/* * 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 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 ClothTest { public: TensionMapping() { m_gridClothMesh.vertexCount = m_gridMesh.vertexCount; m_gridClothMesh.vertices = m_gridMesh.vertices; m_gridClothMesh.triangleCount = m_gridMesh.triangleCount; m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles; m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount; m_gridClothMeshMesh.startVertex = 0; m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount; m_gridClothMeshMesh.startTriangle = 0; m_gridClothMesh.meshCount = 1; m_gridClothMesh.meshes = &m_gridClothMeshMesh; m_gridClothMesh.sewingLineCount = 0; m_gridClothMesh.sewingLines = nullptr; b3ClothDef def; def.mesh = &m_gridClothMesh; def.density = 0.2f; def.ks = 10000.0f; def.kd = 0.0f; def.r = 0.2f; m_cloth = m_world.CreateCloth(def); b3AABB3 aabb; aabb.m_lower.Set(-5.0f, -1.0f, -6.0f); aabb.m_upper.Set(5.0f, 1.0f, -4.0f); for (u32 i = 0; i < m_cloth->GetParticleCount(); ++i) { b3Particle* p = m_cloth->GetParticle(i); if (aabb.Contains(p->position)) { m_cloth->SetType(p, e_staticParticle); } } } void Step() { Test::Step(); m_cloth->Apply(); b3StackArray tension; tension.Resize(m_cloth->GetParticleCount()); for (u32 i = 0; i < tension.Count(); ++i) { tension[i].SetZero(); } for (u32 i = 0; i < m_cloth->GetSpringCount(); ++i) { b3Spring* s = m_cloth->GetSpring(i); b3Particle* p1 = s->p1; b3Particle* p2 = s->p2; u32 i1 = m_cloth->GetParticleIndex(p1); u32 i2 = m_cloth->GetParticleIndex(p2); tension[i1] += s->f; tension[i2] -= s->f; } for (u32 i = 0; i < m_gridClothMesh.triangleCount; ++i) { b3ClothMeshTriangle* t = m_gridClothMesh.triangles + i; b3Particle* p1 = m_cloth->GetParticle(t->v1); b3Particle* p2 = m_cloth->GetParticle(t->v2); b3Particle* p3 = m_cloth->GetParticle(t->v3); b3Vec3 v1 = p1->position; b3Vec3 v2 = p2->position; b3Vec3 v3 = p3->position; 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); } extern u32 b3_clothSolverIterations; g_draw->DrawString(b3Color_white, "Iterations = %u", b3_clothSolverIterations); float32 E = m_cloth->GetEnergy(); g_draw->DrawString(b3Color_white, "E = %f", E); if (m_clothDragger.IsSelected() == true) { g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white); } } static Test* Create() { return new TensionMapping(); } b3GridMesh<10, 10> m_gridMesh; b3ClothMeshMesh m_gridClothMeshMesh; b3ClothMesh m_gridClothMesh; }; #endif