2017-01-18 18:29:52 -02:00

135 lines
2.2 KiB
C++

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