Add b3GridClothMesh. Set particle friction to global cloth friction. Update the tests. Also simplified some code.

This commit is contained in:
Irlan
2019-06-21 10:58:04 -03:00
parent 66ec7309e5
commit 7c1a72c572
11 changed files with 161 additions and 132 deletions

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@ -63,7 +63,7 @@
#include <testbed/tests/pinned_cloth.h>
#include <testbed/tests/particle_types.h>
#include <testbed/tests/tension_mapping.h>
#include <testbed/tests/cloth_capsule.h>
#include <testbed/tests/cloth_self_collision.h>
#include <testbed/tests/rope_test.h>
#include <testbed/tests/beam.h>
#include <testbed/tests/pinned_softbody.h>
@ -116,7 +116,7 @@ TestEntry g_tests[] =
{ "Pinned Cloth", &PinnedCloth::Create },
{ "Particle Types", &ParticleTypes::Create },
{ "Tension Mapping", &TensionMapping::Create },
{ "Cloth and Capsule", &ClothCapsule::Create },
{ "Cloth Self-Collision", &ClothSelfCollision::Create },
{ "Beam", &Beam::Create },
{ "Pinned Soft Body", &PinnedSoftBody::Create },
{ "Smash Soft Body", &SmashSoftBody::Create },

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@ -16,45 +16,33 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef CLOTH_CAPSULE_H
#define CLOTH_CAPSULE_H
#ifndef CLOTH_SELF_COLLISION_H
#define CLOTH_SELF_COLLISION_H
class ClothCapsule : public Test
class ClothSelfCollision : public Test
{
public:
ClothCapsule() : m_rectangleGarment(5.0f, 5.0f)
ClothSelfCollision()
{
// Generate 2D mesh
m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
// Create 3D mesh
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
// Rotate and translate the mesh
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
// Translate the mesh
for (u32 i = 0; i < m_clothMesh.vertexCount; ++i)
{
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
m_rectangleClothMesh.vertices[i].y += 5.0f;
m_clothMesh.vertices[i].y += 5.0f;
}
// Create cloth
b3ClothDef def;
def.mesh = &m_rectangleClothMesh;
def.mesh = &m_clothMesh;
def.density = 1.0f;
def.structural = 100000.0f;
def.thickness = 0.2f;
def.friction = 0.3f;
m_cloth = new b3Cloth(def);
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
m_cloth->SetWorld(&m_world);
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
{
p->SetRadius(0.2f);
p->SetFriction(0.2f);
}
{
b3BodyDef bd;
bd.type = e_staticBody;
@ -76,7 +64,7 @@ public:
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
}
~ClothCapsule()
~ClothSelfCollision()
{
delete m_cloth;
delete m_clothDragger;
@ -141,15 +129,12 @@ public:
static Test* Create()
{
return new ClothCapsule();
return new ClothSelfCollision();
}
b3RectangleGarment m_rectangleGarment;
b3GarmentMesh m_rectangleGarmentMesh;
b3GarmentClothMesh m_rectangleClothMesh;
b3GridClothMesh<10, 10> m_clothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};
};
#endif

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@ -22,24 +22,11 @@
class PinnedCloth : public Test
{
public:
PinnedCloth() : m_rectangleGarment(5.0f, 5.0f)
PinnedCloth()
{
// Generate 2D mesh
m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
// Create 3D mesh
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
// Rotate the mesh
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
{
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
}
// Create cloth
b3ClothDef def;
def.mesh = &m_rectangleClothMesh;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.structural = 100000.0f;
def.damping = 0.0f;
@ -142,10 +129,7 @@ public:
return new PinnedCloth();
}
b3RectangleGarment m_rectangleGarment;
b3GarmentMesh m_rectangleGarmentMesh;
b3GarmentClothMesh m_rectangleClothMesh;
b3GridClothMesh<10, 10> m_clothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};

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@ -22,41 +22,28 @@
class TableCloth : public Test
{
public:
TableCloth() : m_rectangleGarment(5.0f, 5.0f)
TableCloth()
{
// Generate 2D mesh
m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
// Create 3D mesh
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
// Rotate the mesh
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
// Translate the mesh
for (u32 i = 0; i < m_clothMesh.vertexCount; ++i)
{
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
m_rectangleClothMesh.vertices[i].y += 5.0f;
m_clothMesh.vertices[i].y += 5.0f;
}
// Create cloth
b3ClothDef def;
def.mesh = &m_rectangleClothMesh;
def.mesh = &m_clothMesh;
def.density = 0.2f;
//def.bending = 10000.0f;
def.structural = 10000.0f;
def.damping = 0.0f;
def.thickness = 0.2f;
def.friction = 0.1f;
m_cloth = new b3Cloth(def);
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
m_cloth->SetWorld(&m_world);
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
{
p->SetRadius(0.1f);
p->SetFriction(0.2f);
}
{
b3BodyDef bd;
bd.type = e_staticBody;
@ -146,9 +133,7 @@ public:
return new TableCloth();
}
b3RectangleGarment m_rectangleGarment;
b3GarmentMesh m_rectangleGarmentMesh;
b3GarmentClothMesh m_rectangleClothMesh;
b3GridClothMesh<10, 10> m_clothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;

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@ -58,24 +58,11 @@ static inline b3Color Color(float32 x, float32 a, float32 b)
class TensionMapping : public Test
{
public:
TensionMapping() : m_rectangleGarment(5.0f, 5.0f)
TensionMapping()
{
// Generate 2D mesh
m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
// Create 3D mesh
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
// Rotate the mesh
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
{
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
}
// Create cloth
b3ClothDef def;
def.mesh = &m_rectangleClothMesh;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.structural = 10000.0f;
@ -230,10 +217,7 @@ public:
return new TensionMapping();
}
b3RectangleGarment m_rectangleGarment;
b3GarmentMesh m_rectangleGarmentMesh;
b3GarmentClothMesh m_rectangleClothMesh;
b3GridClothMesh<10, 10> m_clothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};