controllers, ray3

This commit is contained in:
Irlan 2018-06-29 15:40:12 -03:00
parent 8ebdb67a75
commit b18654c7a5
10 changed files with 413 additions and 357 deletions

View File

@ -116,7 +116,7 @@ b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const
return ps; return ps;
} }
Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const b3Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
{ {
float32 w = m_width, h = m_height; float32 w = m_width, h = m_height;
@ -133,7 +133,7 @@ Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
b3Vec3 vw = xf.rotation * vv; b3Vec3 vw = xf.rotation * vv;
vw.Normalize(); vw.Normalize();
Ray3 rw; b3Ray3 rw;
rw.direction = vw; rw.direction = vw;
rw.origin = xf.position; rw.origin = xf.position;
rw.fraction = m_zFar; rw.fraction = m_zFar;

View File

@ -27,27 +27,6 @@ struct DrawTriangles;
struct DrawWire; struct DrawWire;
struct DrawSolid; struct DrawSolid;
//
struct Ray3
{
b3Vec3 A() const;
b3Vec3 B() const;
b3Vec3 direction;
b3Vec3 origin;
float32 fraction;
};
inline b3Vec3 Ray3::A() const
{
return origin;
}
inline b3Vec3 Ray3::B() const
{
return origin + fraction * direction;
}
// //
class Camera class Camera
{ {
@ -61,7 +40,7 @@ public:
b3Transform BuildWorldTransform() const; b3Transform BuildWorldTransform() const;
b3Vec2 ConvertWorldToScreen(const b3Vec3& pw) const; b3Vec2 ConvertWorldToScreen(const b3Vec3& pw) const;
Ray3 ConvertScreenToWorld(const b3Vec2& ps) const; b3Ray3 ConvertScreenToWorld(const b3Vec2& ps) const;
float32 m_zoom; float32 m_zoom;
b3Vec3 m_center; b3Vec3 m_center;

View File

@ -76,21 +76,21 @@ void Model::Command_Release_Key(int button)
void Model::Command_Press_Mouse_Left(const b3Vec2& ps) void Model::Command_Press_Mouse_Left(const b3Vec2& ps)
{ {
Ray3 pw = m_camera.ConvertScreenToWorld(ps); b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
m_test->MouseLeftDown(pw); m_test->MouseLeftDown(pw);
} }
void Model::Command_Release_Mouse_Left(const b3Vec2& ps) void Model::Command_Release_Mouse_Left(const b3Vec2& ps)
{ {
Ray3 pw = m_camera.ConvertScreenToWorld(ps); b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
m_test->MouseLeftUp(pw); m_test->MouseLeftUp(pw);
} }
void Model::Command_Move_Cursor(const b3Vec2& ps) void Model::Command_Move_Cursor(const b3Vec2& ps)
{ {
Ray3 pw = m_camera.ConvertScreenToWorld(ps); b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
m_test->MouseMove(pw); m_test->MouseMove(pw);
} }

View File

@ -115,7 +115,7 @@ void Test::Step()
} }
} }
void Test::MouseMove(const Ray3& pw) void Test::MouseMove(const b3Ray3& pw)
{ {
m_bodyRay = pw; m_bodyRay = pw;
@ -125,7 +125,7 @@ void Test::MouseMove(const Ray3& pw)
} }
} }
void Test::MouseLeftDown(const Ray3& pw) void Test::MouseLeftDown(const b3Ray3& pw)
{ {
if (m_bodyDragger.IsSelected() == false) if (m_bodyDragger.IsSelected() == false)
{ {
@ -136,7 +136,7 @@ void Test::MouseLeftDown(const Ray3& pw)
} }
} }
void Test::MouseLeftUp(const Ray3& pw) void Test::MouseLeftUp(const b3Ray3& pw)
{ {
if (m_bodyDragger.IsSelected() == true) if (m_bodyDragger.IsSelected() == true)
{ {

