refactoring
This commit is contained in:
98
examples/testbed/framework/body_dragger.cpp
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98
examples/testbed/framework/body_dragger.cpp
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@ -0,0 +1,98 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
|
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <testbed/framework/body_dragger.h>
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b3BodyDragger::b3BodyDragger(b3Ray3* ray, b3World* world)
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{
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m_ray = ray;
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m_world = world;
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m_shape = nullptr;
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m_mouseJoint = nullptr;
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}
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b3BodyDragger::~b3BodyDragger()
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{
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}
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bool b3BodyDragger::StartDragging()
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{
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B3_ASSERT(IsDragging() == false);
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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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{
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return false;
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}
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m_x = out.fraction;
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m_shape = out.shape;
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b3BodyDef bd;
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b3Body* groundBody = m_world->CreateBody(bd);
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b3Body* body = m_shape->GetBody();
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body->SetAwake(true);
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b3MouseJointDef jd;
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jd.bodyA = groundBody;
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jd.bodyB = body;
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jd.target = out.point;
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jd.maxForce = 2000.0f * body->GetMass();
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m_mouseJoint = (b3MouseJoint*)m_world->CreateJoint(jd);
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m_p = body->GetLocalPoint(out.point);
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return true;
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}
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void b3BodyDragger::Drag()
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{
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B3_ASSERT(IsDragging() == true);
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m_mouseJoint->SetTarget(GetPointB());
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}
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void b3BodyDragger::StopDragging()
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{
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B3_ASSERT(IsDragging() == true);
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b3Body* groundBody = m_mouseJoint->GetBodyA();
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m_world->DestroyJoint(m_mouseJoint);
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m_mouseJoint = nullptr;
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m_world->DestroyBody(groundBody);
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m_shape = nullptr;
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}
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b3Body* b3BodyDragger::GetBody() const
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{
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B3_ASSERT(IsDragging() == true);
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return m_shape->GetBody();
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}
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b3Vec3 b3BodyDragger::GetPointA() const
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{
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B3_ASSERT(IsDragging() == true);
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return m_shape->GetBody()->GetWorldPoint(m_p);
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}
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b3Vec3 b3BodyDragger::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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72
examples/testbed/framework/body_dragger.h
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72
examples/testbed/framework/body_dragger.h
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@ -0,0 +1,72 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_BODY_DRAGGER_H
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#define B3_BODY_DRAGGER_H
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#include <bounce/common/geometry.h>
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#include <bounce/common/geometry.h>
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#include <bounce/dynamics/shapes/shape.h>
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#include <bounce/dynamics/body.h>
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#include <bounce/dynamics/world.h>
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#include <bounce/dynamics/joints/mouse_joint.h>
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// A body shape dragger.
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class b3BodyDragger
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{
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public:
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b3BodyDragger(b3Ray3* ray, b3World* world);
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~b3BodyDragger();
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bool StartDragging();
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void Drag();
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void StopDragging();
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bool IsDragging() const;
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b3Ray3* GetRay() const;
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b3Body* GetBody() const;
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b3Vec3 GetPointA() const;
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b3Vec3 GetPointB() const;
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private:
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b3Ray3 * m_ray;
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float32 m_x;
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b3World* m_world;
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b3Shape* m_shape;
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b3Vec3 m_p;
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b3MouseJoint* m_mouseJoint;
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};
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inline bool b3BodyDragger::IsDragging() const
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{
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return m_shape != nullptr;
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}
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inline b3Ray3* b3BodyDragger::GetRay() const
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{
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return m_ray;
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}
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#endif
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184
examples/testbed/framework/cloth_dragger.cpp
Normal file
184
examples/testbed/framework/cloth_dragger.cpp
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@ -0,0 +1,184 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
|
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* freely, subject to the following restrictions:
