/* * Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io * * 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 CAPE_H #define CAPE_H class Cape : public Test { public: enum { e_w = 5, e_h = 10 }; Cape() { // Translate the cloth mesh for (u32 i = 0; i < m_clothMesh.vertexCount; ++i) { m_clothMesh.vertices[i].y += 5.0f; m_clothMesh.vertices[i].z -= 6.0f; } // Create cloth b3ClothDef def; def.mesh = &m_clothMesh; def.density = 0.2f; def.streching = 100000.0f; m_cloth = new b3Cloth(def); m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f)); // Freeze some particles for (u32 j = 0; j < e_w + 1; ++j) { u32 vj = m_clothMesh.GetVertex(e_h, j); b3ClothParticle* p = m_cloth->GetParticle(vj); p->SetType(e_kinematicClothParticle); } m_clothDragger = new b3ClothDragger(&m_ray, m_cloth); { // Create body b3BodyDef bdef; bdef.type = b3BodyType::e_kinematicBody; m_body = m_world.CreateBody(bdef); static b3BoxHull box(1.0f, 5.0f, 1.0f); b3HullShape hs; hs.m_hull = &box; hs.m_radius = 0.25f; b3ShapeDef sdef; sdef.density = 0.1f; sdef.friction = 0.3f; sdef.shape = &hs; m_body->CreateShape(sdef); } // Store cloth vertices in body space for (u32 j = 0; j < e_w + 1; ++j) { u32 vj = m_clothMesh.GetVertex(e_h, j); b3ClothParticle* p = m_cloth->GetParticle(vj); b3Vec3 position = p->GetPosition(); m_localPoints[j] = m_body->GetLocalPoint(position); } } ~Cape() { delete m_clothDragger; delete m_cloth; } void KeyDown(int button) { b3Vec3 v = m_body->GetLinearVelocity(); if (button == GLFW_KEY_LEFT) { v.x -= 5.0f; } if (button == GLFW_KEY_RIGHT) { v.x += 5.0f; } if (button == GLFW_KEY_UP) { v.z -= 5.0f; } if (button == GLFW_KEY_DOWN) { v.z += 5.0f; } m_body->SetLinearVelocity(v); } void Step() { Test::Step(); scalar inv_h = g_testSettings->hertz; for (u32 j = 0; j < e_w + 1; ++j) { u32 vj = m_clothMesh.GetVertex(e_h, j); b3ClothParticle* p = m_cloth->GetParticle(vj); b3Vec3 x0 = p->GetPosition(); b3Vec3 x = m_body->GetWorldPoint(m_localPoints[j]); // Apply finite difference method b3Vec3 v = inv_h * (x - x0); p->SetVelocity(v); } m_cloth->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations); m_cloth->Draw(); if (m_clothDragger->IsDragging()) { b3Vec3 pA = m_clothDragger->GetPointA(); b3Vec3 pB = m_clothDragger->GetPointB(); g_draw->DrawPoint(pA, 4.0f, b3Color_green); g_draw->DrawPoint(pB, 4.0f, b3Color_green); g_draw->DrawSegment(pA, pB, b3Color_white); } extern u32 b3_clothSolverIterations; g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations); scalar E = m_cloth->GetEnergy(); g_draw->DrawString(b3Color_white, "E = %f", E); g_draw->DrawString(b3Color_white, "Arrows - Apply Velocity"); } void MouseMove(const b3Ray3& pw) { Test::MouseMove(pw); if (m_clothDragger->IsDragging() == true) { m_clothDragger->Drag(); } } void MouseLeftDown(const b3Ray3& pw) { Test::MouseLeftDown(pw); if (m_clothDragger->IsDragging() == false) { m_clothDragger->StartDragging(); } } void MouseLeftUp(const b3Ray3& pw) { Test::MouseLeftUp(pw); if (m_clothDragger->IsDragging() == true) { m_clothDragger->StopDragging(); } } static Test* Create() { return new Cape(); } b3GridClothMesh m_clothMesh; b3Cloth* m_cloth; b3ClothDragger* m_clothDragger; b3Body* m_body; b3Vec3 m_localPoints[e_w + 1]; }; #endif