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@ -11,9 +11,24 @@ Cloth* new_cloth(Vec2 startpos, Vec2 dimensions, unsigned int spacing) {
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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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if (y == 0) { |
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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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for (unsigned int x = 0; x < dimensions.x; x += spacing) { |
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Point* new_point = new Point{static_cast<float>(startpos.x + x), static_cast<float>(startpos.y + y), startpos.x + x, startpos.y + y, false}; |
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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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.prev_x = static_cast<float>(startpos.x + x), |
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.prev_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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@ -55,7 +70,35 @@ void destroy_cloth(Cloth* cloth) {
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void compute_cloth_forces(Cloth* cloth, Vec2f gravity_vec) { |
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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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p->x += gravity_vec.x; |
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p->y += gravity_vec.y; |
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} |
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} |
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void satisfy_cloth_constraints(Cloth* cloth, Vec2 top_left, Vec2 bottom_right) { |
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for (Point* p : cloth->points) { |
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// bottom
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if (p->y > bottom_right.y) { |
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p->y = bottom_right.y; |
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} |
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// right
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if (p->x > bottom_right.x) { |
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p->x = bottom_right.x; |
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} |
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// left
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if (p->x < top_left.x) { |
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p->x = top_left.x; |
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} |
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// up
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if (p->y < top_left.y) { |
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p->y = top_left.y; |
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} |
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} |
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} |