|
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* 1. The origin of this software must not be misrepresented; you must not
|
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* claim that you wrote the original software. If you use this software
|
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* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <testbed/framework/cloth_dragger.h>
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#include <bounce/common/draw.h>
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b3ClothDragger::b3ClothDragger(b3Ray3* ray, b3Cloth* cloth)
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{
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m_spring = false;
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m_ray = ray;
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m_cloth = cloth;
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m_triangle = nullptr;
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}
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b3ClothDragger::~b3ClothDragger()
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{
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}
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bool b3ClothDragger::StartDragging()
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{
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B3_ASSERT(IsDragging() == false);
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b3ClothRayCastSingleOutput rayOut;
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if (m_cloth->RayCastSingle(&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_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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b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
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b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
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b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
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b3Vec3 v1 = p1->GetPosition();
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b3Vec3 v2 = p2->GetPosition();
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b3Vec3 v3 = p3->GetPosition();
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b3Vec3 B = GetPointB();
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float32 wABC[4];
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b3BarycentricCoordinates(wABC, v1, v2, v3, B);
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if (wABC[3] > B3_EPSILON)
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{
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m_u = wABC[0] / wABC[3];
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m_v = wABC[1] / wABC[3];
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}
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else
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{
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m_u = m_v = 0.0f;
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}
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if (m_spring)
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{
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b3ParticleDef pd;
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pd.type = e_staticParticle;
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pd.position = B;
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m_particle = m_cloth->CreateParticle(pd);
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p1;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p2;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p3;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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}
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else
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{
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m_t1 = p1->GetType();
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p1->SetType(e_staticParticle);
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m_t2 = p2->GetType();
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p2->SetType(e_staticParticle);
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m_t3 = p3->GetType();
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p3->SetType(e_staticParticle);
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}
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return true;
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}
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void b3ClothDragger::Drag()
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{
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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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b3Vec3 dx = B - A;
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if (m_spring)
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{
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m_particle->SetPosition(B);
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}
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else
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{
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b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
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p1->ApplyTranslation(dx);
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b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
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p2->ApplyTranslation(dx);
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b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
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p3->ApplyTranslation(dx);
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}
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}
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void b3ClothDragger::StopDragging()
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{
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B3_ASSERT(IsDragging() == true);
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if (m_spring)
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{
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m_cloth->DestroyForce(m_s1);
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m_cloth->DestroyForce(m_s2);
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m_cloth->DestroyForce(m_s3);
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m_cloth->DestroyParticle(m_particle);
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}
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else
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{
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m_cloth->GetVertexParticle(m_triangle->v1)->SetType(m_t1);
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m_cloth->GetVertexParticle(m_triangle->v2)->SetType(m_t2);
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m_cloth->GetVertexParticle(m_triangle->v3)->SetType(m_t3);
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}
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m_triangle = nullptr;
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}
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b3Vec3 b3ClothDragger::GetPointA() const
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{
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B3_ASSERT(IsDragging() == true);
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b3Vec3 A = m_cloth->GetVertexParticle(m_triangle->v1)->GetPosition();
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b3Vec3 B = m_cloth->GetVertexParticle(m_triangle->v2)->GetPosition();
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b3Vec3 C = m_cloth->GetVertexParticle(m_triangle->v3)->GetPosition();
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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 b3ClothDragger::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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}
|
@ -16,37 +16,55 @@
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* 3. This notice may not be removed or altered from any source distribution.
