bounce/include/bounce/softbody/block_softbody_mesh.h

123 lines
3.9 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 B3_BLOCK_SOFT_BODY_MESH_H
#define B3_BLOCK_SOFT_BODY_MESH_H
#include <bounce/softbody/softbody_mesh.h>
template<u32 W = 1, u32 H = 1, u32 D = 1>
struct b3BlockSoftBodyMesh : public b3SoftBodyMesh
{
b3Vec3 blockVertices[(W + 1) * (H + 1) * (D + 1)];
b3SoftBodyMeshTetrahedron blockTetrahedrons[5 * W * H * D];
b3BlockSoftBodyMesh()
{
vertexCount = 0;
for (u32 x = 0; x <= W; ++x)
{
for (u32 y = 0; y <= H; ++y)
{
for (u32 z = 0; z <= D; ++z)
{
blockVertices[vertexCount++].Set(float32(x), float32(y), float32(z));
}
}
}
B3_ASSERT(vertexCount == (W + 1) * (H + 1) * (D + 1));
b3Vec3 translation;
translation.x = -0.5f * float32(W);
translation.y = -0.5f * float32(H);
translation.z = -0.5f * float32(D);
for (u32 i = 0; i < vertexCount; ++i)
{
blockVertices[i] += translation;
}
tetrahedronCount = 0;
for (u32 x = 0; x < W; ++x)
{
for (u32 y = 0; y < H; ++y)
{
for (u32 z = 0; z < D; ++z)
{
// 4*-----*7
// /| /|
// / | / |
// 5*-----*6 |
// | 0*--|--*3
// | / | /
// |/ |/
// 1*-----*2
u32 v0 = (x * (H + 1) + y) * (D + 1) + z;
u32 v1 = v0 + 1;
u32 v3 = ((x + 1) * (H + 1) + y) * (D + 1) + z;
u32 v2 = v3 + 1;
u32 v7 = ((x + 1) * (H + 1) + (y + 1)) * (D + 1) + z;
u32 v6 = v7 + 1;
u32 v4 = (x * (H + 1) + (y + 1)) * (D + 1) + z;
u32 v5 = v4 + 1;
if ((x + y + z) % 2 == 1)
{
// CCW
//blockTetrahedrons[tetrahedronCount++] = { v1, v2, v6, v3 };
//blockTetrahedrons[tetrahedronCount++] = { v3, v6, v4, v7 };
//blockTetrahedrons[tetrahedronCount++] = { v1, v4, v6, v5 };
//blockTetrahedrons[tetrahedronCount++] = { v1, v3, v4, v0 };
//blockTetrahedrons[tetrahedronCount++] = { v1, v6, v4, v3 };
// CW
blockTetrahedrons[tetrahedronCount++] = { v2, v1, v6, v3 };
blockTetrahedrons[tetrahedronCount++] = { v6, v3, v4, v7 };
blockTetrahedrons[tetrahedronCount++] = { v4, v1, v6, v5 };
blockTetrahedrons[tetrahedronCount++] = { v3, v1, v4, v0 };
blockTetrahedrons[tetrahedronCount++] = { v6, v1, v4, v3 };
}
else
{
// CCW
//blockTetrahedrons[tetrahedronCount++] = { v2, v0, v5, v1 };
//blockTetrahedrons[tetrahedronCount++] = { v2, v7, v0, v3 };
//blockTetrahedrons[tetrahedronCount++] = { v2, v5, v7, v6 };
//blockTetrahedrons[tetrahedronCount++] = { v0, v7, v5, v4 };
//blockTetrahedrons[tetrahedronCount++] = { v2, v0, v7, v5 };
// CW
blockTetrahedrons[tetrahedronCount++] = { v0, v2, v5, v1 };
blockTetrahedrons[tetrahedronCount++] = { v7, v2, v0, v3 };
blockTetrahedrons[tetrahedronCount++] = { v5, v2, v7, v6 };
blockTetrahedrons[tetrahedronCount++] = { v7, v0, v5, v4 };
blockTetrahedrons[tetrahedronCount++] = { v0, v2, v7, v5 };
}
}
}
}
B3_ASSERT(tetrahedronCount == 5 * W * H * D);
vertices = blockVertices;
tetrahedrons = blockTetrahedrons;
}
};
#endif