add rope
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								include/bounce/dynamics/cloth/cloth.h
									
									
									
									
									
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							| @@ -0,0 +1,136 @@ | ||||
| /* | ||||
| * 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_H | ||||
| #define B3_CLOTH_H | ||||
|  | ||||
| #include <bounce/common/math/vec3.h> | ||||
| #include <bounce/collision/collision.h> | ||||
|  | ||||
| struct b3Mesh; | ||||
| class b3Draw; | ||||
|  | ||||
| struct b3ClothDef | ||||
| { | ||||
| 	b3ClothDef() | ||||
| 	{ | ||||
| 		mesh = NULL; | ||||
| 		density = 0.0f; | ||||
| 		gravity.SetZero(); | ||||
| 		k1 = 0.9f; | ||||
| 		k2 = 0.2f; | ||||
| 		kd = 0.1f; | ||||
| 		r = 0.0f; | ||||
| 	} | ||||
|  | ||||
| 	// Cloth mesh | ||||
| 	// Each edge must be shared by at most two triangles (manifold) | ||||
| 	const b3Mesh* mesh; | ||||
|  | ||||
| 	// Cloth density in kilograms per meter squared | ||||
| 	float32 density; | ||||
|  | ||||
| 	// Gravity force | ||||
| 	b3Vec3 gravity; | ||||
|  | ||||
| 	// Streching stiffness | ||||
| 	float32 k1; | ||||
|  | ||||
| 	// Bending stiffness | ||||
| 	float32 k2; | ||||
| 	 | ||||
| 	// Damping | ||||
| 	float32 kd; | ||||
|  | ||||
| 	// Cloth thickness | ||||
| 	float32 r; | ||||
| }; | ||||
|  | ||||
| struct b3Particle | ||||
| { | ||||
| 	float32 im; | ||||
| 	b3Vec3 p0; | ||||
| 	b3Vec3 p; | ||||
| 	b3Vec3 v; | ||||
| }; | ||||
|  | ||||
| struct b3C1 | ||||
| { | ||||
| 	float32 L; | ||||
| 	u32 i1; | ||||
| 	u32 i2; | ||||
| }; | ||||
|  | ||||
| struct b3C2 | ||||
| { | ||||
| 	float32 angle; | ||||
| 	u32 i1; | ||||
| 	u32 i2; | ||||
| 	u32 i3; | ||||
| 	u32 i4; | ||||
| }; | ||||
|  | ||||
| class b3Cloth | ||||
| { | ||||
| public: | ||||
| 	b3Cloth(); | ||||
| 	~b3Cloth(); | ||||
|  | ||||
| 	void Initialize(const b3ClothDef& def); | ||||
|  | ||||
| 	void Step(float32 dt, u32 iterations); | ||||
|  | ||||
| 	u32 GetVertexCount() const | ||||
| 	{ | ||||
| 		return m_pCount; | ||||
| 	} | ||||
|  | ||||
| 	const b3Particle* GetVertices() const | ||||
| 	{ | ||||
| 		return m_ps; | ||||
| 	} | ||||
|  | ||||
| 	b3Particle* GetVertices() | ||||
| 	{ | ||||
| 		return m_ps; | ||||
| 	} | ||||
|  | ||||
| 	void Draw(b3Draw* draw) const; | ||||
| private: | ||||
| 	void SolveC1(); | ||||
| 	void SolveC2(); | ||||
|  | ||||
| 	b3Particle* m_ps; | ||||
| 	u32 m_pCount; | ||||
| 	 | ||||
| 	b3C1* m_c1s; | ||||
| 	u32 m_c1Count; | ||||
| 	 | ||||
| 	b3C2* m_c2s; | ||||
| 	u32 m_c2Count; | ||||
|  | ||||
| 	float32 m_k1; | ||||
| 	float32 m_k2; | ||||
| 	float32 m_kd; | ||||
| 	float32 m_r; | ||||
| 	b3Vec3 m_gravity; | ||||
|  | ||||
| 	const b3Mesh* m_mesh; | ||||
| }; | ||||
|  | ||||
| #endif | ||||
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