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- //-----------------------------------------------------------------------------------------------
- //
- // 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
-
- }
- }
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