controllers, ray3
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8ebdb67a75
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b18654c7a5
@ -116,7 +116,7 @@ b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const
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return ps;
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}
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Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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b3Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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{
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float32 w = m_width, h = m_height;
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@ -133,7 +133,7 @@ Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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b3Vec3 vw = xf.rotation * vv;
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vw.Normalize();
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Ray3 rw;
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b3Ray3 rw;
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rw.direction = vw;
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rw.origin = xf.position;
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rw.fraction = m_zFar;
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@ -27,27 +27,6 @@ struct DrawTriangles;
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struct DrawWire;
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struct DrawSolid;
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//
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struct Ray3
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{
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b3Vec3 A() const;
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b3Vec3 B() const;
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b3Vec3 direction;
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b3Vec3 origin;
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float32 fraction;
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};
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inline b3Vec3 Ray3::A() const
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{
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return origin;
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}
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inline b3Vec3 Ray3::B() const
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{
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return origin + fraction * direction;
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}
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//
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class Camera
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{
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@ -61,7 +40,7 @@ public:
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b3Transform BuildWorldTransform() const;
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b3Vec2 ConvertWorldToScreen(const b3Vec3& pw) const;
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Ray3 ConvertScreenToWorld(const b3Vec2& ps) const;
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b3Ray3 ConvertScreenToWorld(const b3Vec2& ps) const;
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float32 m_zoom;
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b3Vec3 m_center;
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@ -76,21 +76,21 @@ void Model::Command_Release_Key(int button)
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void Model::Command_Press_Mouse_Left(const b3Vec2& ps)
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{
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Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseLeftDown(pw);
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}
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void Model::Command_Release_Mouse_Left(const b3Vec2& ps)
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{
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Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseLeftUp(pw);
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}
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void Model::Command_Move_Cursor(const b3Vec2& ps)
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{
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Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseMove(pw);
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}
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@ -115,7 +115,7 @@ void Test::Step()
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}
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}
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void Test::MouseMove(const Ray3& pw)
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void Test::MouseMove(const b3Ray3& pw)
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{
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m_bodyRay = pw;
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@ -125,7 +125,7 @@ void Test::MouseMove(const Ray3& pw)
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}
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}
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void Test::MouseLeftDown(const Ray3& pw)
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void Test::MouseLeftDown(const b3Ray3& pw)
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{
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if (m_bodyDragger.IsSelected() == false)
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{
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@ -136,7 +136,7 @@ void Test::MouseLeftDown(const Ray3& pw)
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}
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}
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void Test::MouseLeftUp(const Ray3& pw)
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void Test::MouseLeftUp(const b3Ray3& pw)
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{
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if (m_bodyDragger.IsSelected() == true)
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{
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@ -48,110 +48,6 @@ public:
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b3RayCastSingleOutput hit;
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};
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class BodyDragger
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{
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public:
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BodyDragger(Ray3* ray, b3World* world)
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{
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m_ray = ray;
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m_world = world;
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m_shape = nullptr;
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m_mouseJoint = nullptr;
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}
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~BodyDragger()
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{
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}
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bool StartDragging()
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{
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B3_ASSERT(m_mouseJoint == nullptr);
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b3RayCastSingleOutput out;
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if (m_world->RayCastSingle(&out, m_ray->A(), m_ray->B()) == false)
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{
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return false;
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}
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m_x = out.fraction;
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m_shape = out.shape;
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b3BodyDef bd;
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b3Body* groundBody = m_world->CreateBody(bd);
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b3Body* body = m_shape->GetBody();
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body->SetAwake(true);
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b3MouseJointDef jd;
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jd.bodyA = groundBody;
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jd.bodyB = body;
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jd.target = out.point;
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jd.maxForce = 2000.0f * body->GetMass();
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m_mouseJoint = (b3MouseJoint*)m_world->CreateJoint(jd);
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m_p = body->GetLocalPoint(out.point);
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return true;
