refactoring
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										98
									
								
								examples/testbed/framework/body_dragger.cpp
									
									
									
									
									
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								examples/testbed/framework/body_dragger.cpp
									
									
									
									
									
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							| @@ -0,0 +1,98 @@ | |||||||
|  | /* | ||||||
|  | * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  |  | ||||||
|  | #include <testbed/framework/body_dragger.h> | ||||||
|  |  | ||||||
|  | b3BodyDragger::b3BodyDragger(b3Ray3* ray, b3World* world) | ||||||
|  | { | ||||||
|  | 	m_ray = ray; | ||||||
|  | 	m_world = world; | ||||||
|  | 	m_shape = nullptr; | ||||||
|  | 	m_mouseJoint = nullptr; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | b3BodyDragger::~b3BodyDragger() | ||||||
|  | { | ||||||
|  |  | ||||||
|  | } | ||||||
|  |  | ||||||
|  | bool b3BodyDragger::StartDragging() | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == false); | ||||||
|  |  | ||||||
|  | 	b3RayCastSingleOutput out; | ||||||
|  | 	if (m_world->RayCastSingle(&out, m_ray->A(), m_ray->B()) == false) | ||||||
|  | 	{ | ||||||
|  | 		return false; | ||||||
|  | 	} | ||||||
|  |  | ||||||
|  | 	m_x = out.fraction; | ||||||
|  | 	m_shape = out.shape; | ||||||
|  |  | ||||||
|  | 	b3BodyDef bd; | ||||||
|  | 	b3Body* groundBody = m_world->CreateBody(bd); | ||||||
|  |  | ||||||
|  | 	b3Body* body = m_shape->GetBody(); | ||||||
|  | 	body->SetAwake(true); | ||||||
|  |  | ||||||
|  | 	b3MouseJointDef jd; | ||||||
|  | 	jd.bodyA = groundBody; | ||||||
|  | 	jd.bodyB = body; | ||||||
|  | 	jd.target = out.point; | ||||||
|  | 	jd.maxForce = 2000.0f * body->GetMass(); | ||||||
|  |  | ||||||
|  | 	m_mouseJoint = (b3MouseJoint*)m_world->CreateJoint(jd); | ||||||
|  |  | ||||||
|  | 	m_p = body->GetLocalPoint(out.point); | ||||||
|  |  | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | void b3BodyDragger::Drag() | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  | 	m_mouseJoint->SetTarget(GetPointB()); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | void b3BodyDragger::StopDragging() | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  | 	b3Body* groundBody = m_mouseJoint->GetBodyA(); | ||||||
|  | 	m_world->DestroyJoint(m_mouseJoint); | ||||||
|  | 	m_mouseJoint = nullptr; | ||||||
|  | 	m_world->DestroyBody(groundBody); | ||||||
|  | 	m_shape = nullptr; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | b3Body* b3BodyDragger::GetBody() const | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  | 	return m_shape->GetBody(); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | b3Vec3 b3BodyDragger::GetPointA() const | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  | 	return m_shape->GetBody()->GetWorldPoint(m_p); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | b3Vec3 b3BodyDragger::GetPointB() const | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  | 	return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B(); | ||||||
|  | } | ||||||
							
								
								
									
										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 @@ | |||||||
|  | /* | ||||||
|  | * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  |  | ||||||
|  | #ifndef B3_BODY_DRAGGER_H | ||||||
|  | #define B3_BODY_DRAGGER_H | ||||||
|  |  | ||||||
|  | #include <bounce/common/geometry.h> | ||||||
|  | #include <bounce/common/geometry.h> | ||||||
|  | #include <bounce/dynamics/shapes/shape.h> | ||||||
|  | #include <bounce/dynamics/body.h> | ||||||
|  | #include <bounce/dynamics/world.h> | ||||||
|  | #include <bounce/dynamics/joints/mouse_joint.h> | ||||||
|  |  | ||||||
|  | // A body shape dragger. | ||||||
|  | class b3BodyDragger | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b3BodyDragger(b3Ray3* ray, b3World* world); | ||||||
|  | 	~b3BodyDragger(); | ||||||
|  |  | ||||||
|  | 	bool StartDragging(); | ||||||
|  |  | ||||||
|  | 	void Drag(); | ||||||
|  |  | ||||||
|  | 	void StopDragging(); | ||||||
|  |  | ||||||
|  | 	bool IsDragging() const; | ||||||
|  |  | ||||||
|  | 	b3Ray3* GetRay() const; | ||||||
|  |  | ||||||
|  | 	b3Body* GetBody() const; | ||||||
|  |  | ||||||
|  | 	b3Vec3 GetPointA() const; | ||||||
|  |  | ||||||
|  | 	b3Vec3 GetPointB() const; | ||||||
|  | private: | ||||||
|  | 	b3Ray3 * m_ray; | ||||||
|  | 	float32 m_x; | ||||||
|  |  | ||||||
|  | 	b3World* m_world; | ||||||
|  | 	 | ||||||
|  | 	b3Shape* m_shape; | ||||||
|  | 	b3Vec3 m_p; | ||||||
|  | 	b3MouseJoint* m_mouseJoint; | ||||||
|  | }; | ||||||
|  |  | ||||||
|  | inline bool b3BodyDragger::IsDragging() const | ||||||
|  | { | ||||||
|  | 	return m_shape != nullptr; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | inline b3Ray3* b3BodyDragger::GetRay() const | ||||||
|  | { | ||||||
|  | 	return m_ray; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | #endif | ||||||
							
								
								
									
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								examples/testbed/framework/cloth_dragger.cpp
									
									
									
									
									
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										184
									
								
								examples/testbed/framework/cloth_dragger.cpp
									
									
									
									
									
