97 lines
2.9 KiB
C++
97 lines
2.9 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
|
|
|
|
}
|
|
}
|