some API improvements
parent
bad2d6b00b
commit
18b84ca0c4
191
src/Silkworm2.c
191
src/Silkworm2.c
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@ -294,6 +294,13 @@ typedef struct Silkworm_Cloth
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uint32_t horizontalNodeCount;
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uint32_t verticalNodeCount;
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float depth;
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float leftUV;
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float widthUV;
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float topUV;
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float heightUV;
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/* note that the cloth doesn't own the nodes, just has pointers to them */
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Silkworm_Node*** nodes; /* x by y grid of indices */
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@ -350,6 +357,9 @@ typedef struct Silkworm_Context
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Silkworm_Vector2* linkDestructionData;
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uint32_t linkDestructionDataCount;
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uint32_t linkDestructionDataCapacity;
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Silkworm_Vertex* vertexBuffer;
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uint32_t vertexCapacity;
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} Silkworm_Context;
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static Silkworm_Context *context = NULL;
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@ -394,6 +404,9 @@ void Silkworm_Init()
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context->linkDestructionDataCapacity = 16;
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context->linkDestructionData = malloc(sizeof(Silkworm_Vector2) * context->nodeDestructionDataCapacity);
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context->linkDestructionDataCount = 0;
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context->vertexCapacity = 1024;
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context->vertexBuffer = malloc(sizeof(Silkworm_Vertex) * context->vertexCapacity);
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}
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static inline Silkworm_Node* LookupNode(uint64_t nodeId)
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@ -640,6 +653,22 @@ void Silkworm_Update(float delta, float windSpeedX, float windSpeedY)
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context->nodeDestructionDataCount = 0;
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context->linkDestructionDataCount = 0;
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// apply wind
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for (i = 0; i < context->nodeCount; i += 1)
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{
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node = context->nodes[i];
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if (node != NULL)
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{
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if (!node->pinned)
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{
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node->position.x += (0.5f * sinf(context->timeElapsed * 4 + node->position.y / 2) + 0.5f) * windSpeedX * delta * 0.05f * node->windFactor;
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node->position.y += (0.5f * sinf(context->timeElapsed * 4 + node->position.x / 3) + 0.5f) * windSpeedY * delta * 0.05f * node->windFactor;
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}
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}
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}
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// solve constraints
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for (i = 0; i < CONSTRAINT_ITERATION_COUNT; i += 1)
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{
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for (j = 0; j < context->linkCount; j += 1)
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@ -657,9 +686,9 @@ void Silkworm_Update(float delta, float windSpeedX, float windSpeedY)
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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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float distanceMovedSquared = translateX * translateX + translateY * translateY;
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if (distanceMoved > link->tearThreshold)
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if (distanceMovedSquared > link->tearThreshold * link->tearThreshold)
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{
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Silkworm_DestroyLink((double)link->id);
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}
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@ -681,6 +710,7 @@ void Silkworm_Update(float delta, float windSpeedX, float windSpeedY)
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}
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}
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// update node positions
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for (j = 0; j < context->nodeCount; j += 1)
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{
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node = context->nodes[j];
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@ -701,9 +731,6 @@ void Silkworm_Update(float delta, float windSpeedX, float windSpeedY)
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node->position.x += velocityX + accelerationX;
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node->position.y += velocityY + accelerationY;
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node->position.x += (0.5f * sinf(context->timeElapsed * 4 + node->position.y / 2) + 0.5f) * windSpeedX * 0.05f * node->windFactor;
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node->position.y += (0.5f * sinf(context->timeElapsed * 4 + node->position.x / 3) + 0.5f) * windSpeedY * 0.05f * node->windFactor;
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node->velocity.x = velocityX * delta;
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node->velocity.y = velocityY * delta;
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@ -842,8 +869,9 @@ void* Silkworm_ClothCreate(Silkworm_ClothCreateInfo* clothCreateInfo)
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Silkworm_Cloth* cloth = malloc(sizeof(Silkworm_Cloth));
