New feature: soft bodies!

This commit is contained in:
Irlan
2019-05-13 19:03:23 -03:00
parent f1c4cf4679
commit 637199b5fd
21 changed files with 3588 additions and 298 deletions

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/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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.
*/
#include <testbed/framework/softbody_dragger.h>
b3SoftBodyDragger::b3SoftBodyDragger(b3Ray3* ray, b3SoftBody* body)
{
m_ray = ray;
m_body = body;
m_tetrahedron = nullptr;
}
b3SoftBodyDragger::~b3SoftBodyDragger()
{
}
bool b3SoftBodyDragger::StartDragging()
{
B3_ASSERT(IsDragging() == false);
b3SoftBodyRayCastSingleOutput rayOut;
if (m_body->RayCastSingle(&rayOut, m_ray->A(), m_ray->B()) == false)
{
return false;
}
m_mesh = m_body->GetMesh();
m_tetrahedron = m_mesh->tetrahedrons + rayOut.tetrahedron;
m_v1 = m_tetrahedron->v1;
m_v2 = m_tetrahedron->v2;
m_v3 = m_tetrahedron->v3;
m_v4 = m_tetrahedron->v4;
m_x = rayOut.fraction;
b3SoftBodyNode* n1 = m_body->GetVertexNode(m_v1);
b3SoftBodyNode* n2 = m_body->GetVertexNode(m_v2);
b3SoftBodyNode* n3 = m_body->GetVertexNode(m_v3);
b3SoftBodyNode* n4 = m_body->GetVertexNode(m_v4);
b3Vec3 v1 = n1->GetPosition();
b3Vec3 v2 = n2->GetPosition();
b3Vec3 v3 = n3->GetPosition();
b3Vec3 v4 = n4->GetPosition();
b3Vec3 B = GetPointB();
float32 wABCD[5];
b3BarycentricCoordinates(wABCD, v1, v2, v3, v4, B);
if (wABCD[4] > B3_EPSILON)
{
m_tu = wABCD[0] / wABCD[4];
m_tv = wABCD[1] / wABCD[4];
m_tw = wABCD[2] / wABCD[4];
m_tx = wABCD[3] / wABCD[4];
}
else
{
m_tu = m_tv = m_tw = m_tx = 0.0f;
}
return true;
}
void b3SoftBodyDragger::Drag()
{
B3_ASSERT(IsDragging() == true);
b3Vec3 A = GetPointA();
b3Vec3 B = GetPointB();
b3Vec3 dx = B - A;
const float32 k = 100.0f;
b3Vec3 f = k * dx;
b3Vec3 f1 = m_tu * f;
b3Vec3 f2 = m_tv * f;
b3Vec3 f3 = m_tw * f;
b3Vec3 f4 = m_tx * f;
m_body->GetVertexNode(m_v1)->ApplyForce(f1);
m_body->GetVertexNode(m_v2)->ApplyForce(f2);
m_body->GetVertexNode(m_v3)->ApplyForce(f3);
m_body->GetVertexNode(m_v4)->ApplyForce(f4);
}
void b3SoftBodyDragger::StopDragging()
{
B3_ASSERT(IsDragging() == true);
m_tetrahedron = nullptr;
}
b3Vec3 b3SoftBodyDragger::GetPointA() const
{
B3_ASSERT(IsDragging() == true);
b3Vec3 A = m_body->GetVertexNode(m_v1)->GetPosition();
b3Vec3 B = m_body->GetVertexNode(m_v2)->GetPosition();
b3Vec3 C = m_body->GetVertexNode(m_v3)->GetPosition();
b3Vec3 D = m_body->GetVertexNode(m_v4)->GetPosition();
return m_tu * A + m_tv * B + m_tw * C + m_tx * D;
}
b3Vec3 b3SoftBodyDragger::GetPointB() const
{
B3_ASSERT(IsDragging() == true);
return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
}

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/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 B3_SOFTBODY_DRAGGER_H
#define B3_SOFTBODY_DRAGGER_H
#include <bounce/common/geometry.h>
#include <bounce/softbody/softbody.h>
#include <bounce/softbody/softbody_mesh.h>
#include <bounce/softbody/softbody_node.h>
// A soft body triangle dragger.
class b3SoftBodyDragger
{
public:
b3SoftBodyDragger(b3Ray3* ray, b3SoftBody* body);
~b3SoftBodyDragger();
bool IsDragging() const;
bool StartDragging();
void Drag();
void StopDragging();
b3Vec3 GetPointA() const;
b3Vec3 GetPointB() const;
private:
b3Ray3* m_ray;
float32 m_x;
b3SoftBody* m_body;
const b3SoftBodyMesh* m_mesh;
const b3SoftBodyMeshTetrahedron* m_tetrahedron;
u32 m_v1, m_v2, m_v3, m_v4;
float32 m_tu, m_tv, m_tw, m_tx;
};
inline bool b3SoftBodyDragger::IsDragging() const
{
return m_tetrahedron != nullptr;
}
#endif

