add tension mapping test
This commit is contained in:
		| @@ -91,6 +91,8 @@ public: | ||||
|  | ||||
| 	void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color); | ||||
|  | ||||
| 	void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Color& color1, const b3Vec3& p2, const b3Color& color2, const b3Vec3& p3, const b3Color& color3); | ||||
| 	 | ||||
| 	void DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color); | ||||
| 	 | ||||
| 	void DrawSolidPolygon(const b3Vec3& normal, const b3Vec3* vertices, u32 count, const b3Color& color); | ||||
|   | ||||
| @@ -1140,6 +1140,16 @@ void DebugDraw::DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const | ||||
| 	DrawTriangle(p2, p3, p3, edgeColor); | ||||
| } | ||||
|  | ||||
| void DebugDraw::DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Color& color1, const b3Vec3& p2, const b3Color& color2, const b3Vec3& p3, const b3Color& color3) | ||||
| { | ||||
| 	m_triangles->Vertex(p1, color1, normal); | ||||
| 	m_triangles->Vertex(p2, color2, normal); | ||||
| 	m_triangles->Vertex(p3, color3, normal); | ||||
|  | ||||
| 	b3Color edgeColor(0.0f, 0.0f, 0.0f, 1.0f); | ||||
| 	DrawTriangle(p2, p3, p3, edgeColor); | ||||
| } | ||||
|  | ||||
| void DebugDraw::DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color) | ||||
| { | ||||
| 	b3Vec3 p1 = vertices[count - 1]; | ||||
|   | ||||
							
								
								
									
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								examples/testbed/tests/tension_mapping.h
									
									
									
									
									
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								examples/testbed/tests/tension_mapping.h
									
									
									
									
									
