add tension mapping test
This commit is contained in:
@ -91,6 +91,8 @@ public:
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void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color);
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void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color);
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void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Color& color1, const b3Vec3& p2, const b3Color& color2, const b3Vec3& p3, const b3Color& color3);
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void DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color);
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void DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color);
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void DrawSolidPolygon(const b3Vec3& normal, const b3Vec3* vertices, u32 count, const b3Color& color);
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void DrawSolidPolygon(const b3Vec3& normal, const b3Vec3* vertices, u32 count, const b3Color& color);
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@ -1140,6 +1140,16 @@ void DebugDraw::DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const
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DrawTriangle(p2, p3, p3, edgeColor);
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DrawTriangle(p2, p3, p3, edgeColor);
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}
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}
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void DebugDraw::DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Color& color1, const b3Vec3& p2, const b3Color& color2, const b3Vec3& p3, const b3Color& color3)
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{
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m_triangles->Vertex(p1, color1, normal);
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m_triangles->Vertex(p2, color2, normal);
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m_triangles->Vertex(p3, color3, normal);
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b3Color edgeColor(0.0f, 0.0f, 0.0f, 1.0f);
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DrawTriangle(p2, p3, p3, edgeColor);
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}
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void DebugDraw::DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color)
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void DebugDraw::DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color)
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{
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{
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b3Vec3 p1 = vertices[count - 1];
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b3Vec3 p1 = vertices[count - 1];
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162
examples/testbed/tests/tension_mapping.h
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162
examples/testbed/tests/tension_mapping.h
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@ -0,0 +1,162 @@
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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 TENSION_MAPPING_H
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#define TENSION_MAPPING_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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// Hot/Cold color map
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// See http://paulbourke.net/miscellaneous/colourspace/
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static inline b3Color Color(float32 x, float32 a, float32 b)
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{
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x = b3Clamp(x, a, b);
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float32 d = b - a;
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b3Color c(1.0f, 1.0f, 1.0f);
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if (x < a + 0.25f * d)
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{
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c.r = 0.0f;
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c.g = 4.0f * (x - a) / d;
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return c;
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}
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if (x < a + 0.5f * d)
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{
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c.r = 0.0f;
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c.b = 1.0f + 4.0f * (a + 0.25f * d - x) / d;
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return c;
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}
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if (x < a + 0.75f * d)
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{
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c.r = 4.0f * (x - a - 0.5f * d) / d;
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c.b = 0.0f;
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return c;
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}
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c.g = 1.0f + 4.0f * (a + 0.75f * d - x) / d;
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c.b = 0.0f;
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return c;
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}
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class TensionMapping : public SpringClothTest
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{
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public:
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TensionMapping()
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{
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b3SpringClothDef def;
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def.allocator = &m_clothAllocator;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.ks = 100000.0f;
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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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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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for (u32 i = 0; i < def.mesh->vertexCount; ++i)
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{
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if (aabb.Contains(def.mesh->vertices[i]))
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{
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m_cloth.SetType(i, b3MassType::e_staticMass);
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}
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}
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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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b3StackArray<b3Vec3, 100> T;
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m_cloth.GetTension(T);
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for (u32 i = 0; i < m_clothMesh.triangleCount; ++i)
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{
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b3Triangle* t = m_clothMesh.triangles + i;
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const float32 kMaxT = 100000.0f;
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b3Vec3 f1 = T[t->v1];
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float32 L1 = b3Length(f1);
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b3Color c1 = Color(L1, 0.0f, kMaxT);
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b3Vec3 f2 = T[t->v2];
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float32 L2 = b3Length(f2);
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b3Color c2 = Color(L2, 0.0f, kMaxT);
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b3Vec3 f3 = T[t->v3];
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float32 L3 = b3Length(f3);
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b3Color c3 = Color(L3, 0.0f, kMaxT);
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b3Vec3 v1 = m_clothMesh.vertices[t->v1];
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b3Vec3 v2 = m_clothMesh.vertices[t->v2];
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b3Vec3 v3 = m_clothMesh.vertices[t->v3];
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b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
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n1.Normalize();
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b3Vec3 n2 = -n1;
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g_debugDraw->DrawSolidTriangle(n1, v1, c1, v2, c2, v3, c3);
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g_debugDraw->DrawSolidTriangle(n2, v1, c1, v3, c3, v2, c2);
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}
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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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static Test* Create()
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{
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return new TensionMapping();
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}
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b3GridMesh<10, 10> m_clothMesh;
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};
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#endif
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@ -20,6 +20,7 @@
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#define B3_SPRING_CLOTH_H
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#define B3_SPRING_CLOTH_H
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#include <bounce/common/math/mat33.h>
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#include <bounce/common/math/mat33.h>
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#include <bounce/common/template/array.h>
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#define B3_CLOTH_SHAPE_CAPACITY 32
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#define B3_CLOTH_SHAPE_CAPACITY 32
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@ -163,6 +164,10 @@ public:
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// Return the kinetic (or dynamic) energy in this system.
