135 lines
2.2 KiB
C++
135 lines
2.2 KiB
C++
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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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 B3_CLOTH_H
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#define B3_CLOTH_H
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#include <bounce/common/math/vec3.h>
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#include <bounce/collision/distance.h>
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struct b3Mesh;
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class b3Draw;
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struct b3ClothDef
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{
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b3ClothDef()
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{
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mesh = NULL;
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density = 0.0f;
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gravity.SetZero();
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k1 = 0.9f;
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k2 = 0.2f;
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kd = 0.1f;
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r = 0.0f;
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}
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// Cloth mesh
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// Each edge must be shared by at most two triangles (manifold)
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const b3Mesh* mesh;
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// Cloth density in kilograms per meter squared
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float32 density;
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// Gravity force
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b3Vec3 gravity;
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// Streching stiffness
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float32 k1;
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// Bending stiffness
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float32 k2;
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// Damping
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float32 kd;
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// Cloth thickness
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float32 r;
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};
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struct b3Particle
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{
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float32 im;
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b3Vec3 p0;
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b3Vec3 p;
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b3Vec3 v;
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};
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struct b3C1
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{
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float32 L;
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u32 i1;
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u32 i2;
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};
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struct b3C2
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{
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float32 angle;
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u32 i1;
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u32 i2;
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u32 i3;
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u32 i4;
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};
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class b3Cloth
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{
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public:
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b3Cloth();
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~b3Cloth();
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void Initialize(const b3ClothDef& def);
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void Step(float32 dt, u32 iterations);
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u32 GetVertexCount() const
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{
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return m_pCount;
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}
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const b3Particle* GetVertices() const
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{
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return m_ps;
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}
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b3Particle* GetVertices()
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{
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return m_ps;
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}
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void Draw(b3Draw* draw) const;
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private:
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void SolveC1();
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b3Particle* m_ps;
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u32 m_pCount;
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b3C1* m_c1s;
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u32 m_c1Count;
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b3C2* m_c2s;
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u32 m_c2Count;
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float32 m_k1;
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float32 m_k2;
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float32 m_kd;
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float32 m_r;
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b3Vec3 m_gravity;
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const b3Mesh* m_mesh;
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};
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#endif |