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							| @@ -0,0 +1,162 @@ | ||||
| /* | ||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||
| * | ||||
| * This software is provided 'as-is', without any express or implied | ||||
| * warranty.  In no event will the authors be held liable for any damages | ||||
| * arising from the use of this software. | ||||
| * Permission is granted to anyone to use this software for any purpose, | ||||
| * including commercial applications, and to alter it and redistribute it | ||||
| * freely, subject to the following restrictions: | ||||
| * 1. The origin of this software must not be misrepresented; you must not | ||||
| * claim that you wrote the original software. If you use this software | ||||
| * in a product, an acknowledgment in the product documentation would be | ||||
| * appreciated but is not required. | ||||
| * 2. Altered source versions must be plainly marked as such, and must not be | ||||
| * misrepresented as being the original software. | ||||
| * 3. This notice may not be removed or altered from any source distribution. | ||||
| */ | ||||
|  | ||||
| #ifndef TENSION_MAPPING_H | ||||
| #define TENSION_MAPPING_H | ||||
|  | ||||
| extern DebugDraw* g_debugDraw; | ||||
| extern Camera g_camera; | ||||
| extern Settings g_settings; | ||||
|  | ||||
| // Hot/Cold color map | ||||
| // See http://paulbourke.net/miscellaneous/colourspace/ | ||||
| static inline b3Color Color(float32 x, float32 a, float32 b) | ||||
| { | ||||
| 	x = b3Clamp(x, a, b); | ||||
|  | ||||
| 	float32 d = b - a; | ||||
|  | ||||
| 	b3Color c(1.0f, 1.0f, 1.0f);  | ||||
|  | ||||
| 	if (x < a + 0.25f * d)  | ||||
| 	{ | ||||
| 		c.r = 0.0f; | ||||
| 		c.g = 4.0f * (x - a) / d; | ||||
| 		return c; | ||||
| 	} | ||||
| 	 | ||||
| 	if (x < a + 0.5f * d)  | ||||
| 	{ | ||||
| 		c.r = 0.0f; | ||||
| 		c.b = 1.0f + 4.0f * (a + 0.25f * d - x) / d; | ||||
| 		return c; | ||||
| 	} | ||||
|  | ||||
| 	if (x < a + 0.75f * d)  | ||||
| 	{ | ||||
| 		c.r = 4.0f * (x - a - 0.5f * d) / d; | ||||
| 		c.b = 0.0f; | ||||
| 		return c; | ||||
| 	} | ||||
|  | ||||
| 	c.g = 1.0f + 4.0f * (a + 0.75f * d - x) / d; | ||||
| 	c.b = 0.0f; | ||||
| 	return c; | ||||
| } | ||||
|  | ||||
| class TensionMapping : public SpringClothTest | ||||
| { | ||||
| public: | ||||
| 	TensionMapping() | ||||
| 	{ | ||||
| 		b3SpringClothDef def; | ||||
| 		def.allocator = &m_clothAllocator; | ||||
| 		def.mesh = &m_clothMesh; | ||||
| 		def.density = 0.2f; | ||||
| 		def.ks = 100000.0f; | ||||
| 		def.gravity.Set(0.0f, -10.0f, 0.0f); | ||||
|  | ||||
| 		m_cloth.Initialize(def); | ||||
|  | ||||
| 		b3AABB3 aabb; | ||||
| 		aabb.m_lower.Set(-5.0f, -1.0f, -6.0f); | ||||
| 		aabb.m_upper.Set(5.0f, 1.0f, -4.0f); | ||||
|  | ||||
| 		for (u32 i = 0; i < def.mesh->vertexCount; ++i) | ||||
| 		{ | ||||
| 			if (aabb.Contains(def.mesh->vertices[i])) | ||||
| 			{ | ||||
| 				m_cloth.SetType(i, b3MassType::e_staticMass); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	void Step() | ||||
| 	{ | ||||
| 		float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f; | ||||
|  | ||||
| 		if (g_settings.pause) | ||||
| 		{ | ||||
| 			if (g_settings.singleStep) | ||||
| 			{ | ||||
| 				g_settings.singleStep = false; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				dt = 0.0f; | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		m_cloth.Step(dt); | ||||
| 		m_cloth.Apply(); | ||||
| 		 | ||||
| 		b3StackArray<b3Vec3, 100> T; | ||||
| 		m_cloth.GetTension(T); | ||||
|  | ||||
| 		for (u32 i = 0; i < m_clothMesh.triangleCount; ++i) | ||||
| 		{ | ||||
| 			b3Triangle* t = m_clothMesh.triangles + i; | ||||
|  | ||||
| 			const float32 kMaxT = 100000.0f; | ||||
|  | ||||
| 			b3Vec3 f1 = T[t->v1]; | ||||
| 			float32 L1 = b3Length(f1); | ||||
| 			b3Color c1 = Color(L1, 0.0f, kMaxT); | ||||
|  | ||||
| 			b3Vec3 f2 = T[t->v2]; | ||||
| 			float32 L2 = b3Length(f2); | ||||
