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