Add hang effect for cloth simulation
parent
44cd33d799
commit
8ffef700c4
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@ -754,7 +754,7 @@ Tips:
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</message>
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<message>
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<source>Stiffness</source>
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<translation type="unfinished"></translation>
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<translation>硬度</translation>
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</message>
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</context>
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<context>
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@ -111,6 +111,19 @@ public:
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}
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}
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}
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void fixPoints(CgPointFixNode *fixNode) {
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for (unsigned int i = 0; i < system->n_points; i++) {
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auto offset = 3 * i;
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Point point(vbuff[offset + 0],
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vbuff[offset + 1],
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vbuff[offset + 2]);
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if (nullptr != m_insideTester &&
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(*m_insideTester)(point) != CGAL::ON_UNBOUNDED_SIDE) {
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fixNode->fixPoint(i);
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}
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}
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}
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};
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ClothSimulator::ClothSimulator(const std::vector<QVector3D> &vertices,
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@ -131,6 +144,7 @@ ClothSimulator::~ClothSimulator()
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delete m_rootNode;
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delete m_deformationNode;
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delete m_meshCollisionNode;
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delete m_fixNode;
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}
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void ClothSimulator::setStiffness(float stiffness)
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@ -239,9 +253,14 @@ void ClothSimulator::create()
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m_rootNode = new CgRootNode(m_massSpringSystem, m_clothPointBuffer.data());
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m_rootNode->addChild(m_deformationNode);
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m_meshCollisionNode = new CgMeshCollisionNode(m_massSpringSystem, m_clothPointBuffer.data(),
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m_collisionVertices,
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m_collisionTriangles);
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m_fixNode = new CgPointFixNode(m_massSpringSystem, m_clothPointBuffer.data());
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m_meshCollisionNode->fixPoints(m_fixNode);
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m_deformationNode->addChild(m_fixNode);
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m_rootNode->addChild(m_meshCollisionNode);
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}
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@ -9,6 +9,7 @@ class MassSpringSolver;
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class CgRootNode;
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class CgSpringDeformationNode;
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class CgMeshCollisionNode;
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class CgPointFixNode;
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class ClothSimulator : public QObject
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{
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@ -37,6 +38,7 @@ private:
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CgRootNode *m_rootNode = nullptr;
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CgSpringDeformationNode *m_deformationNode = nullptr;
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CgMeshCollisionNode *m_meshCollisionNode = nullptr;
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CgPointFixNode *m_fixNode = nullptr;
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void convertMeshToCloth();
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};
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