/* * 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 SELF_COLLISION_H #define SELF_COLLISION_H class SelfCollision : public ClothTest { public: SelfCollision() : m_rectangleGarment(5.0f, 5.0f) { // Generate 2D mesh m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f); // Create 3D mesh m_rectangleClothMesh.Set(&m_rectangleGarmentMesh); b3Mat33 Rx = b3Mat33RotationX(0.5f * B3_PI); for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i) { m_rectangleClothMesh.vertices[i] = Rx * m_rectangleClothMesh.vertices[i]; m_rectangleClothMesh.vertices[i].y += 5.0f; } b3ClothDef def; def.mesh = &m_rectangleClothMesh; def.density = 1.0f; def.structural = 100000.0f; m_cloth = m_world.CreateCloth(def); 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); b3CapsuleShape capsuleShape; capsuleShape.m_centers[0].Set(0.0f, 0.0f, -5.0f); capsuleShape.m_centers[1].Set(0.0f, 0.0f, 5.0f); capsuleShape.m_radius = 1.0f;; b3ShapeDef sd; sd.shape = &capsuleShape; sd.friction = 1.0f; b->CreateShape(sd); } } static Test* Create() { return new SelfCollision(); } b3RectangleGarment m_rectangleGarment; b3GarmentMesh m_rectangleGarmentMesh; b3GarmentClothMesh m_rectangleClothMesh; }; #endif