bounce/examples/testbed/tests/tension_mapping.h

234 lines
5.1 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 TENSION_MAPPING_H
#define TENSION_MAPPING_H
// Hot/Cold color map
// See http://paulbourke.net/miscellaneous/colourspace/
static inline b3Color Color(float32 x, float32 a, float32 b)
{
x = b3Clamp(x, a, b);
float32 d = b - a;
b3Color c(1.0f, 1.0f, 1.0f);
if (x < a + 0.25f * d)
{
c.r = 0.0f;
c.g = 4.0f * (x - a) / d;
return c;
}
if (x < a + 0.5f * d)
{
c.r = 0.0f;
c.b = 1.0f + 4.0f * (a + 0.25f * d - x) / d;
return c;
}
if (x < a + 0.75f * d)
{
c.r = 4.0f * (x - a - 0.5f * d) / d;
c.b = 0.0f;
return c;
}
c.g = 1.0f + 4.0f * (a + 0.75f * d - x) / d;
c.b = 0.0f;
return c;
}
class TensionMapping : public Test
{
public:
TensionMapping()
{
// Create cloth
b3ClothDef def;
def.mesh = &m_clothMesh;
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);
// Freeze some particles
b3AABB3 aabb;
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
{
if (aabb.Contains(p->GetPosition()))
{
p->SetType(e_staticParticle);
}
}
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
}
~TensionMapping()
{
delete m_clothDragger;
delete m_cloth;
}
void Step()
{
Test::Step();
m_cloth->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
const b3ClothMesh* mesh = m_cloth->GetMesh();
b3StackArray<b3Vec3, 256> tension;
tension.Resize(mesh->vertexCount);
for (u32 i = 0; i < mesh->vertexCount; ++i)
{
tension[i].SetZero();
}
for (b3Force* f = m_cloth->GetForceList().m_head; f; f = f->GetNext())
{
if (f->GetType() == e_springForce)
{
b3SpringForce* s = (b3SpringForce*)f;
u32 v1 = s->GetParticle1()->GetVertex();
u32 v2 = s->GetParticle2()->GetVertex();
if (v1 != ~0)
{
tension[v1] += s->GetActionForce();
}
if (v2 != ~0)
{
tension[v2] -= s->GetActionForce();
}
b3Vec3 p1 = s->GetParticle1()->GetPosition();
b3Vec3 p2 = s->GetParticle2()->GetPosition();
g_draw->DrawSegment(p1, p2, b3Color_black);
}
}
for (u32 i = 0; i < mesh->triangleCount; ++i)
{
b3ClothMeshTriangle* t = mesh->triangles + i;
b3Vec3 v1 = m_cloth->GetParticle(t->v1)->GetPosition();
b3Vec3 v2 = m_cloth->GetParticle(t->v2)->GetPosition();
b3Vec3 v3 = m_cloth->GetParticle(t->v3)->GetPosition();
b3Vec3 c = (v1 + v2 + v3) / 3.0f;
float32 s = 0.9f;
v1 = s * (v1 - c) + c;
v2 = s * (v2 - c) + c;
v3 = s * (v3 - c) + c;
b3Vec3 f1 = tension[t->v1];
float32 L1 = b3Length(f1);
b3Vec3 f2 = tension[t->v2];
float32 L2 = b3Length(f2);
b3Vec3 f3 = tension[t->v3];
float32 L3 = b3Length(f3);
float32 L = (L1 + L2 + L3) / 3.0f;
const float32 kMaxT = 100000.0f;
b3Color color = Color(L, 0.0f, kMaxT);
b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
n1.Normalize();
g_draw->DrawSolidTriangle(n1, v1, v2, v3, color);
b3Vec3 n2 = -n1;
g_draw->DrawSolidTriangle(n2, v3, v2, v1, color);
}
if (m_clothDragger->IsDragging())
{
b3Vec3 pA = m_clothDragger->GetPointA();
b3Vec3 pB = m_clothDragger->GetPointB();
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
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 TensionMapping();
}
b3GridClothMesh<10, 10> m_clothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};
#endif