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// Return the kinetic (or dynamic) energy in this system.
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float32 GetEnergy() const;
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float32 GetEnergy() const;
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// Return the tension forces (due to springs) of each point mass.
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// Units are kg * m / s^2
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void GetTension(b3Array<b3Vec3>& tensions) const;
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// Add a shape to the list of shapes in this cloth.
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// Add a shape to the list of shapes in this cloth.
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// The cloth will be able to respond to collisions with each shape in the list of shapes.
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// The cloth will be able to respond to collisions with each shape in the list of shapes.
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void AddShape(b3Shape* shape);
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void AddShape(b3Shape* shape);
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@ -297,6 +297,70 @@ void b3SpringCloth::AddShape(b3Shape* shape)
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m_shapes[m_shapeCount++] = shape;
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m_shapes[m_shapeCount++] = shape;
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}
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}
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void b3SpringCloth::GetTension(b3Array<b3Vec3>& T) const
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{
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B3_ASSERT(T.Count() == 0);
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T.Resize(m_massCount);
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for (u32 i = 0; i < T.Count(); ++i)
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{
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T[i].SetZero();
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}
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// T = F - mg
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for (u32 i = 0; i < m_springCount; ++i)
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{
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b3Spring* S = m_springs + i;
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b3SpringType type = S->type;
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u32 i1 = S->i1;
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u32 i2 = S->i2;
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float32 L0 = S->L0;
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float32 ks = S->ks;
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float32 kd = S->kd;
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b3Vec3 x1 = m_x[i1];
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b3Vec3 v1 = m_v[i1];
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b3Vec3 x2 = m_x[i2];
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b3Vec3 v2 = m_v[i2];
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// Strech
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b3Vec3 dx = x1 - x2;
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float32 L = b3Length(dx);
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float32 s = 1.0f;
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if (L > 0.0f)
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{
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s -= L0 / L;
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}
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b3Vec3 sf1 = -ks * s * dx;
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b3Vec3 sf2 = -sf1;
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T[i1] += sf1;
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T[i2] += sf2;
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// Damping
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b3Vec3 dv = v1 - v2;
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b3Vec3 df1 = -kd * dv;
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b3Vec3 df2 = -df1;
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T[i1] += df1;
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T[i2] += df2;
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}
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for (u32 i = 0; i < T.Count(); ++i)
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{
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if (m_types[i] == b3MassType::e_staticMass)
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{
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T[i].SetZero();
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}
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}
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}
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static B3_FORCE_INLINE void b3MakeTangents(b3Vec3& t1, b3Vec3& t2, const b3Vec3& dv, const b3Vec3& n)
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static B3_FORCE_INLINE void b3MakeTangents(b3Vec3& t1, b3Vec3& t2, const b3Vec3& dv, const b3Vec3& n)
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{
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{
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t1 = dv - b3Dot(dv, n) * n;
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t1 = dv - b3Dot(dv, n) * n;
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