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}
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void Drag()
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{
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B3_ASSERT(m_mouseJoint);
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m_mouseJoint->SetTarget(GetPointB());
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}
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void StopDragging()
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{
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B3_ASSERT(m_mouseJoint);
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b3Body* groundBody = m_mouseJoint->GetBodyA();
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m_world->DestroyJoint(m_mouseJoint);
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m_mouseJoint = nullptr;
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m_world->DestroyBody(groundBody);
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m_shape = nullptr;
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}
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bool IsSelected() const
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{
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return m_mouseJoint != nullptr;
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}
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Ray3* GetRay() const
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{
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return m_ray;
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}
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b3Body* GetBody() const
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{
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B3_ASSERT(m_shape);
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return m_shape->GetBody();
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}
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b3Vec3 GetPointA() const
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{
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B3_ASSERT(m_shape);
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return m_shape->GetBody()->GetWorldPoint(m_p);
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}
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b3Vec3 GetPointB() const
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{
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B3_ASSERT(m_mouseJoint);
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return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
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}
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private:
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Ray3* m_ray;
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float32 m_x;
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b3World* m_world;
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b3Shape* m_shape;
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b3Vec3 m_p;
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b3MouseJoint* m_mouseJoint;
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};
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class Test : public b3ContactListener
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{
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public:
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@ -162,9 +58,9 @@ public:
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virtual void Step();
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virtual void MouseMove(const Ray3& pw);
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virtual void MouseLeftDown(const Ray3& pw);
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virtual void MouseLeftUp(const Ray3& pw);
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virtual void MouseMove(const b3Ray3& pw);
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virtual void MouseLeftDown(const b3Ray3& pw);
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virtual void MouseLeftUp(const b3Ray3& pw);
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virtual void KeyDown(int button) { }
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virtual void KeyUp(int button) { }
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@ -177,8 +73,8 @@ public:
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b3World m_world;
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Ray3 m_bodyRay;
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BodyDragger m_bodyDragger;
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b3Ray3 m_bodyRay;
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b3BodyDragger m_bodyDragger;
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b3BoxHull m_groundHull;
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b3GridMesh<50, 50> m_groundMesh;
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@ -19,219 +19,6 @@
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#ifndef CLOTH_TESH_H
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#define CLOTH_TESH_H
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class ClothDragger
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{
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public:
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ClothDragger(Ray3* ray, b3Cloth*& cloth) : m_ray(ray), m_cloth(cloth)
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{
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m_isSelected = false;
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m_spring = false;
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}
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~ClothDragger()
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{
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}
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bool IsSelected() const
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{
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return m_isSelected;
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}
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b3Vec3 GetPointA() const
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{
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B3_ASSERT(m_isSelected);
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Vec3 A = m->vertices[t->v1];
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b3Vec3 B = m->vertices[t->v2];
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b3Vec3 C = m->vertices[t->v3];
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return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
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}
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b3Vec3 GetPointB() const
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{
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B3_ASSERT(m_isSelected);
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return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
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}
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bool StartDragging()
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{
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B3_ASSERT(m_isSelected == false);
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b3RayCastInput rayIn;
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rayIn.p1 = m_ray->A();
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rayIn.p2 = m_ray->B();
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rayIn.maxFraction = B3_MAX_FLOAT;
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b3ClothRayCastOutput rayOut;
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if (m_cloth->RayCast(&rayOut, &rayIn) == false)
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{
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return false;
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}
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m_isSelected = true;
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m_selection = rayOut.triangle;
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m_x = rayOut.fraction;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m->particles[t->v1];
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b3Particle* p2 = m->particles[t->v2];
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b3Particle* p3 = m->particles[t->v3];
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b3Vec3 v1 = p1->GetPosition();
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b3Vec3 v2 = p2->GetPosition();
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b3Vec3 v3 = p3->GetPosition();
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b3Vec3 B = GetPointB();
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float32 wABC[4];
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b3BarycentricCoordinates(wABC, v1, v2, v3, B);
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if (wABC[3] > B3_EPSILON)
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{
