consistency
This commit is contained in:
@ -39,12 +39,17 @@ public:
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}
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bool IsDragging() const
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{
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return m_shape != nullptr;
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}
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bool StartDragging()
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{
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B3_ASSERT(m_mouseJoint == nullptr);
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b3RayCastSingleOutput out;
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if (m_world->RayCastSingle(&out, m_ray->A(), m_ray->B()) == false)
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b3ShapeRayCastSingleOutput out;
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if (m_world->RayCastSingleShape(&out, m_ray->A(), m_ray->B()) == false)
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{
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return false;
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}
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@ -88,12 +93,6 @@ public:
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m_shape = nullptr;
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}
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bool IsSelected() const
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{
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return m_mouseJoint != nullptr;
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}
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b3Ray3* GetRay() const
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{
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return m_ray;
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@ -21,18 +21,21 @@
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#include <bounce/collision/collision.h>
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#include <bounce/dynamics/cloth/cloth.h>
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#include <bounce/dynamics/cloth/cloth_mesh.h>
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#include <bounce/dynamics/cloth/particle.h>
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#include <bounce/dynamics/cloth/spring_force.h>
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#include <bounce/dynamics/cloth/cloth_mesh.h>
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#include <bounce/dynamics/world.h>
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// A cloth triangle dragger.
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class b3ClothDragger
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{
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public:
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b3ClothDragger(b3Ray3* ray, b3Cloth*& cloth) : m_ray(ray), m_cloth(cloth)
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b3ClothDragger(b3Ray3* ray, b3World* world)
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{
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m_isSelected = false;
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m_spring = false;
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m_ray = ray;
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m_world = world;
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m_cloth = nullptr;
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}
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~b3ClothDragger()
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@ -40,57 +43,29 @@ public:
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}
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bool IsSelected() const
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bool IsDragging() const
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{
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return m_isSelected;
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}
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b3Vec3 GetPointA() const
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{
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B3_ASSERT(m_isSelected);
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Vec3 A = m->vertices[t->v1];
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b3Vec3 B = m->vertices[t->v2];
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b3Vec3 C = m->vertices[t->v3];
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return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
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}
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b3Vec3 GetPointB() const
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{
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B3_ASSERT(m_isSelected);
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return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
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return m_cloth != nullptr;
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}
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bool StartDragging()
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{
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B3_ASSERT(m_isSelected == false);
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B3_ASSERT(IsDragging() == false);
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b3RayCastInput rayIn;
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rayIn.p1 = m_ray->A();
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rayIn.p2 = m_ray->B();
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rayIn.maxFraction = B3_MAX_FLOAT;
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b3ClothRayCastOutput rayOut;
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if (m_cloth->RayCast(&rayOut, &rayIn) == false)
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b3ClothRayCastSingleOutput rayOut;
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if (m_world->RayCastSingleCloth(&rayOut, m_ray->A(), m_ray->B()) == false)
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{
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return false;
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}
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m_isSelected = true;
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m_selection = rayOut.triangle;
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m_cloth = rayOut.cloth;
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m_mesh = m_cloth->GetMesh();
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m_triangle = m_mesh->triangles + rayOut.triangle;
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m_x = rayOut.fraction;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m->particles[t->v1];
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b3Particle* p2 = m->particles[t->v2];
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b3Particle* p3 = m->particles[t->v3];
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b3Particle* p1 = m_mesh->particles[m_triangle->v1];
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b3Particle* p2 = m_mesh->particles[m_triangle->v2];
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b3Particle* p3 = m_mesh->particles[m_triangle->v3];
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b3Vec3 v1 = p1->GetPosition();
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b3Vec3 v2 = p2->GetPosition();
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@ -163,10 +138,7 @@ public:
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void Drag()
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{
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B3_ASSERT(m_isSelected);
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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B3_ASSERT(IsDragging() == true);
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b3Vec3 A = GetPointA();
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b3Vec3 B = GetPointB();
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@ -179,22 +151,22 @@ public:
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}
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else
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{
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b3Particle* p1 = m->particles[t->v1];
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b3Particle* p1 = m_mesh->particles[m_triangle->v1];
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p1->ApplyTranslation(dx);
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b3Particle* p2 = m->particles[t->v2];
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b3Particle* p2 = m_mesh->particles[m_triangle->v2];
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p2->ApplyTranslation(dx);
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b3Particle* p3 = m->particles[t->v3];
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b3Particle* p3 = m_mesh->particles[m_triangle->v3];
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p3->ApplyTranslation(dx);
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}
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}
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void StopDragging()
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{
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B3_ASSERT(m_isSelected);
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B3_ASSERT(IsDragging() == true);
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m_isSelected = false;
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m_cloth = nullptr;
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if (m_spring)
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{
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@ -205,28 +177,42 @@ public:
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}
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else
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{
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m->particles[t->v1];
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b3Particle* p1 = m_mesh->particles[m_triangle->v1];
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p1->SetType(m_t1);
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b3Particle* p2 = m->particles[t->v2];
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b3Particle* p2 = m_mesh->particles[m_triangle->v2];
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p2->SetType(m_t2);
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b3Particle* p3 = m->particles[t->v3];
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b3Particle* p3 = m_mesh->particles[m_triangle->v3];
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p3->SetType(m_t3);
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}
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}
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private:
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bool m_isSelected;
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b3Vec3 GetPointA() const
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{
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B3_ASSERT(IsDragging() == true);
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b3Vec3 A = m_mesh->vertices[m_triangle->v1];
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b3Vec3 B = m_mesh->vertices[m_triangle->v2];
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b3Vec3 C = m_mesh->vertices[m_triangle->v3];
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return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
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}
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b3Vec3 GetPointB() const
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{
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B3_ASSERT(IsDragging() == true);
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return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
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}
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private:
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b3Ray3* m_ray;
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float32 m_x;
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b3Cloth*& m_cloth;
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u32 m_selection;
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b3World* m_world;
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b3Cloth* m_cloth;
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b3ClothMesh* m_mesh;
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b3ClothMeshTriangle* m_triangle;
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float32 m_u, m_v;
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bool m_spring;
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@ -34,15 +34,10 @@ struct b3ForceDef;
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struct b3ClothMesh;
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struct b3RayCastInput;
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class b3RayCastListener;
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struct b3ClothRayCastOutput
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{
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u32 triangle; // intersected triangle
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b3Vec3 point; // intersection point on surface
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b3Vec3 normal; // surface normal of intersection
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float32 fraction; // time of intersection on segment
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};
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struct b3RayCastInput;
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struct b3ClothRayCastSingleOutput;
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// Cloth definition
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// This requires defining a cloth mesh which is typically bound to a render mesh
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@ -94,11 +89,14 @@ public:
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// Destroy a given force.