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cloth->horizontalNodeCount = ((uint32_t)clothCreateInfo->horizontalNodeCount / context->clothDensity) + 1;
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cloth->verticalNodeCount = ((uint32_t)clothCreateInfo->verticalNodeCount / context->clothDensity) + 1;
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cloth->horizontalNodeCount = (uint32_t)clothCreateInfo->horizontalNodeCount;
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cloth->verticalNodeCount = (uint32_t)clothCreateInfo->verticalNodeCount;
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cloth->nodes = malloc(sizeof(Silkworm_Node**) * cloth->horizontalNodeCount);
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uint64_t id;
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@ -898,11 +926,6 @@ void* Silkworm_ClothCreate(Silkworm_ClothCreateInfo* clothCreateInfo)
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cloth->nodes[i][j] = node;
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if (j == 0)
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{
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node->pinned = true;
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}
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node->destroyable = true;
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node->clothReference.clothId = cloth->id;
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@ -1024,90 +1047,102 @@ void* Silkworm_ClothCreate(Silkworm_ClothCreateInfo* clothCreateInfo)
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}
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}
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cloth->depth = clothCreateInfo->z;
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cloth->leftUV = clothCreateInfo->leftUV;
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cloth->widthUV = clothCreateInfo->rightUV - clothCreateInfo->leftUV;
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cloth->topUV = clothCreateInfo->topUV;
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cloth->heightUV = clothCreateInfo->bottomUV - clothCreateInfo->topUV;
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return (void*) cloth;
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}
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/* FIXME: this is very unsafe */
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double Silkworm_ClothHorizontalNodeCount(double clothId)
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uint32_t Silkworm_ClothRender(void **pVertexBuffer, uint32_t *pVertexBufferLengthInBytes)
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{
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return context->cloths[(uint32_t)clothId]->horizontalNodeCount;
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}
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double Silkworm_ClothVerticalNodeCount(double clothId)
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{
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return context->cloths[(uint32_t)clothId]->verticalNodeCount;
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}
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int32_t Silkworm_ClothFillTriangleBuffer(void* clothPtr, void* vertexBufferPtr, float depth, float leftUV, float widthUV, float topUV, float heightUV)
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{
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uint32_t i, vertexCount;
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Silkworm_Cloth* cloth = (Silkworm_Cloth*) clothPtr;
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Silkworm_Vertex* vertexBuffer = (Silkworm_Vertex*) vertexBufferPtr;
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uint32_t i, j, vertexCount;
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vertexCount = 0;
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for (i = 0; i < cloth->triangleCount; i += 1)
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for (j = 0; j < context->clothCount; j += 1)
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{
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if (cloth->triangles[i] != NULL)
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Silkworm_Cloth* cloth = context->cloths[j];
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if (cloth != NULL)
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{
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if (cloth->triangles[i]->orientation == UpperLeft)
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if (vertexCount + (cloth->triangleCount * 3) > context->vertexCapacity)
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{
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float left = leftUV + widthUV * ((float)cloth->triangles[i]->aHorizontalIndex / (cloth->horizontalNodeCount - 1));
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float right = leftUV + widthUV * ((float)cloth->triangles[i]->bHorizontalIndex / (cloth->horizontalNodeCount - 1));
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float top = topUV + heightUV * ((float)cloth->triangles[i]->aVerticalIndex / (cloth->verticalNodeCount - 1));
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float bottom = topUV + heightUV * ((float)cloth->triangles[i]->cVerticalIndex / (cloth->verticalNodeCount - 1));
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vertexBuffer[vertexCount].x = cloth->triangles[i]->a->position.x;
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vertexBuffer[vertexCount].y = cloth->triangles[i]->a->position.y;
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vertexBuffer[vertexCount].z = depth;
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vertexBuffer[vertexCount].u = left;
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vertexBuffer[vertexCount].v = top;
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vertexBuffer[vertexCount + 1].x = cloth->triangles[i]->b->position.x;
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vertexBuffer[vertexCount + 1].y = cloth->triangles[i]->b->position.y;
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vertexBuffer[vertexCount + 1].z = depth;
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vertexBuffer[vertexCount + 1].u = right;
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vertexBuffer[vertexCount + 1].v = top;
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vertexBuffer[vertexCount + 2].x = cloth->triangles[i]->c->position.x;
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vertexBuffer[vertexCount + 2].y = cloth->triangles[i]->c->position.y;
