234 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
		
			5.3 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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| 
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| #ifndef TENSION_MAPPING_H
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| #define TENSION_MAPPING_H
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| 
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| // Hot/Cold color map
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| // See http://paulbourke.net/miscellaneous/colourspace/
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| static inline b3Color Color(float32 x, float32 a, float32 b)
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| {
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| 	x = b3Clamp(x, a, b);
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| 
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| 	float32 d = b - a;
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| 
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| 	b3Color c(1.0f, 1.0f, 1.0f); 
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| 
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| 	if (x < a + 0.25f * d) 
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| 	{
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| 		c.r = 0.0f;
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| 		c.g = 4.0f * (x - a) / d;
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| 		return c;
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| 	}
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| 	
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| 	if (x < a + 0.5f * d) 
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| 	{
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| 		c.r = 0.0f;
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| 		c.b = 1.0f + 4.0f * (a + 0.25f * d - x) / d;
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| 		return c;
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| 	}
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| 
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| 	if (x < a + 0.75f * d) 
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| 	{
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| 		c.r = 4.0f * (x - a - 0.5f * d) / d;
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| 		c.b = 0.0f;
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| 		return c;
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| 	}
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| 
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| 	c.g = 1.0f + 4.0f * (a + 0.75f * d - x) / d;
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| 	c.b = 0.0f;
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| 	return c;
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| }
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| 
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| class TensionMapping : public Test
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| {
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| public:
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| 	TensionMapping() : m_rectangleGarment(5.0f, 5.0f)
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| 	{
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| 		// Generate 2D mesh
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| 		m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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| 
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| 		// Create 3D mesh
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| 		m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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| 		
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| 		// Rotate the mesh
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| 		b3Mat33 rotation = b3Mat33RotationX(0.5f * B3_PI);
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| 		for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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| 		{
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| 			m_rectangleClothMesh.vertices[i] = rotation * m_rectangleClothMesh.vertices[i];
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| 		}
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| 
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| 		// Create cloth
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| 		b3ClothDef def;
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| 		def.mesh = &m_rectangleClothMesh;
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| 		def.density = 0.2f;
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| 		def.structural = 10000.0f;
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| 
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| 		m_cloth = new b3Cloth(def);
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| 
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| 		m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
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| 		m_cloth->SetWorld(&m_world);
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| 
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| 		// Freeze some particles
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| 		b3AABB3 aabb;
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| 		aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
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| 		aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
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| 
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| 		for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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| 		{
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| 			if (aabb.Contains(p->GetPosition()))
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| 			{
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| 				p->SetType(e_staticParticle);
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| 			}
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| 		}
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| 
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| 		m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
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| 	}
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| 
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| 	~TensionMapping()
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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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| 
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| 	void Step()
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| 	{
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| 		Test::Step();
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| 
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| 		m_cloth->Step(g_testSettings->inv_hertz);
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| 
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| 		const b3ClothMesh* mesh = m_cloth->GetMesh();
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| 
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| 		b3StackArray<b3Vec3, 256> tension;
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| 		tension.Resize(mesh->vertexCount);
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| 		for (u32 i = 0; i < mesh->vertexCount; ++i)
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| 		{
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| 			tension[i].SetZero();
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| 		}
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| 
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| 		for (b3Force* f = m_cloth->GetForceList().m_head; f; f = f->GetNext())
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| 		{
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| 			if (f->GetType() == e_springForce)
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| 			{
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| 				b3SpringForce* s = (b3SpringForce*)f;
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| 
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| 				u32 v1 = s->GetParticle1()->GetVertex();
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| 				u32 v2 = s->GetParticle2()->GetVertex();
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| 
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| 				tension[v1] += s->GetActionForce();
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| 				tension[v2] -= s->GetActionForce();
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| 			}
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| 		}
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| 
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| 		for (u32 i = 0; i < mesh->triangleCount; ++i)
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| 		{
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| 			b3ClothMeshTriangle* t = mesh->triangles + i;
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| 
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| 			b3Vec3 v1 = m_cloth->GetVertexParticle(t->v1)->GetPosition();
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| 			b3Vec3 v2 = m_cloth->GetVertexParticle(t->v2)->GetPosition();
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| 			b3Vec3 v3 = m_cloth->GetVertexParticle(t->v3)->GetPosition();
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| 
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| 			b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
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| 			b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
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| 			b3Draw_draw->DrawSegment(v3, v1, b3Color_black);
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| 
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| 			b3Vec3 f1 = tension[t->v1];
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| 			float32 L1 = b3Length(f1);
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| 
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| 			b3Vec3 f2 = tension[t->v2];
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| 			float32 L2 = b3Length(f2);
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| 
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| 			b3Vec3 f3 = tension[t->v3];
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| 			float32 L3 = b3Length(f3);
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| 
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| 			float32 L = (L1 + L2 + L3) / 3.0f;
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| 
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| 			const float32 kMaxT = 100000.0f;
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| 			b3Color color = Color(L, 0.0f, kMaxT);
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| 			
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| 			b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
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| 			n1.Normalize();
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| 			g_draw->DrawSolidTriangle(n1, v1, v2, v3, color);
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| 
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| 			b3Vec3 n2 = -n1;
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| 			g_draw->DrawSolidTriangle(n2, v1, v3, v2, color);
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| 		}
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| 
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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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| 
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| 			g_draw->DrawPoint(pA, 2.0f, b3Color_green);
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| 
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| 			g_draw->DrawPoint(pB, 2.0f, b3Color_green);
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| 
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| 			g_draw->DrawSegment(pA, pB, b3Color_white);
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| 		}
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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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| 
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| 		float32 E = m_cloth->GetEnergy();
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| 		g_draw->DrawString(b3Color_white, "E = %f", E);
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| 	}
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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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| 		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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| 
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| 	void MouseLeftDown(const b3Ray3& pw)
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| 	{
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| 		Test::MouseLeftDown(pw);
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| 
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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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| 
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| 	void MouseLeftUp(const b3Ray3& pw)
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| 	{
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| 		Test::MouseLeftUp(pw);
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| 
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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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| 
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| 	static Test* Create()
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| 	{
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| 		return new TensionMapping();
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| 	}
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| 
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| 	b3RectangleGarment m_rectangleGarment;
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| 	b3GarmentMesh m_rectangleGarmentMesh;
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| 	b3GarmentClothMesh m_rectangleClothMesh;
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| 
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| 	b3Cloth* m_cloth;
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| 	b3ClothDragger* m_clothDragger; 
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| };
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| 
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| #endif |