add grid mesh for user convenience
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#include <bounce/collision/shapes/hull.h>
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#include <bounce/collision/shapes/box_hull.h>
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#include <bounce/collision/shapes/mesh.h>
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#include <bounce/collision/shapes/grid_mesh.h>
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#include <bounce/dynamics/joints/mouse_joint.h>
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#include <bounce/dynamics/joints/spring_joint.h>
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include/bounce/collision/shapes/grid_mesh.h
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92
include/bounce/collision/shapes/grid_mesh.h
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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 B3_GRID_MESH_H
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#define B3_GRID_MESH_H
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#include <bounce/collision/shapes/mesh.h>
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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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b3Vec3 gridVertices[ (H + 1) * (W + 1) ];
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b3Triangle gridTriangles[2 * H * W];
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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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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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{
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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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}
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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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b3Triangle* t1 = gridTriangles + triangleIndex;
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++triangleIndex;
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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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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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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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#endif
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