229 lines
4.8 KiB
C++
229 lines
4.8 KiB
C++
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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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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#ifndef B3_CLOTH_DRAGGER_H
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#define B3_CLOTH_DRAGGER_H
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#include <bounce/collision/collision.h>
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#include <bounce/dynamics/cloth/cloth.h>
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#include <bounce/dynamics/cloth/cloth_mesh.h>
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#include <bounce/dynamics/cloth/particle.h>
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#include <bounce/dynamics/cloth/spring_force.h>
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#include <bounce/dynamics/world.h>
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// A cloth triangle dragger.
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class b3ClothDragger
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{
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public:
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b3ClothDragger(b3Ray3* ray, b3World* world)
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{
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m_spring = false;
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m_ray = ray;
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m_world = world;
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m_cloth = nullptr;
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}
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~b3ClothDragger()
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{
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}
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bool IsDragging() const
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{
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return m_cloth != nullptr;
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}
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bool StartDragging()
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{
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B3_ASSERT(IsDragging() == false);
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b3RayCastSingleClothOutput rayOut;
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if (m_world->RayCastSingleCloth(&rayOut, m_ray->A(), m_ray->B()) == false)
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{
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return false;
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}
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m_cloth = rayOut.cloth;
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m_mesh = m_cloth->GetMesh();
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m_triangle = m_mesh->triangles + rayOut.triangle;
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m_x = rayOut.fraction;
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b3Particle* p1 = m_mesh->particles[m_triangle->v1];
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b3Particle* p2 = m_mesh->particles[m_triangle->v2];
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b3Particle* p3 = m_mesh->particles[m_triangle->v3];
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b3Vec3 v1 = p1->GetPosition();
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b3Vec3 v2 = p2->GetPosition();
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b3Vec3 v3 = p3->GetPosition();
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b3Vec3 B = GetPointB();
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float32 wABC[4];
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b3BarycentricCoordinates(wABC, v1, v2, v3, B);
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if (wABC[3] > B3_EPSILON)
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{
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m_u = wABC[0] / wABC[3];
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m_v = wABC[1] / wABC[3];
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}
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else
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{
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m_u = m_v = 0.0f;
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}
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if (m_spring)
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{
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b3ParticleDef pd;
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pd.type = e_staticParticle;
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pd.position = B;
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m_particle = m_cloth->CreateParticle(pd);
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p1;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p2;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p3;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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}
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else
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{
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m_t1 = p1->GetType();
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p1->SetType(e_staticParticle);
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m_t2 = p2->GetType();
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p2->SetType(e_staticParticle);
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m_t3 = p3->GetType();
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p3->SetType(e_staticParticle);
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}
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return true;
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}
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void Drag()
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{
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B3_ASSERT(IsDragging() == true);
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b3Vec3 A = GetPointA();
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b3Vec3 B = GetPointB();
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b3Vec3 dx = B - A;
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if (m_spring)
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{
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m_particle->SetPosition(B);
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}
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else
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{
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b3Particle* p1 = m_mesh->particles[m_triangle->v1];
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p1->ApplyTranslation(dx);
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b3Particle* p2 = m_mesh->particles[m_triangle->v2];
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p2->ApplyTranslation(dx);
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b3Particle* p3 = m_mesh->particles[m_triangle->v3];
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p3->ApplyTranslation(dx);
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}
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}
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void StopDragging()
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{
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B3_ASSERT(IsDragging() == true);
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m_cloth = nullptr;
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if (m_spring)
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{
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m_cloth->DestroyForce(m_s1);
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m_cloth->DestroyForce(m_s2);
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m_cloth->DestroyForce(m_s3);
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m_cloth->DestroyParticle(m_particle);
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}
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else
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{
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b3Particle* p1 = m_mesh->particles[m_triangle->v1];
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p1->SetType(m_t1);
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b3Particle* p2 = m_mesh->particles[m_triangle->v2];
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p2->SetType(m_t2);
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b3Particle* p3 = m_mesh->particles[m_triangle->v3];
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p3->SetType(m_t3);
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}
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}
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b3Vec3 GetPointA() const
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{
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B3_ASSERT(IsDragging() == true);
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b3Vec3 A = m_mesh->vertices[m_triangle->v1];
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b3Vec3 B = m_mesh->vertices[m_triangle->v2];
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b3Vec3 C = m_mesh->vertices[m_triangle->v3];
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return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
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}
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b3Vec3 GetPointB() const
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{
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B3_ASSERT(IsDragging() == true);
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return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
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}
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private:
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b3Ray3* m_ray;
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float32 m_x;
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b3World* m_world;
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b3Cloth* m_cloth;
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b3ClothMesh* m_mesh;
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b3ClothMeshTriangle* m_triangle;
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float32 m_u, m_v;
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bool m_spring;
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b3Particle* m_particle;
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b3SpringForce* m_s1;
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b3SpringForce* m_s2;
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b3SpringForce* m_s3;
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b3ParticleType m_t1, m_t2, m_t3;
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};
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#endif |