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class RigidRotation : public Scene
{
public:
RigidRotation(const char* name) : Scene(name)
{
}
void Initialize()
{
float radius = 0.1f;
float dimx = 3.0f;
float dimy = 3.0f;
float dimz = 3.0f;
CreateParticleShape(GetFilePathByPlatform("../../data/box.ply").c_str(), Vec3(0.0f, 1.0f, 0.0f), Vec3(dimx, dimy, dimz)*radius, 0.0f, radius, Vec3(0.0f), 1.0f, true, 1.0f, 0, true, 0.0f, 0.0f, 0.0f);
g_params.radius = radius;
g_params.gravity[1] = 0;
g_params.numIterations = 1;
g_numSubsteps = 3;
g_pause = true;
g_drawBases = true;
}
void Update()
{
if (g_frame == 0)
{
// rotate particles by 90 degrees
Vec3 lower, upper;
GetParticleBounds(lower, upper);
Vec3 center = (lower + upper)*0.5f;
//Matrix44 rotation = RotationMatrix(DegToRad(40.0f), Vec3(0.0f, 0.0f, 1.0f));
for (int i = 0; i < int(g_buffers->positions.size()); ++i)
{
Vec3 delta = Vec3(g_buffers->positions[i]) - center;
//delta = Vec3(rotation*Vec4(delta, 1.0f));
//g_buffers->positions[i].x = center.x + delta.x;
//g_buffers->positions[i].y = center.y + delta.y;
//g_buffers->positions[i].z = center.z + delta.z;
g_buffers->velocities[i] = Cross(delta, Vec3(0.0f, 0.0f, 1.0f))*10.0f;
}
}
}
};
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