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m_u = wABC[0] / wABC[3];
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m_v = wABC[1] / wABC[3];
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}
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else
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{
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m_u = m_v = 0.0f;
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}
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if (m_spring)
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{
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b3ParticleDef pd;
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pd.type = e_staticParticle;
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pd.position = B;
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m_particle = m_cloth->CreateParticle(pd);
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p1;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p2;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p3;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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}
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else
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{
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m_t1 = p1->GetType();
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p1->SetType(e_staticParticle);
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m_t2 = p2->GetType();
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p2->SetType(e_staticParticle);
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m_t3 = p3->GetType();
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p3->SetType(e_staticParticle);
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}
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return true;
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}
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void Drag()
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{
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B3_ASSERT(m_isSelected);
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Vec3 A = GetPointA();
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b3Vec3 B = GetPointB();
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b3Vec3 dx = B - A;
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if (m_spring)
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{
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m_particle->SetPosition(B);
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}
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else
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{
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b3Particle* p1 = m->particles[t->v1];
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p1->ApplyTranslation(dx);
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b3Particle* p2 = m->particles[t->v2];
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p2->ApplyTranslation(dx);
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b3Particle* p3 = m->particles[t->v3];
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p3->ApplyTranslation(dx);
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}
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}
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void StopDragging()
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{
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B3_ASSERT(m_isSelected);
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m_isSelected = false;
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if (m_spring)
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{
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m_cloth->DestroyForce(m_s1);
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m_cloth->DestroyForce(m_s2);
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m_cloth->DestroyForce(m_s3);
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m_cloth->DestroyParticle(m_particle);
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}
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else
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{
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m->particles[t->v1];
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p1->SetType(m_t1);
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b3Particle* p2 = m->particles[t->v2];
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p2->SetType(m_t2);
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b3Particle* p3 = m->particles[t->v3];
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p3->SetType(m_t3);
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}
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}
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private:
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bool m_isSelected;
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Ray3* m_ray;
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float32 m_x;
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b3Cloth*& m_cloth;
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u32 m_selection;
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float32 m_u, m_v;
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bool m_spring;
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b3Particle* m_particle;
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b3SpringForce* m_s1;
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b3SpringForce* m_s2;
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b3SpringForce* m_s3;
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b3ParticleType m_t1, m_t2, m_t3;
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};
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class ClothTest : public Test
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{
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public:
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@ -266,7 +53,7 @@ public:
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}
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}
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void MouseMove(const Ray3& pw)
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void MouseMove(const b3Ray3& pw)
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{
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m_clothRay = pw;
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@ -276,7 +63,7 @@ public:
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}
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}
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void MouseLeftDown(const Ray3& pw)
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void MouseLeftDown(const b3Ray3& pw)
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{
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if (m_clothDragger.IsSelected() == false)
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{
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@ -284,7 +71,7 @@ public:
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}
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}
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void MouseLeftUp(const Ray3& pw)
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void MouseLeftUp(const b3Ray3& pw)
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{
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if (m_clothDragger.IsSelected() == true)
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{
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@ -292,9 +79,9 @@ public:
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}
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}
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Ray3 m_clothRay;
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b3Ray3 m_clothRay;
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b3Cloth* m_cloth;
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ClothDragger m_clothDragger;
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b3ClothDragger m_clothDragger;
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};
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#endif
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@ -72,4 +72,7 @@
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#include <bounce/dynamics/world.h>
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#include <bounce/dynamics/world_listeners.h>
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#include <bounce/controllers/cloth_dragger.h>
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#include <bounce/controllers/body_dragger.h>
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#endif
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@ -22,6 +22,24 @@
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#include <bounce/common/math/math.h>
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#include <bounce/common/math/transform.h>
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// A ray.
