render cloth mesh triangle segments
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c2b7e5b441
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@ -96,6 +96,14 @@ public:
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{
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b3Triangle* t = m_clothMesh.triangles + i;
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b3Vec3 v1 = m_clothMesh.vertices[t->v1];
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b3Vec3 v2 = m_clothMesh.vertices[t->v2];
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b3Vec3 v3 = m_clothMesh.vertices[t->v3];
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b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
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b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
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b3Draw_draw->DrawSegment(v3, v1, b3Color_black);
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b3Vec3 f1 = T[t->v1];
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float32 L1 = b3Length(f1);
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@ -110,10 +118,6 @@ public:
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const float32 kMaxT = 100000.0f;
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b3Color color = Color(L, 0.0f, kMaxT);
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b3Vec3 v1 = m_clothMesh.vertices[t->v1];
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b3Vec3 v2 = m_clothMesh.vertices[t->v2];
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b3Vec3 v3 = m_clothMesh.vertices[t->v3];
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b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
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n1.Normalize();
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@ -388,6 +388,10 @@ void b3Cloth::Draw() const
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b3Vec3 v1 = p1->p;
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b3Vec3 v2 = p2->p;
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b3Vec3 v3 = p3->p;
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b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
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b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
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b3Draw_draw->DrawSegment(v3, v1, b3Color_black);
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b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
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n1.Normalize();
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@ -621,6 +621,10 @@ void b3SpringCloth::Draw() const
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b3Vec3 v2 = m_x[t->v2];
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b3Vec3 v3 = m_x[t->v3];
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b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
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b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
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b3Draw_draw->DrawSegment(v3, v1, b3Color_black);
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b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
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n1.Normalize();
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