| 			b3Color c2 = Color(L2, 0.0f, kMaxT); | ||||
|  | ||||
| 			b3Vec3 f3 = T[t->v3]; | ||||
| 			float32 L3 = b3Length(f3); | ||||
| 			b3Color c3 = Color(L3, 0.0f, kMaxT); | ||||
|  | ||||
| 			b3Vec3 v1 = m_clothMesh.vertices[t->v1]; | ||||
| 			b3Vec3 v2 = m_clothMesh.vertices[t->v2]; | ||||
| 			b3Vec3 v3 = m_clothMesh.vertices[t->v3]; | ||||
|  | ||||
| 			b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1); | ||||
| 			n1.Normalize(); | ||||
|  | ||||
| 			b3Vec3 n2 = -n1; | ||||
|  | ||||
| 			g_debugDraw->DrawSolidTriangle(n1, v1, c1, v2, c2, v3, c3); | ||||
| 			g_debugDraw->DrawSolidTriangle(n2, v1, c1, v3, c3, v2, c2); | ||||
| 		} | ||||
|  | ||||
| 		b3SpringClothStep step = m_cloth.GetStep(); | ||||
|  | ||||
| 		char text[256]; | ||||
| 		sprintf(text, "Iterations = %u", step.iterations); | ||||
| 		g_debugDraw->DrawString(text, b3Color_white); | ||||
|  | ||||
| 		if (m_clothDragger.IsSelected() == true) | ||||
| 		{ | ||||
| 			g_debugDraw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white); | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	static Test* Create() | ||||
| 	{ | ||||
| 		return new TensionMapping(); | ||||
| 	} | ||||
|  | ||||
| 	b3GridMesh<10, 10> m_clothMesh; | ||||
| }; | ||||
|  | ||||
| #endif | ||||
| @@ -20,6 +20,7 @@ | ||||
| #define B3_SPRING_CLOTH_H | ||||
|  | ||||
| #include <bounce/common/math/mat33.h> | ||||
| #include <bounce/common/template/array.h> | ||||
|  | ||||
| #define B3_CLOTH_SHAPE_CAPACITY 32 | ||||
|  | ||||
| @@ -163,6 +164,10 @@ public: | ||||
| 	// Return the kinetic (or dynamic) energy in this system. | ||||
| 	float32 GetEnergy() const; | ||||
| 	 | ||||
| 	// Return the tension forces (due to springs) of each point mass. | ||||
| 	// Units are kg * m / s^2 | ||||
| 	void GetTension(b3Array<b3Vec3>& tensions) const; | ||||
|  | ||||
| 	// Add a shape to the list of shapes in this cloth.  | ||||
| 	// The cloth will be able to respond to collisions with each shape in the list of shapes. | ||||
| 	void AddShape(b3Shape* shape); | ||||
|   | ||||
| @@ -297,6 +297,70 @@ void b3SpringCloth::AddShape(b3Shape* shape) | ||||
| 	m_shapes[m_shapeCount++] = shape; | ||||
| } | ||||
|  | ||||
| void b3SpringCloth::GetTension(b3Array<b3Vec3>& T) const | ||||
| { | ||||
| 	B3_ASSERT(T.Count() == 0); | ||||
|  | ||||
| 	T.Resize(m_massCount); | ||||
|  | ||||
| 	for (u32 i = 0; i < T.Count(); ++i) | ||||
| 	{ | ||||
| 		T[i].SetZero(); | ||||
| 	} | ||||
|  | ||||
| 	// T = F - mg | ||||
| 	for (u32 i = 0; i < m_springCount; ++i) | ||||
| 	{ | ||||
| 		b3Spring* S = m_springs + i; | ||||
|  | ||||
| 		b3SpringType type = S->type; | ||||
| 		u32 i1 = S->i1; | ||||
| 		u32 i2 = S->i2; | ||||
| 		float32 L0 = S->L0; | ||||
| 		float32 ks = S->ks; | ||||
| 		float32 kd = S->kd; | ||||
|  | ||||
| 		b3Vec3 x1 = m_x[i1]; | ||||
| 		b3Vec3 v1 = m_v[i1]; | ||||
|  | ||||
| 		b3Vec3 x2 = m_x[i2]; | ||||
| 		b3Vec3 v2 = m_v[i2]; | ||||
|  | ||||
| 		// Strech | ||||
| 		b3Vec3 dx = x1 - x2; | ||||
| 		float32 L = b3Length(dx); | ||||
|  | ||||
| 		float32 s = 1.0f; | ||||
| 		if (L > 0.0f) | ||||
| 		{ | ||||
| 			s -= L0 / L; | ||||
| 		} | ||||
|  | ||||
| 		b3Vec3 sf1 = -ks * s * dx; | ||||
| 		b3Vec3 sf2 = -sf1; | ||||
|  | ||||
| 		T[i1] += sf1; | ||||
| 		T[i2] += sf2; | ||||
|  | ||||
| 		// Damping | ||||
| 		b3Vec3 dv = v1 - v2; | ||||
|  | ||||
| 		b3Vec3 df1 = -kd * dv; | ||||
| 		b3Vec3 df2 = -df1; | ||||
|  | ||||
| 		T[i1] += df1; | ||||
| 		T[i2] += df2; | ||||
| 	} | ||||
|  | ||||
| 	for (u32 i = 0; i < T.Count(); ++i) | ||||
| 	{ | ||||
| 		if (m_types[i] == b3MassType::e_staticMass) | ||||
| 		{ | ||||
| 			T[i].SetZero(); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| static B3_FORCE_INLINE void b3MakeTangents(b3Vec3& t1, b3Vec3& t2, const b3Vec3& dv, const b3Vec3& n) | ||||
| { | ||||
| 	t1 = dv - b3Dot(dv, n) * n; | ||||
|   | ||||
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