2020-01-30 18:42:47 +00:00

268 lines
5.7 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 CLOTH_SDF_H
#define CLOTH_SDF_H
#define TINYOBJLOADER_IMPLEMENTATION
#include <tinyobjloader/tiny_obj_loader.h>
struct SDFMesh
{
u32 vertexCount;
b3Vec3* vertices;
u32 indexCount;
u32* indices;
SDFMesh()
{
vertexCount = 0;
vertices = nullptr;
indexCount = 0;
indices = nullptr;
}
~SDFMesh()
{
free(vertices);
free(indices);
}
bool Load(const char* filename)
{
tinyobj::attrib_t attributes;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warning;
std::string error;
bool ok = tinyobj::LoadObj(&attributes, &shapes, &materials, &warning, &error, filename);
if (!ok)
{
return false;
}
assert(vertexCount == 0);
vertexCount = attributes.vertices.size() / 3;
vertices = (b3Vec3*)malloc(vertexCount * sizeof(b3Vec3));
for (size_t i = 0; i < attributes.vertices.size() / 3; ++i)
{
tinyobj::real_t x = attributes.vertices[3 * i + 0];
tinyobj::real_t y = attributes.vertices[3 * i + 1];
tinyobj::real_t z = attributes.vertices[3 * i + 2];
b3Vec3 v(x, y, z);
vertices[i] = v;
}
assert(indexCount == 0);
for (size_t s = 0; s < shapes.size(); s++)
{
tinyobj::shape_t& shape = shapes[s];
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++)
{
indexCount += 3;
}
}
indices = (u32*)malloc(indexCount * sizeof(u32));
indexCount = 0;
for (size_t s = 0; s < shapes.size(); s++)
{
tinyobj::shape_t& shape = shapes[s];
size_t index_offset = 0;
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++)
{
unsigned char fv = shapes[s].mesh.num_face_vertices[f];
for (size_t v = 0; v < 3; v++)
{
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
size_t vi = idx.vertex_index;
indices[indexCount++] = vi;
}
index_offset += fv;
}
}
return true;
}
void Draw(const b3Transform& xf, const b3Vec3& scale, const b3Color& color) const
{
for (u32 i = 0; i < indexCount / 3; ++i)
{
u32 i1 = indices[3 * i + 0];
u32 i2 = indices[3 * i + 1];
u32 i3 = indices[3 * i + 2];
b3Vec3 v1 = xf * b3MulCW(scale, vertices[i1]);
b3Vec3 v2 = xf * b3MulCW(scale, vertices[i2]);
b3Vec3 v3 = xf * b3MulCW(scale, vertices[i3]);
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize();
g_draw->DrawSolidTriangle(n, v1, v2, v3, color);
}
}
};
class ClothSDF : public Test
{
public:
ClothSDF()
{
// Translate the cloth mesh
for (u32 i = 0; i < m_clothMesh.vertexCount; ++i)
{
m_clothMesh.vertices[i].y += 5.0f;
}
// Create cloth
b3ClothDef def;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.streching = 10000.0f;
def.strechDamping = 100.0f;
def.thickness = 0.2f;
def.friction = 0.2f;
m_cloth = new b3Cloth(def);
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
{
bool ok = m_sdfMesh.Load("data/teapot.obj");
assert(ok);
}
{
b3BodyDef bd;
bd.type = e_staticBody;
b3Body* b = m_world.CreateBody(bd);
bool ok = m_sdf.Load("data/teapot.cdf");
assert(ok);
b3SDFShape sdfShape;
sdfShape.m_sdf = &m_sdf;
sdfShape.m_radius = 0.2f;
b3ShapeDef sd;
sd.shape = &sdfShape;
sd.friction = 1.0f;
m_sdfShape = (b3SDFShape*)b->CreateShape(sd);
b3ClothWorldShapeDef csd;
csd.shape = m_sdfShape;
m_cloth->CreateWorldShape(csd);
}
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
}
~ClothSDF()
{
delete m_clothDragger;
delete m_cloth;
}
void Step()
{
Test::Step();
m_cloth->Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations);
m_cloth->Draw();
if (m_clothDragger->IsDragging())
{
b3Vec3 pA = m_clothDragger->GetPointA();
b3Vec3 pB = m_clothDragger->GetPointB();
g_draw->DrawPoint(pA, 4.0f, b3Color_green);
g_draw->DrawPoint(pB, 4.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
b3Body* sdfBody = m_sdfShape->GetBody();
m_sdfMesh.Draw(sdfBody->GetTransform(), m_sdfShape->m_scale, b3Color_white);
extern u32 b3_clothSolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
scalar E = m_cloth->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->Drag();
}
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_clothDragger->IsDragging() == false)
{
m_clothDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->StopDragging();
}
}
static Test* Create()
{
return new ClothSDF();
}
b3GridClothMesh<10, 10> m_clothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
SDFMesh m_sdfMesh;
b3SDF m_sdf;
b3SDFShape* m_sdfShape;
};
#endif