/* * 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 B3_CLOTH_DRAGGER_H #define B3_CLOTH_DRAGGER_H #include #include #include #include #include #include // A cloth triangle dragger. class b3ClothDragger { public: b3ClothDragger(b3Ray3* ray, b3World* world) { m_spring = false; m_ray = ray; m_world = world; m_cloth = nullptr; } ~b3ClothDragger() { } bool IsDragging() const { return m_cloth != nullptr; } bool StartDragging() { B3_ASSERT(IsDragging() == false); b3RayCastSingleClothOutput rayOut; if (m_world->RayCastSingleCloth(&rayOut, m_ray->A(), m_ray->B()) == false) { return false; } m_cloth = rayOut.cloth; m_mesh = m_cloth->GetMesh(); m_triangle = m_mesh->triangles + rayOut.triangle; m_x = rayOut.fraction; b3Particle* p1 = m_mesh->particles[m_triangle->v1]; b3Particle* p2 = m_mesh->particles[m_triangle->v2]; b3Particle* p3 = m_mesh->particles[m_triangle->v3]; b3Vec3 v1 = p1->GetPosition(); b3Vec3 v2 = p2->GetPosition(); b3Vec3 v3 = p3->GetPosition(); b3Vec3 B = GetPointB(); float32 wABC[4]; b3BarycentricCoordinates(wABC, v1, v2, v3, B); if (wABC[3] > B3_EPSILON) { m_u = wABC[0] / wABC[3]; m_v = wABC[1] / wABC[3]; } else { m_u = m_v = 0.0f; } if (m_spring) { b3ParticleDef pd; pd.type = e_staticParticle; pd.position = B; m_particle = m_cloth->CreateParticle(pd); { b3SpringForceDef sfd; sfd.p1 = m_particle; sfd.p2 = p1; sfd.restLength = 0.0f; sfd.structural = 10000.0f; m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd); } { b3SpringForceDef sfd; sfd.p1 = m_particle; sfd.p2 = p2; sfd.restLength = 0.0f; sfd.structural = 10000.0f; m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd); } { b3SpringForceDef sfd; sfd.p1 = m_particle; sfd.p2 = p3; sfd.restLength = 0.0f; sfd.structural = 10000.0f; m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd); } } else { m_t1 = p1->GetType(); p1->SetType(e_staticParticle); m_t2 = p2->GetType(); p2->SetType(e_staticParticle); m_t3 = p3->GetType(); p3->SetType(e_staticParticle); } return true; } void Drag() { B3_ASSERT(IsDragging() == true); b3Vec3 A = GetPointA(); b3Vec3 B = GetPointB(); b3Vec3 dx = B - A; if (m_spring) { m_particle->SetPosition(B); } else { b3Particle* p1 = m_mesh->particles[m_triangle->v1]; p1->ApplyTranslation(dx); b3Particle* p2 = m_mesh->particles[m_triangle->v2]; p2->ApplyTranslation(dx); b3Particle* p3 = m_mesh->particles[m_triangle->v3]; p3->ApplyTranslation(dx); } } void StopDragging() { B3_ASSERT(IsDragging() == true); m_cloth = nullptr; if (m_spring) { m_cloth->DestroyForce(m_s1); m_cloth->DestroyForce(m_s2); m_cloth->DestroyForce(m_s3); m_cloth->DestroyParticle(m_particle); } else { b3Particle* p1 = m_mesh->particles[m_triangle->v1]; p1->SetType(m_t1); b3Particle* p2 = m_mesh->particles[m_triangle->v2]; p2->SetType(m_t2); b3Particle* p3 = m_mesh->particles[m_triangle->v3]; p3->SetType(m_t3); } } b3Vec3 GetPointA() const { B3_ASSERT(IsDragging() == true); b3Vec3 A = m_mesh->vertices[m_triangle->v1]; b3Vec3 B = m_mesh->vertices[m_triangle->v2]; b3Vec3 C = m_mesh->vertices[m_triangle->v3]; return m_u * A + m_v * B + (1.0f - m_u - m_v) * C; } b3Vec3 GetPointB() const { B3_ASSERT(IsDragging() == true); return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B(); } private: b3Ray3* m_ray; float32 m_x; b3World* m_world; b3Cloth* m_cloth; b3ClothMesh* m_mesh; b3ClothMeshTriangle* m_triangle; float32 m_u, m_v; bool m_spring; b3Particle* m_particle; b3SpringForce* m_s1; b3SpringForce* m_s2; b3SpringForce* m_s3; b3ParticleType m_t1, m_t2, m_t3; }; #endif