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#include <testbed/tests/particle_types.h>
#include <testbed/tests/tension_mapping.h>
#include <testbed/tests/self_collision.h>
#include <testbed/tests/soft_body.h>
#include <testbed/tests/rope_test.h>
#include <testbed/tests/softbody.h>
#include <testbed/tests/pinned_softbody.h>
#include <testbed/tests/smash_softbody.h>
TestEntry g_tests[] =
{
@ -118,6 +120,8 @@ TestEntry g_tests[] =
{ "Tension Mapping", &TensionMapping::Create },
{ "Self-Collision", &SelfCollision::Create },
{ "Soft Body", &SoftBody::Create },
{ "Pinned Soft Body", &PinnedSoftBody::Create },
{ "Smash Soft Body", &SmashSoftBody::Create },
{ "Rope", &Rope::Create },
{ NULL, NULL }
};

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/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 PINNED_SOFTBODY_H
#define PINNED_SOFTBODY_H
#include <testbed/framework/softbody_dragger.h>
class PinnedSoftBody : public Test
{
public:
PinnedSoftBody()
{
m_mesh.SetAsSphere(5.0f, 0);
// Create soft body
b3SoftBodyDef def;
def.mesh = &m_mesh;
def.density = 0.2f;
def.E = 100.0f;
def.nu = 0.33f;
m_body = new b3SoftBody(def);
u32 pinIndex = ~0;
float32 pinDot = -B3_MAX_FLOAT;
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
float32 dot = b3Dot(m_mesh.vertices[i], b3Vec3_y);
if (dot > pinDot)
{
pinDot = dot;
pinIndex = i;
}
}
b3SoftBodyNode* pinNode = m_body->GetVertexNode(pinIndex);
pinNode->SetType(e_staticSoftBodyNode);
b3Vec3 gravity(0.0f, -9.8f, 0.0f);
m_body->SetGravity(gravity);
m_bodyDragger = new b3SoftBodyDragger(&m_ray, m_body);
}
~PinnedSoftBody()
{
delete m_bodyDragger;
delete m_body;
}
void Step()
{
Test::Step();
if (m_bodyDragger->IsDragging())
{
m_bodyDragger->Drag();
}
m_body->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
m_body->Draw();
if (m_bodyDragger->IsDragging())
{
b3Vec3 pA = m_bodyDragger->GetPointA();
b3Vec3 pB = m_bodyDragger->GetPointB();
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
extern u32 b3_softBodySolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_softBodySolverIterations);
float32 E = m_body->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_bodyDragger->IsDragging() == false)
{
m_bodyDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_bodyDragger->IsDragging() == true)
{
m_bodyDragger->StopDragging();
}
}
static Test* Create()
{
return new PinnedSoftBody();
}
b3QSoftBodyMesh m_mesh;
b3SoftBody* m_body;
b3SoftBodyDragger* m_bodyDragger;
};
#endif

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/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SMASH_SOFTBODY_H
#define SMASH_SOFTBODY_H
#include <testbed/framework/softbody_dragger.h>
class SmashSoftBody : public Test
{
public:
SmashSoftBody()
{
m_mesh.SetAsSphere(2.0f, 1);
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
m_mesh.vertices[i].y += 3.0f;
}
// Create soft body
b3SoftBodyDef def;
def.mesh = &m_mesh;
def.density = 0.2f;
def.E = 100.0f;
def.nu = 0.33f;
m_body = new b3SoftBody(def);
b3Vec3 gravity(0.0f, -9.8f, 0.0f);
m_body->SetGravity(gravity);
m_body->SetWorld(&m_world);
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
b3SoftBodyNode* n = m_body->GetVertexNode(i);
n->SetRadius(0.05f);
n->SetFriction(0.2f);
}
// Create ground
{
b3BodyDef bd;
bd.type = e_staticBody;
b3Body* b = m_world.CreateBody(bd);
b3HullShape groundShape;
groundShape.m_hull = &m_groundHull;
b3ShapeDef sd;
sd.shape = &groundShape;
sd.friction = 0.3f;
b->CreateShape(sd);
}
// Create body
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position.y = 10.0f;
b3Body* b = m_world.CreateBody(bd);
static b3BoxHull boxHull(5.0f, 1.0f, 5.0f);
b3HullShape boxShape;
boxShape.m_hull = &boxHull;
b3ShapeDef sd;
sd.shape = &boxShape;
sd.density = 0.1f;
sd.friction = 0.3f;
b->CreateShape(sd);
}
m_bodyDragger = new b3SoftBodyDragger(&m_ray, m_body);
}
~SmashSoftBody()
{
delete m_bodyDragger;
delete m_body;
}
void Step()
{
Test::Step();
if (m_bodyDragger->IsDragging())
{
m_bodyDragger->Drag();
}
m_body->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
m_body->Draw();
if (m_bodyDragger->IsDragging())
{
b3Vec3 pA = m_bodyDragger->GetPointA();
b3Vec3 pB = m_bodyDragger->GetPointB();
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
extern u32 b3_softBodySolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_softBodySolverIterations);
float32 E = m_body->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_bodyDragger->IsDragging() == false)
{
m_bodyDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_bodyDragger->IsDragging() == true)
{
m_bodyDragger->StopDragging();
}
}
static Test* Create()
{
return new SmashSoftBody();
}
b3QSoftBodyMesh m_mesh;
b3SoftBody* m_body;
b3SoftBodyDragger* m_bodyDragger;
};
#endif

