCount++] = { v2, v5, v7, v6 };
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//blockTetrahedrons[tetrahedronCount++] = { v0, v7, v5, v4 };
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//blockTetrahedrons[tetrahedronCount++] = { v2, v0, v7, v5 };
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// CW
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blockTetrahedrons[tetrahedronCount++] = { v0, v2, v5, v1 };
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blockTetrahedrons[tetrahedronCount++] = { v7, v2, v0, v3 };
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blockTetrahedrons[tetrahedronCount++] = { v5, v2, v7, v6 };
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blockTetrahedrons[tetrahedronCount++] = { v7, v0, v5, v4 };
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blockTetrahedrons[tetrahedronCount++] = { v0, v2, v7, v5 };
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}
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}
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}
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}
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B3_ASSERT(tetrahedronCount == 5 * W * H * D);
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vertices = blockVertices;
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tetrahedrons = blockTetrahedrons;
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}
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};
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#endif
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