1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
class FrictionMovingShape: public Scene
{
public:
FrictionMovingShape(const char* name, int type) :
Scene(name), mType(type) {}
virtual void Initialize()
{
float stretchStiffness = 1.0f;
float bendStiffness = 0.5f;
float shearStiffness = 0.5f;
float radius = 0.05f;
int dimx = 40;
int dimz = 40;
int phase = NvFlexMakePhase(0, eNvFlexPhaseSelfCollide | eNvFlexPhaseSelfCollideFilter);
float spacing = radius*0.8f;
for (int i=0; i < 3; ++i)
CreateSpringGrid(Vec3(-dimx*spacing*0.5f, 1.5f + i*0.2f, -dimz*spacing*0.5f), dimx, dimz, 1, spacing, phase, stretchStiffness, bendStiffness, shearStiffness, 0.0f, 1.0f);
g_params.radius = radius*1.0f;
g_params.dynamicFriction = 0.45f;
g_params.particleFriction = 0.45f;
g_params.dissipation = 0.0f;
g_params.numIterations = 8;
g_params.viscosity = 0.0f;
g_params.drag = 0.05f;
g_params.collisionDistance = radius*0.5f;
g_params.relaxationMode = eNvFlexRelaxationGlobal;
g_params.relaxationFactor = 0.25f;
g_params.numPlanes = 1;
g_numSubsteps = 2;
g_windStrength = 0.0f;
// draw options
g_drawPoints = false;
g_drawSprings = false;
g_lightDistance *= 1.5f;
mTime = 0.0f;
if (mType == 3)
{
Mesh* m = CreateDiscMesh(0.75f, 32);
mMesh = CreateTriangleMesh(m);
delete m;
}
}
void Update()
{
ClearShapes();
mTime += g_dt;
// let cloth settle on object
float startTime = 1.0f;
float time = Max(0.0f, mTime-startTime);
float lastTime = Max(0.0f, time-g_dt);
const float rotationSpeed = 1.0f;
const float translationSpeed = 1.0f;
Vec3 pos = Vec3(translationSpeed*(1.0f-cosf(time)), 0.5f, 0.0f);
Vec3 prevPos = Vec3(translationSpeed*(1.0f-cosf(lastTime)), 0.5f, 0.0f);
Quat rot = QuatFromAxisAngle(Vec3(0.0f, 1.0f, 0.0f), 1.0f-cosf(rotationSpeed*time));
Quat prevRot = QuatFromAxisAngle(Vec3(0.0f, 1.0f, 0.0f), 1.0f-cosf(rotationSpeed*lastTime));
switch(mType)
{
case 0:
AddBox(Vec3(1.0f, 0.5f, 1.0f), pos, rot);
break;
case 1:
AddSphere(0.5f, pos, rot);
break;
case 2:
AddCapsule(0.1f, 1.5f, pos, rot);
break;
case 3:
AddTriangleMesh(mMesh, pos, rot, 1.0f);
break;
};
g_buffers->shapePrevPositions[0] = Vec4(prevPos, 0.0f);
g_buffers->shapePrevRotations[0] = prevRot;
UpdateShapes();
}
float mTime;
int mType;
NvFlexTriangleMeshId mMesh;
};
|