Add b3GridClothMesh. Set particle friction to global cloth friction. Update the tests. Also simplified some code.
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@ -63,7 +63,7 @@
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#include <testbed/tests/pinned_cloth.h>
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#include <testbed/tests/particle_types.h>
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#include <testbed/tests/tension_mapping.h>
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#include <testbed/tests/cloth_capsule.h>
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#include <testbed/tests/cloth_self_collision.h>
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#include <testbed/tests/rope_test.h>
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#include <testbed/tests/beam.h>
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#include <testbed/tests/pinned_softbody.h>
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@ -116,7 +116,7 @@ TestEntry g_tests[] =
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{ "Pinned Cloth", &PinnedCloth::Create },
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{ "Particle Types", &ParticleTypes::Create },
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{ "Tension Mapping", &TensionMapping::Create },
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{ "Cloth and Capsule", &ClothCapsule::Create },
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{ "Cloth Self-Collision", &ClothSelfCollision::Create },
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{ "Beam", &Beam::Create },
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{ "Pinned Soft Body", &PinnedSoftBody::Create },
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{ "Smash Soft Body", &SmashSoftBody::Create },
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@ -16,45 +16,33 @@
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef CLOTH_CAPSULE_H
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#define CLOTH_CAPSULE_H
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#ifndef CLOTH_SELF_COLLISION_H
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#define CLOTH_SELF_COLLISION_H
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class ClothCapsule : public Test
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class ClothSelfCollision : public Test
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{
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public:
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ClothCapsule() : m_rectangleGarment(5.0f, 5.0f)
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ClothSelfCollision()
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{
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// Generate 2D mesh
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m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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// Create 3D mesh
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m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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// Rotate and translate the mesh
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b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
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for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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// Translate the mesh
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for (u32 i = 0; i < m_clothMesh.vertexCount; ++i)
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{
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m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
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m_rectangleClothMesh.vertices[i].y += 5.0f;
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m_clothMesh.vertices[i].y += 5.0f;
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}
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// Create cloth
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b3ClothDef def;
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def.mesh = &m_rectangleClothMesh;
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def.mesh = &m_clothMesh;
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def.density = 1.0f;
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def.structural = 100000.0f;
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def.thickness = 0.2f;
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def.friction = 0.3f;
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m_cloth = new b3Cloth(def);
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m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
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m_cloth->SetWorld(&m_world);
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for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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{
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p->SetRadius(0.2f);
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p->SetFriction(0.2f);
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}
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{
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b3BodyDef bd;
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bd.type = e_staticBody;
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@ -76,7 +64,7 @@ public:
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m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
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}
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~ClothCapsule()
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~ClothSelfCollision()
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{
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delete m_cloth;
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delete m_clothDragger;
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@ -141,15 +129,12 @@ public:
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static Test* Create()
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{
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return new ClothCapsule();
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return new ClothSelfCollision();
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}
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b3RectangleGarment m_rectangleGarment;
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b3GarmentMesh m_rectangleGarmentMesh;
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b3GarmentClothMesh m_rectangleClothMesh;
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b3GridClothMesh<10, 10> m_clothMesh;
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b3Cloth* m_cloth;
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b3ClothDragger* m_clothDragger;
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};
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};
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#endif
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@ -22,24 +22,11 @@
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class PinnedCloth : public Test
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{
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public:
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PinnedCloth() : m_rectangleGarment(5.0f, 5.0f)
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PinnedCloth()
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{
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// Generate 2D mesh
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m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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// Create 3D mesh
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m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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// Rotate the mesh
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b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
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for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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{
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m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
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}
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// Create cloth
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b3ClothDef def;
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def.mesh = &m_rectangleClothMesh;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.structural = 100000.0f;
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def.damping = 0.0f;
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@ -142,10 +129,7 @@ public:
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return new PinnedCloth();
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}
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b3RectangleGarment m_rectangleGarment;
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b3GarmentMesh m_rectangleGarmentMesh;
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b3GarmentClothMesh m_rectangleClothMesh;
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b3GridClothMesh<10, 10> m_clothMesh;
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b3Cloth* m_cloth;
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b3ClothDragger* m_clothDragger;
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};
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@ -22,41 +22,28 @@
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class TableCloth : public Test
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{
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public:
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TableCloth() : m_rectangleGarment(5.0f, 5.0f)
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TableCloth()
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{
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// Generate 2D mesh
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m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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// Create 3D mesh
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m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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// Rotate the mesh
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b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
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for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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// Translate the mesh
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for (u32 i = 0; i < m_clothMesh.vertexCount; ++i)
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{
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m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
