132 lines
2.9 KiB
C++
132 lines
2.9 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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#ifndef SHIRT_H
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#define SHIRT_H
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class Shirt : public Test
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{
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public:
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Shirt()
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{
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// Generate 2D mesh
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m_shirtGarmentMesh.Set(&m_shirtGarment, 0.1f);
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// Create 3D mesh
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m_shirtClothMesh.Set(&m_shirtGarmentMesh);
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// Perform fitting
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for (u32 i = 0; i < 3; ++i)
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{
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b3ClothMeshMesh* front = m_shirtClothMesh.meshes + i;
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for (u32 j = 0; j < front->vertexCount; ++j)
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{
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u32 v = front->startVertex + j;
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m_shirtClothMesh.vertices[v].z = -1.0f;
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}
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}
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for (u32 i = 3; i < 6; ++i)
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{
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b3ClothMeshMesh* back = m_shirtClothMesh.meshes + i;
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for (u32 j = 0; j < back->vertexCount; ++j)
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{
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u32 v = back->startVertex + j;
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m_shirtClothMesh.vertices[v].z = 1.0f;
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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_shirtClothMesh;
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def.density = 0.2f;
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def.structural = 10000.0f;
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m_cloth = new b3Cloth(def);
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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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m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
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}
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~Shirt()
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{
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delete m_clothDragger;
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delete m_cloth;
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}
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void Step()
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{
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Test::Step();
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m_cloth->Step(g_testSettings->inv_hertz);
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m_cloth->Draw();
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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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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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void MouseMove(const b3Ray3& pw)
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{
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Test::MouseMove(pw);
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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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void MouseLeftDown(const b3Ray3& pw)
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{
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Test::MouseLeftDown(pw);
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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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void MouseLeftUp(const b3Ray3& pw)
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{
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Test::MouseLeftUp(pw);
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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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static Test* Create()
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{
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return new Shirt();
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}
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b3ShirtGarment m_shirtGarment;
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b3GarmentMesh m_shirtGarmentMesh;
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b3GarmentClothMesh m_shirtClothMesh;
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b3Cloth* m_cloth;
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b3ClothDragger* m_clothDragger;
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};
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#endif |