|
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*/
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#ifndef CLOTH_TESH_H
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#define CLOTH_TESH_H
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#ifndef B3_CLOTH_DRAGGER_H
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#define B3_CLOTH_DRAGGER_H
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class ClothTest : public Test
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#include <bounce/common/geometry.h>
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#include <bounce/cloth/cloth.h>
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#include <bounce/cloth/cloth_mesh.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/spring_force.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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ClothTest()
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{
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m_world.SetGravity(b3Vec3(0.0f, -10.0f, 0.0f));
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m_cloth = nullptr;
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}
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b3ClothDragger(b3Ray3* ray, b3Cloth* cloth);
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~b3ClothDragger();
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void Step()
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{
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Test::Step();
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bool IsDragging() const;
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m_cloth->Draw();
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bool StartDragging();
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if (m_clothDragger.IsDragging() == true)
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{
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g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
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}
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void Drag();
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void StopDragging();
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b3Vec3 GetPointA() const;
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b3Vec3 GetPointB() const;
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private:
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b3Ray3* m_ray;
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float32 m_x;
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extern u32 b3_clothSolverIterations;
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g_draw->DrawString(b3Color_white, "Iterations = %u", b3_clothSolverIterations);
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float32 E = m_cloth->GetEnergy();
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g_draw->DrawString(b3Color_white, "E = %f", E);
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}
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b3Cloth* m_cloth;
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const b3ClothMesh* m_mesh;
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b3ClothMeshTriangle* m_triangle;
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float32 m_u, m_v;
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||||
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||||
bool m_spring;
|
||||
|
||||
b3Particle* m_particle;
|
||||
b3SpringForce* m_s1;
|
||||
b3SpringForce* m_s2;
|
||||
b3SpringForce* m_s3;
|
||||
|
||||
b3ParticleType m_t1, m_t2, m_t3;
|
||||
};
|
||||
|
||||
inline bool b3ClothDragger::IsDragging() const
|
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{
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return m_triangle != nullptr;
|
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}
|
||||
|
||||
#endif
|