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							| @@ -0,0 +1,184 @@ | |||||||
|  | /* | ||||||
|  | * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  |  | ||||||
|  | #include <testbed/framework/cloth_dragger.h> | ||||||
|  | #include <bounce/common/draw.h> | ||||||
|  |  | ||||||
|  | b3ClothDragger::b3ClothDragger(b3Ray3* ray, b3Cloth* cloth) | ||||||
|  | { | ||||||
|  | 	m_spring = false; | ||||||
|  | 	m_ray = ray; | ||||||
|  | 	m_cloth = cloth; | ||||||
|  | 	m_triangle = nullptr; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | b3ClothDragger::~b3ClothDragger() | ||||||
|  | { | ||||||
|  |  | ||||||
|  | } | ||||||
|  |  | ||||||
|  | bool b3ClothDragger::StartDragging() | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == false); | ||||||
|  |  | ||||||
|  | 	b3ClothRayCastSingleOutput rayOut; | ||||||
|  | 	if (m_cloth->RayCastSingle(&rayOut, m_ray->A(), m_ray->B()) == false) | ||||||
|  | 	{ | ||||||
|  | 		return false; | ||||||
|  | 	} | ||||||
|  |  | ||||||
|  | 	m_mesh = m_cloth->GetMesh(); | ||||||
|  | 	m_triangle = m_mesh->triangles + rayOut.triangle; | ||||||
|  | 	m_x = rayOut.fraction; | ||||||
|  |  | ||||||
|  | 	b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1); | ||||||
|  | 	b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2); | ||||||
|  | 	b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3); | ||||||
|  |  | ||||||
|  | 	b3Vec3 v1 = p1->GetPosition(); | ||||||
|  | 	b3Vec3 v2 = p2->GetPosition(); | ||||||
|  | 	b3Vec3 v3 = p3->GetPosition(); | ||||||
|  |  | ||||||
|  | 	b3Vec3 B = GetPointB(); | ||||||
|  |  | ||||||
|  | 	float32 wABC[4]; | ||||||
|  | 	b3BarycentricCoordinates(wABC, v1, v2, v3, B); | ||||||
|  |  | ||||||
|  | 	if (wABC[3] > B3_EPSILON) | ||||||
|  | 	{ | ||||||
|  | 		m_u = wABC[0] / wABC[3]; | ||||||
|  | 		m_v = wABC[1] / wABC[3]; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_u = m_v = 0.0f; | ||||||
|  | 	} | ||||||
|  |  | ||||||
|  | 	if (m_spring) | ||||||
|  | 	{ | ||||||
|  | 		b3ParticleDef pd; | ||||||
|  | 		pd.type = e_staticParticle; | ||||||
|  | 		pd.position = B; | ||||||
|  |  | ||||||
|  | 		m_particle = m_cloth->CreateParticle(pd); | ||||||
|  |  | ||||||
|  | 		{ | ||||||
|  | 			b3SpringForceDef sfd; | ||||||
|  | 			sfd.p1 = m_particle; | ||||||
|  | 			sfd.p2 = p1; | ||||||
|  | 			sfd.restLength = 0.0f; | ||||||
|  | 			sfd.structural = 10000.0f; | ||||||
|  | 			m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd); | ||||||
|  | 		} | ||||||
|  |  | ||||||
|  | 		{ | ||||||
|  | 			b3SpringForceDef sfd; | ||||||
|  | 			sfd.p1 = m_particle; | ||||||
|  | 			sfd.p2 = p2; | ||||||
|  | 			sfd.restLength = 0.0f; | ||||||
|  | 			sfd.structural = 10000.0f; | ||||||
|  | 			m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd); | ||||||
|  | 		} | ||||||
|  |  | ||||||
|  | 		{ | ||||||
|  | 			b3SpringForceDef sfd; | ||||||
|  | 			sfd.p1 = m_particle; | ||||||
|  | 			sfd.p2 = p3; | ||||||
|  | 			sfd.restLength = 0.0f; | ||||||
|  | 			sfd.structural = 10000.0f; | ||||||
|  | 			m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_t1 = p1->GetType(); | ||||||
|  | 		p1->SetType(e_staticParticle); | ||||||
|  |  | ||||||
|  | 		m_t2 = p2->GetType(); | ||||||
|  | 		p2->SetType(e_staticParticle); | ||||||
|  |  | ||||||
|  | 		m_t3 = p3->GetType(); | ||||||
|  | 		p3->SetType(e_staticParticle); | ||||||
|  | 	} | ||||||
|  |  | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | void b3ClothDragger::Drag() | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  |  | ||||||
|  | 	b3Vec3 A = GetPointA(); | ||||||
|  | 	b3Vec3 B = GetPointB(); | ||||||
|  |  | ||||||
|  | 	b3Vec3 dx = B - A; | ||||||
|  |  | ||||||
|  | 	if (m_spring) | ||||||
|  | 	{ | ||||||
|  | 		m_particle->SetPosition(B); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1); | ||||||
|  | 		p1->ApplyTranslation(dx); | ||||||
|  |  | ||||||
|  | 		b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2); | ||||||
|  | 		p2->ApplyTranslation(dx); | ||||||
|  |  | ||||||
|  | 		b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3); | ||||||
|  | 		p3->ApplyTranslation(dx); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  |  | ||||||
|  | void b3ClothDragger::StopDragging() | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  |  | ||||||
|  | 	if (m_spring) | ||||||
|  | 	{ | ||||||
|  | 		m_cloth->DestroyForce(m_s1); | ||||||
|  | 		m_cloth->DestroyForce(m_s2); | ||||||
|  | 		m_cloth->DestroyForce(m_s3); | ||||||
|  | 		m_cloth->DestroyParticle(m_particle); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_cloth->GetVertexParticle(m_triangle->v1)->SetType(m_t1); | ||||||
|  | 		m_cloth->GetVertexParticle(m_triangle->v2)->SetType(m_t2); | ||||||
|  | 		m_cloth->GetVertexParticle(m_triangle->v3)->SetType(m_t3); | ||||||
|  | 	} | ||||||
|  |  | ||||||
|  | 	m_triangle = nullptr; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | b3Vec3 b3ClothDragger::GetPointA() const | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  |  | ||||||
|  | 	b3Vec3 A = m_cloth->GetVertexParticle(m_triangle->v1)->GetPosition(); | ||||||
|  | 	b3Vec3 B = m_cloth->GetVertexParticle(m_triangle->v2)->GetPosition(); | ||||||
|  | 	b3Vec3 C = m_cloth->GetVertexParticle(m_triangle->v3)->GetPosition(); | ||||||
|  |  | ||||||
|  | 	return m_u * A + m_v * B + (1.0f - m_u - m_v) * C; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | b3Vec3 b3ClothDragger::GetPointB() const | ||||||
|  | { | ||||||
|  | 	B3_ASSERT(IsDragging() == true); | ||||||
|  | 	return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B(); | ||||||
|  | } | ||||||
| @@ -16,37 +16,55 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #ifndef CLOTH_TESH_H | #ifndef B3_CLOTH_DRAGGER_H | ||||||
| #define CLOTH_TESH_H | #define B3_CLOTH_DRAGGER_H | ||||||
| 
 | 
 | ||||||
| class ClothTest : public Test | #include <bounce/common/geometry.h> | ||||||
|  | #include <bounce/cloth/cloth.h> | ||||||
|  | #include <bounce/cloth/cloth_mesh.h> | ||||||
|  | #include <bounce/cloth/particle.h> | ||||||
|  | #include <bounce/cloth/spring_force.h> | ||||||
|  | 
 | ||||||
|  | // A cloth triangle dragger.
 | ||||||
|  | class b3ClothDragger | ||||||
| { | { | ||||||
| public: | public: | ||||||
| 	ClothTest() | 	b3ClothDragger(b3Ray3* ray, b3Cloth* cloth); | ||||||
| 	{ | 	~b3ClothDragger(); | ||||||
| 		m_world.SetGravity(b3Vec3(0.0f, -10.0f, 0.0f)); |  | ||||||
| 		m_cloth = nullptr; |  | ||||||
| 	} |  | ||||||
| 
 | 
 | ||||||
| 	void Step() | 	bool IsDragging() const; | ||||||
| 	{ |  | ||||||
| 		Test::Step(); |  | ||||||
| 
 | 
 | ||||||
| 		m_cloth->Draw(); | 	bool StartDragging(); | ||||||
| 
 | 
 | ||||||
| 		if (m_clothDragger.IsDragging() == true) | 	void Drag(); | ||||||
| 		{ |  | ||||||
| 			g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white); |  | ||||||
| 		} |  | ||||||
| 
 | 
 | ||||||
| 		extern u32 b3_clothSolverIterations; | 	void StopDragging(); | ||||||
| 		g_draw->DrawString(b3Color_white, "Iterations = %u", b3_clothSolverIterations); |  | ||||||
| 
 | 
 | ||||||
| 		float32 E = m_cloth->GetEnergy(); | 	b3Vec3 GetPointA() const; | ||||||
| 		g_draw->DrawString(b3Color_white, "E = %f", E); | 
 | ||||||
| 	} | 	b3Vec3 GetPointB() const; | ||||||
|  | private: | ||||||
|  | 	b3Ray3* m_ray; | ||||||
|  | 	float32 m_x; | ||||||
| 
 | 
 | ||||||
| 	b3Cloth* m_cloth; | 	b3Cloth* m_cloth; | ||||||
|  | 	const b3ClothMesh* m_mesh; | ||||||
|  | 	b3ClothMeshTriangle* m_triangle; | ||||||
|  | 	float32 m_u, m_v; | ||||||
|  | 
 | ||||||
|  | 	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 | ||||||
|  | { | ||||||
|  | 	return m_triangle != nullptr; | ||||||
|  | } | ||||||
|  | 
 | ||||||
| #endif | #endif | ||||||
| @@ -18,7 +18,6 @@ | |||||||
|  |  | ||||||
| #include <testbed/framework/test.h> | #include <testbed/framework/test.h> | ||||||
| #include <testbed/framework/profiler.h> | #include <testbed/framework/profiler.h> | ||||||
| #include <imgui/imgui.h> |  | ||||||
|  |  | ||||||
| extern u32 b3_allocCalls, b3_maxAllocCalls; | extern u32 b3_allocCalls, b3_maxAllocCalls; | ||||||
| extern u32 b3_convexCalls, b3_convexCacheHits; | extern u32 b3_convexCalls, b3_convexCacheHits; | ||||||
| @@ -36,8 +35,7 @@ void b3EndProfileScope() | |||||||
| } | } | ||||||
|  |  | ||||||
| Test::Test() :  | Test::Test() :  | ||||||
| 	m_bodyDragger(&m_ray, &m_world), | 	m_bodyDragger(&m_ray, &m_world) | ||||||
| 	m_clothDragger(&m_ray, &m_world) |  | ||||||
| { | { | ||||||
| 	b3Draw_draw = g_draw; | 	b3Draw_draw = g_draw; | ||||||
| 	b3_convexCache = g_testSettings->convexCache; | 	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, "Convex Cache Hits %d (%f)", b3_convexCacheHits, convexCacheHitRatio); | ||||||
| 		g_draw->DrawString(b3Color_white, "Frame Allocations %d (%d)", b3_allocCalls, b3_maxAllocCalls); | 		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) | void Test::MouseMove(const b3Ray3& pw) | ||||||
| @@ -130,11 +123,6 @@ void Test::MouseMove(const b3Ray3& pw) | |||||||
| 	{ | 	{ | ||||||
| 		m_bodyDragger.Drag(); | 		m_bodyDragger.Drag(); | ||||||
| 	} | 	} | ||||||
| 	 |  | ||||||
| 	if (m_clothDragger.IsDragging() == true) |  | ||||||
| 	{ |  | ||||||
| 		m_clothDragger.Drag(); |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
|  |  | ||||||
| void Test::MouseLeftDown(const b3Ray3& pw) | void Test::MouseLeftDown(const b3Ray3& pw) | ||||||
| @@ -146,14 +134,6 @@ void Test::MouseLeftDown(const b3Ray3& pw) | |||||||
| 			BeginDragging(); | 			BeginDragging(); | ||||||
| 		} | 		} | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	if (m_clothDragger.IsDragging() == false) |  | ||||||
| 	{ |  | ||||||
| 		if (m_clothDragger.StartDragging() == true) |  | ||||||
| 		{ |  | ||||||
| 			BeginDragging(); |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
|  |  | ||||||
| void Test::MouseLeftUp(const b3Ray3& pw) | void Test::MouseLeftUp(const b3Ray3& pw) | ||||||
| @@ -164,11 +144,4 @@ void Test::MouseLeftUp(const b3Ray3& pw) | |||||||
|  |  | ||||||
| 		EndDragging(); | 		EndDragging(); | ||||||
| 	} | 	} | ||||||
| 	 |  | ||||||
| 	if (m_clothDragger.IsDragging() == true) |  | ||||||
| 	{ |  | ||||||
| 		m_clothDragger.StopDragging(); |  | ||||||
|  |  | ||||||
| 		EndDragging(); |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
| @@ -22,6 +22,9 @@ | |||||||
| #include <glfw/glfw3.h> | #include <glfw/glfw3.h> | ||||||
| #include <bounce/bounce.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/draw.h> | ||||||
| #include <testbed/framework/view_model.h> | #include <testbed/framework/view_model.h> | ||||||
|  |  | ||||||
| @@ -33,27 +36,6 @@ inline float32 RandomFloat(float32 a, float32 b) | |||||||
| 	return a + r; | 	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 | class Test : public b3ContactListener | ||||||
| { | { | ||||||
| public: | public: | ||||||
| @@ -77,10 +59,9 @@ public: | |||||||
| 	void EndContact(b3Contact* c) override { } | 	void EndContact(b3Contact* c) override { } | ||||||
| 	void PreSolve(b3Contact* c) override { } | 	void PreSolve(b3Contact* c) override { } | ||||||
|  |  | ||||||
| 	b3World m_world; |  | ||||||
|  |  | ||||||
| 	b3Ray3 m_ray; | 	b3Ray3 m_ray; | ||||||
| 	b3ClothDragger m_clothDragger; | 	 | ||||||
|  | 	b3World m_world; | ||||||
| 	b3BodyDragger m_bodyDragger; | 	b3BodyDragger m_bodyDragger; | ||||||
|  |  | ||||||
| 	b3BoxHull m_groundHull; | 	b3BoxHull m_groundHull; | ||||||
|   | |||||||
| @@ -60,7 +60,6 @@ | |||||||
| #include <testbed/tests/varying_restitution.h> | #include <testbed/tests/varying_restitution.h> | ||||||
| #include <testbed/tests/tumbler.h> | #include <testbed/tests/tumbler.h> | ||||||
| #include <testbed/tests/multiple_pendulum.h> | #include <testbed/tests/multiple_pendulum.h> | ||||||
| #include <testbed/tests/cloth_test.h> |  | ||||||
| #include <testbed/tests/table_cloth.h> | #include <testbed/tests/table_cloth.h> | ||||||
| #include <testbed/tests/pinned_cloth.h> | #include <testbed/tests/pinned_cloth.h> | ||||||
| #include <testbed/tests/shirt.h> | #include <testbed/tests/shirt.h> | ||||||
|   | |||||||
| @@ -19,7 +19,7 @@ | |||||||
| #ifndef PINNED_CLOTH_H | #ifndef PINNED_CLOTH_H | ||||||
| #define PINNED_CLOTH_H | #define PINNED_CLOTH_H | ||||||
|  |  | ||||||
| class PinnedCloth : public ClothTest | class PinnedCloth : public Test | ||||||
| { | { | ||||||
| public: | public: | ||||||
| 	PinnedCloth() : m_rectangleGarment(5.0f, 5.0f) | 	PinnedCloth() : m_rectangleGarment(5.0f, 5.0f) | ||||||
| @@ -30,21 +30,26 @@ public: | |||||||
| 		// Create 3D mesh | 		// Create 3D mesh | ||||||
