add collision (no friction)
This commit is contained in:
parent
ffdc141aa1
commit
be812ed897
@ -58,11 +58,12 @@
|
||||
#include <testbed/tests/tumbler.h>
|
||||
#include <testbed/tests/single_pendulum.h>
|
||||
#include <testbed/tests/multiple_pendulum.h>
|
||||
#include <testbed/tests/rope_test.h>
|
||||
#include <testbed/tests/cloth_test.h>
|
||||
#include <testbed/tests/implicit_spring.h>
|
||||
#include <testbed/tests/spring_cloth_test.h>
|
||||
#include <testbed/tests/spring_cloth_collision_test.h>
|
||||
#include <testbed/tests/rope_test.h>
|
||||
//#include <testbed/tests/tree_test.h>
|
||||
#include <testbed/tests/implicit_spring.h>
|
||||
|
||||
TestEntry g_tests[] =
|
||||
{
|
||||
@ -106,10 +107,11 @@ TestEntry g_tests[] =
|
||||
{ "Initial Overlap", &InitialOverlap::Create },
|
||||
{ "Single Pendulum", &SinglePendulum::Create },
|
||||
{ "Multiple Pendulum", &MultiplePendulum::Create },
|
||||
{ "Rope", &Rope::Create },
|
||||
{ "Implicit Spring", &ImplicitSpring::Create },
|
||||
{ "Cloth", &Cloth::Create },
|
||||
{ "Spring Cloth", &SpringCloth::Create },
|
||||
{ "Spring Cloth Collision", &SpringClothCollision::Create },
|
||||
{ "Rope", &Rope::Create },
|
||||
//{ "Tree", &Tree::Create },
|
||||
{ "Implicit Spring", &ImplicitSpring::Create },
|
||||
{ NULL, NULL }
|
||||
};
|
82
examples/testbed/tests/spring_cloth_collision_test.h
Normal file
82
examples/testbed/tests/spring_cloth_collision_test.h
Normal file
@ -0,0 +1,82 @@
|
||||
/*
|
||||
* 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 SPRING_CLOTH_COLLISION_TESH_H
|
||||
#define SPRING_CLOTH_COLLISION_TESH_H
|
||||
|
||||
extern DebugDraw* g_debugDraw;
|
||||
extern Camera g_camera;
|
||||
extern Settings g_settings;
|
||||
|
||||
class SpringClothCollision : public Test
|
||||
{
|
||||
public:
|
||||
SpringClothCollision()
|
||||
{
|
||||
g_camera.m_zoom = 25.0f;
|
||||
|
||||
b3SpringClothDef def;
|
||||
def.allocator = &m_clothAllocator;
|
||||
def.mesh = m_meshes + e_clothMesh;
|
||||
def.density = 0.2f;
|
||||
def.ks = 1000.0f;
|
||||
def.kd = 10.0f;
|
||||
def.r = 0.2f;
|
||||
def.gravity.Set(0.0f, -10.0f, 0.0f);
|
||||
|
||||
m_cloth.Initialize(def);
|
||||
|
||||
b3Sphere* sphere = m_cloth.CreateSphere(b3Vec3(0.0f, -5.0f, 0.0f), 4.0f);
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f;
|
||||
|
||||
if (g_settings.pause)
|
||||
{
|
||||
if (g_settings.singleStep)
|
||||
{
|
||||
g_settings.singleStep = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
dt = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
m_cloth.Step(dt);
|
||||
m_cloth.Draw(g_debugDraw);
|
||||
|
||||
b3SpringClothStep step = m_cloth.GetStep();
|
||||
|
||||
char text[256];
|
||||
sprintf(text, "Iterations = %u", step.iterations);
|
||||
g_debugDraw->DrawString(text, b3Color_white);
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new SpringClothCollision();
|
||||
}
|
||||
|
||||
b3StackAllocator m_clothAllocator;
|
||||
b3SpringCloth m_cloth;
|
||||
};
|
||||
|
||||
#endif
|
@ -20,6 +20,9 @@
|
||||
#define B3_SPRING_CLOTH_H
|
||||
|
||||
#include <bounce/common/math/mat33.h>
|
||||
#include <bounce/collision/shapes/sphere.h>
|
||||
|
||||
#define B3_CLOTH_SPHERE_CAPACITY 32
|
||||
|
||||
class b3StackAllocator;
|
||||
class b3Draw;
|
||||
@ -36,6 +39,7 @@ struct b3SpringClothDef
|
||||
ks = 0.0f;
|
||||
kb = 0.0f;
|
||||
kd = 0.0f;
|
||||
r = 0.05f;
|
||||
gravity.SetZero();
|
||||
}
|
||||
|
||||
@ -57,7 +61,10 @@ struct b3SpringClothDef
|
||||
// Damping stiffness
|
||||
float32 kd;
|
||||
|
||||
// Force due to gravity
|
||||
// Mass radius
|
||||
float32 r;
|
||||
|
||||
// Force due to gravity
|
||||
b3Vec3 gravity;
|
||||
};
|
||||
|
||||
@ -87,6 +94,15 @@ enum b3MassType
|
||||
e_dynamicMass
|
||||
};
|
||||
|
||||
// This structure represents an acceleration constraint.