@ -18,7 +18,6 @@
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||||
|
||||
#include <testbed/framework/test.h>
|
||||
#include <testbed/framework/profiler.h>
|
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#include <imgui/imgui.h>
|
||||
|
||||
extern u32 b3_allocCalls, b3_maxAllocCalls;
|
||||
extern u32 b3_convexCalls, b3_convexCacheHits;
|
||||
@ -36,8 +35,7 @@ void b3EndProfileScope()
|
||||
}
|
||||
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||||
Test::Test() :
|
||||
m_bodyDragger(&m_ray, &m_world),
|
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m_clothDragger(&m_ray, &m_world)
|
||||
m_bodyDragger(&m_ray, &m_world)
|
||||
{
|
||||
b3Draw_draw = g_draw;
|
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b3_convexCache = g_testSettings->convexCache;
|
||||
@ -115,11 +113,6 @@ void Test::Step()
|
||||
g_draw->DrawString(b3Color_white, "Convex Cache Hits %d (%f)", b3_convexCacheHits, convexCacheHitRatio);
|
||||
g_draw->DrawString(b3Color_white, "Frame Allocations %d (%d)", b3_allocCalls, b3_maxAllocCalls);
|
||||
}
|
||||
|
||||
if (m_clothDragger.IsDragging() == true)
|
||||
{
|
||||
g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
|
||||
}
|
||||
}
|
||||
|
||||
void Test::MouseMove(const b3Ray3& pw)
|
||||
@ -130,11 +123,6 @@ void Test::MouseMove(const b3Ray3& pw)
|
||||
{
|
||||
m_bodyDragger.Drag();
|
||||
}
|
||||
|
||||
if (m_clothDragger.IsDragging() == true)
|
||||
{
|
||||
m_clothDragger.Drag();
|
||||
}
|
||||
}
|
||||
|
||||
void Test::MouseLeftDown(const b3Ray3& pw)
|
||||
@ -146,14 +134,6 @@ void Test::MouseLeftDown(const b3Ray3& pw)
|
||||
BeginDragging();
|
||||
}
|
||||
}
|
||||
|
||||
if (m_clothDragger.IsDragging() == false)
|
||||
{
|
||||
if (m_clothDragger.StartDragging() == true)
|
||||
{
|
||||
BeginDragging();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Test::MouseLeftUp(const b3Ray3& pw)
|
||||
@ -164,11 +144,4 @@ void Test::MouseLeftUp(const b3Ray3& pw)
|
||||
|
||||
EndDragging();
|
||||
}
|
||||
|
||||
if (m_clothDragger.IsDragging() == true)
|
||||
{
|
||||
m_clothDragger.StopDragging();
|
||||
|
||||
EndDragging();
|
||||
}
|
||||
}
|
@ -22,6 +22,9 @@
|
||||
#include <glfw/glfw3.h>
|
||||
#include <bounce/bounce.h>
|
||||
|
||||
#include <testbed/framework/body_dragger.h>
|
||||
#include <testbed/framework/cloth_dragger.h>
|
||||
|
||||
#include <testbed/framework/draw.h>
|
||||
#include <testbed/framework/view_model.h>
|
||||
|
||||
@ -33,27 +36,6 @@ inline float32 RandomFloat(float32 a, float32 b)
|
||||
return a + r;
|
||||
}
|
||||
|
||||
class RayCastListener : public b3RayCastListener
|
||||
{
|
||||
public:
|
||||
float32 ReportShape(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction)
|
||||
{
|
||||
hit.shape = shape;
|
||||
hit.point = point;
|
||||
hit.normal = normal;
|
||||
hit.fraction = fraction;
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
float32 ReportCloth(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction)
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
b3RayCastSingleShapeOutput hit;
|
||||
};
|
||||
|
||||
class Test : public b3ContactListener
|
||||
{
|
||||
public:
|
||||
@ -77,10 +59,9 @@ public:
|
||||
void EndContact(b3Contact* c) override { }
|
||||
void PreSolve(b3Contact* c) override { }
|
||||
|
||||
b3World m_world;
|
||||
|
||||
b3Ray3 m_ray;
|
||||
b3ClothDragger m_clothDragger;
|
||||
|
||||
b3World m_world;
|
||||
b3BodyDragger m_bodyDragger;
|
||||
|
||||
b3BoxHull m_groundHull;
|
||||
|
@ -60,7 +60,6 @@
|
||||
#include <testbed/tests/varying_restitution.h>
|
||||
#include <testbed/tests/tumbler.h>
|
||||
#include <testbed/tests/multiple_pendulum.h>
|
||||
#include <testbed/tests/cloth_test.h>
|
||||
#include <testbed/tests/table_cloth.h>
|
||||
#include <testbed/tests/pinned_cloth.h>
|
||||
#include <testbed/tests/shirt.h>
|
||||
|
@ -19,7 +19,7 @@
|
||||
#ifndef PINNED_CLOTH_H
|
||||
#define PINNED_CLOTH_H