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struct b3Ray3
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{
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b3Vec3 A() const
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{
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return origin;
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}
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b3Vec3 B() const
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{
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return origin + fraction * direction;
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}
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b3Vec3 direction;
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b3Vec3 origin;
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float32 fraction;
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};
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// A plane in constant normal form.
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// dot(n, p) - d = 0.
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struct b3Plane
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131
include/bounce/controllers/body_dragger.h
Normal file
131
include/bounce/controllers/body_dragger.h
Normal file
@ -0,0 +1,131 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B3_BODY_DRAGGER_H
|
||||
#define B3_BODY_DRAGGER_H
|
||||
|
||||
#include <bounce/common/geometry.h>
|
||||
#include <bounce/dynamics/body.h>
|
||||
|
||||
// A body dragger.
|
||||
class b3BodyDragger
|
||||
{
|
||||
public:
|
||||
b3BodyDragger(b3Ray3* ray, b3World* world)
|
||||
{
|
||||
m_ray = ray;
|
||||
m_world = world;
|
||||
m_shape = nullptr;
|
||||
m_mouseJoint = nullptr;
|
||||
}
|
||||
|
||||
~b3BodyDragger()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool StartDragging()
|
||||
{
|
||||
B3_ASSERT(m_mouseJoint == nullptr);
|
||||
|
||||
b3RayCastSingleOutput out;
|
||||
if (m_world->RayCastSingle(&out, m_ray->A(), m_ray->B()) == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
m_x = out.fraction;
|
||||
m_shape = out.shape;
|
||||
|
||||
b3BodyDef bd;
|
||||
b3Body* groundBody = m_world->CreateBody(bd);
|
||||
|
||||
b3Body* body = m_shape->GetBody();
|
||||
body->SetAwake(true);
|
||||
|
||||
b3MouseJointDef jd;
|
||||
jd.bodyA = groundBody;
|
||||
jd.bodyB = body;
|
||||
jd.target = out.point;
|
||||
jd.maxForce = 2000.0f * body->GetMass();
|
||||
|
||||
m_mouseJoint = (b3MouseJoint*)m_world->CreateJoint(jd);
|
||||
|
||||
m_p = body->GetLocalPoint(out.point);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Drag()
|
||||
{
|
||||
B3_ASSERT(m_mouseJoint);
|
||||
m_mouseJoint->SetTarget(GetPointB());
|
||||
}
|
||||
|
||||
void StopDragging()
|
||||
{
|
||||
B3_ASSERT(m_mouseJoint);
|
||||
|
||||
b3Body* groundBody = m_mouseJoint->GetBodyA();
|
||||
m_world->DestroyJoint(m_mouseJoint);
|
||||
m_mouseJoint = nullptr;
|
||||
m_world->DestroyBody(groundBody);
|
||||
m_shape = nullptr;
|
||||
}
|
||||
|
||||
bool IsSelected() const
|
||||
{
|
||||
return m_mouseJoint != nullptr;
|
||||
}
|
||||
|
||||
|
||||
b3Ray3* GetRay() const
|
||||
{
|
||||
return m_ray;
|
||||
}
|
||||
|
||||
b3Body* GetBody() const
|
||||
{
|
||||
B3_ASSERT(m_shape);
|
||||
return m_shape->GetBody();
|
||||
}
|
||||
|
||||
b3Vec3 GetPointA() const
|
||||
{
|
||||
B3_ASSERT(m_shape);
|
||||
return m_shape->GetBody()->GetWorldPoint(m_p);
|
||||
}
|
||||
|
||||
b3Vec3 GetPointB() const
|
||||
{
|
||||
B3_ASSERT(m_mouseJoint);
|
||||
return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
|
||||
}
|
||||
|
||||
private:
|
||||
b3Ray3 * m_ray;
|
||||
float32 m_x;
|
||||
|
||||
b3World* m_world;
|
||||
b3Shape* m_shape;
|
||||
b3Vec3 m_p;
|
||||
b3MouseJoint* m_mouseJoint;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
242
include/bounce/controllers/cloth_dragger.h
Normal file
242
include/bounce/controllers/cloth_dragger.h
Normal file
@ -0,0 +1,242 @@
|
||||
/*
|
||||
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B3_CLOTH_DRAGGER_H
|
||||
#define B3_CLOTH_DRAGGER_H
|
||||
|
||||
#include <bounce/collision/collision.h>
|
||||
#include <bounce/dynamics/cloth/cloth.h>
|
||||
#include <bounce/dynamics/cloth/particle.h>
|
||||
#include <bounce/dynamics/cloth/spring_force.h>
|
||||
#include <bounce/dynamics/cloth/cloth_mesh.h>
|
||||
|
||||
// A cloth triangle dragger.
