refactoring
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@ -55,7 +55,7 @@ static inline b3Color Color(float32 x, float32 a, float32 b)
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return c;
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}
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class TensionMapping : public ClothTest
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class TensionMapping : public Test
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{
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public:
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TensionMapping() : m_rectangleGarment(5.0f, 5.0f)
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@ -66,20 +66,25 @@ public:
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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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// Rotate the mesh
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b3Mat33 rotation = 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_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
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m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
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}
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// Create cloth
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b3ClothDef def;
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def.mesh = &m_rectangleClothMesh;
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def.density = 0.2f;
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def.structural = 10000.0f;
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m_cloth = m_world.CreateCloth(def);
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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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// Freeze some particles
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b3AABB3 aabb;
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aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
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aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
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@ -91,12 +96,22 @@ public:
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p->SetType(e_staticParticle);
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}
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}
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m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
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}
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~TensionMapping()
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{
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delete m_clothDragger;
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delete m_cloth;
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}
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void Step()
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{
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Test::Step();
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m_cloth->Step(g_testSettings->inv_hertz);
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const b3ClothMesh* mesh = m_cloth->GetMesh();
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b3StackArray<b3Vec3, 256> tension;
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@ -120,9 +135,9 @@ public:
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}
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}
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for (u32 i = 0; i < m_rectangleClothMesh.triangleCount; ++i)
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for (u32 i = 0; i < mesh->triangleCount; ++i)
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{
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b3ClothMeshTriangle* t = m_rectangleClothMesh.triangles + i;
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b3ClothMeshTriangle* t = mesh->triangles + i;
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b3Vec3 v1 = m_cloth->GetVertexParticle(t->v1)->GetPosition();
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b3Vec3 v2 = m_cloth->GetVertexParticle(t->v2)->GetPosition();
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@ -154,18 +169,55 @@ public:
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g_draw->DrawSolidTriangle(n2, v1, v3, v2, color);
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}
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if (m_clothDragger.IsDragging() == true)
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if (m_clothDragger->IsDragging())
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{
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g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
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b3Vec3 pA = m_clothDragger->GetPointA();
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b3Vec3 pB = m_clothDragger->GetPointB();
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g_draw->DrawPoint(pA, 2.0f, b3Color_green);
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g_draw->DrawPoint(pB, 2.0f, b3Color_green);
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g_draw->DrawSegment(pA, pB, b3Color_white);
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}
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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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g_draw->DrawString(b3Color_white, "Iterations = %d", 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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void MouseMove(const b3Ray3& pw)
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{
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Test::MouseMove(pw);
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if (m_clothDragger->IsDragging() == true)
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{
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m_clothDragger->Drag();
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}
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}
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void MouseLeftDown(const b3Ray3& pw)
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{
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Test::MouseLeftDown(pw);
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if (m_clothDragger->IsDragging() == false)
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{
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m_clothDragger->StartDragging();
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}
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}
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void MouseLeftUp(const b3Ray3& pw)
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{
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Test::MouseLeftUp(pw);
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if (m_clothDragger->IsDragging() == true)
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{
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m_clothDragger->StopDragging();
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}
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}
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static Test* Create()
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{
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return new TensionMapping();
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@ -174,6 +226,9 @@ public:
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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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b3Cloth* m_cloth;
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b3ClothDragger* m_clothDragger;
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};
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#endif
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