/* * 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 SHIRT_H #define SHIRT_H class Shirt : public Test { public: Shirt() { // Generate 2D mesh m_shirtGarmentMesh.Set(&m_shirtGarment, 0.1f); // Create 3D mesh m_shirtClothMesh.Set(&m_shirtGarmentMesh); // Perform fitting for (u32 i = 0; i < 3; ++i) { b3ClothMeshMesh* front = m_shirtClothMesh.meshes + i; for (u32 j = 0; j < front->vertexCount; ++j) { u32 v = front->startVertex + j; m_shirtClothMesh.vertices[v].z = -1.0f; } } for (u32 i = 3; i < 6; ++i) { b3ClothMeshMesh* back = m_shirtClothMesh.meshes + i; for (u32 j = 0; j < back->vertexCount; ++j) { u32 v = back->startVertex + j; m_shirtClothMesh.vertices[v].z = 1.0f; } } // Create cloth b3ClothDef def; def.mesh = &m_shirtClothMesh; def.density = 0.2f; def.structural = 10000.0f; 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() { return new Shirt(); } b3ShirtGarment m_shirtGarment; b3GarmentMesh m_shirtGarmentMesh; b3GarmentClothMesh m_shirtClothMesh; b3Cloth* m_cloth; b3ClothDragger* m_clothDragger; }; #endif