215 lines
4.3 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 CAPE_H
#define CAPE_H
class Cape : public Test
{
public:
enum
{
e_w = 5,
e_h = 10
};
Cape()
{
// Translate the cloth mesh
for (u32 i = 0; i < m_clothMesh.vertexCount; ++i)
{
m_clothMesh.vertices[i].y += 5.0f;
m_clothMesh.vertices[i].z -= 6.0f;
}
// Create cloth
b3ClothDef def;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.streching = 100000.0f;
m_cloth = new b3Cloth(def);
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
// Freeze some particles
for (u32 j = 0; j < e_w + 1; ++j)
{
u32 vj = m_clothMesh.GetVertex(e_h, j);
b3ClothParticle* p = m_cloth->GetParticle(vj);
p->SetType(e_kinematicClothParticle);
}
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
{
// Create body
b3BodyDef bdef;
bdef.type = b3BodyType::e_kinematicBody;
m_body = m_world.CreateBody(bdef);
static b3BoxHull box(1.0f, 5.0f, 1.0f);
b3HullShape hs;
hs.m_hull = &box;
hs.m_radius = 0.25f;
b3ShapeDef sdef;
sdef.density = 0.1f;
sdef.friction = 0.3f;
sdef.shape = &hs;
m_body->CreateShape(sdef);
}
// Store cloth vertices in body space
for (u32 j = 0; j < e_w + 1; ++j)
{
u32 vj = m_clothMesh.GetVertex(e_h, j);
b3ClothParticle* p = m_cloth->GetParticle(vj);
b3Vec3 position = p->GetPosition();
m_localPoints[j] = m_body->GetLocalPoint(position);
}
}
~Cape()
{
delete m_clothDragger;
delete m_cloth;
}
void KeyDown(int button)
{
b3Vec3 v = m_body->GetLinearVelocity();
if (button == GLFW_KEY_LEFT)
{
v.x -= 5.0f;
}
if (button == GLFW_KEY_RIGHT)
{
v.x += 5.0f;
}
if (button == GLFW_KEY_UP)
{
v.z -= 5.0f;
}
if (button == GLFW_KEY_DOWN)
{
v.z += 5.0f;
}
m_body->SetLinearVelocity(v);
}
void Step()
{
Test::Step();
scalar inv_h = g_testSettings->hertz;
for (u32 j = 0; j < e_w + 1; ++j)
{
u32 vj = m_clothMesh.GetVertex(e_h, j);
b3ClothParticle* p = m_cloth->GetParticle(vj);
b3Vec3 x0 = p->GetPosition();
b3Vec3 x = m_body->GetWorldPoint(m_localPoints[j]);
// Apply finite difference method
b3Vec3 v = inv_h * (x - x0);
p->SetVelocity(v);
}
m_cloth->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
m_cloth->Draw();
if (m_clothDragger->IsDragging())
{
b3Vec3 pA = m_clothDragger->GetPointA();
b3Vec3 pB = m_clothDragger->GetPointB();
g_draw->DrawPoint(pA, 4.0f, b3Color_green);
g_draw->DrawPoint(pB, 4.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
extern u32 b3_clothSolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
scalar E = m_cloth->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
g_draw->DrawString(b3Color_white, "Arrows - Apply Velocity");
}
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 Cape();
}
b3GridClothMesh<e_w, e_h> m_clothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
b3Body* m_body;
b3Vec3 m_localPoints[e_w + 1];
};
#endif