/* * 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 TABLE_CLOTH_H #define TABLE_CLOTH_H class TableCloth : public Test { public: TableCloth() : m_rectangleGarment(5.0f, 5.0f) { // Generate 2D mesh m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f); // Create 3D mesh m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); // Rotate the mesh b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI); for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i) { m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i]; m_rectangleClothMesh.vertices[i].y += 5.0f; } // Create cloth b3ClothDef def; def.mesh = &m_rectangleClothMesh; def.density = 0.2f; def.bending = 10000.0f; def.structural = 10000.0f; def.damping = 0.0f; 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()) { p->SetRadius(0.2f); p->SetFriction(0.2f); } { b3BodyDef bd; bd.type = e_staticBody; b3Body* b = m_world.CreateBody(bd); m_tableHull.SetAsCylinder(5.0f, 2.0f); b3HullShape tableShape; tableShape.m_hull = &m_tableHull; tableShape.m_radius = 0.2f; b3ShapeDef sd; sd.shape = &tableShape; sd.friction = 1.0f; 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() { return new TableCloth(); } b3RectangleGarment m_rectangleGarment; b3GarmentMesh m_rectangleGarmentMesh; b3GarmentClothMesh m_rectangleClothMesh; b3Cloth* m_cloth; b3ClothDragger* m_clothDragger; b3QHull m_tableHull; }; #endif