bullet3/examples/Experiments/ImplicitCloth/stan/Cloth.cpp
erwincoumans ab8f16961e Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
2018-09-23 14:17:31 -07:00

88 lines
2.8 KiB
C++

//-----------------------------------------------------------------------------------------------
//
// The remainder of this file shows how to use the spring network class with backward integration
// in order to implement a cloth system within a 3D game environment.
// The cloth class extends the springnetwork class in order to provide
// import/export, rendering support, and hooks into the game.
//
#include "Cloth.h"
Array<Cloth *> cloths;
Cloth::Cloth(const char *_name, int _n) : SpringNetwork(_n),
color(0, 0.5f, 1.0f)
{
cloths.Add(this);
}
Cloth::~Cloth()
{
cloths.Remove(this);
}
//
// I/O support for serialization of our springnetwork and cloth objects.
//
int cloth_showbbox = 0; // for debug visualization shows bounding box.
float cloth_showvert = 0.025f; // size of box to put around current vert selected, 0 turns off
Cloth *ClothCreate(int w, int h, float size)
{
// simple cloth generation routine that creates a typical square cloth.
// better to use a real pipeline to generate these, this is just for testing.
int i, j;
Cloth *cloth = new Cloth("cloth", w * h);
cloth->w = w;
cloth->h = h; // later for rendering.
for (i = 0; i < h; i++)
for (j = 0; j < w; j++)
{
cloth->X[i * w + j] = (float3(-0.5f, -0.5f, 0) + float3((float)j / (w - 1.0f), 1.0f - (float)i / (h - 1.0f), 0)) * size;
}
for (i = 0; i < h; i++)
for (j = 0; j < w; j++)
{
if (i < h - 1) cloth->CreateSpring(SPRING_STRUCT, i * w + j, (i + 1) * w + j); // structural
if (j < w - 1) cloth->CreateSpring(SPRING_STRUCT, i * w + j, i * w + (j + 1)); // structural
if (j < w - 1 && i < h - 1) cloth->CreateSpring(SPRING_SHEAR, i * w + j, (i + 1) * w + (j + 1)); // shear
if (j > 0 && i < h - 1) cloth->CreateSpring(SPRING_SHEAR, i * w + j, (i + 1) * w + (j - 1)); // shear
if (i < h - 2) cloth->CreateSpring(SPRING_BEND, i * w + j, (i + 2) * w + j); // benders
if (j < w - 2) cloth->CreateSpring(SPRING_BEND, i * w + j, i * w + (j + 2)); // benders
}
cloth->UpdateLimits();
return cloth;
}
int cloth_tess = 20;
float3 cloth_spawnpoint(0, 3, 5.0f);
/*
static void ClothDrawSprings(Cloth *cloth)
{
static const float3 color[3]={float3(1,1,0),float3(1,0,1),float3(0,1,1)};
float3N &X = cloth->X;
for(int i=0;i<cloth->springs.count;i++)
{
SpringNetwork::Spring &s = cloth->springs[i];
extern void Line(const float3 &,const float3 &,const float3 &color_rgb);
Line(X[s.a],X[s.b],color[s.type]);
}
}
*/
int cloth_showsprings = 0;
void DoCloths()
{
int i;
for (i = 0; i < cloths.count; i++)
{
Cloth *cloth = cloths[i];
// cloth->Simulate((cloth->cloth_step<0)?DeltaT:cloth->cloth_step);
//if(cloth_showsprings)
// ClothDrawSprings(cloth); // debug visualization
}
}