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

View File

@ -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;
};