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#include "cloth.hpp"
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#include "connection.hpp"
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#include <cstddef>
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#include <cstdio>
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#include <vector>
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Cloth* new_cloth(
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Vec2 startpos,
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Vec2 dimensions,
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unsigned int spacing,
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float efficiency_factor,
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float friction_factor,
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Vec2 constraint_top_left, Vec2 constraint_bottom_right
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) {
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Cloth* new_cloth = new Cloth;
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new_cloth->efficiency_factor = efficiency_factor;
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new_cloth->friction_factor = friction_factor;
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new_cloth->startpos = startpos;
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new_cloth->dimensions = dimensions;
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new_cloth->constraint_top_left = constraint_top_left;
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new_cloth->constraint_bottom_right = constraint_bottom_right;
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new_cloth->points = std::vector<Point*>();
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new_cloth->connections = std::vector<Connection*>();
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bool frozen_point = false;
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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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// if (y == 0 && x == new_cloth->dimensions.x/2) {
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// frozen_point = true;
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// } else {
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// frozen_point = false;
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// }
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Point* new_point = new Point{
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.x = static_cast<float>(startpos.x + x),
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.y = static_cast<float>(startpos.y + y),
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.mass = 10.0f,
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.frozen = frozen_point,
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.selected = false,
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};
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new_cloth->points.push_back(new_point);
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if (x > 0) {
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Point* p0_left = new_cloth->points[new_cloth->points.size() - 2];
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Connection* new_conn = new Connection{*p0_left, *new_point};
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new_cloth->connections.push_back(new_conn);
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}
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if (y != 0) {
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Point* p0_up = new_cloth->points[new_cloth->points.size()-1 - dimensions.x/spacing];
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Connection* new_conn = new Connection{*p0_up, *new_point};
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new_cloth->connections.push_back(new_conn);
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}
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}
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}
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return new_cloth;
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}
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void destroy_cloth(Cloth* cloth) {
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if (cloth == NULL) {
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return;
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}
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for (unsigned int i = 0; i < cloth->points.size(); i++) {
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delete cloth->points[i];
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}
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for (unsigned int i = 0; i < cloth->connections.size(); i++) {
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delete cloth->connections[i];
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}
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cloth->points.clear();
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cloth->connections.clear();
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delete cloth;
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}
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// calculate forces and actually MOVE points
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void cloth_step(Cloth* cloth, Vec2f gravity_vec, float timedelta) {
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for (Point* p : cloth->points) {
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if (p->frozen) {
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continue;
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}
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// calculate velocity
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if (p->y == cloth->constraint_bottom_right.y) {
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// if this point's x velocity is too small -> just stop it
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// else -> handle friction
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if (p->velocity.x <= 0.5) {
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p->velocity.x = 0;
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} else {
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p->velocity.x = p->velocity.x*cloth->friction_factor * timedelta;
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}
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} else {
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p->velocity.x = p->velocity.x+(gravity_vec.x/p->mass) * timedelta;
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p->velocity.y = p->velocity.y+(gravity_vec.y/p->mass) * timedelta;
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}
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// move point
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p->x += p->velocity.x;
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p->y += p->velocity.y;
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}
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}
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// handle constraints, bounces
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void satisfy_cloth_constraints(Cloth* cloth) {
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for (Point* p : cloth->points) {
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// bottom
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if (p->y > cloth->constraint_bottom_right.y) {
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p->y = cloth->constraint_bottom_right.y;
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p->velocity.y = -p->velocity.y*cloth->efficiency_factor;
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}
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// right
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if (p->x > cloth->constraint_bottom_right.x) {
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p->x = cloth->constraint_bottom_right.x;
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p->velocity.x = -p->velocity.x*cloth->efficiency_factor;
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}
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// left
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if (p->x < cloth->constraint_top_left.x) {
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p->x = cloth->constraint_top_left.x;
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p->velocity.x = -p->velocity.x*cloth->efficiency_factor;
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}
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// up
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if (p->y < cloth->constraint_top_left.y) {
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p->y = cloth->constraint_top_left.y;
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p->velocity.y = -p->velocity.y*cloth->efficiency_factor;
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}
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}
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}
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