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vertexBuffer[vertexCount + 2].z = depth;
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vertexBuffer[vertexCount + 2].u = left;
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vertexBuffer[vertexCount + 2].v = bottom;
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vertexCount += 3;
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context->vertexCapacity *= 2;
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context->vertexBuffer = realloc(context->vertexBuffer, sizeof(Silkworm_Vertex) * context->vertexCapacity);
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}
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else if (cloth->triangles[i]->orientation == BottomRight)
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for (i = 0; i < cloth->triangleCount; i += 1)
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{
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float left = leftUV + widthUV * ((float)cloth->triangles[i]->bHorizontalIndex / (cloth->horizontalNodeCount - 1));
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float right = leftUV + widthUV * ((float)cloth->triangles[i]->aHorizontalIndex / (cloth->horizontalNodeCount - 1));
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if (cloth->triangles[i] != NULL)
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{
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if (cloth->triangles[i]->orientation == UpperLeft)
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{
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float left = cloth->leftUV + cloth->widthUV * ((float)cloth->triangles[i]->aHorizontalIndex / (cloth->horizontalNodeCount - 1));
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float right = cloth->leftUV + cloth->widthUV * ((float)cloth->triangles[i]->bHorizontalIndex / (cloth->horizontalNodeCount - 1));
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float top = topUV + heightUV * ((float)cloth->triangles[i]->cVerticalIndex / (cloth->verticalNodeCount - 1));
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float bottom = topUV + heightUV * ((float)cloth->triangles[i]->aVerticalIndex / (cloth->verticalNodeCount - 1));
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float top = cloth->topUV + cloth->heightUV * ((float)cloth->triangles[i]->aVerticalIndex / (cloth->verticalNodeCount - 1));
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float bottom = cloth->topUV + cloth->heightUV * ((float)cloth->triangles[i]->cVerticalIndex / (cloth->verticalNodeCount - 1));
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vertexBuffer[vertexCount].x = cloth->triangles[i]->a->position.x;
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vertexBuffer[vertexCount].y = cloth->triangles[i]->a->position.y;
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vertexBuffer[vertexCount].z = depth;
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vertexBuffer[vertexCount].u = right;
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vertexBuffer[vertexCount].v = bottom;
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context->vertexBuffer[vertexCount].x = cloth->triangles[i]->a->position.x;
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context->vertexBuffer[vertexCount].y = cloth->triangles[i]->a->position.y;
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context->vertexBuffer[vertexCount].z = cloth->depth;
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context->vertexBuffer[vertexCount].u = left;
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context->vertexBuffer[vertexCount].v = top;
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vertexBuffer[vertexCount + 1].x = cloth->triangles[i]->b->position.x;
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vertexBuffer[vertexCount + 1].y = cloth->triangles[i]->b->position.y;
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vertexBuffer[vertexCount + 1].z = depth;
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vertexBuffer[vertexCount + 1].u = left;
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vertexBuffer[vertexCount + 1].v = bottom;
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context->vertexBuffer[vertexCount + 1].x = cloth->triangles[i]->b->position.x;
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context->vertexBuffer[vertexCount + 1].y = cloth->triangles[i]->b->position.y;
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context->vertexBuffer[vertexCount + 1].z = cloth->depth;
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context->vertexBuffer[vertexCount + 1].u = right;
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context->vertexBuffer[vertexCount + 1].v = top;
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vertexBuffer[vertexCount + 2].x = cloth->triangles[i]->c->position.x;
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vertexBuffer[vertexCount + 2].y = cloth->triangles[i]->c->position.y;
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vertexBuffer[vertexCount + 2].z = depth;
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vertexBuffer[vertexCount + 2].u = right;
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vertexBuffer[vertexCount + 2].v = top;
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context->vertexBuffer[vertexCount + 2].x = cloth->triangles[i]->c->position.x;
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context->vertexBuffer[vertexCount + 2].y = cloth->triangles[i]->c->position.y;
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context->vertexBuffer[vertexCount + 2].z = cloth->depth;
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context->vertexBuffer[vertexCount + 2].u = left;
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context->vertexBuffer[vertexCount + 2].v = bottom;
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vertexCount += 3;
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vertexCount += 3;
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}
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else if (cloth->triangles[i]->orientation == BottomRight)
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{
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float left = cloth->leftUV + cloth->widthUV * ((float)cloth->triangles[i]->bHorizontalIndex / (cloth->horizontalNodeCount - 1));
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float right = cloth->leftUV + cloth->widthUV * ((float)cloth->triangles[i]->aHorizontalIndex / (cloth->horizontalNodeCount - 1));