|
||||
|
||||
class PinnedCloth : public ClothTest
|
||||
class PinnedCloth : public Test
|
||||
{
|
||||
public:
|
||||
PinnedCloth() : m_rectangleGarment(5.0f, 5.0f)
|
||||
@ -30,21 +30,26 @@ public:
|
||||
// Create 3D mesh
|
||||
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
|
||||
|
||||
//
|
||||
b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
|
||||
// Rotate the mesh
|
||||
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
|
||||
{
|
||||
m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
|
||||
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
|
||||
}
|
||||
|
||||
// Create cloth
|
||||
b3ClothDef def;
|
||||
def.mesh = &m_rectangleClothMesh;
|
||||
def.density = 0.2f;
|
||||
def.structural = 100000.0f;
|
||||
def.damping = 0.0f;
|
||||
|
||||
m_cloth = m_world.CreateCloth(def);
|
||||
m_cloth = new b3Cloth(def);
|
||||
|
||||
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
|
||||
m_cloth->SetWorld(&m_world);
|
||||
|
||||
// Freeze some particles
|
||||
b3AABB3 aabb1;
|
||||
aabb1.m_lower.Set(-5.0f, -1.0f, -6.0f);
|
||||
aabb1.m_upper.Set(5.0f, 1.0f, -4.0f);
|
||||
@ -65,23 +70,70 @@ public:
|
||||
p->SetType(e_staticParticle);
|
||||
}
|
||||
}
|
||||
|
||||
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
|
||||
}
|
||||
|
||||
~PinnedCloth()
|
||||
{
|
||||
delete m_clothDragger;
|
||||
delete m_cloth;
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
Test::Step();
|
||||
|
||||
m_cloth->Step(g_testSettings->inv_hertz);
|
||||
|
||||
m_cloth->Draw();
|
||||
|
||||
if (m_clothDragger->IsDragging())
|
||||
{
|
||||
b3BodyDef bd;
|
||||
bd.type = e_dynamicBody;
|
||||
bd.position.Set(0.0f, 5.0f, 0.0f);
|
||||
b3Vec3 pA = m_clothDragger->GetPointA();
|
||||
b3Vec3 pB = m_clothDragger->GetPointB();
|
||||
|
||||
b3Body* b = m_world.CreateBody(bd);
|
||||
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
|
||||
|
||||
b3SphereShape sphere;
|
||||
sphere.m_center.SetZero();
|
||||
sphere.m_radius = 2.0f;
|
||||
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
|
||||
|
||||
b3ShapeDef sd;
|
||||
sd.shape = &sphere;
|
||||
sd.density = 1.0f;
|
||||
g_draw->DrawSegment(pA, pB, b3Color_white);
|
||||
}
|
||||
|
||||
b3Shape* s = b->CreateShape(sd);
|
||||
extern u32 b3_clothSolverIterations;
|
||||
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
|
||||
|
||||
float32 E = m_cloth->GetEnergy();
|
||||
g_draw->DrawString(b3Color_white, "E = %f", E);
|
||||
}
|
||||
|
||||
void MouseMove(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseMove(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->Drag();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftDown(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftDown(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == false)
|
||||
{
|
||||
m_clothDragger->StartDragging();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftUp(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftUp(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->StopDragging();
|
||||
}
|
||||
}
|
||||
|
||||
@ -93,6 +145,9 @@ public:
|
||||
b3RectangleGarment m_rectangleGarment;
|
||||
b3GarmentMesh m_rectangleGarmentMesh;
|
||||
b3GarmentClothMesh m_rectangleClothMesh;
|
||||
|
||||
b3Cloth* m_cloth;
|
||||
b3ClothDragger* m_clothDragger;
|
||||
};
|
||||
|
||||
#endif
|
@ -178,8 +178,8 @@ public:
|
||||
|
||||
void CastRay(const b3Vec3 p1, const b3Vec3 p2) const
|
||||
{
|
||||
b3RayCastSingleShapeOutput out;
|
||||
if (m_world.RayCastSingleShape(&out, p1, p2))
|
||||
b3RayCastSingleOutput out;
|
||||
if (m_world.RayCastSingle(&out, p1, p2))
|
||||
{
|
||||
g_draw->DrawSegment(p1, out.point, b3Color_green);
|
||||
|
||||
|
@ -19,7 +19,7 @@
|
||||
#ifndef SELF_COLLISION_H
|
||||
#define SELF_COLLISION_H
|
||||
|
||||
class SelfCollision : public ClothTest
|
||||
class SelfCollision : public Test
|
||||
{
|
||||
public:
|
||||
SelfCollision() : m_rectangleGarment(5.0f, 5.0f)