|
||||
struct b3MassCollision
|
||||
{
|
||||
u32 j;
|
||||
float32 s;
|
||||
b3Vec3 n;
|
||||
bool active;
|
||||
};
|
||||
|
||||
// Time step statistics
|
||||
struct b3SpringClothStep
|
||||
{
|
||||
@ -119,6 +135,9 @@ public:
|
||||
//
|
||||
b3MassType GetType(u32 i) const;
|
||||
|
||||
//
|
||||
b3Sphere* CreateSphere(const b3Vec3& center, float32 radius);
|
||||
|
||||
//
|
||||
const b3SpringClothStep& GetStep() const;
|
||||
|
||||
@ -131,6 +150,8 @@ public:
|
||||
//
|
||||
void Draw(b3Draw* draw) const;
|
||||
protected:
|
||||
void UpdateCollisions() const;
|
||||
|
||||
b3StackAllocator* m_allocator;
|
||||
|
||||
b3Mesh* m_mesh;
|
||||
@ -141,12 +162,19 @@ protected:
|
||||
b3Vec3* m_v;
|
||||
b3Vec3* m_f;
|
||||
float32* m_inv_m;
|
||||
b3Vec3* m_y;
|
||||
b3MassType* m_massTypes;
|
||||
b3MassCollision* m_collisions;
|
||||
u32 m_massCount;
|
||||
|
||||
b3Spring* m_springs;
|
||||
u32 m_springCount;
|
||||
|
||||
float32 m_r;
|
||||
|
||||
b3Sphere m_spheres[B3_CLOTH_SPHERE_CAPACITY];
|
||||
u32 m_sphereCount;
|
||||
|
||||
b3SpringClothStep m_step;
|
||||
};
|
||||
|
||||
|
@ -34,12 +34,18 @@ b3SpringCloth::b3SpringCloth()
|
||||
m_x = nullptr;
|
||||
m_v = nullptr;
|
||||
m_f = nullptr;
|
||||
m_y = nullptr;
|
||||
m_inv_m = nullptr;
|
||||
m_massTypes = nullptr;
|
||||
m_collisions = nullptr;
|
||||
m_massCount = 0;
|
||||
|
||||
m_springs = nullptr;
|
||||
m_springCount = 0;
|
||||
m_springCount = 0;
|
||||
|
||||
m_r = 0.0f;
|
||||
|
||||
m_sphereCount = 0;
|
||||
|
||||
m_step.iterations = 0;
|
||||
}
|
||||
@ -50,7 +56,9 @@ b3SpringCloth::~b3SpringCloth()
|
||||
b3Free(m_v);
|
||||
b3Free(m_f);
|
||||
b3Free(m_inv_m);
|
||||
b3Free(m_y);
|
||||
b3Free(m_massTypes);
|
||||
b3Free(m_collisions);
|
||||
b3Free(m_springs);
|
||||
}
|
||||
|
||||
@ -63,6 +71,8 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
|
||||
m_mesh = def.mesh;
|
||||
m_gravity = def.gravity;
|
||||
|
||||
m_r = def.r;
|
||||
|
||||
const b3Mesh* m = m_mesh;
|
||||
|
||||
m_massCount = m->vertexCount;
|
||||
@ -70,14 +80,18 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
|
||||
m_v = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
|
||||
m_f = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
|
||||
m_inv_m = (float32*)b3Alloc(m_massCount * sizeof(float32));
|
||||
m_y = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
|
||||
m_massTypes = (b3MassType*)b3Alloc(m_massCount * sizeof(b3MassType));
|
||||
m_collisions = (b3MassCollision*)b3Alloc(m_massCount * sizeof(b3MassCollision));
|
||||
|
||||
for (u32 i = 0; i < m->vertexCount; ++i)
|
||||
{
|
||||
m_collisions[i].active = false;
|
||||
m_x[i] = m->vertices[i];
|
||||
m_v[i].SetZero();
|
||||
m_f[i].SetZero();
|
||||
m_inv_m[i] = 0.0f;
|
||||
m_y[i].SetZero();
|
||||
m_massTypes[i] = e_staticMass;
|
||||
}
|
||||
|
||||
@ -154,7 +168,24 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Filter(b3Vec3* out, const b3Vec3* v, u32 size, const b3MassType* types)
|
||||