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/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SOFT_BODY_H
#define SOFT_BODY_H
#include <bounce/meshgen/sphere_mesh.h>
struct b3QClothMesh : public b3ClothMesh
{
b3StackArray<b3Vec3, 256> clothVertices;
b3StackArray<b3ClothMeshTriangle, 256> clothTriangles;
b3ClothMeshMesh clothMesh;
b3QClothMesh()
{
vertices = nullptr;
vertexCount = 0;
triangles = nullptr;
triangleCount = 0;
meshCount = 0;
meshes = nullptr;
sewingLineCount = 0;
sewingLines = nullptr;
}
void SetAsSphere(float32 radius = 1.0f)
{
smMesh mesh;
smCreateMesh(mesh, 2);
clothVertices.Resize(mesh.vertexCount);
for (u32 i = 0; i < mesh.vertexCount; ++i)
{
clothVertices[i] = radius * mesh.vertices[i];
}
clothTriangles.Resize(mesh.indexCount / 3);
for (u32 i = 0; i < mesh.indexCount / 3; ++i)
{
clothTriangles[i].v1 = mesh.indices[3 * i + 0];
clothTriangles[i].v2 = mesh.indices[3 * i + 1];
clothTriangles[i].v3 = mesh.indices[3 * i + 2];
}
clothMesh.startTriangle = 0;
clothMesh.triangleCount = clothTriangles.Count();
clothMesh.startVertex = 0;
clothMesh.vertexCount = clothVertices.Count();
vertices = clothVertices.Begin();
vertexCount = clothVertices.Count();
triangles = clothTriangles.Begin();
triangleCount = clothTriangles.Count();
meshCount = 1;
meshes = &clothMesh;
}
};
class SoftBody : public Test
{
public:
SoftBody()
{
m_mesh.SetAsSphere(2.0f);
// Translate the cloth mesh upwards
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
m_mesh.vertices[i].y += 10.0f;
}
// Create cloth
b3ClothDef def;
def.mesh = &m_mesh;
def.density = 0.2f;
def.structural = 10000.0f;
def.bending = 0.0f;
def.damping = 0.0f;
m_cloth = new b3Cloth(def);
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
{
p->SetRadius(0.05f);
p->SetFriction(0.5f);
}
b3Vec3 gravity(0.0f, -9.8f, 0.0f);
m_cloth->SetGravity(gravity);
// Attach a world to the cloth
m_cloth->SetWorld(&m_world);
// Create static shapes
{
b3BodyDef bd;
bd.type = e_staticBody;
b3Body* b = m_world.CreateBody(bd);
static b3BoxHull boxHull(10.0f, 1.0f, 10.0f);
b3HullShape boxShape;
boxShape.m_hull = &boxHull;
b3ShapeDef sd;
sd.shape = &boxShape;
sd.friction = 0.5f;
b->CreateShape(sd);
}
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
}
~SoftBody()
{
delete m_clothDragger;
delete m_cloth;
}
// Compute the volume of soft body
float32 ComputeVolume() const
{
const b3ClothMesh* mesh = m_cloth->GetMesh();
b3StackArray<b3Vec3, 256> positions;
positions.Resize(mesh->vertexCount);
for (u32 i = 0; i < mesh->vertexCount; ++i)
{
b3Particle* p = m_cloth->GetVertexParticle(i);
positions[i] = p->GetPosition();
}
b3AABB3 aabb;
aabb.Compute(positions.Begin(), positions.Count());
return aabb.Volume();
}
// Apply pressure forces
// Explanation available in the paper
// "Pressure Model of Soft Body Simulation"
void ApplyPressureForces()
{
const b3ClothMesh* mesh = m_cloth->GetMesh();
// Volume in m^3
float32 V = ComputeVolume();
// Inverse volume
float32 invV = V > 0.0f ? 1.0f / V : 0.0f;
// Apply pressure forces on particles
for (u32 i = 0; i < m_mesh.triangleCount; ++i)
{
u32 i1 = m_mesh.triangles[i].v1;
u32 i2 = m_mesh.triangles[i].v2;
u32 i3 = m_mesh.triangles[i].v3;
b3Particle* p1 = m_cloth->GetVertexParticle(i1);
b3Particle* p2 = m_cloth->GetVertexParticle(i2);
b3Particle* p3 = m_cloth->GetVertexParticle(i3);
b3Vec3 v1 = p1->GetPosition();
b3Vec3 v2 = p2->GetPosition();
b3Vec3 v3 = p3->GetPosition();
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
// Triangle area
float32 A = n.Normalize();
A *= 0.5f;
// Ideal Gas Approximation
// Number of gas moles
const float32 k_n = 1.0f;
// Ideal Gas Constant [J / K mol]
const float32 k_R = 8.31f;
// Gas temperature in Kelvin
const float32 k_T = 100.0f;
// Pressure in Pascals
float32 P = invV * k_n * k_R * k_T;
// Pressure vector
b3Vec3 Pn = P * n;
// Pressure force
b3Vec3 FP = Pn * A;
const float32 inv3 = 1.0f / 3.0f;
b3Vec3 f = inv3 * FP;
// Distribute
p1->ApplyForce(f);
p2->ApplyForce(f);
p3->ApplyForce(f);
}
}
void Step()
{
Test::Step();
ApplyPressureForces();
m_cloth->Step(g_testSettings->inv_hertz);
m_cloth->Draw();
if (m_clothDragger->IsDragging())
{
b3Vec3 pA = m_clothDragger->GetPointA();
b3Vec3 pB = m_clothDragger->GetPointB();
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
extern u32 b3_clothSolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
float32 E = m_cloth->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->Drag();
}
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_clothDragger->IsDragging() == false)
{
m_clothDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->StopDragging();
}
}
static Test* Create()
{
return new SoftBody();
}
b3QClothMesh m_mesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};
#endif