| 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); | 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); | ||||||
| 		 | 		 | ||||||
| 		//   | 		// Rotate the mesh | ||||||
| 		b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI); | 		b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI); | ||||||
| 		for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i) | 		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; | 		b3ClothDef def; | ||||||
| 		def.mesh = &m_rectangleClothMesh; | 		def.mesh = &m_rectangleClothMesh; | ||||||
| 		def.density = 0.2f; | 		def.density = 0.2f; | ||||||
| 		def.structural = 100000.0f; | 		def.structural = 100000.0f; | ||||||
| 		def.damping = 0.0f; | 		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; | 		b3AABB3 aabb1; | ||||||
| 		aabb1.m_lower.Set(-5.0f, -1.0f, -6.0f); | 		aabb1.m_lower.Set(-5.0f, -1.0f, -6.0f); | ||||||
| 		aabb1.m_upper.Set(5.0f, 1.0f, -4.0f); | 		aabb1.m_upper.Set(5.0f, 1.0f, -4.0f); | ||||||
| @@ -66,22 +71,69 @@ public: | |||||||
| 			} | 			} | ||||||
| 		} | 		} | ||||||
| 		 | 		 | ||||||
|  | 		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; | 			b3Vec3 pA = m_clothDragger->GetPointA(); | ||||||
| 			bd.type = e_dynamicBody; | 			b3Vec3 pB = m_clothDragger->GetPointB(); | ||||||
| 			bd.position.Set(0.0f, 5.0f, 0.0f); |  | ||||||
|  |  | ||||||
| 			b3Body* b = m_world.CreateBody(bd); | 			g_draw->DrawPoint(pA, 2.0f, b3Color_green); | ||||||
|  |  | ||||||
| 			b3SphereShape sphere; | 			g_draw->DrawPoint(pB, 2.0f, b3Color_green); | ||||||
| 			sphere.m_center.SetZero(); |  | ||||||
| 			sphere.m_radius = 2.0f; |  | ||||||
|  |  | ||||||
| 			b3ShapeDef sd; | 			g_draw->DrawSegment(pA, pB, b3Color_white); | ||||||
| 			sd.shape = &sphere; | 		} | ||||||
| 			sd.density = 1.0f; |  | ||||||
|  |  | ||||||
| 			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; | 	b3RectangleGarment m_rectangleGarment; | ||||||
| 	b3GarmentMesh m_rectangleGarmentMesh; | 	b3GarmentMesh m_rectangleGarmentMesh; | ||||||
| 	b3GarmentClothMesh m_rectangleClothMesh; | 	b3GarmentClothMesh m_rectangleClothMesh; | ||||||
|  |  | ||||||
|  | 	b3Cloth* m_cloth; | ||||||
|  | 	b3ClothDragger* m_clothDragger; | ||||||
| }; | }; | ||||||
|  |  | ||||||
| #endif | #endif | ||||||
| @@ -178,8 +178,8 @@ public: | |||||||
|  |  | ||||||
| 	void CastRay(const b3Vec3 p1, const b3Vec3 p2) const | 	void CastRay(const b3Vec3 p1, const b3Vec3 p2) const | ||||||
| 	{ | 	{ | ||||||
| 		b3RayCastSingleShapeOutput out; | 		b3RayCastSingleOutput out; | ||||||
| 		if (m_world.RayCastSingleShape(&out, p1, p2)) | 		if (m_world.RayCastSingle(&out, p1, p2)) | ||||||
| 		{ | 		{ | ||||||
| 			g_draw->DrawSegment(p1, out.point, b3Color_green); | 			g_draw->DrawSegment(p1, out.point, b3Color_green); | ||||||
| 			 | 			 | ||||||
|   | |||||||
| @@ -19,7 +19,7 @@ | |||||||
| #ifndef SELF_COLLISION_H | #ifndef SELF_COLLISION_H | ||||||
| #define SELF_COLLISION_H | #define SELF_COLLISION_H | ||||||
|  |  | ||||||
| class SelfCollision : public ClothTest | class SelfCollision : public Test | ||||||
| { | { | ||||||
| public: | public: | ||||||
| 	SelfCollision() : m_rectangleGarment(5.0f, 5.0f) | 	SelfCollision() : m_rectangleGarment(5.0f, 5.0f) | ||||||
| @@ -30,19 +30,24 @@ public: | |||||||
| 		// Create 3D mesh | 		// Create 3D mesh | ||||||
| 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); | 		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) | 		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; | 			m_rectangleClothMesh.vertices[i].y += 5.0f; | ||||||
| 		} | 		} | ||||||
|  |  | ||||||
|  | 		// Create cloth | ||||||
| 		b3ClothDef def; | 		b3ClothDef def; | ||||||
| 		def.mesh = &m_rectangleClothMesh; | 		def.mesh = &m_rectangleClothMesh; | ||||||
| 		def.density = 1.0f; | 		def.density = 1.0f; | ||||||
| 		def.structural = 100000.0f; | 		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()) | 		for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext()) | ||||||
| 		{ | 		{ | ||||||
| @@ -67,6 +72,71 @@ public: | |||||||
|  |  | ||||||
| 			b->CreateShape(sd); | 			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() | 	static Test* Create() | ||||||
| @@ -77,6 +147,9 @@ public: | |||||||
| 	b3RectangleGarment m_rectangleGarment; | 	b3RectangleGarment m_rectangleGarment; | ||||||
| 	b3GarmentMesh m_rectangleGarmentMesh; | 	b3GarmentMesh m_rectangleGarmentMesh; | ||||||
| 	b3GarmentClothMesh m_rectangleClothMesh; | 	b3GarmentClothMesh m_rectangleClothMesh; | ||||||
| }; |  | ||||||
|  | 	b3Cloth* m_cloth; | ||||||
|  | 	b3ClothDragger* m_clothDragger;  | ||||||
|  | 	}; | ||||||
|  |  | ||||||
| #endif | #endif | ||||||
| @@ -19,7 +19,7 @@ | |||||||
| #ifndef SHIRT_H | #ifndef SHIRT_H | ||||||
| #define SHIRT_H | #define SHIRT_H | ||||||
|  |  | ||||||
| class Shirt : public ClothTest | class Shirt : public Test | ||||||
| { | { | ||||||
| public: | public: | ||||||
| 	Shirt() | 	Shirt() | ||||||
| @@ -57,7 +57,63 @@ public: | |||||||
| 		def.density = 0.2f; | 		def.density = 0.2f; | ||||||
| 		def.structural = 10000.0f; | 		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() | 	static Test* Create() | ||||||
| @@ -68,6 +124,9 @@ public: | |||||||
| 	b3ShirtGarment m_shirtGarment; | 	b3ShirtGarment m_shirtGarment; | ||||||
| 	b3GarmentMesh m_shirtGarmentMesh; | 	b3GarmentMesh m_shirtGarmentMesh; | ||||||
| 	b3GarmentClothMesh m_shirtClothMesh; | 	b3GarmentClothMesh m_shirtClothMesh; | ||||||
|  |  | ||||||
|  | 	b3Cloth* m_cloth; | ||||||
|  | 	b3ClothDragger* m_clothDragger; | ||||||
| }; | }; | ||||||
|  |  | ||||||
| #endif | #endif | ||||||
| @@ -19,7 +19,7 @@ | |||||||
| #ifndef TABLE_CLOTH_H | #ifndef TABLE_CLOTH_H | ||||||
| #define TABLE_CLOTH_H | #define TABLE_CLOTH_H | ||||||
|  |  | ||||||
| class TableCloth : public ClothTest | class TableCloth : public Test | ||||||
| { | { | ||||||
| public: | public: | ||||||
| 	TableCloth() : m_rectangleGarment(5.0f, 5.0f) | 	TableCloth() : m_rectangleGarment(5.0f, 5.0f) | ||||||
| @@ -30,14 +30,15 @@ public: | |||||||
| 		// Create 3D mesh | 		// Create 3D mesh | ||||||
| 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); | 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); | ||||||
|  |  | ||||||
| 		//   | 		// Rotate the mesh | ||||||
| 		b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI); | 		b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI); | ||||||
| 		for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i) | 		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; | 			m_rectangleClothMesh.vertices[i].y += 5.0f; | ||||||
| 		} | 		} | ||||||
| 		 | 		 | ||||||
|  | 		// Create cloth | ||||||
| 		b3ClothDef def; | 		b3ClothDef def; | ||||||
| 		def.mesh = &m_rectangleClothMesh; | 		def.mesh = &m_rectangleClothMesh; | ||||||
| 		def.density = 0.2f; | 		def.density = 0.2f; | ||||||
| @@ -45,7 +46,10 @@ public: | |||||||
| 		def.structural = 10000.0f; | 		def.structural = 10000.0f; | ||||||
| 		def.damping = 0.0f; | 		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()) | 		for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext()) | ||||||
| 		{ | 		{ | ||||||
| @@ -71,6 +75,71 @@ public: | |||||||
|  |  | ||||||
| 			b->CreateShape(sd); | 			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() | 	static Test* Create() | ||||||
| @@ -82,6 +151,9 @@ public: | |||||||
| 	b3GarmentMesh m_rectangleGarmentMesh; | 	b3GarmentMesh m_rectangleGarmentMesh; | ||||||
| 	b3GarmentClothMesh m_rectangleClothMesh; | 	b3GarmentClothMesh m_rectangleClothMesh; | ||||||
| 	 | 	 | ||||||
|  | 	b3Cloth* m_cloth; | ||||||
|  | 	b3ClothDragger* m_clothDragger; | ||||||
|  |  | ||||||
| 	b3QHull m_tableHull; | 	b3QHull m_tableHull; | ||||||
| }; | }; | ||||||
|  |  | ||||||
|   | |||||||
| @@ -55,7 +55,7 @@ static inline b3Color Color(float32 x, float32 a, float32 b) | |||||||
| 	return c; | 	return c; | ||||||
| } | } | ||||||
|  |  | ||||||
| class TensionMapping : public ClothTest | class TensionMapping : public Test | ||||||
| { | { | ||||||
| public: | public: | ||||||
| 	TensionMapping() : m_rectangleGarment(5.0f, 5.0f) | 	TensionMapping() : m_rectangleGarment(5.0f, 5.0f) | ||||||
| @@ -66,20 +66,25 @@ public: | |||||||
| 		// Create 3D mesh | 		// Create 3D mesh | ||||||
| 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); | 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); | ||||||
| 		 | 		 | ||||||
| 		//   | 		// Rotate the mesh | ||||||
| 		b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI); | 		b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI); | ||||||
| 		for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i) | 		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; | 		b3ClothDef def; | ||||||
| 		def.mesh = &m_rectangleClothMesh; | 		def.mesh = &m_rectangleClothMesh; | ||||||
| 		def.density = 0.2f; | 		def.density = 0.2f; | ||||||
| 		def.structural = 10000.0f; | 		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; | 		b3AABB3 aabb; | ||||||
| 		aabb.m_lower.Set(-5.0f, -1.0f, -6.0f); | 		aabb.m_lower.Set(-5.0f, -1.0f, -6.0f); | ||||||
| 		aabb.m_upper.Set(5.0f, 1.0f, -4.0f); | 		aabb.m_upper.Set(5.0f, 1.0f, -4.0f); | ||||||
| @@ -91,12 +96,22 @@ public: | |||||||
| 				p->SetType(e_staticParticle); | 				p->SetType(e_staticParticle); | ||||||
| 			} | 			} | ||||||
| 		} | 		} | ||||||
|  |  | ||||||
|  | 		m_clothDragger = new b3ClothDragger(&m_ray, m_cloth); | ||||||
|  | 	} | ||||||
|  |  | ||||||
|  | 	~TensionMapping() | ||||||
|  | 	{ | ||||||
|  | 		delete m_clothDragger; | ||||||
|  | 		delete m_cloth; | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	void Step() | 	void Step() | ||||||
| 	{ | 	{ | ||||||
| 		Test::Step(); | 		Test::Step(); | ||||||
|  |  | ||||||
|  | 		m_cloth->Step(g_testSettings->inv_hertz); | ||||||
|  |  | ||||||
| 		const b3ClothMesh* mesh = m_cloth->GetMesh(); | 		const b3ClothMesh* mesh = m_cloth->GetMesh(); | ||||||
|  |  | ||||||
| 		b3StackArray<b3Vec3, 256> tension; | 		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 v1 = m_cloth->GetVertexParticle(t->v1)->GetPosition(); | ||||||
| 			b3Vec3 v2 = m_cloth->GetVertexParticle(t->v2)->GetPosition(); | 			b3Vec3 v2 = m_cloth->GetVertexParticle(t->v2)->GetPosition(); | ||||||
| @@ -154,18 +169,55 @@ public: | |||||||
| 			g_draw->DrawSolidTriangle(n2, v1, v3, v2, color); | 			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; | 		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(); | 		float32 E = m_cloth->GetEnergy(); | ||||||
| 		g_draw->DrawString(b3Color_white, "E = %f", E); | 		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() | 	static Test* Create() | ||||||
| 	{ | 	{ | ||||||
| 		return new TensionMapping(); | 		return new TensionMapping(); | ||||||
| @@ -174,6 +226,9 @@ public: | |||||||
| 	b3RectangleGarment m_rectangleGarment; | 	b3RectangleGarment m_rectangleGarment; | ||||||
| 	b3GarmentMesh m_rectangleGarmentMesh; | 	b3GarmentMesh m_rectangleGarmentMesh; | ||||||
| 	b3GarmentClothMesh m_rectangleClothMesh; | 	b3GarmentClothMesh m_rectangleClothMesh; | ||||||
|  |  | ||||||
|  | 	b3Cloth* m_cloth; | ||||||
|  | 	b3ClothDragger* m_clothDragger;  | ||||||
| }; | }; | ||||||
|  |  | ||||||
| #endif | #endif | ||||||
| @@ -56,23 +56,20 @@ | |||||||
| #include <bounce/dynamics/contacts/convex_contact.h> | #include <bounce/dynamics/contacts/convex_contact.h> | ||||||
| #include <bounce/dynamics/contacts/mesh_contact.h> | #include <bounce/dynamics/contacts/mesh_contact.h> | ||||||
|  |  | ||||||
| #include <bounce/dynamics/rope/rope.h> |  | ||||||
|  |  | ||||||
| #include <bounce/garment/sewing_pattern.h> |  | ||||||
| #include <bounce/garment/garment.h> |  | ||||||
| #include <bounce/garment/garment_mesh.h> |  | ||||||
|  |  | ||||||
| #include <bounce/dynamics/cloth/cloth_mesh.h> |  | ||||||
| #include <bounce/dynamics/cloth/cloth.h> |  | ||||||
| #include <bounce/dynamics/cloth/particle.h> |  | ||||||
| #include <bounce/dynamics/cloth/spring_force.h> |  | ||||||
|  |  | ||||||
| #include <bounce/dynamics/body.h> | #include <bounce/dynamics/body.h> | ||||||
|  |  | ||||||
| #include <bounce/dynamics/world.h> | #include <bounce/dynamics/world.h> | ||||||
| #include <bounce/dynamics/world_listeners.h> | #include <bounce/dynamics/world_listeners.h> | ||||||
|  |  | ||||||
| #include <bounce/controllers/cloth_dragger.h> | #include <bounce/rope/rope.h> | ||||||
| #include <bounce/controllers/body_dragger.h> |  | ||||||
|  | #include <bounce/cloth/cloth_mesh.h> | ||||||
|  | #include <bounce/cloth/cloth.h> | ||||||
|  | #include <bounce/cloth/particle.h> | ||||||
|  | #include <bounce/cloth/spring_force.h> | ||||||
|  |  | ||||||
|  | #include <bounce/cloth/garment/sewing_pattern.h> | ||||||
