/* * 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_SELF_COLLISION_H #define CLOTH_SELF_COLLISION_H class ClothSelfCollision : public Test { public: enum { e_w1 = 5, e_h1 = 5, e_w2 = 5, e_h2 = 5 }; ClothSelfCollision() { b3GridClothMesh mesh1; b3Quat qX = b3QuatRotationX(0.5f * B3_PI); for (u32 i = 0; i < mesh1.vertexCount; ++i) { mesh1.vertices[i] = b3Mul(qX, mesh1.vertices[i]); mesh1.vertices[i].y += 5.0f; } b3GridClothMesh mesh2; b3Quat qY = b3QuatRotationY(0.5f * B3_PI); for (u32 i = 0; i < mesh2.vertexCount; ++i) { mesh2.vertices[i] = b3Mul(qY * qX, mesh2.vertices[i]); mesh2.vertices[i].y += 12.0f; } // Merge the meshes m_clothMesh.vertexCount = mesh1.vertexCount + mesh2.vertexCount; m_clothMesh.vertices = (b3Vec3*)b3Alloc(m_clothMesh.vertexCount * sizeof(b3Vec3)); u32* newVertices1 = (u32*)b3Alloc(mesh1.vertexCount * sizeof(u32)); u32 vertexIndex = 0; for (u32 i = 0; i < mesh1.vertexCount; ++i) { newVertices1[i] = vertexIndex; m_clothMesh.vertices[vertexIndex++] = mesh1.vertices[i]; } u32* newVertices2 = (u32*)b3Alloc(mesh2.vertexCount * sizeof(u32)); for (u32 i = 0; i < mesh2.vertexCount; ++i) { newVertices2[i] = vertexIndex; m_clothMesh.vertices[vertexIndex++] = mesh2.vertices[i]; } m_clothMesh.triangleCount = mesh1.triangleCount + mesh2.triangleCount; m_clothMesh.triangles = (b3ClothMeshTriangle*)b3Alloc(m_clothMesh.triangleCount * sizeof(b3ClothMeshTriangle)); u32 triangleIndex = 0; for (u32 i = 0; i < mesh1.triangleCount; ++i) { m_clothMesh.triangles[triangleIndex].v1 = newVertices1[mesh1.triangles[i].v1]; m_clothMesh.triangles[triangleIndex].v2 = newVertices1[mesh1.triangles[i].v2]; m_clothMesh.triangles[triangleIndex].v3 = newVertices1[mesh1.triangles[i].v3]; ++triangleIndex; } for (u32 i = 0; i < mesh2.triangleCount; ++i) { m_clothMesh.triangles[triangleIndex].v1 = newVertices2[mesh2.triangles[i].v1]; m_clothMesh.triangles[triangleIndex].v2 = newVertices2[mesh2.triangles[i].v2]; m_clothMesh.triangles[triangleIndex].v3 = newVertices2[mesh2.triangles[i].v3]; ++triangleIndex; } m_clothMesh.meshCount = 1; m_clothMesh.meshes = (b3ClothMeshMesh*)b3Alloc(sizeof(b3ClothMeshMesh)); m_clothMesh.meshes->startTriangle = 0; m_clothMesh.meshes->triangleCount = m_clothMesh.triangleCount; m_clothMesh.meshes->startVertex = 0; m_clothMesh.meshes->vertexCount = m_clothMesh.vertexCount; m_clothMesh.shearingLineCount = 0; m_clothMesh.bendingLineCount = 0; m_clothMesh.sewingLineCount = 0; // Create the cloth b3ClothDef def; def.mesh = &m_clothMesh; def.density = 1.0f; def.streching = 100000.0f; def.thickness = 0.2f; def.friction = 0.3f; m_cloth = new b3Cloth(def); m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f)); m_cloth->EnableSelfCollision(true); for (u32 i = 0; i < mesh1.vertexCount; ++i) { u32 newVertex = newVertices1[i]; m_cloth->GetParticle(newVertex)->SetType(e_staticClothParticle); } b3Free(newVertices1); b3Free(newVertices2); { b3BodyDef bd; b3Body* b = m_world.CreateBody(bd); b3HullShape hullShape; hullShape.m_hull = &m_groundHull; hullShape.m_radius = 0.0f;; b3ShapeDef sd; sd.shape = &hullShape; sd.friction = 1.0f; b3Shape* s = b->CreateShape(sd); b3ClothWorldShapeDef csd; csd.shape = s; m_cloth->CreateWorldShape(csd); } m_clothDragger = new b3ClothDragger(&m_ray, m_cloth); } ~ClothSelfCollision() { b3Free(m_clothMesh.vertices); b3Free(m_clothMesh.triangles); b3Free(m_clothMesh.meshes); delete m_cloth; 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); } g_draw->DrawString(b3Color_white, "S - Turn on/off self collision"); if (m_cloth->IsSelfCollisionEnabled()) { g_draw->DrawString(b3Color_white, "Self collision enabled"); } else { g_draw->DrawString(b3Color_white, "Self collision disabled"); } 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(); } } void KeyDown(int key) { if (key == GLFW_KEY_S) { m_cloth->EnableSelfCollision(!m_cloth->IsSelfCollisionEnabled()); } } static Test* Create() { return new ClothSelfCollision(); } b3ClothMesh m_clothMesh; b3Cloth* m_cloth; b3ClothDragger* m_clothDragger; }; #endif