|
||||
class b3ClothDragger
|
||||
{
|
||||
public:
|
||||
b3ClothDragger(b3Ray3* ray, b3Cloth*& cloth) : m_ray(ray), m_cloth(cloth)
|
||||
{
|
||||
m_isSelected = false;
|
||||
m_spring = false;
|
||||
}
|
||||
|
||||
~b3ClothDragger()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool IsSelected() const
|
||||
{
|
||||
return m_isSelected;
|
||||
}
|
||||
|
||||
b3Vec3 GetPointA() const
|
||||
{
|
||||
B3_ASSERT(m_isSelected);
|
||||
|
||||
b3ClothMesh* m = m_cloth->GetMesh();
|
||||
b3ClothMeshTriangle* t = m->triangles + m_selection;
|
||||
|
||||
b3Vec3 A = m->vertices[t->v1];
|
||||
b3Vec3 B = m->vertices[t->v2];
|
||||
b3Vec3 C = m->vertices[t->v3];
|
||||
|
||||
return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
|
||||
}
|
||||
|
||||
b3Vec3 GetPointB() const
|
||||
{
|
||||
B3_ASSERT(m_isSelected);
|
||||
return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
|
||||
}
|
||||
|
||||
bool StartDragging()
|
||||
{
|
||||
B3_ASSERT(m_isSelected == false);
|
||||
|
||||
b3RayCastInput rayIn;
|
||||
rayIn.p1 = m_ray->A();
|
||||
rayIn.p2 = m_ray->B();
|
||||
rayIn.maxFraction = B3_MAX_FLOAT;
|
||||
|
||||
b3ClothRayCastOutput rayOut;
|
||||
if (m_cloth->RayCast(&rayOut, &rayIn) == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
m_isSelected = true;
|
||||
|
||||
m_selection = rayOut.triangle;
|
||||
m_x = rayOut.fraction;
|
||||
|
||||
b3ClothMesh* m = m_cloth->GetMesh();
|
||||
b3ClothMeshTriangle* t = m->triangles + m_selection;
|
||||
|
||||
b3Particle* p1 = m->particles[t->v1];
|
||||
b3Particle* p2 = m->particles[t->v2];
|
||||
b3Particle* p3 = m->particles[t->v3];
|
||||
|
||||
b3Vec3 v1 = p1->GetPosition();
|
||||
b3Vec3 v2 = p2->GetPosition();
|
||||
b3Vec3 v3 = p3->GetPosition();
|
||||
|
||||
b3Vec3 B = GetPointB();
|
||||
|
||||
float32 wABC[4];
|
||||
b3BarycentricCoordinates(wABC, v1, v2, v3, B);
|
||||
|
||||
if (wABC[3] > B3_EPSILON)
|
||||
{
|
||||
m_u = wABC[0] / wABC[3];
|
||||
m_v = wABC[1] / wABC[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u = m_v = 0.0f;
|
||||
}
|
||||
|
||||
if (m_spring)
|
||||
{
|
||||
b3ParticleDef pd;
|
||||
pd.type = e_staticParticle;
|
||||
pd.position = B;
|
||||
|
||||
m_particle = m_cloth->CreateParticle(pd);
|
||||
|
||||
{
|
||||
b3SpringForceDef sfd;
|
||||
sfd.p1 = m_particle;
|
||||
sfd.p2 = p1;
|
||||
sfd.restLength = 0.0f;
|
||||
sfd.structural = 10000.0f;
|
||||
m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
|
||||