|  | #include <bounce/cloth/garment/garment.h> | ||||||
|  | #include <bounce/cloth/garment/garment_mesh.h> | ||||||
|  |  | ||||||
| #endif | #endif | ||||||
| @@ -21,6 +21,7 @@ | |||||||
| 
 | 
 | ||||||
| #include <bounce/common/math/transform.h> | #include <bounce/common/math/transform.h> | ||||||
| #include <bounce/common/template/list.h> | #include <bounce/common/template/list.h> | ||||||
|  | #include <bounce/common/memory/stack_allocator.h> | ||||||
| #include <bounce/common/memory/block_pool.h> | #include <bounce/common/memory/block_pool.h> | ||||||
| 
 | 
 | ||||||
| class b3World; | class b3World; | ||||||
| @@ -83,7 +84,20 @@ struct b3ClothDef | |||||||
| class b3Cloth | class b3Cloth | ||||||
| { | { | ||||||
| public: | public: | ||||||
| 	// Get the world the cloth belongs to.
 | 	b3Cloth(const b3ClothDef& def); | ||||||
|  | 	~b3Cloth(); | ||||||
|  | 
 | ||||||
|  | 	// Set the acceleration of gravity.
 | ||||||
|  | 	void SetGravity(const b3Vec3& gravity); | ||||||
|  | 
 | ||||||
|  | 	// Get the acceleration of gravity.
 | ||||||
|  | 	b3Vec3 GetGravity() const; | ||||||
|  | 
 | ||||||
|  | 	// Attach a world to this cloth. 
 | ||||||
|  | 	// The cloth will be able to respond to collisions with the static shapes in the attached world.
 | ||||||
|  | 	void SetWorld(b3World* world); | ||||||
|  | 
 | ||||||
|  | 	// Get the world attached to this cloth.
 | ||||||
| 	const b3World* GetWorld() const; | 	const b3World* GetWorld() const; | ||||||
| 	b3World* GetWorld(); | 	b3World* GetWorld(); | ||||||
| 
 | 
 | ||||||
| @@ -99,9 +113,6 @@ public: | |||||||
| 	// Destroy a given force.
 | 	// Destroy a given force.
 | ||||||
| 	void DestroyForce(b3Force* force); | 	void DestroyForce(b3Force* force); | ||||||
| 
 | 
 | ||||||
| 	// Perform a ray cast with the cloth.
 |  | ||||||
| 	void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2); |  | ||||||
| 
 |  | ||||||
| 	// Perform a ray cast with the cloth.
 | 	// Perform a ray cast with the cloth.
 | ||||||
| 	bool RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const; | 	bool RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const; | ||||||
| 
 | 
 | ||||||
| @@ -129,20 +140,14 @@ public: | |||||||
| 	// Get the next cloth in the world cloth list.
 | 	// Get the next cloth in the world cloth list.
 | ||||||
| 	b3Cloth* GetNext(); | 	b3Cloth* GetNext(); | ||||||
| 
 | 
 | ||||||
|  | 	// Perform a time step. 
 | ||||||
|  | 	void Step(float32 dt); | ||||||
|  | 
 | ||||||
| 	// Debug draw the cloth using the associated cloth mesh.
 | 	// Debug draw the cloth using the associated cloth mesh.
 | ||||||
| 	void Draw() const; | 	void Draw() const; | ||||||
| private: | private: | ||||||
| 	friend class b3World; |  | ||||||
| 
 |  | ||||||
| 	friend class b3List2<b3Cloth>; | 	friend class b3List2<b3Cloth>; | ||||||
| 
 | 
 | ||||||
| 	b3Cloth(const b3ClothDef& def, b3World* world); |  | ||||||
| 	~b3Cloth(); |  | ||||||
| 
 |  | ||||||
| 	// Perform a time step. 
 |  | ||||||
| 	// Called only inside b3World.
 |  | ||||||
| 	void Step(float32 dt, const b3Vec3& gravity); |  | ||||||
| 
 |  | ||||||
| 	// Compute mass of each particle.
 | 	// Compute mass of each particle.
 | ||||||
| 	void ComputeMass(); | 	void ComputeMass(); | ||||||
| 
 | 
 | ||||||
| @@ -161,6 +166,15 @@ private: | |||||||
| 	// Solve
 | 	// Solve
 | ||||||
| 	void Solve(float32 dt, const b3Vec3& gravity); | 	void Solve(float32 dt, const b3Vec3& gravity); | ||||||
| 
 | 
 | ||||||
|  | 	// Stack allocator
 | ||||||
|  | 	b3StackAllocator m_stackAllocator; | ||||||
|  | 
 | ||||||
|  | 	// The world attached to this cloth
 | ||||||
|  | 	b3World* m_world; | ||||||
|  | 
 | ||||||
|  | 	// Gravity acceleration
 | ||||||
|  | 	b3Vec3 m_gravity; | ||||||
|  | 
 | ||||||
| 	// Proxy mesh
 | 	// Proxy mesh
 | ||||||
| 	const b3ClothMesh* m_mesh; | 	const b3ClothMesh* m_mesh; | ||||||
| 	 | 	 | ||||||
| @@ -196,15 +210,23 @@ private: | |||||||
| 	 | 	 | ||||||
| 	// List of triangle contacts
 | 	// List of triangle contacts
 | ||||||
| 	b3List2<b3TriangleContact> m_triangleContactList; | 	b3List2<b3TriangleContact> m_triangleContactList; | ||||||
| 	 |  | ||||||
| 	// The parent world of this cloth.
 |  | ||||||
| 	b3World* m_world; |  | ||||||
| 	 |  | ||||||
| 	// Links to the world cloth list.
 |  | ||||||
| 	b3Cloth* m_prev; |  | ||||||
| 	b3Cloth* m_next; |  | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
|  | inline void b3Cloth::SetGravity(const b3Vec3& gravity) | ||||||
|  | { | ||||||
|  | 	m_gravity = gravity; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b3Vec3 b3Cloth::GetGravity() const | ||||||
|  | { | ||||||
|  | 	return m_gravity; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b3Cloth::SetWorld(b3World* world) | ||||||
|  | { | ||||||
|  | 	m_world = world; | ||||||
|  | } | ||||||
|  | 
 | ||||||
| inline const b3World* b3Cloth::GetWorld() const | inline const b3World* b3Cloth::GetWorld() const | ||||||
| { | { | ||||||
| 	return m_world; | 	return m_world; | ||||||
| @@ -230,14 +252,4 @@ inline const b3List2<b3Force>& b3Cloth::GetForceList() const | |||||||
| 	return m_forceList; | 	return m_forceList; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| inline const b3Cloth* b3Cloth::GetNext() const |  | ||||||
| { |  | ||||||
| 	return m_next; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| inline b3Cloth* b3Cloth::GetNext() |  | ||||||
| { |  | ||||||
| 	return m_next; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| #endif | #endif | ||||||
| @@ -20,7 +20,7 @@ | |||||||
| #define B3_DIAG_MAT_33_H | #define B3_DIAG_MAT_33_H | ||||||
| 
 | 
 | ||||||
| #include <bounce/common/math/mat33.h> | #include <bounce/common/math/mat33.h> | ||||||
| #include <bounce/dynamics/cloth/dense_vec3.h> | #include <bounce/cloth/dense_vec3.h> | ||||||
| 
 | 
 | ||||||
| // Diagonal matrix storing only the diagonal elements of the 
 | // Diagonal matrix storing only the diagonal elements of the 
 | ||||||
| // original matrix.
 | // original matrix.
 | ||||||
| @@ -29,9 +29,7 @@ class b3Particle; | |||||||
| // Force types
 | // Force types
 | ||||||
| enum b3ForceType | enum b3ForceType | ||||||
| { | { | ||||||
| 	e_frictionForce, |  | ||||||
| 	e_springForce, | 	e_springForce, | ||||||
| 	e_bendForce, |  | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| struct b3ForceDef | struct b3ForceDef | ||||||
| @@ -19,7 +19,7 @@ | |||||||
| #ifndef B3_GARMENT_H | #ifndef B3_GARMENT_H | ||||||
| #define B3_GARMENT_H | #define B3_GARMENT_H | ||||||
| 
 | 
 | ||||||
| #include <bounce/garment/sewing_pattern.h> | #include <bounce/cloth/garment/sewing_pattern.h> | ||||||
| 
 | 
 | ||||||
| struct b3SewingLine | struct b3SewingLine | ||||||
| { | { | ||||||
| @@ -20,9 +20,9 @@ | |||||||
| #define B3_PARTICLE_H | #define B3_PARTICLE_H | ||||||
| 
 | 
 | ||||||
| #include <bounce/common/math/transform.h> | #include <bounce/common/math/transform.h> | ||||||
| #include <bounce/common/template/list.h> |  | ||||||
| #include <bounce/dynamics/cloth/force.h> |  | ||||||
| #include <bounce/common/math/vec2.h> | #include <bounce/common/math/vec2.h> | ||||||
|  | #include <bounce/common/template/list.h> | ||||||
|  | #include <bounce/cloth/force.h> | ||||||
| 
 | 
 | ||||||
| class b3Shape; | class b3Shape; | ||||||
| class b3Cloth; | class b3Cloth; | ||||||
| @@ -20,8 +20,8 @@ | |||||||
| #define B3_SPARSE_SYM_MAT_33_H | #define B3_SPARSE_SYM_MAT_33_H | ||||||
| 
 | 
 | ||||||
| #include <bounce/common/math/mat33.h> | #include <bounce/common/math/mat33.h> | ||||||
| #include <bounce/dynamics/cloth/diag_mat33.h> | #include <bounce/cloth/diag_mat33.h> | ||||||
| #include <bounce/dynamics/cloth/dense_vec3.h> | #include <bounce/cloth/dense_vec3.h> | ||||||
| 
 | 
 | ||||||
| // An element in a sparse symmetric matrix.
 | // An element in a sparse symmetric matrix.
 | ||||||
| struct b3RowValue | struct b3RowValue | ||||||
| @@ -19,7 +19,7 @@ | |||||||
| #ifndef B3_SPRING_FORCE_H | #ifndef B3_SPRING_FORCE_H | ||||||
| #define B3_SPRING_FORCE_H | #define B3_SPRING_FORCE_H | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/force.h> | #include <bounce/cloth/force.h> | ||||||
| 
 | 
 | ||||||
| struct b3SpringForceDef : public b3ForceDef | struct b3SpringForceDef : public b3ForceDef | ||||||
| { | { | ||||||
| @@ -1,129 +0,0 @@ | |||||||
| /* |  | ||||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net |  | ||||||
| * |  | ||||||
| * This software is provided 'as-is', without any express or implied |  | ||||||
| * warranty.  In no event will the authors be held liable for any damages |  | ||||||
| * arising from the use of this software. |  | ||||||
| * Permission is granted to anyone to use this software for any purpose, |  | ||||||
| * including commercial applications, and to alter it and redistribute it |  | ||||||
| * freely, subject to the following restrictions: |  | ||||||
| * 1. The origin of this software must not be misrepresented; you must not |  | ||||||
| * claim that you wrote the original software. If you use this software |  | ||||||
| * in a product, an acknowledgment in the product documentation would be |  | ||||||
| * appreciated but is not required. |  | ||||||
| * 2. Altered source versions must be plainly marked as such, and must not be |  | ||||||
| * misrepresented as being the original software. |  | ||||||
| * 3. This notice may not be removed or altered from any source distribution. |  | ||||||
| */ |  | ||||||
|  |  | ||||||
| #ifndef B3_BODY_DRAGGER_H |  | ||||||
| #define B3_BODY_DRAGGER_H |  | ||||||
|  |  | ||||||
| #include <bounce/common/geometry.h> |  | ||||||
| #include <bounce/dynamics/body.h> |  | ||||||
|  |  | ||||||
| // A body dragger. |  | ||||||
| class b3BodyDragger |  | ||||||
| { |  | ||||||
| public: |  | ||||||
| 	b3BodyDragger(b3Ray3* ray, b3World* world) |  | ||||||
| 	{ |  | ||||||
| 		m_ray = ray; |  | ||||||
| 		m_world = world; |  | ||||||
| 		m_shape = nullptr; |  | ||||||
| 		m_mouseJoint = nullptr; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	~b3BodyDragger() |  | ||||||
| 	{ |  | ||||||
|  |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	bool IsDragging() const |  | ||||||
| 	{ |  | ||||||
| 		return m_shape != nullptr; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	bool StartDragging() |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == false); |  | ||||||
|  |  | ||||||
| 		b3RayCastSingleShapeOutput out; |  | ||||||
| 		if (m_world->RayCastSingleShape(&out, m_ray->A(), m_ray->B()) == false) |  | ||||||
| 		{ |  | ||||||
| 			return false; |  | ||||||
| 		} |  | ||||||
|  |  | ||||||
| 		m_x = out.fraction; |  | ||||||
| 		m_shape = out.shape; |  | ||||||
|  |  | ||||||
| 		b3BodyDef bd; |  | ||||||
| 		b3Body* groundBody = m_world->CreateBody(bd); |  | ||||||
|  |  | ||||||
| 		b3Body* body = m_shape->GetBody(); |  | ||||||
| 		body->SetAwake(true); |  | ||||||
|  |  | ||||||
| 		b3MouseJointDef jd; |  | ||||||
| 		jd.bodyA = groundBody; |  | ||||||
| 		jd.bodyB = body; |  | ||||||
| 		jd.target = out.point; |  | ||||||
| 		jd.maxForce = 2000.0f * body->GetMass(); |  | ||||||
|  |  | ||||||
| 		m_mouseJoint = (b3MouseJoint*)m_world->CreateJoint(jd); |  | ||||||
|  |  | ||||||
| 		m_p = body->GetLocalPoint(out.point); |  | ||||||
|  |  | ||||||
| 		return true; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	void Drag() |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
| 		m_mouseJoint->SetTarget(GetPointB()); |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	void StopDragging() |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
| 		b3Body* groundBody = m_mouseJoint->GetBodyA(); |  | ||||||
| 		m_world->DestroyJoint(m_mouseJoint); |  | ||||||
| 		m_mouseJoint = nullptr; |  | ||||||
| 		m_world->DestroyBody(groundBody); |  | ||||||
| 		m_shape = nullptr; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	b3Ray3* GetRay() const |  | ||||||
| 	{ |  | ||||||
| 		return m_ray; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	b3Body* GetBody() const |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
| 		return m_shape->GetBody(); |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	b3Vec3 GetPointA() const |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
| 		return m_shape->GetBody()->GetWorldPoint(m_p); |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	b3Vec3 GetPointB() const |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
| 		return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B(); |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| private: |  | ||||||
| 	b3Ray3 * m_ray; |  | ||||||
| 	float32 m_x; |  | ||||||
|  |  | ||||||
