bugfix, particle vs. particle collision
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@ -65,6 +65,7 @@
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#include <testbed/tests/shirt.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/self_collision.h>
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#include <testbed/tests/single_pendulum.h>
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#include <testbed/tests/rope_test.h>
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#include <testbed/tests/mass_spring.h>
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@ -117,6 +118,7 @@ TestEntry g_tests[] =
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{ "Shirt", &Shirt::Create },
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{ "Particle Types", &ParticleTypes::Create },
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{ "Tension Mapping", &TensionMapping::Create },
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{ "Self-Collision", &SelfCollision::Create },
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{ "Mass-Spring System", &MassSpring::Create },
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{ "Single Pendulum", &SinglePendulum::Create },
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{ "Rope", &Rope::Create },
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83
examples/testbed/tests/self_collision.h
Normal file
83
examples/testbed/tests/self_collision.h
Normal file
@ -0,0 +1,83 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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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 SELF_COLLISION_H
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#define SELF_COLLISION_H
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class SelfCollision : public ClothTest
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{
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public:
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SelfCollision() : m_rectangleGarment(5.0f, 5.0f)
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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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//
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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].y += 10.0f;
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}
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b3ClothDef def;
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def.mesh = &m_rectangleClothMesh;
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def.density = 1.0f;
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def.structural = 100000.0f;
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m_cloth = m_world.CreateCloth(def);
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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(0.25f);
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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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b3Body* b = m_world.CreateBody(bd);
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m_boxHull.Set(50.0f, 1.0f, 50.0f);
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b3HullShape boxShape;
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boxShape.m_hull = &m_boxHull;
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boxShape.m_radius = 0.2f;
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b3ShapeDef sd;
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sd.shape = &boxShape;
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sd.friction = 1.0f;
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b->CreateShape(sd);
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}
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}
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static Test* Create()
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{
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return new SelfCollision();
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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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b3BoxHull m_boxHull;
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};
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#endif
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