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m_rectangleClothMesh.vertices[i].y += 5.0f;
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m_clothMesh.vertices[i].y += 5.0f;
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}
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// Create cloth
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b3ClothDef def;
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def.mesh = &m_rectangleClothMesh;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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//def.bending = 10000.0f;
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def.structural = 10000.0f;
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def.damping = 0.0f;
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def.thickness = 0.2f;
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def.friction = 0.1f;
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m_cloth = new b3Cloth(def);
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m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
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m_cloth->SetWorld(&m_world);
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for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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{
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p->SetRadius(0.1f);
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p->SetFriction(0.2f);
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}
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{
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b3BodyDef bd;
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bd.type = e_staticBody;
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@ -146,9 +133,7 @@ public:
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return new TableCloth();
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}
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b3RectangleGarment m_rectangleGarment;
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b3GarmentMesh m_rectangleGarmentMesh;
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b3GarmentClothMesh m_rectangleClothMesh;
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b3GridClothMesh<10, 10> m_clothMesh;
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b3Cloth* m_cloth;
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b3ClothDragger* m_clothDragger;
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@ -58,24 +58,11 @@ static inline b3Color Color(float32 x, float32 a, float32 b)
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class TensionMapping : public Test
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{
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public:
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TensionMapping() : m_rectangleGarment(5.0f, 5.0f)
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TensionMapping()
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{
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// Generate 2D mesh
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m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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// Create 3D mesh
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m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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// Rotate the mesh
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b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
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for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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{
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m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
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}
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// Create cloth
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b3ClothDef def;
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def.mesh = &m_rectangleClothMesh;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.structural = 10000.0f;
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@ -230,10 +217,7 @@ public:
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return new TensionMapping();
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}
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b3RectangleGarment m_rectangleGarment;
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b3GarmentMesh m_rectangleGarmentMesh;
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b3GarmentClothMesh m_rectangleClothMesh;
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b3GridClothMesh<10, 10> m_clothMesh;
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b3Cloth* m_cloth;
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b3ClothDragger* m_clothDragger;
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};
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@ -64,6 +64,7 @@
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#include <bounce/rope/rope.h>
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#include <bounce/cloth/cloth_mesh.h>
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#include <bounce/cloth/grid_cloth_mesh.h>
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#include <bounce/cloth/cloth.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/cloth_triangle.h>
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96
include/bounce/cloth/grid_cloth_mesh.h
Normal file
96
include/bounce/cloth/grid_cloth_mesh.h
Normal file
@ -0,0 +1,96 @@
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/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_GRID_CLOTH_MESH_H
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#define B3_GRID_CLOTH_MESH_H
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#include <bounce/cloth/cloth_mesh.h>
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// A (H + 1) x (W + 1) grid mesh stored in row-major order.
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// v(i, j) = i + (W + 1) + j
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template<u32 W = 1, u32 H = 1>
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struct b3GridClothMesh : public b3ClothMesh
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{
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b3Vec3 gridVertices[(H + 1) * (W + 1)];
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b3ClothMeshTriangle gridTriangles[2 * H * W];
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b3ClothMeshMesh gridMesh;
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// Set this grid to a W (width) per H (height) dimensioned grid centered at the origin and aligned
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// with the world x-z axes.
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b3GridClothMesh()
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{
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vertexCount = 0;
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for (u32 i = 0; i <= H; ++i)
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{
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for (u32 j = 0; j <= W; ++j)
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{
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gridVertices[vertexCount++].Set(float32(j), 0.0f, float32(i));
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}
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}
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B3_ASSERT(vertexCount == (W + 1) * (H + 1));
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b3Vec3 translation;
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translation.x = -0.5f * float32(W);
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translation.y = 0.0f;
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translation.z = -0.5f * float32(H);
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for (u32 i = 0; i < vertexCount; ++i)
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{
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gridVertices[i] += translation;
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}
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triangleCount = 0;
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for (u32 i = 0; i < H; ++i)
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{
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for (u32 j = 0; j < W; ++j)
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{
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u32 v1 = i * (W + 1) + j;
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u32 v2 = (i + 1) * (W + 1) + j;
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u32 v3 = (i + 1) * (W + 1) + (j + 1);
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u32 v4 = i * (W + 1) + (j + 1);
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b3ClothMeshTriangle* t1 = gridTriangles + triangleCount++;
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t1->v1 = v3;
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t1->v2 = v2;
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t1->v3 = v1;
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b3ClothMeshTriangle* t2 = gridTriangles + triangleCount++;
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t2->v1 = v1;
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t2->v2 = v4;
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t2->v3 = v3;
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}
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}
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B3_ASSERT(triangleCount == 2 * H * W);
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gridMesh.startTriangle = 0;
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gridMesh.triangleCount = triangleCount;
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gridMesh.startVertex = 0;
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gridMesh.vertexCount = vertexCount;
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vertices = gridVertices;
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triangles = gridTriangles;
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meshCount = 1;
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meshes = &gridMesh;
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sewingLineCount = 0;
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sewingLines = nullptr;
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}
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};
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#endif
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@ -22,6 +22,7 @@
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#include <bounce/collision/shapes/mesh.h>
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// A (H + 1) x (W + 1) grid mesh stored in row-major order.
