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- (* Verlet cloth simulation and verlet constraints controlled by an
- actor's skeleton.
- Verlet physics is used to simulate a cloth-like effect on a mesh.
- In this demo, the cape mesh is linked to the verlet world and the
- verlet nodes control the surface of the mesh. Verlet constraints
- define boundaries that the verlet nodes cannot enter.
- The skeleton colliders define the verlet constraints for the actor
- using simple spheres and capsules (sphere-capped cylinders). The
- constraints get updated each frame to match the actor's current
- skeleton frame. Using simple primitives to approximate a mesh is
- much quicker than determining mesh volume -> verlet interactions.
- A dynamic octree is used here to give a little performace boost to
- the verlet testing.
- *)
- program ClothActorD;
- uses
- Forms,
- fClothActorD in 'fClothActorD.pas';
- {$R *.res}
- begin
- Application.Initialize;
- Application.CreateForm(TFormClothActor, FormClothActor);
- Application.Run;
- end.
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