/* * 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 TENSION_MAPPING_H #define TENSION_MAPPING_H // Hot/Cold color map // See http://paulbourke.net/miscellaneous/colourspace/ static inline b3Color Color(float32 x, float32 a, float32 b) { x = b3Clamp(x, a, b); float32 d = b - a; b3Color c(1.0f, 1.0f, 1.0f); if (x < a + 0.25f * d) { c.r = 0.0f; c.g = 4.0f * (x - a) / d; return c; } if (x < a + 0.5f * d) { c.r = 0.0f; c.b = 1.0f + 4.0f * (a + 0.25f * d - x) / d; return c; } if (x < a + 0.75f * d) { c.r = 4.0f * (x - a - 0.5f * d) / d; c.b = 0.0f; return c; } c.g = 1.0f + 4.0f * (a + 0.75f * d - x) / d; c.b = 0.0f; return c; } class TensionMapping : public Test { public: TensionMapping() : 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]; } // Create cloth b3ClothDef def; def.mesh = &m_rectangleClothMesh; 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); // Freeze some particles b3AABB3 aabb; aabb.m_lower.Set(-5.0f, -1.0f, -6.0f); aabb.m_upper.Set(5.0f, 1.0f, -4.0f); for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext()) { if (aabb.Contains(p->GetPosition())) { p->SetType(e_staticParticle); } } m_clothDragger = new b3ClothDragger(&m_ray, m_cloth); } ~TensionMapping() { delete m_clothDragger; delete m_cloth; } void Step() { Test::Step(); m_cloth->Step(g_testSettings->inv_hertz); const b3ClothMesh* mesh = m_cloth->GetMesh(); b3StackArray tension; tension.Resize(mesh->vertexCount); for (u32 i = 0; i < mesh->vertexCount; ++i) { tension[i].SetZero(); } for (b3Force* f = m_cloth->GetForceList().m_head; f; f = f->GetNext()) { if (f->GetType() == e_springForce) { b3SpringForce* s = (b3SpringForce*)f; u32 v1 = s->GetParticle1()->GetVertex(); u32 v2 = s->GetParticle2()->GetVertex(); tension[v1] += s->GetActionForce(); tension[v2] -= s->GetActionForce(); } } for (u32 i = 0; i < mesh->triangleCount; ++i) { b3ClothMeshTriangle* t = mesh->triangles + i; b3Vec3 v1 = m_cloth->GetVertexParticle(t->v1)->GetPosition(); b3Vec3 v2 = m_cloth->GetVertexParticle(t->v2)->GetPosition(); b3Vec3 v3 = m_cloth->GetVertexParticle(t->v3)->GetPosition(); b3Draw_draw->DrawSegment(v1, v2, b3Color_black); b3Draw_draw->DrawSegment(v2, v3, b3Color_black); b3Draw_draw->DrawSegment(v3, v1, b3Color_black); b3Vec3 f1 = tension[t->v1]; float32 L1 = b3Length(f1); b3Vec3 f2 = tension[t->v2]; float32 L2 = b3Length(f2); b3Vec3 f3 = tension[t->v3]; float32 L3 = b3Length(f3); float32 L = (L1 + L2 + L3) / 3.0f; const float32 kMaxT = 100000.0f; b3Color color = Color(L, 0.0f, kMaxT); b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1); n1.Normalize(); g_draw->DrawSolidTriangle(n1, v1, v2, v3, color); b3Vec3 n2 = -n1; g_draw->DrawSolidTriangle(n2, v1, v3, v2, color); } 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 TensionMapping(); } b3RectangleGarment m_rectangleGarment; b3GarmentMesh m_rectangleGarmentMesh; b3GarmentClothMesh m_rectangleClothMesh; b3Cloth* m_cloth; b3ClothDragger* m_clothDragger; }; #endif