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
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@@ -9,62 +9,54 @@
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#include "Cloth.h"
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Array<Cloth*> cloths;
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Array<Cloth *> cloths;
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Cloth::Cloth(const char *_name,int _n):SpringNetwork(_n),
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color(0,0.5f,1.0f)
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Cloth::Cloth(const char *_name, int _n) : SpringNetwork(_n),
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color(0, 0.5f, 1.0f)
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{
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cloths.Add(this);
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cloths.Add(this);
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}
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Cloth::~Cloth()
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{
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cloths.Remove(this);
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cloths.Remove(this);
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}
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//
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// I/O support for serialization of our springnetwork and cloth objects.
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//
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int cloth_showbbox = 0; // for debug visualization shows bounding box.
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float cloth_showvert = 0.025f; // size of box to put around current vert selected, 0 turns off
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int cloth_showbbox = 0; // for debug visualization shows bounding box.
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float cloth_showvert = 0.025f; // size of box to put around current vert selected, 0 turns off
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Cloth *ClothCreate(int w,int h,float size)
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Cloth *ClothCreate(int w, int h, float size)
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{
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// simple cloth generation routine that creates a typical square cloth.
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// better to use a real pipeline to generate these, this is just for testing.
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int i,j;
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Cloth *cloth = new Cloth("cloth",w*h);
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cloth->w=w;
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cloth->h=h; // later for rendering.
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for(i=0;i<h;i++)
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for(j=0;j<w;j++)
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{
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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;
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}
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for(i=0;i<h;i++)
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for(j=0;j<w;j++)
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{
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if(i<h-1) cloth->CreateSpring(SPRING_STRUCT,i*w+j,(i+1)*w+j); // structural
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if(j<w-1) cloth->CreateSpring(SPRING_STRUCT,i*w+j,i*w+(j+1)); // structural
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if(j<w-1&&i<h-1) cloth->CreateSpring(SPRING_SHEAR ,i*w+j,(i+1)*w+(j+1)); // shear
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if(j>0 &&i<h-1) cloth->CreateSpring(SPRING_SHEAR ,i*w+j,(i+1)*w+(j-1)); // shear
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if(i<h-2) cloth->CreateSpring(SPRING_BEND ,i*w+j,(i+2)*w+j); // benders
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if(j<w-2) cloth->CreateSpring(SPRING_BEND ,i*w+j,i*w+(j+2)); // benders
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}
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cloth->UpdateLimits();
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return cloth;
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// simple cloth generation routine that creates a typical square cloth.
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// better to use a real pipeline to generate these, this is just for testing.
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int i, j;
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Cloth *cloth = new Cloth("cloth", w * h);
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cloth->w = w;
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cloth->h = h; // later for rendering.
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for (i = 0; i < h; i++)
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for (j = 0; j < w; j++)
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{
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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;
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}
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for (i = 0; i < h; i++)
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for (j = 0; j < w; j++)
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{
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if (i < h - 1) cloth->CreateSpring(SPRING_STRUCT, i * w + j, (i + 1) * w + j); // structural
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if (j < w - 1) cloth->CreateSpring(SPRING_STRUCT, i * w + j, i * w + (j + 1)); // structural
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if (j < w - 1 && i < h - 1) cloth->CreateSpring(SPRING_SHEAR, i * w + j, (i + 1) * w + (j + 1)); // shear
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if (j > 0 && i < h - 1) cloth->CreateSpring(SPRING_SHEAR, i * w + j, (i + 1) * w + (j - 1)); // shear
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if (i < h - 2) cloth->CreateSpring(SPRING_BEND, i * w + j, (i + 2) * w + j); // benders
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if (j < w - 2) cloth->CreateSpring(SPRING_BEND, i * w + j, i * w + (j + 2)); // benders
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}
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cloth->UpdateLimits();
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return cloth;
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}
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int cloth_tess = 20;
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float3 cloth_spawnpoint(0,3,5.0f);
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int cloth_tess = 20;
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float3 cloth_spawnpoint(0, 3, 5.0f);
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/*
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static void ClothDrawSprings(Cloth *cloth)
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@@ -79,18 +71,17 @@ static void ClothDrawSprings(Cloth *cloth)
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}
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}
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*/
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int cloth_showsprings=0;
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int cloth_showsprings = 0;
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void DoCloths()
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{
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int i;
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for(i=0;i<cloths.count;i++)
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{
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Cloth *cloth=cloths[i];
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// cloth->Simulate((cloth->cloth_step<0)?DeltaT:cloth->cloth_step);
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//if(cloth_showsprings)
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// ClothDrawSprings(cloth); // debug visualization
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}
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int i;
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for (i = 0; i < cloths.count; i++)
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{
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Cloth *cloth = cloths[i];
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// cloth->Simulate((cloth->cloth_step<0)?DeltaT:cloth->cloth_step);
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//if(cloth_showsprings)
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// ClothDrawSprings(cloth); // debug visualization
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}
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}
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