Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/Samples/Utils/SoftBodyCreator.cpp
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136
lib/All/JoltPhysics/Samples/Utils/SoftBodyCreator.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Utils/SoftBodyCreator.h>
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namespace SoftBodyCreator {
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Ref<SoftBodySharedSettings> CreateCloth(uint inGridSizeX, uint inGridSizeZ, float inGridSpacing, const function<float(uint, uint)> &inVertexGetInvMass, const function<Vec3(uint, uint)> &inVertexPerturbation, SoftBodySharedSettings::EBendType inBendType, const SoftBodySharedSettings::VertexAttributes &inVertexAttributes)
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{
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const float cOffsetX = -0.5f * inGridSpacing * (inGridSizeX - 1);
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const float cOffsetZ = -0.5f * inGridSpacing * (inGridSizeZ - 1);
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// Create settings
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SoftBodySharedSettings *settings = new SoftBodySharedSettings;
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for (uint z = 0; z < inGridSizeZ; ++z)
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for (uint x = 0; x < inGridSizeX; ++x)
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{
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SoftBodySharedSettings::Vertex v;
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Vec3 position = inVertexPerturbation(x, z) + Vec3(cOffsetX + x * inGridSpacing, 0.0f, cOffsetZ + z * inGridSpacing);
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position.StoreFloat3(&v.mPosition);
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v.mInvMass = inVertexGetInvMass(x, z);
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settings->mVertices.push_back(v);
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}
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// Function to get the vertex index of a point on the cloth
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auto vertex_index = [inGridSizeX](uint inX, uint inY) -> uint
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{
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return inX + inY * inGridSizeX;
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};
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// Create faces
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for (uint z = 0; z < inGridSizeZ - 1; ++z)
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for (uint x = 0; x < inGridSizeX - 1; ++x)
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{
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SoftBodySharedSettings::Face f;
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f.mVertex[0] = vertex_index(x, z);
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f.mVertex[1] = vertex_index(x, z + 1);
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f.mVertex[2] = vertex_index(x + 1, z + 1);
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settings->AddFace(f);
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f.mVertex[1] = vertex_index(x + 1, z + 1);
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f.mVertex[2] = vertex_index(x + 1, z);
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settings->AddFace(f);
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}
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// Create constraints
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settings->CreateConstraints(&inVertexAttributes, 1, inBendType);
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// Optimize the settings
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settings->Optimize();
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return settings;
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}
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Ref<SoftBodySharedSettings> CreateClothWithFixatedCorners(uint inGridSizeX, uint inGridSizeZ, float inGridSpacing)
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{
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auto inv_mass = [inGridSizeX, inGridSizeZ](uint inX, uint inZ) {
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return (inX == 0 && inZ == 0)
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|| (inX == inGridSizeX - 1 && inZ == 0)
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|| (inX == 0 && inZ == inGridSizeZ - 1)
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|| (inX == inGridSizeX - 1 && inZ == inGridSizeZ - 1)? 0.0f : 1.0f;
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};
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return CreateCloth(inGridSizeX, inGridSizeZ, inGridSpacing, inv_mass);
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}
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Ref<SoftBodySharedSettings> CreateSphere(float inRadius, uint inNumTheta, uint inNumPhi, SoftBodySharedSettings::EBendType inBendType, const SoftBodySharedSettings::VertexAttributes &inVertexAttributes)
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{
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// Create settings
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SoftBodySharedSettings *settings = new SoftBodySharedSettings;
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// Create vertices
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// NOTE: This is not how you should create a soft body sphere, we explicitly use polar coordinates to make the vertices unevenly distributed.
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// Doing it this way tests the pressure algorithm as it receives non-uniform triangles. Better is to use uniform triangles,
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// see the use of DebugRenderer::Create8thSphere for an example.
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SoftBodySharedSettings::Vertex v;
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(inRadius * Vec3::sUnitSpherical(0, 0)).StoreFloat3(&v.mPosition);
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settings->mVertices.push_back(v);
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(inRadius * Vec3::sUnitSpherical(JPH_PI, 0)).StoreFloat3(&v.mPosition);
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settings->mVertices.push_back(v);
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for (uint theta = 1; theta < inNumTheta - 1; ++theta)
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for (uint phi = 0; phi < inNumPhi; ++phi)
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{
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(inRadius * Vec3::sUnitSpherical(JPH_PI * theta / (inNumTheta - 1), 2.0f * JPH_PI * phi / inNumPhi)).StoreFloat3(&v.mPosition);
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settings->mVertices.push_back(v);
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}
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// Function to get the vertex index of a point on the sphere
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auto vertex_index = [inNumTheta, inNumPhi](uint inTheta, uint inPhi) -> uint
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{
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if (inTheta == 0)
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return 0;
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else if (inTheta == inNumTheta - 1)
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return 1;
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else
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return 2 + (inTheta - 1) * inNumPhi + inPhi % inNumPhi;
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};
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// Create faces
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SoftBodySharedSettings::Face f;
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for (uint phi = 0; phi < inNumPhi; ++phi)
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{
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for (uint theta = 0; theta < inNumTheta - 2; ++theta)
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{
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f.mVertex[0] = vertex_index(theta, phi);
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f.mVertex[1] = vertex_index(theta + 1, phi);
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f.mVertex[2] = vertex_index(theta + 1, phi + 1);
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settings->AddFace(f);
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if (theta > 0)
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{
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f.mVertex[1] = vertex_index(theta + 1, phi + 1);
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f.mVertex[2] = vertex_index(theta, phi + 1);
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settings->AddFace(f);
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}
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}
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f.mVertex[0] = vertex_index(inNumTheta - 2, phi + 1);
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f.mVertex[1] = vertex_index(inNumTheta - 2, phi);
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f.mVertex[2] = vertex_index(inNumTheta - 1, 0);
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settings->AddFace(f);
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}
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// Create constraints
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settings->CreateConstraints(&inVertexAttributes, 1, inBendType);
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// Optimize the settings
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settings->Optimize();
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return settings;
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}
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};
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