2019-02-26 16:41:28 -03:00

132 lines
2.9 KiB
C++

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SHIRT_H
#define SHIRT_H
class Shirt : public Test
{
public:
Shirt()
{
// Generate 2D mesh
m_shirtGarmentMesh.Set(&m_shirtGarment, 0.1f);
// Create 3D mesh
m_shirtClothMesh.Set(&m_shirtGarmentMesh);
// Perform fitting
for (u32 i = 0; i < 3; ++i)
{
b3ClothMeshMesh* front = m_shirtClothMesh.meshes + i;
for (u32 j = 0; j < front->vertexCount; ++j)
{
u32 v = front->startVertex + j;
m_shirtClothMesh.vertices[v].z = -1.0f;
}
}
for (u32 i = 3; i < 6; ++i)
{
b3ClothMeshMesh* back = m_shirtClothMesh.meshes + i;
for (u32 j = 0; j < back->vertexCount; ++j)
{
u32 v = back->startVertex + j;
m_shirtClothMesh.vertices[v].z = 1.0f;
}
}
// Create cloth
b3ClothDef def;
def.mesh = &m_shirtClothMesh;
def.density = 0.2f;
def.structural = 10000.0f;
m_cloth = new b3Cloth(def);
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
m_cloth->SetWorld(&m_world);
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
}
~Shirt()
{
delete m_clothDragger;
delete m_cloth;
}
void Step()
{
Test::Step();
m_cloth->Step(g_testSettings->inv_hertz);
m_cloth->Draw();
extern u32 b3_clothSolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
float32 E = m_cloth->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->Drag();
}
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_clothDragger->IsDragging() == false)
{
m_clothDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->StopDragging();
}
}
static Test* Create()
{
return new Shirt();
}
b3ShirtGarment m_shirtGarment;
b3GarmentMesh m_shirtGarmentMesh;
b3GarmentClothMesh m_shirtClothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};
#endif