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float top = cloth->topUV + cloth->heightUV * ((float)cloth->triangles[i]->cVerticalIndex / (cloth->verticalNodeCount - 1));
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float bottom = cloth->topUV + cloth->heightUV * ((float)cloth->triangles[i]->aVerticalIndex / (cloth->verticalNodeCount - 1));
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context->vertexBuffer[vertexCount].x = cloth->triangles[i]->a->position.x;
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context->vertexBuffer[vertexCount].y = cloth->triangles[i]->a->position.y;
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context->vertexBuffer[vertexCount].z = cloth->depth;
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context->vertexBuffer[vertexCount].u = right;
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context->vertexBuffer[vertexCount].v = bottom;
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context->vertexBuffer[vertexCount + 1].x = cloth->triangles[i]->b->position.x;
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context->vertexBuffer[vertexCount + 1].y = cloth->triangles[i]->b->position.y;
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context->vertexBuffer[vertexCount + 1].z = cloth->depth;
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context->vertexBuffer[vertexCount + 1].u = left;
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context->vertexBuffer[vertexCount + 1].v = bottom;
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context->vertexBuffer[vertexCount + 2].x = cloth->triangles[i]->c->position.x;
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context->vertexBuffer[vertexCount + 2].y = cloth->triangles[i]->c->position.y;
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context->vertexBuffer[vertexCount + 2].z = cloth->depth;
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context->vertexBuffer[vertexCount + 2].u = right;
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context->vertexBuffer[vertexCount + 2].v = top;
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vertexCount += 3;
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}
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}
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}
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}
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}
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*pVertexBuffer = context->vertexBuffer;
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*pVertexBufferLengthInBytes = sizeof(Silkworm_Vertex) * vertexCount;
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}
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return vertexCount;
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}
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@ -1288,6 +1323,8 @@ void Silkworm_Finish()
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free(context->nodeDestructionData);
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free(context->linkDestructionData);
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free(context->vertexBuffer);
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free(context);
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context = NULL;
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}
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@ -58,8 +58,8 @@ extern "C" {
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typedef struct Silkworm_NodeCreateInfo
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{
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int32_t x;
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int32_t y;
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float x;
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float y;
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float mass;
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float friction;
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float radius;
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@ -71,14 +71,19 @@ typedef struct Silkworm_NodeCreateInfo
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typedef struct Silkworm_ClothCreateInfo
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{
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int32_t x;
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int32_t y;
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float x;
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float y;
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float z;
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int32_t horizontalNodeCount;
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int32_t verticalNodeCount;
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float mass;
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float friction;
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float windFactor;
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float tearThreshold;
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float leftUV;
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float topUV;
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float rightUV;
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float bottomUV;
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} Silkworm_ClothCreateInfo;
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typedef struct Silkworm_Vertex
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@ -102,7 +107,7 @@ SILKWORMAPI void* Silkworm_ClothCreate(Silkworm_ClothCreateInfo* clothCreateInfo
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SILKWORMAPI void Silkworm_ClothNodePin(void* clothPtr, uint32_t i, uint32_t j);
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SILKWORMAPI void Silkworm_ClothNodeUnpin(void* clothPtr, uint32_t i, uint32_t j);
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SILKWORMAPI void Silkworm_ClothNodeDestroy(void* clothPtr, uint32_t i, uint32_t j);
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SILKWORMAPI int32_t Silkworm_ClothFillTriangleBuffer(void* clothPtr, void* vertexBufferPtr, float depth, float leftUV, float widthUV, float topUV, float heightUV);
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SILKWORMAPI uint32_t Silkworm_ClothRender(void **pVertexBuffer, uint32_t *pVertexBufferLengthInBytes);
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SILKWORMAPI void Silkworm_ClothDestroy(void* clothPtr);
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SILKWORMAPI void Silkworm_PinNodesInRadius(float x, float y, float radius);
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