maintain the upper triangle of A, external particle/force creation/destruction, particle force abstraction, testbed update
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@ -22,38 +22,28 @@
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class TableCloth : public ClothTest
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{
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public:
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TableCloth()
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TableCloth() : m_rectangleGarment(5.0f, 5.0f)
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{
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// Shift vertices up
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for (u32 i = 0; i < m_gridMesh.vertexCount; ++i)
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// Generate 2D mesh
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m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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// Create 3D mesh
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m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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//
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b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
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for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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{
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m_gridMesh.vertices[i].y = 5.0f;
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m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
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m_rectangleClothMesh.vertices[i].y += 5.0f;
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}
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m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
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m_gridClothMesh.vertices = m_gridMesh.vertices;
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m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
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m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
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m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
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m_gridClothMeshMesh.startVertex = 0;
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m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
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m_gridClothMeshMesh.startTriangle = 0;
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m_gridClothMesh.meshCount = 1;
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m_gridClothMesh.meshes = &m_gridClothMeshMesh;
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m_gridClothMesh.sewingLineCount = 0;
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m_gridClothMesh.sewingLines = nullptr;
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b3ClothDef def;
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def.mesh = &m_gridClothMesh;
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def.mesh = &m_rectangleClothMesh;
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def.radius = 0.05f;
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def.density = 0.2f;
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def.ks = 10000.0f;
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def.kd = 0.0f;
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def.r = 0.05f;
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def.structural = 10000.0f;
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def.damping = 0.0f;
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m_cloth = m_world.CreateCloth(def);
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@ -87,10 +77,9 @@ public:
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return new TableCloth();
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}
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//b3GridMesh<2, 2> m_gridMesh;
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b3GridMesh<10, 10> m_gridMesh;
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b3ClothMeshMesh m_gridClothMeshMesh;
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b3ClothMesh m_gridClothMesh;
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b3RectangleGarment m_rectangleGarment;
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b3GarmentMesh m_rectangleGarmentMesh;
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b3GarmentClothMesh m_rectangleClothMesh;
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b3QHull m_tableHull;
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};
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