b3Sphere* b3SpringCloth::CreateSphere(const b3Vec3& center, float32 radius)
|
||||
{
|
||||
B3_ASSERT(m_sphereCount < B3_CLOTH_SPHERE_CAPACITY);
|
||||
|
||||
if (m_sphereCount == B3_CLOTH_SPHERE_CAPACITY)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
b3Sphere* sphere = m_spheres + m_sphereCount;
|
||||
sphere->vertex = center;
|
||||
sphere->radius = radius;
|
||||
++m_sphereCount;
|
||||
return sphere;
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Make_z(b3Vec3* out, u32 size,
|
||||
const b3MassType* types, const b3MassCollision* collisions)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
@ -167,6 +198,47 @@ static B3_FORCE_INLINE void b3Filter(b3Vec3* out, const b3Vec3* v, u32 size, con
|
||||
}
|
||||
case e_dynamicMass:
|
||||
{
|
||||
if (collisions[i].active)
|
||||
{
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Filter(b3Vec3* out, const b3Vec3* v, u32 size,
|
||||
const b3MassType* types, const b3MassCollision* collisions)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
switch (types[i])
|
||||
{
|
||||
case e_staticMass:
|
||||
{
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
case e_dynamicMass:
|
||||
{
|
||||
if (collisions[i].active)
|
||||
{
|
||||
b3Vec3 n = collisions[i].n;
|
||||
|
||||
b3Mat33 S = b3Mat33_identity - b3Outer(n, n);
|
||||
|
||||
out[i] = S * v[i];
|
||||
break;
|
||||
}
|
||||
|
||||
out[i] = v[i];
|
||||
break;
|
||||
@ -319,8 +391,90 @@ static B3_FORCE_INLINE void b3Mul_A(b3Vec3* out, const b3Vec3* v, u32 mass_size,
|
||||
allocator->Free(v1);
|
||||
}
|
||||
|
||||
void b3SpringCloth::UpdateCollisions() const
|
||||
{
|
||||
// Compute cloth-solid collision position alteration
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
// Clear flag
|
||||
m_collisions[i].active = false;
|
||||
|
||||
b3Vec3 c1 = m_x[i];
|
||||
float32 r1 = m_r;
|
||||
|
||||
// Only solve the deepest penetrations
|
||||
float32 bestSeparation = B3_MAX_FLOAT;
|
||||
u32 bestIndex = ~0;
|
||||
|
||||
for (u32 j = 0; j < m_sphereCount; ++j)
|
||||
{
|
||||
const b3Sphere* sphere = m_spheres + j;
|
||||
b3Vec3 c2 = sphere->vertex;
|
||||
float32 r2 = sphere->radius;
|
||||
|
||||
b3Vec3 d = c2 - c1;
|
||||
float32 dd = b3Dot(d, d);
|
||||
float32 totalRadius = r1 + r2;
|
||||
if (dd > totalRadius * totalRadius)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float32 distance = b3Length(d);
|
||||
float32 separation = distance - totalRadius;
|
||||
|
||||
if (separation < bestSeparation)
|
||||
{
|
||||
bestSeparation = separation;
|
||||
bestIndex = j;
|
||||
}
|
||||
}
|
||||
|
||||
if (bestIndex != ~0)
|
||||
{
|
||||
const b3Sphere* sphere = m_spheres + bestIndex;
|
||||
b3Vec3 c2 = sphere->vertex;
|
||||
float32 r2 = sphere->radius;
|
||||
|
||||
float32 totalRadius = r1 + r2;
|
||||
|
||||
b3Vec3 d = c2 - c1;
|
||||
float32 distance = b3Length(d);
|
||||
float32 separation = distance - totalRadius;
|
||||
|
||||
b3Vec3 n(0.0f, 1.0f, 0.0f);
|
||||
if (distance > B3_EPSILON)
|
||||
{
|
||||
