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#include "cloth.hpp"
#include "connection.hpp"
#include "mouse.hpp"
#include <cmath>
#include <cstddef>
#include <cstdio>
#include <math.h>
#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
) {
Cloth* new_cloth = new Cloth;
new_cloth->efficiency_factor = efficiency_factor;
new_cloth->friction_factor = friction_factor;
new_cloth->startpos = startpos;
new_cloth->dimensions = dimensions;
new_cloth->constraint_top_left = constraint_top_left;
new_cloth->constraint_bottom_right = constraint_bottom_right;
new_cloth->points = std::vector<Point*>();
new_cloth->connections = std::vector<Connection*>();
bool frozen_point = false;
for (unsigned int y = 0; y < dimensions.y; y += spacing) {
for (unsigned int x = 0; x < dimensions.x; x += spacing) {
Point* new_point = new Point{
.pos = Vec2f{static_cast<float>(startpos.x + x), static_cast<float>(startpos.y + y)},
.mass = 10.0f,
.frozen = frozen_point,
.selected = false,
.radius = 2.5,
};
new_cloth->points.push_back(new_point);
if (x != 0) {
Point* p0_left = new_cloth->points[new_cloth->points.size() - 2];
float length = std::sqrt(
pow(p0_left->pos.x - new_point->pos.x, 2.0f)+
pow(p0_left->pos.y - new_point->pos.y, 2.0f)
);
Connection* new_conn = new Connection{
.p0 = *p0_left,
.p1 = *new_point,
.initial_length = length,
.length = length,
};
new_cloth->connections.push_back(new_conn);
}
if (y != 0) {
Point* p0_up = new_cloth->points[new_cloth->points.size()-1 - dimensions.x/spacing];
float length = std::sqrt(
pow(p0_up->pos.x - new_point->pos.x, 2.0f)+
pow(p0_up->pos.y - new_point->pos.y, 2.0f)
);
Connection* new_conn = new Connection{
.p0 = *p0_up,
.p1 = *new_point,
.initial_length = length,
.length = length,
};
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) {
for (Point* p : cloth->points) {
// check if this point is in pointer's area
// ((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;
}
// skip any calculations if this point is frozen
if (p->frozen) {
continue;
}
// calculate velocity
p->acceleration.x = gravity_vec.x / p->mass;
p->acceleration.y = gravity_vec.y / p->mass;
if (p->selected && mouse->left_button_clicked) {
Vec2f difference = {
(float) (mouse->pos.x - p->pos.x) * cloth->efficiency_factor,
(float) (mouse->pos.y - p->pos.y) * cloth->efficiency_factor,
};
p->acceleration.x = difference.x / p->mass;
p->acceleration.y = difference.y / p->mass;
}
// apply calculated velocity
p->velocity.x = p->velocity.x + p->acceleration.x * timedelta;
p->velocity.y = p->velocity.y + p->acceleration.y * timedelta;
// now handle constraints
// 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; // friction on the floor
p->velocity.y = -p->velocity.y * cloth->efficiency_factor;
}
// 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;
}
// 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;
}
// 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;
}
// move point
p->pos.x += p->velocity.x;
p->pos.y += p->velocity.y;
}
for (Connection* c : cloth->connections) {
if (c->p0.frozen || c->p1.frozen) {
continue;
}
float distance = std::sqrt(
std::pow(c->p0.pos.x - c->p1.pos.x, 2.0f) +
std::pow(c->p0.pos.y - c->p1.pos.y, 2.0f)
);
float diff_factor = (c->length - distance) / distance;
Vec2f offset = {
(c->p0.pos.x - c->p1.pos.x) * diff_factor * 0.75f,
(c->p0.pos.y - c->p1.pos.y) * diff_factor * 0.75f
};
c->p0.pos = Vec2f{c->p0.pos.x + offset.x, c->p0.pos.y + offset.y};
c->p1.pos = Vec2f{c->p1.pos.x - offset.x, c->p1.pos.y - offset.y};
}
}