node pushing
parent
0be631e12d
commit
eee31fa5e9
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@ -352,7 +352,7 @@ void Silkworm_Init()
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context->gravity = 200;
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context->xBound = 1000;
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context->yBound = 1000;
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context->clothDensity = 2;
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context->clothDensity = 4;
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}
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static inline Silkworm_Node* LookupNode(uint64_t nodeId)
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@ -582,7 +582,7 @@ void Silkworm_Update(double deltaTime)
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float translateX = diffX * 0.5f * difference;
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float translateY = diffY * 0.5f * difference;
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float distanceMoved = (float)sqrt(translateX * translateX + translateY * translateY);
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if (distanceMoved > link->tearThreshold)
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@ -734,7 +734,7 @@ double Silkworm_CreateLink(double aId, double bId, double distance, double tearT
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id = context->linkIndexStack[context->linkIndexStackCount - 1];
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context->linkIndexStackCount -= 1;
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}
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else
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else
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{
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id = context->linkCount;
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@ -762,15 +762,15 @@ double Silkworm_CreateLink(double aId, double bId, double distance, double tearT
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return (double)link->id;
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}
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double Silkworm_CreateCloth(double xPosition, double yPosition, double horizontalNodeCount, double verticalNodeCount, double mass, double friction, double windFactor, double tearThreshold)
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double Silkworm_CreateCloth(double xPosition, double yPosition, double width, double height, double mass, double friction, double windFactor, double tearThreshold)
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{
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int32_t i, j, k, m;
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Silkworm_Cloth* cloth = malloc(sizeof(Silkworm_Cloth));
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cloth->windFactor = (float)windFactor;
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cloth->horizontalNodeCount = (uint32_t) horizontalNodeCount;
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cloth->verticalNodeCount = (uint32_t) verticalNodeCount;
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cloth->horizontalNodeCount = ((uint32_t)width / context->clothDensity) + 1;
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cloth->verticalNodeCount = ((uint32_t)height / context->clothDensity) + 1;
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cloth->nodeIndices = malloc(sizeof(uint64_t*) * cloth->horizontalNodeCount);
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uint64_t id;
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@ -805,11 +805,11 @@ double Silkworm_CreateCloth(double xPosition, double yPosition, double horizonta
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cloth->linkHash.buckets[i].count = 0;
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}
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for (i = 0; i < horizontalNodeCount; i += 1)
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for (i = 0; i < cloth->horizontalNodeCount; i += 1)
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{
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cloth->nodeIndices[i] = malloc(sizeof(uint64_t) * cloth->verticalNodeCount);
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for (j = 0; j < verticalNodeCount; j += 1)
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for (j = 0; j < cloth->verticalNodeCount; j += 1)
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{
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uint64_t nodeId = (uint64_t) Silkworm_CreateNode(xPosition + i * context->clothDensity, yPosition + j * context->clothDensity, mass, friction, 1, 0.5);
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@ -827,11 +827,11 @@ double Silkworm_CreateCloth(double xPosition, double yPosition, double horizonta
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cloth->triangles = malloc(sizeof(Silkworm_Triangle*) * cloth->horizontalNodeCount * cloth->verticalNodeCount * 2);
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uint32_t triangleIndex = 0;
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for (i = 0; i < horizontalNodeCount; i += 1)
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for (i = 0; i < cloth->horizontalNodeCount; i += 1)
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{
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for (j = 0; j < verticalNodeCount; j += 1)
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for (j = 0; j < cloth->verticalNodeCount; j += 1)
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{
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if (i + 1 < horizontalNodeCount && j + 1 < verticalNodeCount)
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if (i + 1 < cloth->horizontalNodeCount && j + 1 < cloth->verticalNodeCount)
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{
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cloth->triangles[triangleIndex] = malloc(sizeof(Silkworm_Triangle));
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@ -885,9 +885,9 @@ double Silkworm_CreateCloth(double xPosition, double yPosition, double horizonta
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cloth->triangleCount = triangleIndex;
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for (i = 0; i < horizontalNodeCount; i += 1)
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for (i = 0; i < cloth->horizontalNodeCount; i += 1)
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{
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for (j = 0; j < verticalNodeCount; j += 1)
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for (j = 0; j < cloth->verticalNodeCount; j += 1)
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{
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if (i - 1 >= 0)
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{
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@ -960,8 +960,8 @@ void Silkworm_ApplyWind(double xSpeed, double ySpeed)
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if (node != NULL && !node->pinned)
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{
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node->position.x += (float)xSpeed * 0.05f * cloth->windFactor;
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node->position.y += (float)ySpeed * 0.05f * cloth->windFactor;
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node->position.x += (float)xSpeed * 0.025f * cloth->windFactor;
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node->position.y += (float)ySpeed * 0.025f * cloth->windFactor;
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}
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}
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}
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@ -1090,6 +1090,32 @@ double Silkworm_ClothFillTriangleBuffer(double clothId, double leftUV, double wi
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return (double)triangleCount;
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}
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void Silkworm_PushNodesInRadius(double x, double y, double radius, double xDirection, double yDirection)
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{
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/* TODO: spatial hash implementation */
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uint32_t i;
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for (i = 0; i < context->nodeCount; i += 1)
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{
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Silkworm_Node* node = context->nodes[i];
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if (node != NULL)
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{
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float xDistance = (float)fabs((float)x - node->position.x);
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float yDistance = (float)fabs((float)y - node->position.y);
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float squareDistance = xDistance * xDistance + yDistance * yDistance;
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if (squareDistance <= radius * radius)
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{
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node->position.x += (float)xDirection;
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node->position.y += (float)yDirection;
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}
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}
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}
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}
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void Silkworm_DestroyNodesInRadius(double x, double y, double radius)
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{
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/* TODO: spatial hash implementation */
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@ -1118,7 +1144,7 @@ void Silkworm_DestroyNodesInRadius(double x, double y, double radius)
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void Silkworm_ClearAll()
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{
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uint32_t i;
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for (i = 0; i < context->clothCount; i += 1)
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{
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if (context->cloths[i] != NULL)
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@ -77,6 +77,7 @@ SILKWORMAPI double Silkworm_ClothFillTriangleBuffer(double clothId, double leftU
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SILKWORMAPI void Silkworm_DestroyNode(double nodeId);
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SILKWORMAPI void Silkworm_PushNodesInRadius(double x, double y, double radius, double xDirection, double yDirection);
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SILKWORMAPI void Silkworm_DestroyNodesInRadius(double x, double y, double radius);
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SILKWORMAPI void Silkworm_ClearAll();
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