155 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| * Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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| *
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| * This software is provided 'as-is', without any express or implied
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| * warranty.  In no event will the authors be held liable for any damages
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| * arising from the use of this software.
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| * Permission is granted to anyone to use this software for any purpose,
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| * including commercial applications, and to alter it and redistribute it
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| * freely, subject to the following restrictions:
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| * 1. The origin of this software must not be misrepresented; you must not
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| * claim that you wrote the original software. If you use this software
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| * in a product, an acknowledgment in the product documentation would be
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| * appreciated but is not required.
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| * 2. Altered source versions must be plainly marked as such, and must not be
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| * misrepresented as being the original software.
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| * 3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| #ifndef SELF_COLLISION_H
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| #define SELF_COLLISION_H
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| 
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| class SelfCollision : public Test
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| {
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| public:
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| 	SelfCollision() : m_rectangleGarment(5.0f, 5.0f)
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| 	{
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| 		// Generate 2D mesh
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| 		m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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| 
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| 		// Create 3D mesh
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| 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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| 
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| 		// Rotate and translate the mesh
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| 		b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
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| 		for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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| 		{
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| 			m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
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| 			m_rectangleClothMesh.vertices[i].y += 5.0f;
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| 		}
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| 
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| 		// Create cloth
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| 		b3ClothDef def;
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| 		def.mesh = &m_rectangleClothMesh;
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| 		def.density = 1.0f;
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| 		def.structural = 100000.0f;
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| 		
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| 		m_cloth = new b3Cloth(def);
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| 
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| 		m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
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| 		m_cloth->SetWorld(&m_world);
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| 
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| 		for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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| 		{
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| 			p->SetRadius(0.2f);
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| 			p->SetFriction(0.2f);
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| 		}
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| 
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| 		{
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| 			b3BodyDef bd;
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| 			bd.type = e_staticBody;
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| 
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| 			b3Body* b = m_world.CreateBody(bd);
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| 
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| 			b3CapsuleShape capsuleShape;
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| 			capsuleShape.m_centers[0].Set(0.0f, 0.0f, -5.0f);
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| 			capsuleShape.m_centers[1].Set(0.0f, 0.0f, 5.0f);
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| 			capsuleShape.m_radius = 1.0f;;
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| 
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| 			b3ShapeDef sd;
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| 			sd.shape = &capsuleShape;
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| 			sd.friction = 1.0f;
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| 
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| 			b->CreateShape(sd);
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| 		}
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| 
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| 		m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
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| 	}
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| 
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| 	~SelfCollision()
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| 	{
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| 		delete m_cloth;
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| 		delete m_clothDragger;
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| 	}
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| 
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| 	void Step()
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| 	{
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| 		Test::Step();
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| 
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| 		m_cloth->Step(g_testSettings->inv_hertz);
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| 
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| 		m_cloth->Draw();
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| 
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| 		if (m_clothDragger->IsDragging())
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| 		{
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| 			b3Vec3 pA = m_clothDragger->GetPointA();
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| 			b3Vec3 pB = m_clothDragger->GetPointB();
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| 
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| 			g_draw->DrawPoint(pA, 2.0f, b3Color_green);
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| 
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| 			g_draw->DrawPoint(pB, 2.0f, b3Color_green);
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| 
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| 			g_draw->DrawSegment(pA, pB, b3Color_white);
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| 		}
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| 
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| 		extern u32 b3_clothSolverIterations;
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| 		g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
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| 
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| 		float32 E = m_cloth->GetEnergy();
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| 		g_draw->DrawString(b3Color_white, "E = %f", E);
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| 	}
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| 
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| 	void MouseMove(const b3Ray3& pw)
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| 	{
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| 		Test::MouseMove(pw);
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| 
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| 		if (m_clothDragger->IsDragging() == true)
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| 		{
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| 			m_clothDragger->Drag();
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| 		}
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| 	}
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| 
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| 	void MouseLeftDown(const b3Ray3& pw)
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| 	{
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| 		Test::MouseLeftDown(pw);
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| 
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| 		if (m_clothDragger->IsDragging() == false)
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| 		{
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| 			m_clothDragger->StartDragging();
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| 		}
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| 	}
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| 
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| 	void MouseLeftUp(const b3Ray3& pw)
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| 	{
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| 		Test::MouseLeftUp(pw);
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| 
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| 		if (m_clothDragger->IsDragging() == true)
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| 		{
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| 			m_clothDragger->StopDragging();
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| 		}
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| 	}
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| 
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| 	static Test* Create()
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| 	{
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| 		return new SelfCollision();
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| 	}
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| 
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| 	b3RectangleGarment m_rectangleGarment;
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| 	b3GarmentMesh m_rectangleGarmentMesh;
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| 	b3GarmentClothMesh m_rectangleClothMesh;
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| 
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| 	b3Cloth* m_cloth;
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| 	b3ClothDragger* m_clothDragger; 
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| 	};
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| 
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| #endif |