| 	b3World* m_world; |  | ||||||
| 	 |  | ||||||
| 	b3Shape* m_shape; |  | ||||||
| 	b3Vec3 m_p; |  | ||||||
| 	b3MouseJoint* m_mouseJoint; |  | ||||||
| }; |  | ||||||
|  |  | ||||||
| #endif |  | ||||||
| @@ -1,224 +0,0 @@ | |||||||
| /* |  | ||||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net |  | ||||||
| * |  | ||||||
| * This software is provided 'as-is', without any express or implied |  | ||||||
| * warranty.  In no event will the authors be held liable for any damages |  | ||||||
| * arising from the use of this software. |  | ||||||
| * Permission is granted to anyone to use this software for any purpose, |  | ||||||
| * including commercial applications, and to alter it and redistribute it |  | ||||||
| * freely, subject to the following restrictions: |  | ||||||
| * 1. The origin of this software must not be misrepresented; you must not |  | ||||||
| * claim that you wrote the original software. If you use this software |  | ||||||
| * in a product, an acknowledgment in the product documentation would be |  | ||||||
| * appreciated but is not required. |  | ||||||
| * 2. Altered source versions must be plainly marked as such, and must not be |  | ||||||
| * misrepresented as being the original software. |  | ||||||
| * 3. This notice may not be removed or altered from any source distribution. |  | ||||||
| */ |  | ||||||
|  |  | ||||||
| #ifndef B3_CLOTH_DRAGGER_H |  | ||||||
| #define B3_CLOTH_DRAGGER_H |  | ||||||
|  |  | ||||||
| #include <bounce/collision/collision.h> |  | ||||||
| #include <bounce/dynamics/cloth/cloth.h> |  | ||||||
| #include <bounce/dynamics/cloth/cloth_mesh.h> |  | ||||||
| #include <bounce/dynamics/cloth/particle.h> |  | ||||||
| #include <bounce/dynamics/cloth/spring_force.h> |  | ||||||
| #include <bounce/dynamics/world.h> |  | ||||||
|  |  | ||||||
| // A cloth triangle dragger. |  | ||||||
| class b3ClothDragger |  | ||||||
| { |  | ||||||
| public: |  | ||||||
| 	b3ClothDragger(b3Ray3* ray, b3World* world)  |  | ||||||
| 	{ |  | ||||||
| 		m_spring = false; |  | ||||||
| 		m_ray = ray; |  | ||||||
| 		m_world = world; |  | ||||||
| 		m_cloth = nullptr; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	~b3ClothDragger() |  | ||||||
| 	{ |  | ||||||
|  |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	bool IsDragging() const |  | ||||||
| 	{ |  | ||||||
| 		return m_cloth != nullptr; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	bool StartDragging() |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == false); |  | ||||||
|  |  | ||||||
| 		b3RayCastSingleClothOutput rayOut; |  | ||||||
| 		if (m_world->RayCastSingleCloth(&rayOut, m_ray->A(), m_ray->B()) == false) |  | ||||||
| 		{ |  | ||||||
| 			return false; |  | ||||||
| 		} |  | ||||||
|  |  | ||||||
| 		m_cloth = rayOut.cloth; |  | ||||||
| 		m_mesh = m_cloth->GetMesh(); |  | ||||||
| 		m_triangle = m_mesh->triangles + rayOut.triangle; |  | ||||||
| 		m_x = rayOut.fraction; |  | ||||||
|  |  | ||||||
| 		b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1); |  | ||||||
| 		b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2); |  | ||||||
| 		b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3); |  | ||||||
|  |  | ||||||
| 		b3Vec3 v1 = p1->GetPosition(); |  | ||||||
| 		b3Vec3 v2 = p2->GetPosition(); |  | ||||||
| 		b3Vec3 v3 = p3->GetPosition(); |  | ||||||
|  |  | ||||||
| 		b3Vec3 B = GetPointB(); |  | ||||||
|  |  | ||||||
| 		float32 wABC[4]; |  | ||||||
| 		b3BarycentricCoordinates(wABC, v1, v2, v3, B); |  | ||||||
|  |  | ||||||
| 		if (wABC[3] > B3_EPSILON) |  | ||||||
| 		{ |  | ||||||
| 			m_u = wABC[0] / wABC[3]; |  | ||||||
| 			m_v = wABC[1] / wABC[3]; |  | ||||||
| 		} |  | ||||||
| 		else |  | ||||||
| 		{ |  | ||||||
| 			m_u = m_v = 0.0f; |  | ||||||
| 		} |  | ||||||
|  |  | ||||||
| 		if (m_spring) |  | ||||||
| 		{ |  | ||||||
| 			b3ParticleDef pd; |  | ||||||
| 			pd.type = e_staticParticle; |  | ||||||
| 			pd.position = B; |  | ||||||
|  |  | ||||||
| 			m_particle = m_cloth->CreateParticle(pd); |  | ||||||
|  |  | ||||||
| 			{ |  | ||||||
| 				b3SpringForceDef sfd; |  | ||||||
| 				sfd.p1 = m_particle; |  | ||||||
| 				sfd.p2 = p1; |  | ||||||
| 				sfd.restLength = 0.0f; |  | ||||||
| 				sfd.structural = 10000.0f; |  | ||||||
| 				m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd); |  | ||||||
| 			} |  | ||||||
|  |  | ||||||
| 			{ |  | ||||||
| 				b3SpringForceDef sfd; |  | ||||||
| 				sfd.p1 = m_particle; |  | ||||||
| 				sfd.p2 = p2; |  | ||||||
| 				sfd.restLength = 0.0f; |  | ||||||
| 				sfd.structural = 10000.0f; |  | ||||||
| 				m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd); |  | ||||||
| 			} |  | ||||||
|  |  | ||||||
| 			{ |  | ||||||
| 				b3SpringForceDef sfd; |  | ||||||
| 				sfd.p1 = m_particle; |  | ||||||
| 				sfd.p2 = p3; |  | ||||||
| 				sfd.restLength = 0.0f; |  | ||||||
| 				sfd.structural = 10000.0f; |  | ||||||
| 				m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd); |  | ||||||
| 			} |  | ||||||
| 		} |  | ||||||
| 		else |  | ||||||
| 		{ |  | ||||||
| 			m_t1 = p1->GetType(); |  | ||||||
| 			p1->SetType(e_staticParticle); |  | ||||||
|  |  | ||||||
| 			m_t2 = p2->GetType(); |  | ||||||
| 			p2->SetType(e_staticParticle); |  | ||||||
|  |  | ||||||
| 			m_t3 = p3->GetType(); |  | ||||||
| 			p3->SetType(e_staticParticle); |  | ||||||
| 		} |  | ||||||
|  |  | ||||||
| 		return true; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	void Drag() |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
|  |  | ||||||
| 		b3Vec3 A = GetPointA(); |  | ||||||
| 		b3Vec3 B = GetPointB(); |  | ||||||
|  |  | ||||||
| 		b3Vec3 dx = B - A; |  | ||||||
|  |  | ||||||
| 		if (m_spring) |  | ||||||
| 		{ |  | ||||||
| 			m_particle->SetPosition(B); |  | ||||||
| 		} |  | ||||||
| 		else |  | ||||||
| 		{ |  | ||||||
| 			b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1); |  | ||||||
| 			p1->ApplyTranslation(dx); |  | ||||||
|  |  | ||||||
| 			b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2); |  | ||||||
| 			p2->ApplyTranslation(dx); |  | ||||||
|  |  | ||||||
| 			b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3); |  | ||||||
| 			p3->ApplyTranslation(dx); |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	void StopDragging() |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
|  |  | ||||||
| 		if (m_spring) |  | ||||||
| 		{ |  | ||||||
| 			m_cloth->DestroyForce(m_s1); |  | ||||||
| 			m_cloth->DestroyForce(m_s2); |  | ||||||
| 			m_cloth->DestroyForce(m_s3); |  | ||||||
| 			m_cloth->DestroyParticle(m_particle); |  | ||||||
| 		} |  | ||||||
| 		else |  | ||||||
| 		{ |  | ||||||
| 			m_cloth->GetVertexParticle(m_triangle->v1)->SetType(m_t1); |  | ||||||
| 			m_cloth->GetVertexParticle(m_triangle->v2)->SetType(m_t2); |  | ||||||
| 			m_cloth->GetVertexParticle(m_triangle->v3)->SetType(m_t3); |  | ||||||
| 		} |  | ||||||
|  |  | ||||||
| 		m_cloth = nullptr; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	b3Vec3 GetPointA() const |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
| 		 |  | ||||||
| 		b3Vec3 A = m_cloth->GetVertexParticle(m_triangle->v1)->GetPosition(); |  | ||||||
| 		b3Vec3 B = m_cloth->GetVertexParticle(m_triangle->v2)->GetPosition(); |  | ||||||
| 		b3Vec3 C = m_cloth->GetVertexParticle(m_triangle->v3)->GetPosition(); |  | ||||||
|  |  | ||||||
| 		return m_u * A + m_v * B + (1.0f - m_u - m_v) * C; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	b3Vec3 GetPointB() const |  | ||||||
| 	{ |  | ||||||
| 		B3_ASSERT(IsDragging() == true); |  | ||||||
| 		 |  | ||||||
| 		return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B(); |  | ||||||
| 	} |  | ||||||
| private: |  | ||||||
| 	b3Ray3* m_ray; |  | ||||||
| 	float32 m_x; |  | ||||||
|  |  | ||||||
| 	b3World* m_world; |  | ||||||
|  |  | ||||||
| 	b3Cloth* m_cloth; |  | ||||||
| 	const b3ClothMesh* m_mesh; |  | ||||||
| 	b3ClothMeshTriangle* m_triangle; |  | ||||||
| 	float32 m_u, m_v; |  | ||||||
|  |  | ||||||
| 	bool m_spring; |  | ||||||
|  |  | ||||||
| 	b3Particle* m_particle; |  | ||||||
| 	b3SpringForce* m_s1; |  | ||||||
| 	b3SpringForce* m_s2; |  | ||||||
| 	b3SpringForce* m_s3; |  | ||||||
|  |  | ||||||
| 	b3ParticleType m_t1, m_t2, m_t3; |  | ||||||
| }; |  | ||||||
|  |  | ||||||
| #endif |  | ||||||
| @@ -1,158 +0,0 @@ | |||||||
| /* |  | ||||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net |  | ||||||
| * |  | ||||||
| * This software is provided 'as-is', without any express or implied |  | ||||||
| * warranty.  In no event will the authors be held liable for any damages |  | ||||||
| * arising from the use of this software. |  | ||||||
| * Permission is granted to anyone to use this software for any purpose, |  | ||||||
| * including commercial applications, and to alter it and redistribute it |  | ||||||
| * freely, subject to the following restrictions: |  | ||||||
| * 1. The origin of this software must not be misrepresented; you must not |  | ||||||
| * claim that you wrote the original software. If you use this software |  | ||||||
| * in a product, an acknowledgment in the product documentation would be |  | ||||||
| * appreciated but is not required. |  | ||||||
| * 2. Altered source versions must be plainly marked as such, and must not be |  | ||||||
| * misrepresented as being the original software. |  | ||||||
| * 3. This notice may not be removed or altered from any source distribution. |  | ||||||
| */ |  | ||||||
|  |  | ||||||
| #ifndef B3_BEND_FORCE_H |  | ||||||
| #define B3_BEND_FORCE_H |  | ||||||
|  |  | ||||||
| #include <bounce/dynamics/cloth/force.h> |  | ||||||
|  |  | ||||||
| struct b3BendForceDef : public b3ForceDef |  | ||||||
| { |  | ||||||
| 	b3BendForceDef() |  | ||||||
| 	{ |  | ||||||
| 		type = e_bendForce; |  | ||||||
| 		p1 = nullptr; |  | ||||||
| 		p2 = nullptr; |  | ||||||
| 		p3 = nullptr; |  | ||||||
| 		p4 = nullptr; |  | ||||||
| 		restDistance = 0.0f; |  | ||||||
| 		restAngle = 0.0f; |  | ||||||
| 		structural = 0.0f; |  | ||||||
| 		damping = 0.0f; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	//  |  | ||||||
| 	void Initialize(b3Particle* particle1, b3Particle* particle2, b3Particle* particle3, b3Particle* particle4,  |  | ||||||
| 		float32 structuralStiffness, float32 dampingStiffness); |  | ||||||
|  |  | ||||||
| 	// Particle 1 |  | ||||||
| 	b3Particle* p1; |  | ||||||
|  |  | ||||||
| 	// Particle 2 |  | ||||||
| 	b3Particle* p2; |  | ||||||
|  |  | ||||||
| 	// Particle 3 |  | ||||||
| 	b3Particle* p3; |  | ||||||
| 	 |  | ||||||
| 	// Particle 4 |  | ||||||
| 	b3Particle* p4; |  | ||||||
| 	 |  | ||||||
| 	// Rest distance |  | ||||||
| 	float32 restDistance; |  | ||||||
| 	 |  | ||||||
| 	// Rest angle |  | ||||||
| 	float32 restAngle; |  | ||||||
|  |  | ||||||
| 	// Structural stiffness |  | ||||||
| 	float32 structural; |  | ||||||
|  |  | ||||||
| 	// Damping stiffness |  | ||||||
| 	float32 damping; |  | ||||||
| }; |  | ||||||
|  |  | ||||||
| //  |  | ||||||
| class b3BendForce : public b3Force |  | ||||||
| { |  | ||||||
| public: |  | ||||||
| 	b3Particle* GetParticle1(); |  | ||||||
|  |  | ||||||
| 	b3Particle* GetParticle2(); |  | ||||||
|  |  | ||||||
| 	b3Particle* GetParticle3(); |  | ||||||
|  |  | ||||||
| 	b3Particle* GetParticle4(); |  | ||||||
| 	 |  | ||||||
| 	float32 GetRestDistance() const; |  | ||||||
| 	 |  | ||||||
| 	float32 GetRestAngle() const; |  | ||||||
|  |  | ||||||
| 	float32 GetStructuralStiffness() const; |  | ||||||
|  |  | ||||||
| 	float32 GetDampingStiffness() const; |  | ||||||
| private: |  | ||||||
| 	friend class b3Force; |  | ||||||
| 	friend class b3Cloth; |  | ||||||
|  |  | ||||||
| 	b3BendForce(const b3BendForceDef* def); |  | ||||||
| 	~b3BendForce(); |  | ||||||
|  |  | ||||||
| 	void Apply(const b3ClothSolverData* data); |  | ||||||
|  |  | ||||||
| 	// Solver shared |  | ||||||
|  |  | ||||||
| 	// Particle 1 |  | ||||||
| 	b3Particle* m_p1; |  | ||||||
|  |  | ||||||
| 	// Particle 2 |  | ||||||
| 	b3Particle* m_p2; |  | ||||||
|  |  | ||||||
| 	// Particle 3 |  | ||||||
| 	b3Particle* m_p3; |  | ||||||
| 	 |  | ||||||
| 	// Particle 4 |  | ||||||
| 	b3Particle* m_p4; |  | ||||||
|  |  | ||||||
| 	// Rest distance |  | ||||||
| 	float32 m_L0; |  | ||||||
|  |  | ||||||
| 	// Rest angle |  | ||||||
| 	float32 m_angle0; |  | ||||||
| 	 |  | ||||||
| 	// Structural stiffness |  | ||||||
| 	float32 m_ks; |  | ||||||
|  |  | ||||||
| 	// Structural stiffness |  | ||||||
| 	float32 m_kd; |  | ||||||
| }; |  | ||||||
|  |  | ||||||
| inline b3Particle* b3BendForce::GetParticle1() |  | ||||||
| { |  | ||||||