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/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SOFTBODY_H
#define SOFTBODY_H
#include <testbed/framework/softbody_dragger.h>
class SoftBody : public Test
{
public:
SoftBody()
{
m_mesh.SetAsSphere(5.0f, 1);
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
m_mesh.vertices[i].y += 10.0f;
}
// Create soft body
b3SoftBodyDef def;
def.mesh = &m_mesh;
def.density = 0.2f;
def.E = 100.0f;
def.nu = 0.33f;
m_body = new b3SoftBody(def);
b3Vec3 gravity(0.0f, -9.8f, 0.0f);
m_body->SetGravity(gravity);
m_body->SetWorld(&m_world);
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
b3SoftBodyNode* n = m_body->GetVertexNode(i);
n->SetRadius(0.05f);
n->SetFriction(0.2f);
}
// Create ground
{
b3BodyDef bd;
bd.type = e_staticBody;
b3Body* b = m_world.CreateBody(bd);
m_groundHull.SetAsCylinder(20.0f, 2.0f);
b3HullShape groundShape;
groundShape.m_hull = &m_groundHull;
b3ShapeDef sd;
sd.shape = &groundShape;
sd.friction = 0.3f;
b->CreateShape(sd);
}
m_bodyDragger = new b3SoftBodyDragger(&m_ray, m_body);
}
~SoftBody()
{
delete m_bodyDragger;
delete m_body;
}
void Step()
{
Test::Step();
if (m_bodyDragger->IsDragging())
{
m_bodyDragger->Drag();
}
m_body->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
m_body->Draw();
if (m_bodyDragger->IsDragging())
{
b3Vec3 pA = m_bodyDragger->GetPointA();
b3Vec3 pB = m_bodyDragger->GetPointB();
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
extern u32 b3_softBodySolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_softBodySolverIterations);
float32 E = m_body->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_bodyDragger->IsDragging() == false)
{
m_bodyDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_bodyDragger->IsDragging() == true)
{
m_bodyDragger->StopDragging();
}
}
static Test* Create()
{
return new SoftBody();
}
b3QSoftBodyMesh m_mesh;
b3SoftBody* m_body;
b3SoftBodyDragger* m_bodyDragger;
b3QHull m_groundHull;
};
#endif