}
|
||||
|
||||
{
|
||||
b3SpringForceDef sfd;
|
||||
sfd.p1 = m_particle;
|
||||
sfd.p2 = p2;
|
||||
sfd.restLength = 0.0f;
|
||||
sfd.structural = 10000.0f;
|
||||
m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
|
||||
}
|
||||
|
||||
{
|
||||
b3SpringForceDef sfd;
|
||||
sfd.p1 = m_particle;
|
||||
sfd.p2 = p3;
|
||||
sfd.restLength = 0.0f;
|
||||
sfd.structural = 10000.0f;
|
||||
m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_t1 = p1->GetType();
|
||||
p1->SetType(e_staticParticle);
|
||||
|
||||
m_t2 = p2->GetType();
|
||||
p2->SetType(e_staticParticle);
|
||||
|
||||
m_t3 = p3->GetType();
|
||||
p3->SetType(e_staticParticle);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Drag()
|
||||
{
|
||||
B3_ASSERT(m_isSelected);
|
||||
|
||||
b3ClothMesh* m = m_cloth->GetMesh();
|
||||
b3ClothMeshTriangle* t = m->triangles + m_selection;
|
||||
|
||||
b3Vec3 A = GetPointA();
|
||||
b3Vec3 B = GetPointB();
|
||||
|
||||
b3Vec3 dx = B - A;
|
||||
|
||||
if (m_spring)
|
||||
{
|
||||
m_particle->SetPosition(B);
|
||||
}
|
||||
else
|
||||
{
|
||||
b3Particle* p1 = m->particles[t->v1];
|
||||
p1->ApplyTranslation(dx);
|
||||
|
||||
b3Particle* p2 = m->particles[t->v2];
|
||||
p2->ApplyTranslation(dx);
|
||||
|
||||
b3Particle* p3 = m->particles[t->v3];
|
||||
p3->ApplyTranslation(dx);
|
||||
}
|
||||
}
|
||||
|
||||
void StopDragging()
|
||||
{
|
||||
B3_ASSERT(m_isSelected);
|
||||
|
||||
m_isSelected = false;
|
||||
|
||||
if (m_spring)
|
||||
{
|
||||
m_cloth->DestroyForce(m_s1);
|
||||
m_cloth->DestroyForce(m_s2);
|
||||
m_cloth->DestroyForce(m_s3);
|
||||
m_cloth->DestroyParticle(m_particle);
|
||||
}
|
||||
else
|
||||
{
|
||||
b3ClothMesh* m = m_cloth->GetMesh();
|
||||
b3ClothMeshTriangle* t = m->triangles + m_selection;
|
||||
|
||||
b3Particle* p1 = m->particles[t->v1];
|
||||
p1->SetType(m_t1);
|
||||
|
||||
b3Particle* p2 = m->particles[t->v2];
|
||||
p2->SetType(m_t2);
|
||||
|
||||
b3Particle* p3 = m->particles[t->v3];
|
||||
p3->SetType(m_t3);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool m_isSelected;
|
||||
|
||||
b3Ray3* m_ray;
|
||||
float32 m_x;
|
||||
|
||||
b3Cloth*& m_cloth;
|
||||
u32 m_selection;
|
||||
float32 m_u, m_v;
|
||||
|
||||
bool m_spring;
|
||||
|
||||
b3Particle* m_particle;
|
||||
b3SpringForce* m_s1;
|
||||
b3SpringForce* m_s2;
|
||||
b3SpringForce* m_s3;
|
||||
|
||||
b3ParticleType m_t1, m_t2, m_t3;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user