Update shirt.h
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@ -30,6 +30,14 @@ public:
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// Create 3D mesh
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m_shirtClothMesh.Set(&m_shirtGarmentMesh);
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// Create cloth
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b3ClothDef def;
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def.mesh = &m_shirtClothMesh;
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def.density = 0.2f;
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def.structural = 1000.0f;
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m_cloth = new b3Cloth(def);
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// Perform fitting
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for (u32 i = 0; i < 3; ++i)
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{
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@ -37,7 +45,12 @@ public:
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for (u32 j = 0; j < front->vertexCount; ++j)
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{
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u32 v = front->startVertex + j;
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m_shirtClothMesh.vertices[v].z = -1.0f;
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b3Particle* p = m_cloth->GetVertexParticle(v);
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b3Vec3 x = p->GetPosition();
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x.z = -1.0f;
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p->SetPosition(x);
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}
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}
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@ -47,18 +60,15 @@ public:
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for (u32 j = 0; j < back->vertexCount; ++j)
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{
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u32 v = back->startVertex + j;
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m_shirtClothMesh.vertices[v].z = 1.0f;
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b3Particle* p = m_cloth->GetVertexParticle(v);
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b3Vec3 x = p->GetPosition();
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x.z = 1.0f;
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p->SetPosition(x);
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}
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}
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// Create cloth
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b3ClothDef def;
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def.mesh = &m_shirtClothMesh;
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def.density = 0.2f;
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def.structural = 10000.0f;
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m_cloth = new b3Cloth(def);
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m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
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m_cloth->SetWorld(&m_world);
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