/* * 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 SpringClothTest { public: TensionMapping() { b3SpringClothDef def; def.allocator = &m_clothAllocator; def.mesh = &m_clothMesh; def.density = 0.2f; def.ks = 100000.0f; def.gravity.Set(0.0f, -10.0f, 0.0f); m_cloth.Initialize(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 < def.mesh->vertexCount; ++i) { if (aabb.Contains(def.mesh->vertices[i])) { m_cloth.SetType(i, b3MassType::e_staticMass); } } } void Step() { float32 dt = g_testSettings->inv_hertz; m_cloth.Step(dt); m_cloth.Apply(); b3StackArray T; m_cloth.GetTension(T); for (u32 i = 0; i < m_clothMesh.triangleCount; ++i) { b3Triangle* t = m_clothMesh.triangles + i; const float32 kMaxT = 100000.0f; b3Vec3 f1 = T[t->v1]; float32 L1 = b3Length(f1); b3Color c1 = Color(L1, 0.0f, kMaxT); b3Vec3 f2 = T[t->v2]; float32 L2 = b3Length(f2); b3Color c2 = Color(L2, 0.0f, kMaxT); b3Vec3 f3 = T[t->v3]; float32 L3 = b3Length(f3); b3Color c3 = Color(L3, 0.0f, kMaxT); b3Vec3 v1 = m_clothMesh.vertices[t->v1]; b3Vec3 v2 = m_clothMesh.vertices[t->v2]; b3Vec3 v3 = m_clothMesh.vertices[t->v3]; b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1); n1.Normalize(); b3Vec3 n2 = -n1; g_draw->DrawSolidTriangle(n1, v1, c1, v2, c2, v3, c3); g_draw->DrawSolidTriangle(n2, v1, c1, v3, c3, v2, c2); } b3SpringClothStep step = m_cloth.GetStep(); g_draw->DrawString(b3Color_white, "Iterations = %u", step.iterations); 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_clothMesh; }; #endif