| 	return m_p1; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| inline b3Particle* b3BendForce::GetParticle2() |  | ||||||
| { |  | ||||||
| 	return m_p2; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| inline b3Particle* b3BendForce::GetParticle3() |  | ||||||
| { |  | ||||||
| 	return m_p3; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| inline b3Particle* b3BendForce::GetParticle4() |  | ||||||
| { |  | ||||||
| 	return m_p4; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| inline float32 b3BendForce::GetRestAngle() const |  | ||||||
| { |  | ||||||
| 	return m_angle0; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| inline float32 b3BendForce::GetStructuralStiffness() const |  | ||||||
| { |  | ||||||
| 	return m_ks; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| inline float32 b3BendForce::GetDampingStiffness() const |  | ||||||
| { |  | ||||||
| 	return m_kd; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| #endif |  | ||||||
| @@ -26,17 +26,15 @@ | |||||||
| #include <bounce/dynamics/joint_manager.h> | #include <bounce/dynamics/joint_manager.h> | ||||||
| #include <bounce/dynamics/contact_manager.h> | #include <bounce/dynamics/contact_manager.h> | ||||||
|  |  | ||||||
| struct b3ClothDef; |  | ||||||
| struct b3BodyDef; | struct b3BodyDef; | ||||||
|  |  | ||||||
| class b3Cloth; |  | ||||||
| class b3Body; | class b3Body; | ||||||
| class b3QueryListener; | class b3QueryListener; | ||||||
| class b3RayCastListener; | class b3RayCastListener; | ||||||
| class b3ContactListener; | class b3ContactListener; | ||||||
| class b3ContactFilter; | class b3ContactFilter; | ||||||
|  |  | ||||||
| struct b3RayCastSingleShapeOutput | struct b3RayCastSingleOutput | ||||||
| { | { | ||||||
| 	b3Shape* shape; // shape | 	b3Shape* shape; // shape | ||||||
| 	b3Vec3 point; // intersection point on surface | 	b3Vec3 point; // intersection point on surface | ||||||
| @@ -44,15 +42,6 @@ struct b3RayCastSingleShapeOutput | |||||||
| 	float32 fraction; // time of intersection on segment | 	float32 fraction; // time of intersection on segment | ||||||
| }; | }; | ||||||
|  |  | ||||||
| struct b3RayCastSingleClothOutput |  | ||||||
| { |  | ||||||
| 	b3Cloth* cloth; // cloth |  | ||||||
| 	u32 triangle; // triangle |  | ||||||
| 	b3Vec3 point; // intersection point on surface |  | ||||||
| 	b3Vec3 normal; // surface normal of intersection |  | ||||||
| 	float32 fraction; // time of intersection on segment |  | ||||||
| }; |  | ||||||
|  |  | ||||||
| // Use a physics world to create/destroy rigid bodies, execute ray cast and volume queries. | // Use a physics world to create/destroy rigid bodies, execute ray cast and volume queries. | ||||||
| class b3World | class b3World | ||||||
| { | { | ||||||
| @@ -79,12 +68,6 @@ public: | |||||||
| 	// The acceleration has units of m/s^2. | 	// The acceleration has units of m/s^2. | ||||||
| 	void SetGravity(const b3Vec3& gravity); | 	void SetGravity(const b3Vec3& gravity); | ||||||
|  |  | ||||||
| 	// Create a new deformable cloth. |  | ||||||
| 	b3Cloth* CreateCloth(const b3ClothDef& def); |  | ||||||
|  |  | ||||||
| 	// Destroy an existing deformable cloth. |  | ||||||
| 	void DestroyCloth(b3Cloth* cloth); |  | ||||||
| 	 |  | ||||||
| 	// Create a new rigid body. | 	// Create a new rigid body. | ||||||
| 	b3Body* CreateBody(const b3BodyDef& def); | 	b3Body* CreateBody(const b3BodyDef& def); | ||||||
| 	 | 	 | ||||||
| @@ -108,29 +91,14 @@ public: | |||||||
| 	// The ray cast output is the intercepted shape, the intersection  | 	// The ray cast output is the intercepted shape, the intersection  | ||||||
| 	// point in world space, the face normal on the shape associated with the point,  | 	// point in world space, the face normal on the shape associated with the point,  | ||||||
| 	// and the intersection fraction. | 	// and the intersection fraction. | ||||||
| 	void RayCastShape(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const; | 	void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const; | ||||||
|  |  | ||||||
| 	// Perform a ray cast with the world. | 	// Perform a ray cast with the world. | ||||||
| 	// If the ray doesn't intersect with a shape in the world then return false. | 	// If the ray doesn't intersect with a shape in the world then return false. | ||||||
| 	// The ray cast output is the intercepted shape, the intersection  | 	// The ray cast output is the intercepted shape, the intersection  | ||||||
| 	// point in world space, the face normal on the shape associated with the point,  | 	// point in world space, the face normal on the shape associated with the point,  | ||||||
| 	// and the intersection fraction. | 	// and the intersection fraction. | ||||||
| 	bool RayCastSingleShape(b3RayCastSingleShapeOutput* output, const b3Vec3& p1, const b3Vec3& p2) const; | 	bool RayCastSingle(b3RayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const; | ||||||
|  |  | ||||||
| 	// Perform a ray cast with the world. |  | ||||||
| 	// The given ray cast listener will be notified when a ray intersects a shape  |  | ||||||
| 	// in the world.  |  | ||||||
| 	// The ray cast output is the intercepted cloth, the intersection  |  | ||||||
| 	// point in world space, the face normal on the cloth associated with the point,  |  | ||||||
| 	// and the intersection fraction. |  | ||||||
| 	void RayCastCloth(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const; |  | ||||||
|  |  | ||||||
| 	// Perform a ray cast with the world. |  | ||||||
| 	// If the ray doesn't intersect with a cloth in the world then return false. |  | ||||||
| 	// The ray cast output is the intercepted cloth, the intersection  |  | ||||||
| 	// point in world space, the face normal on the cloth associated with the point,  |  | ||||||
| 	// and the intersection fraction. |  | ||||||
| 	bool RayCastSingleCloth(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const; |  | ||||||
|  |  | ||||||
| 	// Perform a AABB query with the world. | 	// Perform a AABB query with the world. | ||||||
| 	// The query listener will be notified when two shape AABBs are overlapping. | 	// The query listener will be notified when two shape AABBs are overlapping. | ||||||
| @@ -162,7 +130,6 @@ private : | |||||||
| 		e_clearForcesFlag = 0x0002, | 		e_clearForcesFlag = 0x0002, | ||||||
| 	}; | 	}; | ||||||
| 	 | 	 | ||||||
| 	friend class b3Cloth; |  | ||||||
| 	friend class b3Body; | 	friend class b3Body; | ||||||
| 	friend class b3Shape; | 	friend class b3Shape; | ||||||
| 	friend class b3Contact; | 	friend class b3Contact; | ||||||
| @@ -172,19 +139,15 @@ private : | |||||||
|  |  | ||||||
| 	void Solve(float32 dt, u32 velocityIterations, u32 positionIterations); | 	void Solve(float32 dt, u32 velocityIterations, u32 positionIterations); | ||||||
|  |  | ||||||
| 	void StepCloth(float32 dt); |  | ||||||
| 	 |  | ||||||
| 	bool m_sleeping; | 	bool m_sleeping; | ||||||
| 	bool m_warmStarting; | 	bool m_warmStarting; | ||||||
| 	u32 m_flags; | 	u32 m_flags; | ||||||
| 	b3Vec3 m_gravity; | 	b3Vec3 m_gravity; | ||||||
|  |  | ||||||
| 	b3StackAllocator m_stackAllocator; | 	b3StackAllocator m_stackAllocator; | ||||||
| 	b3BlockPool m_clothBlocks; |  | ||||||
| 	b3BlockPool m_bodyBlocks; |  | ||||||
| 	 | 	 | ||||||
| 	// List of clothes | 	// Pool of bodies | ||||||
| 	b3List2<b3Cloth> m_clothList; | 	b3BlockPool m_bodyBlocks; | ||||||
|  |  | ||||||
| 	// List of bodies | 	// List of bodies | ||||||
| 	b3List2<b3Body> m_bodyList; | 	b3List2<b3Body> m_bodyList; | ||||||
|   | |||||||
| @@ -22,7 +22,6 @@ | |||||||
| #include <bounce/common/math/math.h> | #include <bounce/common/math/math.h> | ||||||
|  |  | ||||||
| class b3Shape; | class b3Shape; | ||||||
| class b3Cloth; |  | ||||||
| class b3Contact; | class b3Contact; | ||||||
|  |  | ||||||
| class b3QueryListener  | class b3QueryListener  | ||||||
| @@ -47,12 +46,6 @@ public: | |||||||
| 	// the intersection point on the shape, the surface normal associated with the point, and the  | 	// the intersection point on the shape, the surface normal associated with the point, and the  | ||||||
| 	// intersection fraction for the ray. | 	// intersection fraction for the ray. | ||||||
| 	virtual float32 ReportShape(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction) = 0; | 	virtual float32 ReportShape(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction) = 0; | ||||||
|  |  | ||||||
| 	// Report that a cloth was hit by the ray to this contact listener. |  | ||||||
| 	// The reported information are the shape hit by the ray, |  | ||||||
| 	// the intersection point on the cloth, the surface normal associated with the point, the  |  | ||||||
| 	// intersection fraction for the ray, and the triangle. |  | ||||||
| 	virtual float32 ReportCloth(b3Cloth* cloth, const b3Vec3& point, const b3Vec3& normal, float32 fraction, u32 triangle) = 0; |  | ||||||
| }; | }; | ||||||
|  |  | ||||||
| class b3ContactListener  | class b3ContactListener  | ||||||
|   | |||||||
| @@ -274,6 +274,12 @@ workspace(solution_name) | |||||||
| 			 | 			 | ||||||
| 			examples_src_dir .. "/testbed/framework/test.h",  | 			examples_src_dir .. "/testbed/framework/test.h",  | ||||||
| 			 | 			 | ||||||
|  | 			examples_src_dir .. "/testbed/framework/body_dragger.h",  | ||||||
|  | 			examples_src_dir .. "/testbed/framework/cloth_dragger.h",  | ||||||
|  | 			 | ||||||
|  | 			examples_src_dir .. "/testbed/framework/body_dragger.cpp",  | ||||||
|  | 			examples_src_dir .. "/testbed/framework/cloth_dragger.cpp",  | ||||||
|  | 			 | ||||||
| 			examples_inc_dir .. "/testbed/tests/**.h",  | 			examples_inc_dir .. "/testbed/tests/**.h",  | ||||||
| 			 | 			 | ||||||
| 			examples_src_dir .. "/testbed/framework/draw.cpp",  | 			examples_src_dir .. "/testbed/framework/draw.cpp",  | ||||||
|   | |||||||
| @@ -16,19 +16,16 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/cloth.h> | #include <bounce/cloth/cloth.h> | ||||||
| #include <bounce/dynamics/cloth/cloth_mesh.h> | #include <bounce/cloth/cloth_mesh.h> | ||||||
| #include <bounce/dynamics/cloth/particle.h> | #include <bounce/cloth/particle.h> | ||||||
| #include <bounce/dynamics/cloth/force.h> | #include <bounce/cloth/force.h> | ||||||
| #include <bounce/dynamics/cloth/spring_force.h> | #include <bounce/cloth/spring_force.h> | ||||||
| #include <bounce/dynamics/cloth/bend_force.h> | #include <bounce/cloth/cloth_solver.h> | ||||||
| #include <bounce/dynamics/cloth/cloth_solver.h> |  | ||||||
| #include <bounce/dynamics/world.h> | #include <bounce/dynamics/world.h> | ||||||
| #include <bounce/dynamics/world_listeners.h> |  | ||||||
| #include <bounce/dynamics/body.h> | #include <bounce/dynamics/body.h> | ||||||
| #include <bounce/dynamics/shapes/shape.h> | #include <bounce/dynamics/shapes/shape.h> | ||||||
| #include <bounce/collision/collision.h> | #include <bounce/collision/collision.h> | ||||||
| #include <bounce/common/memory/stack_allocator.h> |  | ||||||
| #include <bounce/common/draw.h> | #include <bounce/common/draw.h> | ||||||
| 
 | 
 | ||||||
| static B3_FORCE_INLINE u32 b3NextIndex(u32 i) | static B3_FORCE_INLINE u32 b3NextIndex(u32 i) | ||||||
| @@ -149,7 +146,7 @@ static u32 b3FindSharedEdges(b3SharedEdge* sharedEdges, const b3ClothMesh* m) | |||||||
| 	return sharedCount; | 	return sharedCount; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : | b3Cloth::b3Cloth(const b3ClothDef& def) : | ||||||
| 	m_particleBlocks(sizeof(b3Particle)), | 	m_particleBlocks(sizeof(b3Particle)), | ||||||
| 	m_bodyContactBlocks(sizeof(b3BodyContact)), | 	m_bodyContactBlocks(sizeof(b3BodyContact)), | ||||||
| 	m_particleContactBlocks(sizeof(b3ParticleContact)), | 	m_particleContactBlocks(sizeof(b3ParticleContact)), | ||||||
| @@ -158,7 +155,6 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : | |||||||
| 	B3_ASSERT(def.mesh); | 	B3_ASSERT(def.mesh); | ||||||
| 	B3_ASSERT(def.density > 0.0f); | 	B3_ASSERT(def.density > 0.0f); | ||||||
| 
 | 
 | ||||||
| 	m_world = world; |  | ||||||
| 	m_mesh = def.mesh; | 	m_mesh = def.mesh; | ||||||
| 	m_density = def.density; | 	m_density = def.density; | ||||||
| 
 | 
 | ||||||
| @@ -184,7 +180,7 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : | |||||||
| 	ComputeMass(); | 	ComputeMass(); | ||||||
| 
 | 
 | ||||||
| 	// Create forces
 | 	// Create forces
 | ||||||
| 	b3StackAllocator* allocator = &m_world->m_stackAllocator; | 	b3StackAllocator* allocator = &m_stackAllocator; | ||||||
| 
 | 
 | ||||||
| 	// Worst-case edge memory
 | 	// Worst-case edge memory
 | ||||||
| 	u32 edgeCount = 3 * m->triangleCount; | 	u32 edgeCount = 3 * m->triangleCount; | ||||||
