Allow dragging a spring cloth in all spring cloth tests related to the spring cloth Use gravity acceleration in Earth in all spring cloth tests
296 lines
5.7 KiB
C++
296 lines
5.7 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 SPRING_CLOTH_TESH_H
|
|
#define SPRING_CLOTH_TESH_H
|
|
|
|
extern DebugDraw* g_debugDraw;
|
|
extern Camera g_camera;
|
|
extern Settings g_settings;
|
|
|
|
class ClothDragger
|
|
{
|
|
public:
|
|
ClothDragger(Ray3* ray, b3SpringCloth* cloth)
|
|
{
|
|
m_ray = ray;
|
|
m_cloth = cloth;
|
|
m_isSelected = false;
|
|
}
|
|
|
|
~ClothDragger()
|
|
{
|
|
|
|
}
|
|
|
|
bool IsSelected() const
|
|
{
|
|
return m_isSelected;
|
|
}
|
|
|
|
b3Vec3 GetPointA() const
|
|
{
|
|
B3_ASSERT(m_isSelected);
|
|
|
|
b3Mesh* m = m_cloth->GetMesh();
|
|
b3Triangle* 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);
|
|
|
|
if (Select(m_selection, m_x) == false)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_isSelected = true;
|
|
|
|
b3Mesh* m = m_cloth->GetMesh();
|
|
b3Triangle* t = m->triangles + m_selection;
|
|
|
|
m_t1 = m_cloth->GetType(t->v1);
|
|
m_cloth->SetType(t->v1, b3MassType::e_staticMass);
|
|
|
|
m_t2 = m_cloth->GetType(t->v2);
|
|
m_cloth->SetType(t->v2, b3MassType::e_staticMass);
|
|
|
|
m_t3 = m_cloth->GetType(t->v3);
|
|
m_cloth->SetType(t->v3, b3MassType::e_staticMass);
|
|
|
|
b3Vec3 v1 = m_cloth->GetPosition(t->v1);
|
|
b3Vec3 v2 = m_cloth->GetPosition(t->v2);
|
|
b3Vec3 v3 = m_cloth->GetPosition(t->v3);
|
|
|
|
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;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Drag()
|
|
{
|
|
B3_ASSERT(m_isSelected);
|
|
|
|
b3Mesh* m = m_cloth->GetMesh();
|
|
b3Triangle* t = m->triangles + m_selection;
|
|
|
|
b3Vec3 A = GetPointA();
|
|
b3Vec3 B = GetPointB();
|
|
|
|
b3Vec3 dx = B - A;
|
|
|
|
b3Vec3 v1 = m_cloth->GetPosition(t->v1);
|
|
v1 += dx;
|
|
m_cloth->SetPosition(t->v1, v1);
|
|
|
|
b3Vec3 v2 = m_cloth->GetPosition(t->v2);
|
|
v2 += dx;
|
|
m_cloth->SetPosition(t->v2, v2);
|
|
|
|
b3Vec3 v3 = m_cloth->GetPosition(t->v3);
|
|
v3 += dx;
|
|
m_cloth->SetPosition(t->v3, v3);
|
|
}
|
|
|
|
void StopDragging()
|
|
{
|
|
B3_ASSERT(m_isSelected);
|
|
|
|
m_isSelected = false;
|
|
|
|
b3Mesh* m = m_cloth->GetMesh();
|
|
b3Triangle* t = m->triangles + m_selection;
|
|
|
|
m_cloth->SetType(t->v1, m_t1);
|
|
m_cloth->SetType(t->v2, m_t2);
|
|
m_cloth->SetType(t->v3, m_t3);
|
|
}
|
|
|
|
private:
|
|
|
|
bool Select(u32& selection, float32& fraction) const
|
|
{
|
|
b3Mesh* m = m_cloth->GetMesh();
|
|
|
|
b3MeshShape ms;
|
|
ms.m_mesh = m;
|
|
|
|
b3RayCastInput input;
|
|
input.p1 = m_ray->A();
|
|
input.p2 = m_ray->B();
|
|
input.maxFraction = m_ray->fraction;
|
|
|
|
b3Transform transform;
|
|
transform.SetIdentity();
|
|
|
|
float32 minFraction = B3_MAX_FLOAT;
|
|
b3Vec3 minNormal(0.0f, 0.0f, 0.0f);
|
|
u32 minIndex = ~0;
|
|
|
|
for (u32 i = 0; i < m->triangleCount; ++i)
|
|
{
|
|
b3RayCastOutput subOutput;
|
|
if (ms.RayCast(&subOutput, input, transform, i) == true)
|
|
{
|
|
if (subOutput.fraction < minFraction)
|
|
{
|
|
minFraction = subOutput.fraction;
|
|
minNormal = subOutput.normal;
|
|
minIndex = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (minIndex != ~0)
|
|
{
|
|
selection = minIndex;
|
|
fraction = minFraction;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool m_isSelected;
|
|
|
|
Ray3* m_ray;
|
|
float32 m_x;
|
|
|
|
b3SpringCloth * m_cloth;
|
|
u32 m_selection;
|
|
float32 m_u, m_v;
|
|
b3MassType m_t1, m_t2, m_t3;
|
|
};
|
|
|
|
class SpringClothTest : public Test
|
|
{
|
|
public:
|
|
SpringClothTest() : m_clothDragger(&m_clothRay, &m_cloth)
|
|
{
|
|
g_camera.m_zoom = 25.0f;
|
|
|
|
m_clothRay.origin.SetZero();
|
|
m_clothRay.direction.Set(0.0f, 0.0f, -1.0f);
|
|
m_clothRay.fraction = g_camera.m_zFar;
|
|
}
|
|
|
|
void Step()
|
|
{
|
|
float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f;
|
|
|
|
if (g_settings.pause)
|
|
{
|
|
if (g_settings.singleStep)
|
|
{
|
|
g_settings.singleStep = false;
|
|
}
|
|
else
|
|
{
|
|
dt = 0.0f;
|
|
}
|
|
}
|
|
|
|
m_cloth.Step(dt);
|
|
m_cloth.Apply();
|
|
|
|
b3Shape** shapes = m_cloth.GetShapes();
|
|
for (u32 i = 0; i < m_cloth.GetShapeCount(); ++i)
|
|
{
|
|
b3Shape* s = shapes[i];
|
|
|
|
b3Transform xf;
|
|
xf.SetIdentity();
|
|
|
|
g_debugDraw->DrawShape(s, b3Color_white, xf);
|
|
}
|
|
|
|
m_cloth.Draw(g_debugDraw);
|
|
|
|
b3SpringClothStep step = m_cloth.GetStep();
|
|
|
|
char text[256];
|
|
sprintf(text, "Iterations = %u", step.iterations);
|
|
g_debugDraw->DrawString(text, b3Color_white);
|
|
|
|
if (m_clothDragger.IsSelected() == true)
|
|
{
|
|
g_debugDraw->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;
|
|
|
|
b3StackAllocator m_clothAllocator;
|
|
b3SpringCloth m_cloth;
|
|
|
|
ClothDragger m_clothDragger;
|
|
};
|
|
|
|
#endif |