n = d / distance;
|
||||
}
|
||||
|
||||
// Avoid large corrections
|
||||
const float32 kMaxCorrection = 0.75f;
|
||||
separation = b3Clamp(separation, -kMaxCorrection, 0.0f);
|
||||
|
||||
b3Vec3 dx1 = separation * n;
|
||||
|
||||
// Add position alteration
|
||||
m_y[i] += dx1;
|
||||
|
||||
m_collisions[i].active = true;
|
||||
m_collisions[i].j = bestIndex;
|
||||
m_collisions[i].s = separation;
|
||||
m_collisions[i].n = n;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void b3SpringCloth::Step(float32 h)
|
||||
{
|
||||
if (h == 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Detect and store collisions
|
||||
UpdateCollisions();
|
||||
|
||||
u32 size = m_massCount;
|
||||
b3MassType* types = m_massTypes;
|
||||
u32 spring_size = m_springCount;
|
||||
@ -328,9 +482,12 @@ void b3SpringCloth::Step(float32 h)
|
||||
// Add gravity
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
m_f[i] += m_gravity;
|
||||
if (types[i] == e_dynamicMass)
|
||||
{
|
||||
m_f[i] += m_gravity;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Compute non-zero Jacobians Jx, Jv
|
||||
b3Mat33* Jx = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
|
||||
b3SetZero_Jacobian(Jx, spring_size);
|
||||
@ -403,19 +560,28 @@ void b3SpringCloth::Step(float32 h)
|
||||
|
||||
// Compute b
|
||||
|
||||
// b = h * (f0 + h * dfdx * v0)
|
||||
// b = h * (f0 + h * dfdx * v0 + dfdx * y) )
|
||||
b3Vec3* b = (b3Vec3*) m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// b = dfdx * v0
|
||||
// b3Mul(b, dfdx, m_v, size);
|
||||
b3Mul_Jacobian(b, m_v, size, Jx, m_springs, m_springCount);
|
||||
// Jx_v = dfdx * v
|
||||
b3Vec3* Jx_v = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
// b3Mul(Jx_v, dfdx, v, size);
|
||||
b3Mul_Jacobian(Jx_v, m_v, size, Jx, m_springs, m_springCount);
|
||||
|
||||
// b = h * (f0 + h * b)
|
||||
// Jx_v0y = dfdx * y
|
||||
b3Vec3* Jx_y = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
// b3Mul(Jx_y, dfdx, y, size);
|
||||
b3Mul_Jacobian(Jx_y, m_y, size, Jx, m_springs, m_springCount);
|
||||
|
||||
// b = h * (f0 + h * Jx_v + Jx_y )
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
b[i] = h * (m_f[i] + h * b[i]);
|
||||
b[i] = h * (m_f[i] + h * Jx_v[i] + Jx_y[i]);
|
||||
}
|
||||
|
||||
m_allocator->Free(Jx_y);
|
||||
m_allocator->Free(Jx_v);
|
||||
|
||||
// Solve Ax = b
|
||||
b3Vec3* z = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
@ -436,27 +602,7 @@ void b3SpringCloth::Step(float32 h)
|
||||
b3Vec3* inv_P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// Compute z
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
switch (types[i])
|
||||
{
|
||||
case e_staticMass:
|
||||
{
|
||||
z[i].SetZero();
|
||||
break;
|
||||
}
|
||||
case e_dynamicMass:
|
||||
{
|
||||
z[i].SetZero();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
b3Make_z(z, size, types, m_collisions);
|
||||
|
||||
// dv = z
|
||||
b3Copy(dv, z, size);
|
||||
@ -543,7 +689,7 @@ void b3SpringCloth::Step(float32 h)
|
||||
|
