Better API naming. Enable self-collision by default.

This commit is contained in:
Irlan
2019-06-18 21:00:03 -03:00
parent 170793896d
commit 9765e72ab9
9 changed files with 85 additions and 79 deletions

View File

@ -45,9 +45,9 @@ bool b3ClothDragger::StartDragging()
m_triangle = m_mesh->triangles + rayOut.triangle;
m_x = rayOut.fraction;
b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
b3Particle* p1 = m_cloth->GetParticle(m_triangle->v1);
b3Particle* p2 = m_cloth->GetParticle(m_triangle->v2);
b3Particle* p3 = m_cloth->GetParticle(m_triangle->v3);
b3Vec3 v1 = p1->GetPosition();
b3Vec3 v2 = p2->GetPosition();
@ -133,13 +133,13 @@ void b3ClothDragger::Drag()
}
else
{
b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
b3Particle* p1 = m_cloth->GetParticle(m_triangle->v1);
p1->ApplyTranslation(dx);
b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
b3Particle* p2 = m_cloth->GetParticle(m_triangle->v2);
p2->ApplyTranslation(dx);
b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
b3Particle* p3 = m_cloth->GetParticle(m_triangle->v3);
p3->ApplyTranslation(dx);
}
}
@ -172,9 +172,9 @@ void b3ClothDragger::StopDragging()
}
else
{
m_cloth->GetVertexParticle(m_triangle->v1)->SetType(m_t1);
m_cloth->GetVertexParticle(m_triangle->v2)->SetType(m_t2);
m_cloth->GetVertexParticle(m_triangle->v3)->SetType(m_t3);
m_cloth->GetParticle(m_triangle->v1)->SetType(m_t1);
m_cloth->GetParticle(m_triangle->v2)->SetType(m_t2);
m_cloth->GetParticle(m_triangle->v3)->SetType(m_t3);
}
m_triangle = nullptr;
@ -184,9 +184,9 @@ b3Vec3 b3ClothDragger::GetPointA() const
{
B3_ASSERT(IsDragging() == true);
b3Vec3 A = m_cloth->GetVertexParticle(m_triangle->v1)->GetPosition();
b3Vec3 B = m_cloth->GetVertexParticle(m_triangle->v2)->GetPosition();
b3Vec3 C = m_cloth->GetVertexParticle(m_triangle->v3)->GetPosition();
b3Vec3 A = m_cloth->GetParticle(m_triangle->v1)->GetPosition();
b3Vec3 B = m_cloth->GetParticle(m_triangle->v2)->GetPosition();
b3Vec3 C = m_cloth->GetParticle(m_triangle->v3)->GetPosition();
return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
}