bounce/examples/testbed/tests/tension_mapping.h
2018-04-12 01:50:22 -03:00

144 lines
3.3 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 TENSION_MAPPING_H
#define TENSION_MAPPING_H
// Hot/Cold color map
// See http://paulbourke.net/miscellaneous/colourspace/
static inline b3Color Color(float32 x, float32 a, float32 b)
{
x = b3Clamp(x, a, b);
float32 d = b - a;
b3Color c(1.0f, 1.0f, 1.0f);
if (x < a + 0.25f * d)
{
c.r = 0.0f;
c.g = 4.0f * (x - a) / d;
return c;
}
if (x < a + 0.5f * d)
{
c.r = 0.0f;
c.b = 1.0f + 4.0f * (a + 0.25f * d - x) / d;
return c;
}
if (x < a + 0.75f * d)
{
c.r = 4.0f * (x - a - 0.5f * d) / d;
c.b = 0.0f;
return c;
}
c.g = 1.0f + 4.0f * (a + 0.75f * d - x) / d;
c.b = 0.0f;
return c;
}
class TensionMapping : public SpringClothTest
{
public:
TensionMapping()
{
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.ks = 100000.0f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
m_cloth.Initialize(def);
b3AABB3 aabb;
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
for (u32 i = 0; i < def.mesh->vertexCount; ++i)
{
if (aabb.Contains(def.mesh->vertices[i]))
{
m_cloth.SetType(i, b3MassType::e_staticMass);
}
}
}
void Step()
{
float32 dt = g_testSettings->inv_hertz;
m_cloth.Step(dt);
m_cloth.Apply();
b3StackArray<b3Vec3, 100> T;
m_cloth.GetTension(T);
for (u32 i = 0; i < m_clothMesh.triangleCount; ++i)
{
b3Triangle* t = m_clothMesh.triangles + i;
const float32 kMaxT = 100000.0f;
b3Vec3 f1 = T[t->v1];
float32 L1 = b3Length(f1);
b3Color c1 = Color(L1, 0.0f, kMaxT);
b3Vec3 f2 = T[t->v2];
float32 L2 = b3Length(f2);
b3Color c2 = Color(L2, 0.0f, kMaxT);
b3Vec3 f3 = T[t->v3];
float32 L3 = b3Length(f3);
b3Color c3 = Color(L3, 0.0f, kMaxT);
b3Vec3 v1 = m_clothMesh.vertices[t->v1];
b3Vec3 v2 = m_clothMesh.vertices[t->v2];
b3Vec3 v3 = m_clothMesh.vertices[t->v3];
b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
n1.Normalize();
b3Vec3 n2 = -n1;
g_draw->DrawSolidTriangle(n1, v1, c1, v2, c2, v3, c3);
g_draw->DrawSolidTriangle(n2, v1, c1, v3, c3, v2, c2);
}
b3SpringClothStep step = m_cloth.GetStep();
g_draw->DrawString(b3Color_white, "Iterations = %u", step.iterations);
if (m_clothDragger.IsSelected() == true)
{
g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
}
}
static Test* Create()
{
return new TensionMapping();
}
b3GridMesh<10, 10> m_clothMesh;
};
#endif