|
||||
@ -30,19 +30,24 @@ public:
|
||||
// Create 3D mesh
|
||||
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
|
||||
|
||||
b3Mat33 Rx = b3Mat33RotationX(0.5f * B3_PI);
|
||||
// Rotate and translate the mesh
|
||||
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
|
||||
{
|
||||
m_rectangleClothMesh.vertices[i] = Rx * m_rectangleClothMesh.vertices[i];
|
||||
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
|
||||
m_rectangleClothMesh.vertices[i].y += 5.0f;
|
||||
}
|
||||
|
||||
// Create cloth
|
||||
b3ClothDef def;
|
||||
def.mesh = &m_rectangleClothMesh;
|
||||
def.density = 1.0f;
|
||||
def.structural = 100000.0f;
|
||||
|
||||
m_cloth = m_world.CreateCloth(def);
|
||||
m_cloth = new b3Cloth(def);
|
||||
|
||||
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
|
||||
m_cloth->SetWorld(&m_world);
|
||||
|
||||
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
|
||||
{
|
||||
@ -67,6 +72,71 @@ public:
|
||||
|
||||
b->CreateShape(sd);
|
||||
}
|
||||
|
||||
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
|
||||
}
|
||||
|
||||
~SelfCollision()
|
||||
{
|
||||
delete m_cloth;
|
||||
delete m_clothDragger;
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
Test::Step();
|
||||
|
||||
m_cloth->Step(g_testSettings->inv_hertz);
|
||||
|
||||
m_cloth->Draw();
|
||||
|
||||
if (m_clothDragger->IsDragging())
|
||||
{
|
||||
b3Vec3 pA = m_clothDragger->GetPointA();
|
||||
b3Vec3 pB = m_clothDragger->GetPointB();
|
||||
|
||||
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
|
||||
|
||||
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
|
||||
|
||||
g_draw->DrawSegment(pA, pB, b3Color_white);
|
||||
}
|
||||
|
||||
extern u32 b3_clothSolverIterations;
|
||||
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
|
||||
|
||||
float32 E = m_cloth->GetEnergy();
|
||||
g_draw->DrawString(b3Color_white, "E = %f", E);
|
||||
}
|
||||
|
||||
void MouseMove(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseMove(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->Drag();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftDown(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftDown(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == false)
|
||||
{
|
||||
m_clothDragger->StartDragging();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftUp(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftUp(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->StopDragging();
|
||||
}
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
@ -77,6 +147,9 @@ public:
|
||||
b3RectangleGarment m_rectangleGarment;
|
||||
b3GarmentMesh m_rectangleGarmentMesh;
|
||||
b3GarmentClothMesh m_rectangleClothMesh;
|
||||
};
|
||||
|
||||
b3Cloth* m_cloth;
|
||||
b3ClothDragger* m_clothDragger;
|
||||
};
|
||||
|
||||
#endif
|
@ -19,7 +19,7 @@
|
||||
#ifndef SHIRT_H
|
||||
#define SHIRT_H
|
||||
|
||||
class Shirt : public ClothTest
|
||||
class Shirt : public Test
|
||||
{
|
||||
public:
|
||||
Shirt()
|
||||
@ -57,7 +57,63 @@ public:
|
||||
def.density = 0.2f;
|
||||
def.structural = 10000.0f;
|
||||
|
||||
m_cloth = m_world.CreateCloth(def);
|
||||
m_cloth = new b3Cloth(def);
|
||||
|
||||
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
|
||||
m_cloth->SetWorld(&m_world);
|
||||
|
||||
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
|
||||
}
|
||||
|
||||
~Shirt()
|
||||
{
|
||||
delete m_clothDragger;
|
||||
delete m_cloth;
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
Test::Step();
|
||||
|
||||
m_cloth->Step(g_testSettings->inv_hertz);
|
||||
|
||||
m_cloth->Draw();
|
||||
|
||||
extern u32 b3_clothSolverIterations;
|
||||
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
|
||||
|
||||
float32 E = m_cloth->GetEnergy();
|
||||
g_draw->DrawString(b3Color_white, "E = %f", E);
|
||||
}
|
||||
|
||||