View File

@ -48,110 +48,6 @@ public:
b3RayCastSingleOutput hit; b3RayCastSingleOutput hit;
}; };
class BodyDragger
{
public:
BodyDragger(Ray3* ray, b3World* world)
{
m_ray = ray;
m_world = world;
m_shape = nullptr;
m_mouseJoint = nullptr;
}
~BodyDragger()
{
}
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;
}
Ray3* 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:
Ray3* m_ray;
float32 m_x;
b3World* m_world;
b3Shape* m_shape;
b3Vec3 m_p;
b3MouseJoint* m_mouseJoint;
};
class Test : public b3ContactListener class Test : public b3ContactListener
{ {
public: public:
@ -162,9 +58,9 @@ public:
virtual void Step(); virtual void Step();
virtual void MouseMove(const Ray3& pw); virtual void MouseMove(const b3Ray3& pw);
virtual void MouseLeftDown(const Ray3& pw); virtual void MouseLeftDown(const b3Ray3& pw);
virtual void MouseLeftUp(const Ray3& pw); virtual void MouseLeftUp(const b3Ray3& pw);
virtual void KeyDown(int button) { } virtual void KeyDown(int button) { }
virtual void KeyUp(int button) { } virtual void KeyUp(int button) { }
@ -177,8 +73,8 @@ public:
b3World m_world; b3World m_world;
Ray3 m_bodyRay; b3Ray3 m_bodyRay;
BodyDragger m_bodyDragger; b3BodyDragger m_bodyDragger;
b3BoxHull m_groundHull; b3BoxHull m_groundHull;
b3GridMesh<50, 50> m_groundMesh; b3GridMesh<50, 50> m_groundMesh;

View File

@ -19,219 +19,6 @@
#ifndef CLOTH_TESH_H #ifndef CLOTH_TESH_H
#define CLOTH_TESH_H #define CLOTH_TESH_H
class ClothDragger
{
public:
ClothDragger(Ray3* ray, b3Cloth*& cloth) : m_ray(ray), m_cloth(cloth)
{
m_isSelected = false;
m_spring = false;
}
~ClothDragger()
{
}
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;
Ray3* 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;
};
class ClothTest : public Test class ClothTest : public Test
{ {
public: public:
@ -266,7 +53,7 @@ public:
} }
} }
void MouseMove(const Ray3& pw) void MouseMove(const b3Ray3& pw)
{ {
m_clothRay = pw; m_clothRay = pw;
@ -276,7 +63,7 @@ public:
} }
} }
void MouseLeftDown(const Ray3& pw) void MouseLeftDown(const b3Ray3& pw)
{ {
if (m_clothDragger.IsSelected() == false) if (m_clothDragger.IsSelected() == false)
{ {
@ -284,7 +71,7 @@ public:
} }
} }
void MouseLeftUp(const Ray3& pw) void MouseLeftUp(const b3Ray3& pw)
{ {
if (m_clothDragger.IsSelected() == true) if (m_clothDragger.IsSelected() == true)
{ {
@ -292,9 +79,9 @@ public:
} }
} }
Ray3 m_clothRay; b3Ray3 m_clothRay;
b3Cloth* m_cloth; b3Cloth* m_cloth;
ClothDragger m_clothDragger; b3ClothDragger m_clothDragger;
}; };
#endif #endif

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@ -72,4 +72,7 @@
#include <bounce/dynamics/world.h> #include <bounce/dynamics/world.h>
#include <bounce/dynamics/world_listeners.h> #include <bounce/dynamics/world_listeners.h>
#include <bounce/controllers/cloth_dragger.h>
#include <bounce/controllers/body_dragger.h>
#endif #endif

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@ -22,6 +22,24 @@
#include <bounce/common/math/math.h> #include <bounce/common/math/math.h>
#include <bounce/common/math/transform.h> #include <bounce/common/math/transform.h>
// A ray.
struct b3Ray3
{
b3Vec3 A() const
{
return origin;
}
b3Vec3 B() const
{
return origin + fraction * direction;
}
b3Vec3 direction;
b3Vec3 origin;
float32 fraction;
};
// A plane in constant normal form. // A plane in constant normal form.
// dot(n, p) - d = 0. // dot(n, p) - d = 0.
struct b3Plane struct b3Plane

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@ -0,0 +1,131 @@
/*
* 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_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

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@ -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