| @@ -218,8 +214,8 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : | |||||||
| 		b3Particle* p3 = m_vertexParticles[e->nsv1]; | 		b3Particle* p3 = m_vertexParticles[e->nsv1]; | ||||||
| 		b3Particle* p4 = m_vertexParticles[e->nsv2]; | 		b3Particle* p4 = m_vertexParticles[e->nsv2]; | ||||||
| 
 | 
 | ||||||
| 		b3BendForceDef fd; | 		b3SpringForceDef fd; | ||||||
| 		fd.Initialize(p1, p2, p3, p4, def.bending, def.damping); | 		fd.Initialize(p3, p4, def.bending, def.damping); | ||||||
| 
 | 
 | ||||||
| 		CreateForce(fd); | 		CreateForce(fd); | ||||||
| 	} | 	} | ||||||
| @@ -240,6 +236,9 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : | |||||||
| 
 | 
 | ||||||
| 		CreateForce(fd); | 		CreateForce(fd); | ||||||
| 	} | 	} | ||||||
|  | 
 | ||||||
|  | 	m_gravity.SetZero(); | ||||||
|  | 	m_world = nullptr; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| b3Cloth::~b3Cloth() | b3Cloth::~b3Cloth() | ||||||
| @@ -354,33 +353,6 @@ void b3Cloth::ComputeMass() | |||||||
| 	} | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void b3Cloth::RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) |  | ||||||
| { |  | ||||||
| 	b3RayCastInput input; |  | ||||||
| 	input.p1 = p1; |  | ||||||
| 	input.p2 = p2; |  | ||||||
| 	input.maxFraction = 1.0f; |  | ||||||
| 
 |  | ||||||
| 	for (u32 i = 0; i < m_mesh->triangleCount; ++i) |  | ||||||
| 	{ |  | ||||||
| 		b3RayCastOutput subOutput; |  | ||||||
| 		if (RayCast(&subOutput, &input, i)) |  | ||||||
| 		{ |  | ||||||
| 			float32 fraction = subOutput.fraction; |  | ||||||
| 			b3Vec3 point = (1.0f - fraction) * input.p1 + fraction * input.p2; |  | ||||||
| 			b3Vec3 normal = subOutput.normal; |  | ||||||
| 
 |  | ||||||
| 			float32 newFraction = listener->ReportCloth(this, point, normal, fraction, i); |  | ||||||
| 
 |  | ||||||
| 			if (newFraction == 0.0f) |  | ||||||
| 			{ |  | ||||||
| 				// The client has stopped the query.
 |  | ||||||
| 				return; |  | ||||||
| 			} |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const | bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const | ||||||
| { | { | ||||||
| 	b3RayCastInput input; | 	b3RayCastInput input; | ||||||
| @@ -440,7 +412,6 @@ bool b3Cloth::RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 | |||||||
| 		return false; | 		return false; | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	B3_ASSERT(len > B3_EPSILON); |  | ||||||
| 	n /= len; | 	n /= len; | ||||||
| 
 | 
 | ||||||
| 	float32 numerator = b3Dot(n, v1 - p1); | 	float32 numerator = b3Dot(n, v1 - p1); | ||||||
| @@ -483,11 +454,8 @@ bool b3Cloth::RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 | |||||||
| 	float32 v = b3Dot(QC_x_QA, AB_x_AC); | 	float32 v = b3Dot(QC_x_QA, AB_x_AC); | ||||||
| 	float32 w = b3Dot(QA_x_QB, AB_x_AC); | 	float32 w = b3Dot(QA_x_QB, AB_x_AC); | ||||||
| 
 | 
 | ||||||
| 	// Characteristic length of triangle
 |  | ||||||
| 	const float32 kTol = -B3_EPSILON; |  | ||||||
| 
 |  | ||||||
| 	// Is the intersection on the triangle?
 | 	// Is the intersection on the triangle?
 | ||||||
| 	if (u > kTol && v > kTol && w > kTol) | 	if (u >= 0.0f && v >= 0.0f && w >= 0.0f) | ||||||
| 	{ | 	{ | ||||||
| 		output->fraction = fraction; | 		output->fraction = fraction; | ||||||
| 
 | 
 | ||||||
| @@ -509,6 +477,12 @@ bool b3Cloth::RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 | |||||||
| 
 | 
 | ||||||
| void b3Cloth::UpdateBodyContacts() | void b3Cloth::UpdateBodyContacts() | ||||||
| { | { | ||||||
|  | 	// Is there a world attached to this cloth?
 | ||||||
|  | 	if (m_world == nullptr) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
| 	B3_PROFILE("Cloth Update Body Contacts"); | 	B3_PROFILE("Cloth Update Body Contacts"); | ||||||
| 	 | 	 | ||||||
| 	// Clear buffer
 | 	// Clear buffer
 | ||||||
| @@ -537,9 +511,13 @@ void b3Cloth::UpdateBodyContacts() | |||||||
| 
 | 
 | ||||||
| 		for (b3Body* body = m_world->GetBodyList().m_head; body; body = body->GetNext()) | 		for (b3Body* body = m_world->GetBodyList().m_head; body; body = body->GetNext()) | ||||||
| 		{ | 		{ | ||||||
| 			if (p->m_type != e_dynamicParticle && body->GetType() != e_dynamicBody) | 			if (p->m_type != e_dynamicParticle) | ||||||
|  | 			{ | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			if (body->GetType() != e_staticBody) | ||||||
| 			{ | 			{ | ||||||
| 				// At least one body should be kinematic or dynamic.
 |  | ||||||
| 				continue; | 				continue; | ||||||
| 			} | 			} | ||||||
| 
 | 
 | ||||||
| @@ -887,7 +865,7 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity) | |||||||
| 
 | 
 | ||||||
| 	// Solve
 | 	// Solve
 | ||||||
| 	b3ClothSolverDef solverDef; | 	b3ClothSolverDef solverDef; | ||||||
| 	solverDef.stack = &m_world->m_stackAllocator; | 	solverDef.stack = &m_stackAllocator; | ||||||
| 	solverDef.particleCapacity = m_particleList.m_count; | 	solverDef.particleCapacity = m_particleList.m_count; | ||||||
| 	solverDef.forceCapacity = m_forceList.m_count; | 	solverDef.forceCapacity = m_forceList.m_count; | ||||||
| 	solverDef.bodyContactCapacity = m_bodyContactList.m_count; | 	solverDef.bodyContactCapacity = m_bodyContactList.m_count; | ||||||
| @@ -937,14 +915,16 @@ void b3Cloth::UpdateContacts() | |||||||
| 	// Update body contacts
 | 	// Update body contacts
 | ||||||
| 	UpdateBodyContacts(); | 	UpdateBodyContacts(); | ||||||
| 
 | 
 | ||||||
|  | #if 0 | ||||||
| 	// Update particle contacts
 | 	// Update particle contacts
 | ||||||
| 	UpdateParticleContacts(); | 	UpdateParticleContacts(); | ||||||
| 
 | 
 | ||||||
| 	// Update triangle contacts
 | 	// Update triangle contacts
 | ||||||
| 	UpdateTriangleContacts(); | 	UpdateTriangleContacts(); | ||||||
|  | #endif | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void b3Cloth::Step(float32 dt, const b3Vec3& gravity) | void b3Cloth::Step(float32 dt) | ||||||
| { | { | ||||||
| 	B3_PROFILE("Cloth Step"); | 	B3_PROFILE("Cloth Step"); | ||||||
| 
 | 
 | ||||||
| @@ -954,7 +934,7 @@ void b3Cloth::Step(float32 dt, const b3Vec3& gravity) | |||||||
| 	// Solve constraints, integrate state, clear forces and translations. 
 | 	// Solve constraints, integrate state, clear forces and translations. 
 | ||||||
| 	if (dt > 0.0f) | 	if (dt > 0.0f) | ||||||
| 	{ | 	{ | ||||||
| 		Solve(dt, gravity); | 		Solve(dt, m_gravity); | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| @@ -16,12 +16,12 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/cloth_contact_solver.h> | #include <bounce/cloth/cloth_contact_solver.h> | ||||||
| #include <bounce/dynamics/cloth/particle.h> | #include <bounce/cloth/particle.h> | ||||||
| #include <bounce/dynamics/cloth/dense_vec3.h> | #include <bounce/cloth/dense_vec3.h> | ||||||
|  | #include <bounce/common/memory/stack_allocator.h> | ||||||
| #include <bounce/dynamics/shapes/shape.h> | #include <bounce/dynamics/shapes/shape.h> | ||||||
| #include <bounce/dynamics/body.h> | #include <bounce/dynamics/body.h> | ||||||
| #include <bounce/common/memory/stack_allocator.h> |  | ||||||
| 
 | 
 | ||||||
| b3ClothContactSolver::b3ClothContactSolver(const b3ClothContactSolverDef& def) | b3ClothContactSolver::b3ClothContactSolver(const b3ClothContactSolverDef& def) | ||||||
| { | { | ||||||
| @@ -16,10 +16,10 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/cloth_mesh.h> | #include <bounce/cloth/cloth_mesh.h> | ||||||
| #include <bounce/garment/garment.h> | #include <bounce/cloth/garment/garment.h> | ||||||
| #include <bounce/garment/garment_mesh.h> | #include <bounce/cloth/garment/garment_mesh.h> | ||||||
| #include <bounce/garment/sewing_pattern.h> | #include <bounce/cloth/garment/sewing_pattern.h> | ||||||
| 
 | 
 | ||||||
| b3GarmentClothMesh::b3GarmentClothMesh() | b3GarmentClothMesh::b3GarmentClothMesh() | ||||||
| { | { | ||||||
| @@ -16,18 +16,18 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/cloth_solver.h> | #include <bounce/cloth/cloth_solver.h> | ||||||
| #include <bounce/dynamics/cloth/cloth_contact_solver.h> | #include <bounce/cloth/cloth_contact_solver.h> | ||||||
| #include <bounce/dynamics/cloth/cloth.h> | #include <bounce/cloth/cloth.h> | ||||||
| #include <bounce/dynamics/cloth/particle.h> | #include <bounce/cloth/particle.h> | ||||||
| #include <bounce/dynamics/cloth/force.h> | #include <bounce/cloth/force.h> | ||||||
| #include <bounce/dynamics/cloth/dense_vec3.h> | #include <bounce/cloth/dense_vec3.h> | ||||||
| #include <bounce/dynamics/cloth/diag_mat33.h> | #include <bounce/cloth/diag_mat33.h> | ||||||
| #include <bounce/dynamics/cloth/sparse_sym_mat33.h> | #include <bounce/cloth/sparse_sym_mat33.h> | ||||||
| #include <bounce/dynamics/shapes/shape.h> |  | ||||||
| #include <bounce/dynamics/body.h> |  | ||||||
| #include <bounce/common/memory/stack_allocator.h> | #include <bounce/common/memory/stack_allocator.h> | ||||||
| #include <bounce/common/math/mat.h> | #include <bounce/common/math/mat.h> | ||||||
|  | #include <bounce/dynamics/shapes/shape.h> | ||||||
|  | #include <bounce/dynamics/body.h> | ||||||
| 
 | 
 | ||||||
| // Here, we solve Ax = b using the Modified Preconditioned Conjugate Gradient (MPCG) algorithm.
 | // Here, we solve Ax = b using the Modified Preconditioned Conjugate Gradient (MPCG) algorithm.
 | ||||||
| // described in the paper:
 | // described in the paper:
 | ||||||
| @@ -298,7 +298,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity) | |||||||
| 
 | 
 | ||||||
| 	// Solve velocity constraints
 | 	// Solve velocity constraints
 | ||||||
| 	{ | 	{ | ||||||
| 		const u32 kVelocityIterations = 5; | 		const u32 kVelocityIterations = 10; | ||||||
| 
 | 
 | ||||||
| 		for (u32 i = 0; i < kVelocityIterations; ++i) | 		for (u32 i = 0; i < kVelocityIterations; ++i) | ||||||
| 		{ | 		{ | ||||||
| @@ -16,9 +16,8 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/force.h> | #include <bounce/cloth/force.h> | ||||||
| #include <bounce/dynamics/cloth/spring_force.h> | #include <bounce/cloth/spring_force.h> | ||||||
| #include <bounce/dynamics/cloth/bend_force.h> |  | ||||||
| 
 | 
 | ||||||
| b3Force* b3Force::Create(const b3ForceDef* def) | b3Force* b3Force::Create(const b3ForceDef* def) | ||||||
| { | { | ||||||
| @@ -31,12 +30,6 @@ b3Force* b3Force::Create(const b3ForceDef* def) | |||||||
| 		force = new (block) b3SpringForce((b3SpringForceDef*)def); | 		force = new (block) b3SpringForce((b3SpringForceDef*)def); | ||||||
| 		break; | 		break; | ||||||
| 	} | 	} | ||||||
| 	case e_bendForce: |  | ||||||
| 	{ |  | ||||||
| 		void* block = b3Alloc(sizeof(b3BendForce)); |  | ||||||
| 		force = new (block) b3BendForce((b3BendForceDef*)def); |  | ||||||
| 		break; |  | ||||||
| 	} |  | ||||||
| 	default: | 	default: | ||||||
| 	{ | 	{ | ||||||
| 		B3_ASSERT(false); | 		B3_ASSERT(false); | ||||||
| @@ -60,13 +53,6 @@ void b3Force::Destroy(b3Force* force) | |||||||
| 		b3Free(force); | 		b3Free(force); | ||||||
| 		break; | 		break; | ||||||
| 	} | 	} | ||||||
| 	case e_bendForce: |  | ||||||
| 	{ |  | ||||||
| 		b3BendForce* o = (b3BendForce*)force; |  | ||||||
| 		o->~b3BendForce(); |  | ||||||
| 		b3Free(force); |  | ||||||
| 		break; |  | ||||||
| 	} |  | ||||||
| 	default: | 	default: | ||||||
| 	{ | 	{ | ||||||
| 		B3_ASSERT(false); | 		B3_ASSERT(false); | ||||||
| @@ -16,9 +16,9 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/garment/garment_mesh.h> | #include <bounce/cloth/garment/garment_mesh.h> | ||||||
| #include <bounce/garment/garment.h> | #include <bounce/cloth/garment/garment.h> | ||||||
| #include <bounce/garment/sewing_pattern.h> | #include <bounce/cloth/garment/sewing_pattern.h> | ||||||
| 
 | 
 | ||||||
| #define ANSI_DECLARATORS | #define ANSI_DECLARATORS | ||||||
| #define REAL double | #define REAL double | ||||||
| @@ -16,11 +16,11 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/particle.h> | #include <bounce/cloth/particle.h> | ||||||
| #include <bounce/dynamics/cloth/cloth.h> | #include <bounce/cloth/cloth.h> | ||||||
| #include <bounce/dynamics/cloth/cloth_solver.h> | #include <bounce/cloth/cloth_solver.h> | ||||||
| #include <bounce/dynamics/cloth/dense_vec3.h> | #include <bounce/cloth/dense_vec3.h> | ||||||
| #include <bounce/dynamics/cloth/sparse_sym_mat33.h> | #include <bounce/cloth/sparse_sym_mat33.h> | ||||||
| 
 | 
 | ||||||
| void b3BodyContactWorldPoint::Initialize(const b3BodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB) | void b3BodyContactWorldPoint::Initialize(const b3BodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB) | ||||||
| { | { | ||||||
| @@ -16,11 +16,11 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/cloth/spring_force.h> | #include <bounce/cloth/spring_force.h> | ||||||
| #include <bounce/dynamics/cloth/particle.h> | #include <bounce/cloth/particle.h> | ||||||