||||
// eps0 = dot( filter(b), P * filter(b) )
|
||||
b3Vec3* filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
b3Filter(filter_b, b, size, types);
|
||||
b3Filter(filter_b, b, size, types, m_collisions);
|
||||
|
||||
b3Vec3* P_filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
@ -560,7 +706,7 @@ void b3SpringCloth::Step(float32 h)
|
||||
|
||||
// r = filter(b - Adv)
|
||||
b3Sub(r, b, Adv, size);
|
||||
b3Filter(r, r, size, types);
|
||||
b3Filter(r, r, size, types, m_collisions);
|
||||
|
||||
// c = filter(P^-1 * r)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
@ -569,7 +715,7 @@ void b3SpringCloth::Step(float32 h)
|
||||
c[i][1] = inv_P[i][1] * r[i][1];
|
||||
c[i][2] = inv_P[i][2] * r[i][2];
|
||||
}
|
||||
b3Filter(c, c, size, types);
|
||||
b3Filter(c, c, size, types, m_collisions);
|
||||
|
||||
// epsNew = dot(r, c)
|
||||
float32 epsNew = b3Dot(r, c, size);
|
||||
@ -577,10 +723,10 @@ void b3SpringCloth::Step(float32 h)
|
||||
// This is in [0, 1]
|
||||
// Making it smaller can increase accuracy, but it might increase the number
|
||||
// of iterations to be taken by the solver.
|
||||
const float32 kTol = 0.75f;
|
||||
const float32 kTol = 0.25f;
|
||||
|
||||
// Limit number of iterations to prevent cycling.
|
||||
const u32 kMaxIters = 100;
|
||||
const u32 kMaxIters = 200;
|
||||
|
||||
// Main iteration loop.
|
||||
u32 iter = 0;
|
||||
@ -589,7 +735,7 @@ void b3SpringCloth::Step(float32 h)
|
||||
// q = filter(A * c)
|
||||
// b3Mul(q, A, c, size);
|
||||
b3Mul_A(q, c, size, m_allocator, m_inv_m, h, Jx, Jv, m_springs, m_springCount);
|
||||
b3Filter(q, q, size, types);
|
||||
b3Filter(q, q, size, types, m_collisions);
|
||||
|
||||
// alpha = epsNew / dot(c, q)
|
||||
float32 alpha = epsNew / b3Dot(c, q, size);
|
||||
@ -628,7 +774,7 @@ void b3SpringCloth::Step(float32 h)
|
||||
{
|
||||
c[i] = s[i] + beta * c[i];
|
||||
}
|
||||
b3Filter(c, c, size, types);
|
||||
b3Filter(c, c, size, types, m_collisions);
|
||||
|
||||
++iter;
|
||||
}
|
||||
@ -639,7 +785,7 @@ void b3SpringCloth::Step(float32 h)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_v[i] += dv[i];
|
||||
m_x[i] += h * m_v[i];
|
||||
m_x[i] += h * m_v[i] + m_y[i];
|
||||
}
|
||||
|
||||
// Clear forces
|
||||
@ -648,6 +794,12 @@ void b3SpringCloth::Step(float32 h)
|
||||
m_f[i].SetZero();
|
||||
}
|
||||
|
||||
// Clear position alteration
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_y[i].SetZero();
|
||||
}
|
||||
|
||||
m_allocator->Free(inv_P);
|
||||
m_allocator->Free(P);
|
||||
m_allocator->Free(s);
|
||||
@ -672,6 +824,11 @@ void b3SpringCloth::Apply() const
|
||||
|
||||
void b3SpringCloth::Draw(b3Draw* draw) const
|
||||
{
|
||||
for (u32 i = 0; i < m_sphereCount; ++i)
|
||||
{
|
||||
draw->DrawSolidSphere(m_spheres[i].vertex, m_spheres[i].radius, b3Color_white);
|
||||
}
|
||||
|
||||
const b3Mesh* m = m_mesh;
|
||||
|
||||
for (u32 i = 0; i < m->vertexCount; ++i)
|
||||
|
Loading…
x
Reference in New Issue
Block a user