void MouseMove(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseMove(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->Drag();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftDown(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftDown(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == false)
|
||||
{
|
||||
m_clothDragger->StartDragging();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftUp(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftUp(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->StopDragging();
|
||||
}
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
@ -68,6 +124,9 @@ public:
|
||||
b3ShirtGarment m_shirtGarment;
|
||||
b3GarmentMesh m_shirtGarmentMesh;
|
||||
b3GarmentClothMesh m_shirtClothMesh;
|
||||
|
||||
b3Cloth* m_cloth;
|
||||
b3ClothDragger* m_clothDragger;
|
||||
};
|
||||
|
||||
#endif
|
@ -19,7 +19,7 @@
|
||||
#ifndef TABLE_CLOTH_H
|
||||
#define TABLE_CLOTH_H
|
||||
|
||||
class TableCloth : public ClothTest
|
||||
class TableCloth : public Test
|
||||
{
|
||||
public:
|
||||
TableCloth() : m_rectangleGarment(5.0f, 5.0f)
|
||||
@ -30,14 +30,15 @@ public:
|
||||
// Create 3D mesh
|
||||
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
|
||||
|
||||
//
|
||||
b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
|
||||
// Rotate the mesh
|
||||
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
|
||||
{
|
||||
m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
|
||||
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
|
||||
m_rectangleClothMesh.vertices[i].y += 5.0f;
|
||||
}
|
||||
|
||||
// Create cloth
|
||||
b3ClothDef def;
|
||||
def.mesh = &m_rectangleClothMesh;
|
||||
def.density = 0.2f;
|
||||
@ -45,7 +46,10 @@ public:
|
||||
def.structural = 10000.0f;
|
||||
def.damping = 0.0f;
|
||||
|
||||
m_cloth = m_world.CreateCloth(def);
|
||||
m_cloth = new b3Cloth(def);
|
||||
|
||||
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
|
||||
m_cloth->SetWorld(&m_world);
|
||||
|
||||
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
|
||||
{
|
||||
@ -71,6 +75,71 @@ public:
|
||||
|
||||
b->CreateShape(sd);
|
||||
}
|
||||
|
||||
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
|
||||
}
|
||||
|
||||
~TableCloth()
|
||||
{
|
||||
delete m_clothDragger;
|
||||
delete m_cloth;
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
Test::Step();
|
||||
|
||||
m_cloth->Step(g_testSettings->inv_hertz);
|
||||
|
||||
m_cloth->Draw();
|
||||
|
||||
if (m_clothDragger->IsDragging())
|
||||
{
|
||||
b3Vec3 pA = m_clothDragger->GetPointA();
|
||||
b3Vec3 pB = m_clothDragger->GetPointB();
|
||||
|
||||
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
|
||||
|
||||
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
|
||||
|
||||
g_draw->DrawSegment(pA, pB, b3Color_white);
|
||||
}
|
||||
|
||||
extern u32 b3_clothSolverIterations;
|
||||
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
|
||||
|
||||
float32 E = m_cloth->GetEnergy();
|
||||
g_draw->DrawString(b3Color_white, "E = %f", E);
|
||||
}
|
||||
|
||||
void MouseMove(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseMove(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->Drag();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftDown(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftDown(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == false)
|
||||
{
|
||||
m_clothDragger->StartDragging();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftUp(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftUp(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->StopDragging();
|
||||
}
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
@ -82,6 +151,9 @@ public:
|
||||
b3GarmentMesh m_rectangleGarmentMesh;
|
||||
b3GarmentClothMesh m_rectangleClothMesh;
|
||||
|
||||
b3Cloth* m_cloth;
|
||||
b3ClothDragger* m_clothDragger;
|
||||
|
||||
b3QHull m_tableHull;
|
||||
};
|
||||
|
||||
|
@ -55,7 +55,7 @@ static inline b3Color Color(float32 x, float32 a, float32 b)
|
||||
return c;
