177 lines
3.8 KiB
C++
177 lines
3.8 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 SOFTBODY_ANCHOR_H
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#define SOFTBODY_ANCHOR_H
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class SoftBodyAnchor : public Test
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{
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public:
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SoftBodyAnchor()
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{
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m_mesh.SetAsSphere(4.0f, 0);
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// Create soft body
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b3SoftBodyDef def;
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def.mesh = &m_mesh;
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def.density = 0.2f;
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def.E = 1000.0f;
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def.nu = 0.33f;
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def.c_yield = 0.1f;
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def.c_creep = 0.5f;
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def.c_max = 1.0f;
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def.massDamping = 0.2f;
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m_body = new b3SoftBody(def);
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u32 pinIndex = ~0;
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scalar pinDot = -B3_MAX_SCALAR;
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for (u32 i = 0; i < m_mesh.vertexCount; ++i)
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{
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scalar dot = b3Dot(m_mesh.vertices[i], b3Vec3_y);
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if (dot > pinDot)
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{
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pinDot = dot;
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pinIndex = i;
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}
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}
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b3SoftBodyNode* pinNode = m_body->GetNode(pinIndex);
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pinNode->SetType(e_staticSoftBodyNode);
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u32 anchorIndex = ~0;
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scalar anchorDot = -B3_MAX_SCALAR;
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for (u32 i = 0; i < m_mesh.vertexCount; ++i)
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{
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scalar dot = b3Dot(m_mesh.vertices[i], -b3Vec3_y);
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if (dot > anchorDot)
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{
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anchorDot = dot;
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anchorIndex = i;
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}
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}
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b3SoftBodyNode* anchorNode = m_body->GetNode(anchorIndex);
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.y = -10.0f;
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b3Body* b = m_world.CreateBody(bd);
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b3CapsuleShape cs;
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cs.m_vertex1.Set(0.0f, -1.0f, 0.0f);
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cs.m_vertex2.Set(0.0f, 1.0f, 0.0f);
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cs.m_radius = 1.0f;
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 0.1f;
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m_shape = b->CreateShape(sd);
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// Create anchor
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b3SoftBodyAnchorDef ad;
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ad.Initialize(b, anchorNode, anchorNode->GetPosition());
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m_body->CreateAnchor(ad);
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}
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b3Vec3 gravity(0.0f, -9.8f, 0.0f);
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m_body->SetGravity(gravity);
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m_bodyDragger = new b3SoftBodyDragger(&m_ray, m_body);
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}
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~SoftBodyAnchor()
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{
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delete m_bodyDragger;
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delete m_body;
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}
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void Step()
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{
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Test::Step();
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if (m_bodyDragger->IsDragging())
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{
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m_bodyDragger->Drag();
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}
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m_body->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
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m_body->Draw();
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if (m_bodyDragger->IsDragging())
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{
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b3Vec3 pA = m_bodyDragger->GetPointA();
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b3Vec3 pB = m_bodyDragger->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_softBodySolverIterations;
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g_draw->DrawString(b3Color_white, "Iterations = %d", b3_softBodySolverIterations);
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scalar E = m_body->GetEnergy();
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g_draw->DrawString(b3Color_white, "E = %f", E);
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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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}
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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_bodyDragger->IsDragging() == false)
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{
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m_bodyDragger->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_bodyDragger->IsDragging() == true)
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{
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m_bodyDragger->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 SoftBodyAnchor();
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}
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b3QSoftBodyMesh m_mesh;
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b3SoftBody* m_body;
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b3SoftBodyDragger* m_bodyDragger;
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b3Shape* m_shape;
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};
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#endif |