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https://github.com/bulletphysics/bullet3
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218e9f9bf9
set a default camera targets for each demo. note that it is only reset when switching to a different demo, so you can restart at your chosen location. no OpenCL pairbench drawing in OpenGL2 (there is no VBO available etc)
130 lines
3.0 KiB
C++
130 lines
3.0 KiB
C++
#include "ImplicitClothExample.h"
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#include "../CommonInterfaces/CommonExampleInterface.h"
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "../CommonInterfaces/CommonCameraInterface.h"
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#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
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#include "../CommonInterfaces/CommonWindowInterface.h"
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#include "stan/vecmath.h"
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#include "stan/Cloth.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#ifdef _DEBUG
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int numX = 20, numY=20;
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#else
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int numX = 60, numY=60;
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#endif
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const size_t total_points = (numX)*(numY);
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struct ImplicitClothExample : public CommonExampleInterface
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{
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struct GUIHelperInterface* m_guiHelper;
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int m_option;
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Cloth* m_cloth;
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public:
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ImplicitClothExample(struct GUIHelperInterface* helper, int option)
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:m_guiHelper(helper),
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m_option(option),
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m_cloth(0)
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{
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}
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virtual void initPhysics();
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virtual void exitPhysics();
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virtual void stepSimulation(float deltaTime);
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virtual void renderScene();
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virtual void physicsDebugDraw(int debugFlags);//for now we reuse the flags in Bullet/src/LinearMath/btIDebugDraw.h
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virtual bool mouseMoveCallback(float x,float y)
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{
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return false;
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}
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virtual bool mouseButtonCallback(int button, int state, float x, float y)
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{
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return false;
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}
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virtual bool keyboardCallback(int key, int state)
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{
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return false;
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}
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virtual void resetCamera()
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{
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float dist = 10;
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float pitch = 62;
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float yaw = 33;
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float targetPos[3]={-3,2.4,-3.6};
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m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
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}
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};
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void ImplicitClothExample::initPhysics()
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{
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float size=10;
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m_guiHelper->setUpAxis(1);
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m_cloth = ClothCreate(numX,numY,size);
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}
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void ImplicitClothExample::exitPhysics()
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{
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delete m_cloth;
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m_cloth=0;
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}
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void ImplicitClothExample::stepSimulation(float deltaTime)
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{
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m_cloth->Simulate(deltaTime);
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m_cloth->cloth_gravity.y = -9.8;//-9.8;//-9.8;//-9.8;//0;//-9.8;//0;//-9.8;//0;//-9.8;
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m_cloth->cloth_gravity.z =-9.8;//0;//-9.8;//0;//-9.8;
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m_cloth->spring_struct=10000000.0f;
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m_cloth->spring_shear=10000000.0f;
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//m_cloth->spring_struct=1000000.0f;
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//m_cloth->spring_shear=1000000.0f;
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m_cloth->spring_damp = 0;//100;
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}
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void ImplicitClothExample::renderScene()
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{
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}
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void ImplicitClothExample::physicsDebugDraw(int debugFlags)
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{
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CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();
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b3AlignedObjectArray<unsigned int> indices;
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for (int i=0;i<m_cloth->springs.count;i++)
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{
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indices.push_back(m_cloth->springs[i].a);
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indices.push_back(m_cloth->springs[i].b);
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}
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float lineColor[4]={0.4,0.4,1.0,1};
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renderer->drawLines(&m_cloth->X[0].x,lineColor,total_points,sizeof(float3),&indices[0],indices.size(),1);
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float pointColor[4]={1,0.4,0.4,1};
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// renderer->drawPoints(&m_cloth->X[0].x,pointColor,total_points,sizeof(float3),3);
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}
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class CommonExampleInterface* ImplicitClothCreateFunc(struct CommonExampleOptions& options)
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{
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return new ImplicitClothExample(options.m_guiHelper, options.m_option);
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}
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