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void DestroyForce(b3Force* force);
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// Perform a ray cast with the cloth.
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bool RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input) const;
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// Perform a ray cast with a given cloth mesh triangle.
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bool RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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bool RayCast(b3ClothRayCastSingleOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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// Perform a ray cast with the cloth.
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void RayCast(b3RayCastListener* listener, const b3RayCastInput* input) const;
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// Perform a ray cast with the cloth.
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bool RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Return the cloth mesh proxy.
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b3ClothMesh* GetMesh() const;
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@ -36,7 +36,7 @@ class b3RayCastListener;
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class b3ContactListener;
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class b3ContactFilter;
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struct b3RayCastSingleOutput
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struct b3ShapeRayCastSingleOutput
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{
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b3Shape* shape; // shape
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b3Vec3 point; // intersection point on surface
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@ -44,6 +44,15 @@ struct b3RayCastSingleOutput
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float32 fraction; // time of intersection on segment
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};
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struct b3ClothRayCastSingleOutput
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{
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b3Cloth* cloth; // cloth
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u32 triangle; // triangle
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b3Vec3 point; // intersection point on surface
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b3Vec3 normal; // surface normal of intersection
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float32 fraction; // time of intersection on segment
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};
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// Use a physics world to create/destroy rigid bodies, execute ray cast and volume queries.
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class b3World
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{
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@ -92,13 +101,6 @@ public:
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// The function parameters are the ammount of time to simulate,
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// and the number of constraint solver iterations.
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void Step(float32 dt, u32 velocityIterations, u32 positionIterations);
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// Perform a ray cast with the world.
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// If the ray doesn't intersect with a shape in the world then return false.
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// The ray cast output is the intercepted shape, the intersection
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// point in world space, the face normal on the shape associated with the point,
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// and the intersection fraction.
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bool RayCastSingle(b3RayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a ray cast with the world.
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// The given ray cast listener will be notified when a ray intersects a shape
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@ -106,7 +108,29 @@ public:
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// The ray cast output is the intercepted shape, the intersection
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// point in world space, the face normal on the shape associated with the point,
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// and the intersection fraction.
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void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
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void RayCastShape(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a ray cast with the world.
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// If the ray doesn't intersect with a shape in the world then return false.
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// The ray cast output is the intercepted shape, the intersection
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// point in world space, the face normal on the shape associated with the point,
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// and the intersection fraction.
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bool RayCastSingleShape(b3ShapeRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a ray cast with the world.
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// The given ray cast listener will be notified when a ray intersects a shape
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// in the world.
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// The ray cast output is the intercepted cloth, the intersection
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// point in world space, the face normal on the cloth associated with the point,
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// and the intersection fraction.
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void RayCastCloth(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a ray cast with the world.
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// If the ray doesn't intersect with a cloth in the world then return false.
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// The ray cast output is the intercepted cloth, the intersection
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// point in world space, the face normal on the cloth associated with the point,
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// and the intersection fraction.
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bool RayCastSingleCloth(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a AABB query with the world.
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// The query listener will be notified when two shape AABBs are overlapping.
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@ -22,6 +22,7 @@
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#include <bounce/common/math/math.h>
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class b3Shape;
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class b3Cloth;
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class b3Contact;
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class b3QueryListener
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@ -46,6 +47,12 @@ public:
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// the intersection point on the shape, the surface normal associated with the point, and the
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// intersection fraction for the ray.
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virtual float32 ReportShape(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction) = 0;
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// Report that a cloth was hit by the ray to this contact listener.
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// The reported information are the shape hit by the ray,
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// the intersection point on the cloth, the surface normal associated with the point, the
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// intersection fraction for the ray, and the triangle.
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virtual float32 ReportCloth(b3Cloth* cloth, const b3Vec3& point, const b3Vec3& normal, float32 fraction, u32 triangle) = 0;
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};
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class b3ContactListener
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