diff --git a/languages/dust3d_zh_CN.ts b/languages/dust3d_zh_CN.ts index 623adccd..6d65a7e2 100644 --- a/languages/dust3d_zh_CN.ts +++ b/languages/dust3d_zh_CN.ts @@ -754,7 +754,7 @@ Tips: Stiffness - + 硬度 diff --git a/src/clothsimulator.cpp b/src/clothsimulator.cpp index 77f8a0f4..23d686eb 100644 --- a/src/clothsimulator.cpp +++ b/src/clothsimulator.cpp @@ -111,6 +111,19 @@ public: } } } + + void fixPoints(CgPointFixNode *fixNode) { + for (unsigned int i = 0; i < system->n_points; i++) { + auto offset = 3 * i; + Point point(vbuff[offset + 0], + vbuff[offset + 1], + vbuff[offset + 2]); + if (nullptr != m_insideTester && + (*m_insideTester)(point) != CGAL::ON_UNBOUNDED_SIDE) { + fixNode->fixPoint(i); + } + } + } }; ClothSimulator::ClothSimulator(const std::vector &vertices, @@ -131,6 +144,7 @@ ClothSimulator::~ClothSimulator() delete m_rootNode; delete m_deformationNode; delete m_meshCollisionNode; + delete m_fixNode; } void ClothSimulator::setStiffness(float stiffness) @@ -239,9 +253,14 @@ void ClothSimulator::create() m_rootNode = new CgRootNode(m_massSpringSystem, m_clothPointBuffer.data()); m_rootNode->addChild(m_deformationNode); - + m_meshCollisionNode = new CgMeshCollisionNode(m_massSpringSystem, m_clothPointBuffer.data(), m_collisionVertices, m_collisionTriangles); + + m_fixNode = new CgPointFixNode(m_massSpringSystem, m_clothPointBuffer.data()); + m_meshCollisionNode->fixPoints(m_fixNode); + m_deformationNode->addChild(m_fixNode); + m_rootNode->addChild(m_meshCollisionNode); } diff --git a/src/clothsimulator.h b/src/clothsimulator.h index c7b7c412..b8b7e7e0 100644 --- a/src/clothsimulator.h +++ b/src/clothsimulator.h @@ -9,6 +9,7 @@ class MassSpringSolver; class CgRootNode; class CgSpringDeformationNode; class CgMeshCollisionNode; +class CgPointFixNode; class ClothSimulator : public QObject { @@ -37,6 +38,7 @@ private: CgRootNode *m_rootNode = nullptr; CgSpringDeformationNode *m_deformationNode = nullptr; CgMeshCollisionNode *m_meshCollisionNode = nullptr; + CgPointFixNode *m_fixNode = nullptr; void convertMeshToCloth(); };