| #include <bounce/dynamics/cloth/cloth_solver.h> | #include <bounce/cloth/cloth_solver.h> | ||||||
| #include <bounce/dynamics/cloth/dense_vec3.h> | #include <bounce/cloth/dense_vec3.h> | ||||||
| #include <bounce/dynamics/cloth/sparse_sym_mat33.h> | #include <bounce/cloth/sparse_sym_mat33.h> | ||||||
| 
 | 
 | ||||||
| void b3SpringForceDef::Initialize(b3Particle* particle1, b3Particle* particle2, float32 structuralStiffness, float32 dampingStiffness) | void b3SpringForceDef::Initialize(b3Particle* particle1, b3Particle* particle2, float32 structuralStiffness, float32 dampingStiffness) | ||||||
| { | { | ||||||
| @@ -1,128 +0,0 @@ | |||||||
| /* |  | ||||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net |  | ||||||
| * |  | ||||||
| * This software is provided 'as-is', without any express or implied |  | ||||||
| * warranty.  In no event will the authors be held liable for any damages |  | ||||||
| * arising from the use of this software. |  | ||||||
| * Permission is granted to anyone to use this software for any purpose, |  | ||||||
| * including commercial applications, and to alter it and redistribute it |  | ||||||
| * freely, subject to the following restrictions: |  | ||||||
| * 1. The origin of this software must not be misrepresented; you must not |  | ||||||
| * claim that you wrote the original software. If you use this software |  | ||||||
| * in a product, an acknowledgment in the product documentation would be |  | ||||||
| * appreciated but is not required. |  | ||||||
| * 2. Altered source versions must be plainly marked as such, and must not be |  | ||||||
| * misrepresented as being the original software. |  | ||||||
| * 3. This notice may not be removed or altered from any source distribution. |  | ||||||
| */ |  | ||||||
|  |  | ||||||
| #include <bounce/dynamics/cloth/bend_force.h> |  | ||||||
| #include <bounce/dynamics/cloth/particle.h> |  | ||||||
| #include <bounce/dynamics/cloth/cloth_solver.h> |  | ||||||
| #include <bounce/dynamics/cloth/dense_vec3.h> |  | ||||||
| #include <bounce/dynamics/cloth/sparse_sym_mat33.h> |  | ||||||
|  |  | ||||||
| void b3BendForceDef::Initialize(b3Particle* particle1, b3Particle* particle2, b3Particle* particle3, b3Particle* particle4, float32 structuralStiffness, float32 dampingStiffness) |  | ||||||
| { |  | ||||||
| 	type = e_bendForce; |  | ||||||
| 	p1 = particle1; |  | ||||||
| 	p2 = particle2; |  | ||||||
| 	p3 = particle3; |  | ||||||
| 	p4 = particle4; |  | ||||||
| 	 |  | ||||||
| 	b3Vec3 x1 = p1->GetPosition(); |  | ||||||
| 	b3Vec3 x2 = p2->GetPosition(); |  | ||||||
| 	b3Vec3 x3 = p3->GetPosition(); |  | ||||||
| 	b3Vec3 x4 = p4->GetPosition(); |  | ||||||
|  |  | ||||||
| 	restDistance = b3Distance(x2, x3); |  | ||||||
| 	structural = structuralStiffness; |  | ||||||
| 	damping = dampingStiffness; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| b3BendForce::b3BendForce(const b3BendForceDef* def) |  | ||||||
| { |  | ||||||
| 	m_type = e_bendForce; |  | ||||||
| 	m_p1 = def->p1; |  | ||||||
| 	m_p2 = def->p2; |  | ||||||
| 	m_p3 = def->p3; |  | ||||||
| 	m_p4 = def->p4; |  | ||||||
| 	m_L0 = def->restDistance; |  | ||||||
| 	m_angle0 = def->restAngle; |  | ||||||
| 	m_ks = def->structural; |  | ||||||
| 	m_kd = def->damping; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| b3BendForce::~b3BendForce() |  | ||||||
| { |  | ||||||
|  |  | ||||||
| } |  | ||||||
|  |  | ||||||
| void b3BendForce::Apply(const b3ClothSolverData* data) |  | ||||||
| { |  | ||||||
| 	b3DenseVec3& x = *data->x; |  | ||||||
| 	b3DenseVec3& v = *data->v; |  | ||||||
| 	b3DenseVec3& f = *data->f; |  | ||||||
| 	b3SparseSymMat33& dfdx = *data->dfdx; |  | ||||||
| 	b3SparseSymMat33& dfdv = *data->dfdv; |  | ||||||
|  |  | ||||||
| 	u32 i1 = m_p2->m_solverId; |  | ||||||
| 	u32 i2 = m_p3->m_solverId; |  | ||||||
|  |  | ||||||
| 	b3Vec3 x1 = x[i1]; |  | ||||||
| 	b3Vec3 v1 = v[i1]; |  | ||||||
|  |  | ||||||
| 	b3Vec3 x2 = x[i2]; |  | ||||||
| 	b3Vec3 v2 = v[i2]; |  | ||||||
|  |  | ||||||
| 	b3Mat33 I; I.SetIdentity(); |  | ||||||
|  |  | ||||||
| 	b3Vec3 ef; ef.SetZero(); |  | ||||||
|  |  | ||||||
| 	if (m_ks > 0.0f) |  | ||||||
| 	{ |  | ||||||
| 		b3Vec3 dx = x1 - x2; |  | ||||||
|  |  | ||||||
| 		float32 L = b3Length(dx); |  | ||||||
|  |  | ||||||
| 		if (L >= m_L0) |  | ||||||
| 		{ |  | ||||||
| 			// Apply tension |  | ||||||
| 			b3Vec3 n = dx / L; |  | ||||||
|  |  | ||||||
| 			ef += -m_ks * (L - m_L0) * n; |  | ||||||
|  |  | ||||||
| 			// Jacobian |  | ||||||
| 			b3Mat33 Jx11 = -m_ks * (b3Outer(dx, dx) + (1.0f - m_L0 / L) * (I - b3Outer(dx, dx))); |  | ||||||
| 			b3Mat33 Jx12 = -Jx11; |  | ||||||
| 			//b3Mat33 Jx21 = Jx12; |  | ||||||
| 			b3Mat33 Jx22 = Jx11; |  | ||||||
|  |  | ||||||
| 			dfdx(i1, i1) += Jx11; |  | ||||||
| 			dfdx(i1, i2) += Jx12; |  | ||||||
| 			//dfdx(i2, i1) += Jx21; |  | ||||||
| 			dfdx(i2, i2) += Jx22; |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	if (m_kd > 0.0f) |  | ||||||
| 	{ |  | ||||||
| 		// Apply damping |  | ||||||
| 		b3Vec3 dv = v1 - v2; |  | ||||||
|  |  | ||||||
| 		ef += -m_kd * dv; |  | ||||||
|  |  | ||||||
| 		b3Mat33 Jv11 = -m_kd * I; |  | ||||||
| 		b3Mat33 Jv12 = -Jv11; |  | ||||||
| 		//b3Mat33 Jv21 = Jv12; |  | ||||||
| 		b3Mat33 Jv22 = Jv11; |  | ||||||
|  |  | ||||||
| 		dfdv(i1, i1) += Jv11; |  | ||||||
| 		dfdv(i1, i2) += Jv12; |  | ||||||
| 		//dfdv(i2, i1) += Jv21; |  | ||||||
| 		dfdv(i2, i2) += Jv22; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	f[i1] += ef; |  | ||||||
| 	f[i2] -= ef; |  | ||||||
| } |  | ||||||
| @@ -17,7 +17,6 @@ | |||||||
| */ | */ | ||||||
|  |  | ||||||
| #include <bounce/dynamics/world.h> | #include <bounce/dynamics/world.h> | ||||||
| #include <bounce/dynamics/cloth/cloth.h> |  | ||||||
| #include <bounce/dynamics/body.h> | #include <bounce/dynamics/body.h> | ||||||
| #include <bounce/dynamics/island.h> | #include <bounce/dynamics/island.h> | ||||||
| #include <bounce/dynamics/world_listeners.h> | #include <bounce/dynamics/world_listeners.h> | ||||||
| @@ -32,7 +31,6 @@ extern u32 b3_gjkCalls, b3_gjkIters, b3_gjkMaxIters; | |||||||
| extern bool b3_convexCache; | extern bool b3_convexCache; | ||||||
|  |  | ||||||
| b3World::b3World() :  | b3World::b3World() :  | ||||||
| 	m_clothBlocks(sizeof(b3Cloth)), |  | ||||||
| 	m_bodyBlocks(sizeof(b3Body)) | 	m_bodyBlocks(sizeof(b3Body)) | ||||||
| { | { | ||||||
| 	b3_allocCalls = 0; | 	b3_allocCalls = 0; | ||||||
| @@ -54,14 +52,6 @@ b3World::b3World() : | |||||||
|  |  | ||||||
| b3World::~b3World() | b3World::~b3World() | ||||||
| { | { | ||||||
| 	b3Cloth* c = m_clothList.m_head; |  | ||||||
| 	while (c) |  | ||||||
| 	{ |  | ||||||
| 		b3Cloth* c0 = c; |  | ||||||
| 		c = c->m_next; |  | ||||||
| 		c0->~b3Cloth(); |  | ||||||
| 	} |  | ||||||
| 		 |  | ||||||
| 	b3Body* b = m_bodyList.m_head; | 	b3Body* b = m_bodyList.m_head; | ||||||
| 	while (b) | 	while (b) | ||||||
| 	{ | 	{ | ||||||
| @@ -93,21 +83,6 @@ void b3World::SetSleeping(bool flag) | |||||||
| 	} | 	} | ||||||
| } | } | ||||||
|  |  | ||||||
| b3Cloth* b3World::CreateCloth(const b3ClothDef& def) |  | ||||||
| { |  | ||||||
| 	void* mem = m_clothBlocks.Allocate(); |  | ||||||
| 	b3Cloth* c = new(mem) b3Cloth(def, this); |  | ||||||
| 	m_clothList.PushFront(c); |  | ||||||
| 	return c; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| void b3World::DestroyCloth(b3Cloth* c) |  | ||||||
| { |  | ||||||
| 	m_clothList.Remove(c); |  | ||||||
| 	c->~b3Cloth(); |  | ||||||
| 	m_clothBlocks.Free(c); |  | ||||||
| } |  | ||||||
|  |  | ||||||
| b3Body* b3World::CreateBody(const b3BodyDef& def) | b3Body* b3World::CreateBody(const b3BodyDef& def) | ||||||
| { | { | ||||||
| 	void* mem = m_bodyBlocks.Allocate(); | 	void* mem = m_bodyBlocks.Allocate(); | ||||||
| @@ -166,11 +141,6 @@ void b3World::Step(float32 dt, u32 velocityIterations, u32 positionIterations) | |||||||
| 	{ | 	{ | ||||||
| 		Solve(dt, velocityIterations, positionIterations); | 		Solve(dt, velocityIterations, positionIterations); | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	//SolveTOI |  | ||||||
|  |  | ||||||
| 	// Step cloth dynamics |  | ||||||
| 	StepCloth(dt); |  | ||||||
| } | } | ||||||
|  |  | ||||||
| void b3World::Solve(float32 dt, u32 velocityIterations, u32 positionIterations) | void b3World::Solve(float32 dt, u32 velocityIterations, u32 positionIterations) | ||||||
| @@ -366,16 +336,6 @@ void b3World::Solve(float32 dt, u32 velocityIterations, u32 positionIterations) | |||||||
| 	} | 	} | ||||||
| } | } | ||||||
|  |  | ||||||
| void b3World::StepCloth(float32 dt) |  | ||||||
| { |  | ||||||
| 	B3_PROFILE("Step Cloth"); |  | ||||||
|  |  | ||||||
| 	for (b3Cloth* c = m_clothList.m_head; c; c = c->GetNext()) |  | ||||||
| 	{ |  | ||||||
| 		c->Step(dt, m_gravity); |  | ||||||
| 	} |  | ||||||
| } |  | ||||||
|  |  | ||||||
| struct b3ShapeRayCastCallback | struct b3ShapeRayCastCallback | ||||||
| { | { | ||||||
| 	float32 Report(const b3RayCastInput& input, u32 proxyId) | 	float32 Report(const b3RayCastInput& input, u32 proxyId) | ||||||
| @@ -411,7 +371,7 @@ struct b3ShapeRayCastCallback | |||||||
| 	const b3BroadPhase* broadPhase; | 	const b3BroadPhase* broadPhase; | ||||||
| }; | }; | ||||||
|  |  | ||||||
| void b3World::RayCastShape(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const | void b3World::RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const | ||||||
| { | { | ||||||
| 	b3RayCastInput input; | 	b3RayCastInput input; | ||||||
| 	input.p1 = p1; | 	input.p1 = p1; | ||||||
| @@ -456,7 +416,7 @@ struct b3RayCastSingleShapeCallback | |||||||
| 	const b3BroadPhase* broadPhase; | 	const b3BroadPhase* broadPhase; | ||||||
| }; | }; | ||||||
|  |  | ||||||
| bool b3World::RayCastSingleShape(b3RayCastSingleShapeOutput* output, const b3Vec3& p1, const b3Vec3& p2) const | bool b3World::RayCastSingle(b3RayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const | ||||||
| { | { | ||||||
| 	b3RayCastInput input; | 	b3RayCastInput input; | ||||||
| 	input.p1 = p1; | 	input.p1 = p1; | ||||||
| @@ -489,52 +449,6 @@ bool b3World::RayCastSingleShape(b3RayCastSingleShapeOutput* output, const b3Vec | |||||||
| 	return false; | 	return false; | ||||||
| } | } | ||||||
|  |  | ||||||
| void b3World::RayCastCloth(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const |  | ||||||
| { |  | ||||||
| 	for (b3Cloth* c = m_clothList.m_head; c; c = c->m_next) |  | ||||||
| 	{ |  | ||||||
| 		c->RayCast(listener, p1, p2); |  | ||||||
| 	} |  | ||||||
| } |  | ||||||
|  |  | ||||||
| bool b3World::RayCastSingleCloth(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const |  | ||||||
| { |  | ||||||
| 	b3Cloth* cloth0 = NULL; |  | ||||||
| 	b3ClothRayCastSingleOutput output0; |  | ||||||
| 	output0.fraction = B3_MAX_FLOAT; |  | ||||||
|  |  | ||||||
| 	for (b3Cloth* c = m_clothList.m_head; c; c = c->m_next) |  | ||||||
| 	{ |  | ||||||
| 		b3ClothRayCastSingleOutput subOutput; |  | ||||||
| 		if (c->RayCastSingle(&subOutput, p1, p2)) |  | ||||||
| 		{ |  | ||||||
| 			if (subOutput.fraction < output0.fraction) |  | ||||||
| 			{ |  | ||||||
| 				cloth0 = c; |  | ||||||
| 				output0 = subOutput; |  | ||||||
| 			} |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	if (cloth0 != NULL) |  | ||||||
| 	{ |  | ||||||
| 		u32 triangle = output0.triangle; |  | ||||||
| 		float32 fraction = output0.fraction; |  | ||||||
| 		b3Vec3 point = (1.0f - fraction) * p1 + fraction * p2; |  | ||||||
| 		b3Vec3 normal = output0.normal; |  | ||||||
|  |  | ||||||
| 		output->cloth = cloth0; |  | ||||||
| 		output->triangle = triangle; |  | ||||||
| 		output->point = point; |  | ||||||
| 		output->normal = normal; |  | ||||||
| 		output->fraction = fraction; |  | ||||||
|  |  | ||||||
| 		return true; |  | ||||||
| 	} |  | ||||||
|  |  | ||||||
| 	return false; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| struct b3QueryAABBCallback | struct b3QueryAABBCallback | ||||||
| { | { | ||||||
| 	bool Report(u32 proxyID) | 	bool Report(u32 proxyID) | ||||||
|   | |||||||
| @@ -16,8 +16,8 @@ | |||||||
| * 3. This notice may not be removed or altered from any source distribution. | * 3. This notice may not be removed or altered from any source distribution. | ||||||
| */ | */ | ||||||
| 
 | 
 | ||||||
| #include <bounce/dynamics/rope/rope.h> | #include <bounce/rope/rope.h> | ||||||
| #include <bounce/dynamics/spatial.h> | #include <bounce/rope/spatial.h> | ||||||
| #include <bounce/common/draw.h> | #include <bounce/common/draw.h> | ||||||
| 
 | 
 | ||||||
| struct b3RopeBody | struct b3RopeBody | ||||||
		Reference in New Issue
	
	Block a user