bounce/examples/testbed/tests/smash_softbody.h

175 lines
3.6 KiB
C++

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SMASH_SOFTBODY_H
#define SMASH_SOFTBODY_H
#include <testbed/framework/softbody_dragger.h>
class SmashSoftBody : public Test
{
public:
SmashSoftBody()
{
m_mesh.SetAsSphere(2.0f, 1);
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
m_mesh.vertices[i].y += 3.0f;
}
// Create soft body
b3SoftBodyDef def;
def.mesh = &m_mesh;
def.density = 0.2f;
def.E = 100.0f;
def.nu = 0.33f;
def.c_yield = 0.6f;
def.c_creep = 1.0f;
def.c_max = 1.0f;
m_body = new b3SoftBody(def);
b3Vec3 gravity(0.0f, -9.8f, 0.0f);
m_body->SetGravity(gravity);
m_body->SetWorld(&m_world);
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
b3SoftBodyNode* n = m_body->GetVertexNode(i);
n->SetRadius(0.05f);
n->SetFriction(0.2f);
}
// Create ground
{
b3BodyDef bd;
bd.type = e_staticBody;
b3Body* b = m_world.CreateBody(bd);
b3HullShape groundShape;
groundShape.m_hull = &m_groundHull;
b3ShapeDef sd;
sd.shape = &groundShape;
sd.friction = 0.3f;
b->CreateShape(sd);
}
// Create body
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position.y = 10.0f;
b3Body* b = m_world.CreateBody(bd);
static b3BoxHull boxHull(5.0f, 1.0f, 5.0f);
b3HullShape boxShape;
boxShape.m_hull = &boxHull;
b3ShapeDef sd;
sd.shape = &boxShape;
sd.density = 0.1f;
sd.friction = 0.3f;
b->CreateShape(sd);
}
m_bodyDragger = new b3SoftBodyDragger(&m_ray, m_body);
}
~SmashSoftBody()
{
delete m_bodyDragger;
delete m_body;
}
void Step()
{
Test::Step();
if (m_bodyDragger->IsDragging())
{
m_bodyDragger->Drag();
}
m_body->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
m_body->Draw();
if (m_bodyDragger->IsDragging())
{
b3Vec3 pA = m_bodyDragger->GetPointA();
b3Vec3 pB = m_bodyDragger->GetPointB();
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
extern u32 b3_softBodySolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_softBodySolverIterations);
float32 E = m_body->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_bodyDragger->IsDragging() == false)
{
m_bodyDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_bodyDragger->IsDragging() == true)
{
m_bodyDragger->StopDragging();
}
}
static Test* Create()
{
return new SmashSoftBody();
}
b3QSoftBodyMesh m_mesh;
b3SoftBody* m_body;
b3SoftBodyDragger* m_bodyDragger;
};
#endif