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#include "cloth.hpp"
#include "connection.hpp"
#include "mouse.hpp"
#include <cmath>
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#include <cstddef>
#include <cstdio>
#include <vector>
Cloth* new_cloth(
Vec2 startpos,
Vec2 dimensions,
unsigned int spacing,
float efficiency_factor,
float friction_factor,
Vec2 constraint_top_left, Vec2 constraint_bottom_right
) {
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Cloth* new_cloth = new Cloth;
new_cloth->efficiency_factor = efficiency_factor;
new_cloth->friction_factor = friction_factor;
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new_cloth->startpos = startpos;
new_cloth->dimensions = dimensions;
new_cloth->constraint_top_left = constraint_top_left;
new_cloth->constraint_bottom_right = constraint_bottom_right;
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new_cloth->points = std::vector<Point*>();
new_cloth->connections = std::vector<Connection*>();
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bool frozen_point = false;
for (unsigned int y = 0; y < dimensions.y; y += spacing) {
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for (unsigned int x = 0; x < dimensions.x; x += spacing) {
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Point* new_point = new Point{
.pos = Vec2f{static_cast<float>(startpos.x + x), static_cast<float>(startpos.y + y)},
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.mass = 10.0f,
.frozen = frozen_point,
.selected = false,
.radius = 2.5,
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};
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new_cloth->points.push_back(new_point);
if (x > 0) {
Point* p0_left = new_cloth->points[new_cloth->points.size() - 2];
Connection* new_conn = new Connection{*p0_left, *new_point};
new_cloth->connections.push_back(new_conn);
}
if (y != 0) {
Point* p0_up = new_cloth->points[new_cloth->points.size()-1 - dimensions.x/spacing];
Connection* new_conn = new Connection{*p0_up, *new_point};
new_cloth->connections.push_back(new_conn);
}
}
}
return new_cloth;
}
void destroy_cloth(Cloth* cloth) {
if (cloth == NULL) {
return;
}
for (unsigned int i = 0; i < cloth->points.size(); i++) {
delete cloth->points[i];
}
for (unsigned int i = 0; i < cloth->connections.size(); i++) {
delete cloth->connections[i];
}
cloth->points.clear();
cloth->connections.clear();
delete cloth;
}
// calculate forces, move points and satisfy constraints
void cloth_step(Cloth* cloth, Mouse* mouse, Vec2f gravity_vec, float timedelta) {
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for (Point* p : cloth->points) {
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if (p->frozen) {
continue;
}
// handle mouse
// ((x0 - x1)^2 + (y0 - y1)^2)^0.5
float distance_to_point = std::sqrt(pow(p->pos.x - mouse->pos.x, 2.0f)+pow(p->pos.y - mouse->pos.y, 2.0f));
if (distance_to_point <= mouse->cursor_radius_size) {
p->selected = true;
} else {
p->selected = false;
}
if (p->selected && mouse->left_button_clicked) {
p->pos = Vec2f{(float) mouse->pos.x, (float) mouse->pos.y};
}
// calculate velocity
p->velocity.x = (p->velocity.x + (gravity_vec.x/p->mass)) * timedelta;
p->velocity.y = (p->velocity.y + (gravity_vec.y/p->mass)) * timedelta;
// move point
p->pos.x += p->velocity.x;
p->pos.y += p->velocity.y;
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// now handle constraints
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// bottom
if (p->pos.y >= cloth->constraint_bottom_right.y) {
p->pos.y = cloth->constraint_bottom_right.y;
p->velocity.x = (p->velocity.x * cloth->friction_factor);
p->velocity.y = -p->velocity.y * cloth->efficiency_factor;
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}
// right
if (p->pos.x >= cloth->constraint_bottom_right.x) {
p->pos.x = cloth->constraint_bottom_right.x;
p->velocity.x = -p->velocity.x * cloth->efficiency_factor;
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}
// left
if (p->pos.x <= cloth->constraint_top_left.x) {
p->pos.x = cloth->constraint_top_left.x;
p->velocity.x = -p->velocity.x * cloth->efficiency_factor;
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}
// up
if (p->pos.y <= cloth->constraint_top_left.y) {
p->pos.y = cloth->constraint_top_left.y;
p->velocity.y = -p->velocity.y * cloth->efficiency_factor;
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}
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}
}