bounce/examples/testbed/tests/cloth_test.h

300 lines
5.8 KiB
C++

/*
* 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 CLOTH_TESH_H
#define CLOTH_TESH_H
class ClothDragger
{
public:
ClothDragger(Ray3* ray, b3Cloth*& cloth) : m_ray(ray), m_cloth(cloth)
{
m_isSelected = false;
m_spring = false;
}
~ClothDragger()
{
}
bool IsSelected() const
{
return m_isSelected;
}
b3Vec3 GetPointA() const
{
B3_ASSERT(m_isSelected);
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Vec3 A = m->vertices[t->v1];
b3Vec3 B = m->vertices[t->v2];
b3Vec3 C = m->vertices[t->v3];
return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
}
b3Vec3 GetPointB() const
{
B3_ASSERT(m_isSelected);
return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
}
bool StartDragging()
{
B3_ASSERT(m_isSelected == false);
b3RayCastInput rayIn;
rayIn.p1 = m_ray->A();
rayIn.p2 = m_ray->B();
rayIn.maxFraction = B3_MAX_FLOAT;
b3ClothRayCastOutput rayOut;
if (m_cloth->RayCast(&rayOut, &rayIn) == false)
{
return false;
}
m_isSelected = true;
m_selection = rayOut.triangle;
m_x = rayOut.fraction;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Particle* p1 = m->particles[t->v1];
b3Particle* p2 = m->particles[t->v2];
b3Particle* p3 = m->particles[t->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(m_isSelected);
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Vec3 A = GetPointA();
b3Vec3 B = GetPointB();
b3Vec3 dx = B - A;
if (m_spring)
{
m_particle->SetPosition(B);
}
else
{
b3Particle* p1 = m->particles[t->v1];
p1->ApplyTranslation(dx);
b3Particle* p2 = m->particles[t->v2];
p2->ApplyTranslation(dx);
b3Particle* p3 = m->particles[t->v3];
p3->ApplyTranslation(dx);
}
}
void StopDragging()
{
B3_ASSERT(m_isSelected);
m_isSelected = false;
if (m_spring)
{
m_cloth->DestroyForce(m_s1);
m_cloth->DestroyForce(m_s2);
m_cloth->DestroyForce(m_s3);
m_cloth->DestroyParticle(m_particle);
}
else
{
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Particle* p1 = m->particles[t->v1];
p1->SetType(m_t1);
b3Particle* p2 = m->particles[t->v2];
p2->SetType(m_t2);
b3Particle* p3 = m->particles[t->v3];
p3->SetType(m_t3);
}
}
private:
bool m_isSelected;
Ray3* m_ray;
float32 m_x;
b3Cloth*& m_cloth;
u32 m_selection;
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;
};
class ClothTest : public Test
{
public:
ClothTest() : m_clothDragger(&m_clothRay, m_cloth)
{
m_world.SetGravity(b3Vec3(0.0f, -10.0f, 0.0f));
m_clothRay.origin.SetZero();
m_clothRay.direction.Set(0.0f, 0.0f, -1.0f);
m_clothRay.fraction = g_camera->m_zFar;
m_cloth = nullptr;
}
void Step()
{
Test::Step();
m_cloth->Apply();
m_cloth->Draw();
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);
}
}
void MouseMove(const Ray3& pw)
{
m_clothRay = pw;
if (m_clothDragger.IsSelected() == true)
{
m_clothDragger.Drag();
}
}
void MouseLeftDown(const Ray3& pw)
{
if (m_clothDragger.IsSelected() == false)
{
m_clothDragger.StartDragging();
}
}
void MouseLeftUp(const Ray3& pw)
{
if (m_clothDragger.IsSelected() == true)
{
m_clothDragger.StopDragging();
}
}
Ray3 m_clothRay;
b3Cloth* m_cloth;
ClothDragger m_clothDragger;
};
#endif