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// v(i, j) = i * (W + 1) + j
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template<u32 H = 1, u32 W = 1>
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struct b3GridMesh : public b3Mesh
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{
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@ -32,61 +33,53 @@ struct b3GridMesh : public b3Mesh
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// with the world x-z axes.
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b3GridMesh()
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{
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u32 h = H + 1;
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u32 w = W + 1;
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b3Vec3 t;
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t.x = -0.5f * float32(w) + 0.5f;
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t.y = 0.0f;
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t.z = -0.5f * float32(h) + 0.5f;
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for (u32 i = 0; i < h; ++i)
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vertexCount = 0;
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for (u32 i = 0; i <= H; ++i)
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{
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for (u32 j = 0; j < w; ++j)
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for (u32 j = 0; j <= W; ++j)
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{
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u32 v1 = i * w + j;
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b3Vec3 v;
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v.x = float32(j);
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v.y = 0.0f;
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v.z = float32(i);
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v += t;
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gridVertices[v1] = v;
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gridVertices[vertexCount++].Set(float32(j), 0.0f, float32(i));
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}
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}
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u32 triangleIndex = 0;
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for (u32 i = 0; i < h - 1; ++i)
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{
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for (u32 j = 0; j < w - 1; ++j)
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{
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u32 v1 = i * w + j;
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u32 v2 = (i + 1) * w + j;
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u32 v3 = (i + 1) * w + (j + 1);
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u32 v4 = i * w + (j + 1);
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B3_ASSERT(vertexCount == (H + 1) * (W + 1));
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b3Triangle* t1 = gridTriangles + triangleIndex;
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++triangleIndex;
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b3Vec3 translation;
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translation.x = -0.5f * float32(W);
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translation.y = 0.0f;
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translation.z = -0.5f * float32(H);
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for (u32 i = 0; i < vertexCount; ++i)
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{
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gridVertices[i] += translation;
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}
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triangleCount = 0;
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for (u32 i = 0; i < H; ++i)
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{
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for (u32 j = 0; j < W; ++j)
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{
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u32 v1 = i * (W + 1) + j;
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u32 v2 = (i + 1) * (W + 1) + j;
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u32 v3 = (i + 1) * (W + 1) + (j + 1);
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u32 v4 = i * (W + 1) + (j + 1);
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b3Triangle* t1 = gridTriangles + triangleCount++;
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t1->v1 = v3;
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t1->v2 = v2;
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t1->v3 = v1;
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b3Triangle* t2 = gridTriangles + triangleIndex;
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++triangleIndex;
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b3Triangle* t2 = gridTriangles + triangleCount++;
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t2->v1 = v1;
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t2->v2 = v4;
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t2->v3 = v3;
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}
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}
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B3_ASSERT(triangleCount == 2 * H * W);
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vertices = gridVertices;
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vertexCount = (H + 1) * (W + 1);
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triangles = gridTriangles;
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triangleCount = 2 * H * W;
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}
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};
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@ -36,7 +36,7 @@ struct b3BlockSoftBodyMesh : public b3SoftBodyMesh
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{
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for (u32 z = 0; z <= D; ++z)
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{
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blockVertices[vertexCount++].Set(x, y, z);
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blockVertices[vertexCount++].Set(float32(x), float32(y), float32(z));
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}
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}
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}
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@ -141,7 +141,7 @@ public:
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// Debug draw the body using the associated mesh.
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void Draw() const;
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private:
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friend class b3SoftBodyNode;
|
||||
friend struct b3SoftBodyNode;
|
||||
friend class b3SoftBodySolver;
|
||||
friend class b3SoftBodyForceSolver;
|
||||
|
||||
|
@ -170,8 +170,9 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
|
||||
b3ParticleDef pd;
|
||||
pd.type = e_dynamicParticle;
|
||||
pd.mass = 1.0f;
|
||||
pd.position = m->vertices[i];
|
||||
pd.radius = def.thickness;
|
||||
pd.friction = def.friction;
|
||||
pd.position = m->vertices[i];
|
||||
|
||||
b3Particle* p = CreateParticle(pd);
|
||||
|
||||
|
Loading…
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Reference in New Issue
Block a user