maintain the upper triangle of A, external particle/force creation/destruction, particle force abstraction, testbed update

This commit is contained in:
Irlan
2018-05-30 11:34:41 -03:00
parent dba5ffbe06
commit caef3fede8
21 changed files with 1657 additions and 1088 deletions

View File

@ -22,32 +22,27 @@
class PinnedCloth : public ClothTest
{
public:
PinnedCloth()
PinnedCloth() : m_rectangleGarment(5.0f, 5.0f)
{
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
m_gridClothMesh.vertices = m_gridMesh.vertices;
// Generate 2D mesh
m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
m_gridClothMeshMesh.startVertex = 0;
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
m_gridClothMeshMesh.startTriangle = 0;
m_gridClothMesh.meshCount = 1;
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
m_gridClothMesh.sewingLineCount = 0;
m_gridClothMesh.sewingLines = nullptr;
// Create 3D mesh
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
//
b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
{
m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
}
b3ClothDef def;
def.mesh = &m_gridClothMesh;
def.mesh = &m_rectangleClothMesh;
def.radius = 0.05f;
def.density = 0.2f;
def.ks = 10000.0f;
def.kd = 0.0f;
def.r = 0.05f;
def.structural = 10000.0f;
def.damping = 0.0f;
m_cloth = m_world.CreateCloth(def);
@ -55,12 +50,11 @@ public:
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
for (u32 i = 0; i < m_cloth->GetParticleCount(); ++i)
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
{
b3Particle* p = m_cloth->GetParticle(i);
if (aabb.Contains(p->position))
if (aabb.Contains(p->GetPosition()))
{
m_cloth->SetType(p, e_staticParticle);
p->SetType(e_staticParticle);
}
}
}
@ -69,10 +63,10 @@ public:
{
return new PinnedCloth();
}
b3GridMesh<10, 10> m_gridMesh;
b3ClothMeshMesh m_gridClothMeshMesh;
b3ClothMesh m_gridClothMesh;
b3RectangleGarment m_rectangleGarment;
b3GarmentMesh m_rectangleGarmentMesh;
b3GarmentClothMesh m_rectangleClothMesh;
};
#endif