refactor cloth
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		| @@ -55,7 +55,7 @@ static inline b3Color Color(float32 x, float32 a, float32 b) | ||||
| 	return c; | ||||
| } | ||||
|  | ||||
| class TensionMapping : public SpringClothTest | ||||
| class TensionMapping : public ClothTest | ||||
| { | ||||
| public: | ||||
| 	TensionMapping() | ||||
| @@ -78,14 +78,12 @@ public: | ||||
| 		m_gridClothMesh.sewingLineCount = 0; | ||||
| 		m_gridClothMesh.sewingLines = nullptr; | ||||
| 		 | ||||
| 		b3SpringClothDef def; | ||||
| 		def.allocator = &m_clothAllocator; | ||||
| 		b3ClothDef def; | ||||
| 		def.mesh = &m_gridClothMesh; | ||||
| 		def.density = 0.2f; | ||||
| 		def.ks = 10000.0f; | ||||
| 		def.kd = 0.0f; | ||||
| 		def.r = 0.2f; | ||||
| 		def.gravity.Set(0.0f, -10.0f, 0.0f); | ||||
|  | ||||
| 		m_cloth.Initialize(def); | ||||
|  | ||||
| @@ -93,11 +91,12 @@ public: | ||||
| 		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 < m_cloth.GetMassCount(); ++i) | ||||
| 		for (u32 i = 0; i < m_cloth.GetParticleCount(); ++i) | ||||
| 		{ | ||||
| 			if (aabb.Contains(m_cloth.GetPosition(i))) | ||||
| 			b3Particle* p = m_cloth.GetParticle(i); | ||||
| 			if (aabb.Contains(p->position)) | ||||
| 			{ | ||||
| 				m_cloth.SetType(i, b3MassType::e_staticMass); | ||||
| 				m_cloth.SetType(p, e_staticParticle); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| @@ -108,29 +107,30 @@ public: | ||||
|  | ||||
| 		m_cloth.Step(dt); | ||||
| 		m_cloth.Apply(); | ||||
| 		 | ||||
| 		b3StackArray<b3Vec3, 100> T; | ||||
| 		m_cloth.GetTension(T); | ||||
|  | ||||
| 		for (u32 i = 0; i < m_gridClothMesh.triangleCount; ++i) | ||||
| 		{ | ||||
| 			b3ClothMeshTriangle* t = m_gridClothMesh.triangles + i; | ||||
|  | ||||
| 			b3Vec3 v1 = m_gridClothMesh.vertices[t->v1]; | ||||
| 			b3Vec3 v2 = m_gridClothMesh.vertices[t->v2]; | ||||
| 			b3Vec3 v3 = m_gridClothMesh.vertices[t->v3]; | ||||
| 			b3Particle* p1 = m_cloth.GetParticle(t->v1); | ||||
| 			b3Particle* p2 = m_cloth.GetParticle(t->v2); | ||||
| 			b3Particle* p3 = m_cloth.GetParticle(t->v3); | ||||
|  | ||||
| 			b3Vec3 v1 = p1->position; | ||||
| 			b3Vec3 v2 = p2->position; | ||||
| 			b3Vec3 v3 = p3->position; | ||||
|  | ||||
| 			b3Draw_draw->DrawSegment(v1, v2, b3Color_black); | ||||
| 			b3Draw_draw->DrawSegment(v2, v3, b3Color_black); | ||||
| 			b3Draw_draw->DrawSegment(v3, v1, b3Color_black); | ||||
|  | ||||
| 			b3Vec3 f1 = T[t->v1]; | ||||
| 			b3Vec3 f1 = p1->tension; | ||||
| 			float32 L1 = b3Length(f1); | ||||
|  | ||||
| 			b3Vec3 f2 = T[t->v2]; | ||||
| 			b3Vec3 f2 = p2->tension; | ||||
| 			float32 L2 = b3Length(f2); | ||||
|  | ||||
| 			b3Vec3 f3 = T[t->v3]; | ||||
| 			b3Vec3 f3 = p3->tension; | ||||
| 			float32 L3 = b3Length(f3); | ||||
|  | ||||
| 			float32 L = (L1 + L2 + L3) / 3.0f; | ||||
| @@ -140,16 +140,14 @@ public: | ||||
| 			 | ||||
| 			b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1); | ||||
| 			n1.Normalize(); | ||||
| 			g_draw->DrawSolidTriangle(n1, v1, v2, v3, color); | ||||
|  | ||||
| 			b3Vec3 n2 = -n1; | ||||
|  | ||||
| 			g_draw->DrawSolidTriangle(n1, v1, v2, v3, color); | ||||
| 			g_draw->DrawSolidTriangle(n2, v1, v3, v2, color); | ||||
| 		} | ||||
|  | ||||
| 		b3SpringClothStep step = m_cloth.GetStep(); | ||||
|  | ||||
| 		g_draw->DrawString(b3Color_white, "Iterations = %u", step.iterations); | ||||
| 		extern u32 b3_clothSolverIterations; | ||||
| 		g_draw->DrawString(b3Color_white, "Iterations = %u", b3_clothSolverIterations); | ||||
|  | ||||
| 		if (m_clothDragger.IsSelected() == true) | ||||
| 		{ | ||||
|   | ||||
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