|
||||
}
|
||||
|
||||
class TensionMapping : public ClothTest
|
||||
class TensionMapping : public Test
|
||||
{
|
||||
public:
|
||||
TensionMapping() : m_rectangleGarment(5.0f, 5.0f)
|
||||
@ -66,20 +66,25 @@ public:
|
||||
// Create 3D mesh
|
||||
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
|
||||
|
||||
//
|
||||
b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
|
||||
// Rotate the mesh
|
||||
b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
|
||||
{
|
||||
m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
|
||||
m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
|
||||
}
|
||||
|
||||
// Create cloth
|
||||
b3ClothDef def;
|
||||
def.mesh = &m_rectangleClothMesh;
|
||||
def.density = 0.2f;
|
||||
def.structural = 10000.0f;
|
||||
|
||||
m_cloth = m_world.CreateCloth(def);
|
||||
m_cloth = new b3Cloth(def);
|
||||
|
||||
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
|
||||
m_cloth->SetWorld(&m_world);
|
||||
|
||||
// Freeze some particles
|
||||
b3AABB3 aabb;
|
||||
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
|
||||
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
|
||||
@ -91,12 +96,22 @@ public:
|
||||
p->SetType(e_staticParticle);
|
||||
}
|
||||
}
|
||||
|
||||
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
|
||||
}
|
||||
|
||||
~TensionMapping()
|
||||
{
|
||||
delete m_clothDragger;
|
||||
delete m_cloth;
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
Test::Step();
|
||||
|
||||
m_cloth->Step(g_testSettings->inv_hertz);
|
||||
|
||||
const b3ClothMesh* mesh = m_cloth->GetMesh();
|
||||
|
||||
b3StackArray<b3Vec3, 256> tension;
|
||||
@ -120,9 +135,9 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.triangleCount; ++i)
|
||||
for (u32 i = 0; i < mesh->triangleCount; ++i)
|
||||
{
|
||||
b3ClothMeshTriangle* t = m_rectangleClothMesh.triangles + i;
|
||||
b3ClothMeshTriangle* t = mesh->triangles + i;
|
||||
|
||||
b3Vec3 v1 = m_cloth->GetVertexParticle(t->v1)->GetPosition();
|
||||
b3Vec3 v2 = m_cloth->GetVertexParticle(t->v2)->GetPosition();
|
||||
@ -154,18 +169,55 @@ public:
|
||||
g_draw->DrawSolidTriangle(n2, v1, v3, v2, color);
|
||||
}
|
||||
|
||||
if (m_clothDragger.IsDragging() == true)
|
||||
if (m_clothDragger->IsDragging())
|
||||
{
|
||||
g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
|
||||
b3Vec3 pA = m_clothDragger->GetPointA();
|
||||
b3Vec3 pB = m_clothDragger->GetPointB();
|
||||
|
||||
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
|
||||
|
||||
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
|
||||
|
||||
g_draw->DrawSegment(pA, pB, b3Color_white);
|
||||
}
|
||||
|
||||
extern u32 b3_clothSolverIterations;
|
||||
g_draw->DrawString(b3Color_white, "Iterations = %u", b3_clothSolverIterations);
|
||||
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
|
||||
|
||||
float32 E = m_cloth->GetEnergy();
|
||||
g_draw->DrawString(b3Color_white, "E = %f", E);
|
||||
}
|
||||
|
||||
void MouseMove(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseMove(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->Drag();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftDown(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftDown(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == false)
|
||||
{
|
||||
m_clothDragger->StartDragging();
|
||||
}
|
||||
}
|
||||
|
||||
void MouseLeftUp(const b3Ray3& pw)
|
||||
{
|
||||
Test::MouseLeftUp(pw);
|
||||
|
||||
if (m_clothDragger->IsDragging() == true)
|
||||
{
|
||||
m_clothDragger->StopDragging();
|
||||
}
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new TensionMapping();
|
||||
@ -174,6 +226,9 @@ public:
|
||||
b3RectangleGarment m_rectangleGarment;
|
||||
b3GarmentMesh m_rectangleGarmentMesh;
|
||||
b3GarmentClothMesh m_rectangleClothMesh;
|
||||
|
||||
b3Cloth* m_cloth;
|
||||
b3ClothDragger* m_clothDragger;
|
||||
};
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user