/* * 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 CLOTH_ELEMENT_TEST_H #define CLOTH_ELEMENT_TEST_H class ClothElementTest : public Test { public: enum { e_w = 10, e_h = 10 }; ClothElementTest() { g_camera->m_zoom = 20.0f; b3GridClothMesh m; b3ClothParticle** particles = (b3ClothParticle * *)b3Alloc(m.vertexCount * sizeof(b3ClothParticle*)); for (u32 i = 0; i < m.vertexCount; ++i) { b3ClothParticleDef pd; pd.type = e_dynamicClothParticle; pd.position = m.vertices[i]; b3ClothParticle* p = m_cloth.CreateParticle(pd); particles[i] = p; b3ClothSphereShapeDef sd; sd.p = p; sd.radius = 0.2f; sd.friction = 0.4f; m_cloth.CreateSphereShape(sd); } for (u32 i = 0; i < m.triangleCount; ++i) { u32 v1 = m.triangles[i].v1; u32 v2 = m.triangles[i].v2; u32 v3 = m.triangles[i].v3; b3Vec3 x1 = m.vertices[v1]; b3Vec3 x2 = m.vertices[v2]; b3Vec3 x3 = m.vertices[v3]; b3ClothParticle* p1 = particles[v1]; b3ClothParticle* p2 = particles[v2]; b3ClothParticle* p3 = particles[v3]; b3ClothTriangleShapeDef tsd; tsd.p1 = p1; tsd.p2 = p2; tsd.p3 = p3; tsd.v1 = x1; tsd.v2 = x2; tsd.v3 = x3; tsd.density = 0.1f; m_cloth.CreateTriangleShape(tsd); b3ElementForceDef fd; fd.p1 = p1; fd.p2 = p2; fd.p3 = p3; fd.E_x = 500.0f; fd.E_y = 500.0f; fd.E_s = 500.0f; fd.nu_xy = 0.3f; fd.nu_yx = 0.3f; fd.v1 = x1; fd.v2 = x2; fd.v3 = x3; m_cloth.CreateForce(fd); } for (u32 i = 0; i < e_w + 1; ++i) { u32 vertex = m.GetVertex(0, i); particles[vertex]->SetType(e_staticClothParticle); } b3Free(particles); m_cloth.SetGravity(b3Vec3(0.0f, -9.8f, 0.0f)); m_clothDragger = new b3ClothDragger(&m_ray, &m_cloth); m_clothDragger->SetStaticDrag(false); } ~ClothElementTest() { delete m_clothDragger; } void Step() { Test::Step(); m_cloth.Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations); m_cloth.Draw(); if (m_clothDragger->IsDragging()) { b3Vec3 pA = m_clothDragger->GetPointA(); b3Vec3 pB = m_clothDragger->GetPointB(); g_draw->DrawPoint(pA, 4.0f, b3Color_green); g_draw->DrawPoint(pB, 4.0f, b3Color_green); g_draw->DrawSegment(pA, pB, b3Color_white); } extern u32 b3_clothSolverIterations; g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations); scalar 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 ClothElementTest(); } b3Cloth m_cloth; b3ClothDragger* m_clothDragger; }; #endif