use b3ClothMesh as a constant resource

This commit is contained in:
Irlan
2018-07-22 13:44:34 -03:00
parent 7060f513ad
commit bea108510f
6 changed files with 63 additions and 58 deletions

View File

@ -63,9 +63,9 @@ public:
m_triangle = m_mesh->triangles + rayOut.triangle;
m_x = rayOut.fraction;
b3Particle* p1 = m_mesh->particles[m_triangle->v1];
b3Particle* p2 = m_mesh->particles[m_triangle->v2];
b3Particle* p3 = m_mesh->particles[m_triangle->v3];
b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
b3Vec3 v1 = p1->GetPosition();
b3Vec3 v2 = p2->GetPosition();
@ -151,13 +151,13 @@ public:
}
else
{
b3Particle* p1 = m_mesh->particles[m_triangle->v1];
b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
p1->ApplyTranslation(dx);
b3Particle* p2 = m_mesh->particles[m_triangle->v2];
b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
p2->ApplyTranslation(dx);
b3Particle* p3 = m_mesh->particles[m_triangle->v3];
b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
p3->ApplyTranslation(dx);
}
}
@ -166,8 +166,6 @@ public:
{
B3_ASSERT(IsDragging() == true);
m_cloth = nullptr;
if (m_spring)
{
m_cloth->DestroyForce(m_s1);
@ -177,24 +175,21 @@ public:
}
else
{
b3Particle* p1 = m_mesh->particles[m_triangle->v1];
p1->SetType(m_t1);
b3Particle* p2 = m_mesh->particles[m_triangle->v2];
p2->SetType(m_t2);
b3Particle* p3 = m_mesh->particles[m_triangle->v3];
p3->SetType(m_t3);
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 = nullptr;
}
b3Vec3 GetPointA() const
{
B3_ASSERT(IsDragging() == true);
b3Vec3 A = m_mesh->particles[m_triangle->v1]->GetPosition();
b3Vec3 B = m_mesh->particles[m_triangle->v2]->GetPosition();
b3Vec3 C = m_mesh->particles[m_triangle->v3]->GetPosition();
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();
return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
}
@ -212,7 +207,7 @@ private:
b3World* m_world;
b3Cloth* m_cloth;
b3ClothMesh* m_mesh;
const b3ClothMesh* m_mesh;
b3ClothMeshTriangle* m_triangle;
float32 m_u, m_v;

View File

@ -60,7 +60,7 @@ struct b3ClothDef
}
// Cloth mesh
b3ClothMesh* mesh;
const b3ClothMesh* mesh;
// Cloth density in kg/m^3
float32 density;
@ -106,7 +106,10 @@ public:
bool RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
// Return the cloth mesh proxy.
b3ClothMesh* GetMesh() const;
const b3ClothMesh* GetMesh() const;
// Return the particle associated with the given vertex.
b3Particle* GetVertexParticle(u32 i);
// Return the list of particles in this cloth.
const b3List2<b3Particle>& GetParticleList() const;
@ -148,8 +151,11 @@ private:
void Solve(float32 dt, const b3Vec3& gravity);
// Proxy mesh
b3ClothMesh* m_mesh;
const b3ClothMesh* m_mesh;
// Vertex particles
b3Particle** m_vertexParticles;
// Mesh density
float32 m_density;
@ -180,7 +186,7 @@ inline b3World* b3Cloth::GetWorld()
return m_world;
}
inline b3ClothMesh* b3Cloth::GetMesh() const
inline const b3ClothMesh* b3Cloth::GetMesh() const
{
return m_mesh;
}

View File

@ -22,8 +22,6 @@
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/vec3.h>
class b3Particle;
struct b3ClothMeshTriangle
{
u32 v1, v2, v3;
@ -47,7 +45,6 @@ struct b3ClothMesh
{
u32 vertexCount;
b3Vec3* vertices;
b3Particle** particles;
u32 triangleCount;
b3ClothMeshTriangle* triangles;
u32 meshCount;