refactoring

This commit is contained in:
Irlan
2018-10-08 16:18:28 -03:00
parent b48b16843a
commit f98374143a
47 changed files with 895 additions and 1046 deletions

View File

@ -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