public static SoftBody CreateFromTriMesh(SoftBodyWorldInfo worldInfo, Vector3[] vertices, int[] triangles, bool randomizeConstraints = true)
        {
            int numTriangleIndices = triangles.Length;
            int numTriangles = numTriangleIndices / 3;

            int maxIndex = 0; // triangles.Max() + 1;
            for (int i = 0; i < numTriangleIndices; i++)
            {
                if (triangles[i] > maxIndex)
                {
                    maxIndex = triangles[i];
                }
            }
            maxIndex++;

            SoftBody psb = new SoftBody(worldInfo, maxIndex, vertices, null);

            BitArray chks = new BitArray(maxIndex * maxIndex);
            for (int i = 0; i < numTriangleIndices; i += 3)
            {
                int[] idx = new int[] { triangles[i], triangles[i + 1], triangles[i + 2] };
                for (int j = 2, k = 0; k < 3; j = k++)
                {
                    int chkIndex = maxIndex * idx[k] + idx[j];
                    if (!chks[chkIndex])
                    {
                        chks[chkIndex] = true;
                        chks[maxIndex * idx[j] + idx[k]] = true;
                        psb.AppendLink(idx[j], idx[k]);
                    }
                }
                psb.AppendFace(idx[0], idx[1], idx[2]);
            }

            if (randomizeConstraints)
            {
                psb.RandomizeConstraints();
            }
            return psb;
        }
		public static SoftBody CreatePatch(SoftBodyWorldInfo worldInfo, Vector3 corner00, Vector3 corner10, Vector3 corner01, Vector3 corner11, int resx, int resy, int fixeds, bool gendiags)
		{
            // Create nodes
            if ((resx < 2) || (resy < 2))
                return null;

            int rx = resx;
            int ry = resy;
            int tot = rx * ry;
            Vector3[] x = new Vector3[tot];
            float[] m = new float[tot];

            for (int iy = 0; iy < ry; iy++)
            {
                float ty = iy / (float)(ry - 1);
                Vector3 py0, py1;
                Vector3.Lerp(ref corner00, ref corner01, ty, out py0);
                Vector3.Lerp(ref corner10, ref corner11, ty, out py1);
                for (int ix = 0; ix < rx; ix++)
                {
                    float tx = ix / (float)(rx - 1);
                    int index = rx * iy + ix;
                    Vector3.Lerp(ref py0, ref py1, tx, out x[index]);
                    m[index] = 1;
                }
            }

            SoftBody psb = new SoftBody(worldInfo, tot, x, m);

            if ((fixeds & 1) != 0)
                psb.SetMass(0, 0);
            if ((fixeds & 2) != 0)
                psb.SetMass(rx - 1, 0);
            if ((fixeds & 4) != 0)
                psb.SetMass(rx * (ry - 1), 0);
            if ((fixeds & 8) != 0)
                psb.SetMass(rx * (ry - 1) + rx - 1, 0);

            // Create links and faces
            for (int iy = 0; iy < ry; ++iy)
            {
                for (int ix = 0; ix < rx; ++ix)
                {
                    int ixy = rx * iy + ix;
                    int ix1y = ixy + 1;
                    int ixy1 = rx * (iy + 1) + ix;

                    bool mdx = (ix + 1) < rx;
                    bool mdy = (iy + 1) < ry;
                    if (mdx)
                        psb.AppendLink(ixy, ix1y);
                    if (mdy)
                        psb.AppendLink(ixy, ixy1);
                    if (mdx && mdy)
                    {
                        int ix1y1 = ixy1 + 1;
                        if (((ix + iy) & 1) != 0)
                        {
                            psb.AppendFace(ixy, ix1y, ix1y1);
                            psb.AppendFace(ixy, ix1y1, ixy1);
                            if (gendiags)
                            {
                                psb.AppendLink(ixy, ix1y1);
                            }
                        }
                        else
                        {
                            psb.AppendFace(ixy1, ixy, ix1y);
                            psb.AppendFace(ixy1, ix1y, ix1y1);
                            if (gendiags)
                            {
                                psb.AppendLink(ix1y, ixy1);
                            }
                        }
                    }
                }
            }

            return psb;
		}
Beispiel #3
0
        SoftBody CreateFromIndexedMesh(Vector3Array vertexArray, IntArray triangleVertexIndexArray, bool createBendLinks)
        {
            SoftBody softBody = new SoftBody(SoftWorld.WorldInfo, vertexArray, null);
            Material structuralMaterial = softBody.AppendMaterial();
            Material bendMaterial;
            if (createBendLinks)
            {
                bendMaterial = softBody.AppendMaterial();
                bendMaterial.Lst = 0.7f;
            }
            else
            {
                bendMaterial = null;
            }
            structuralMaterial.Lst = 1.0f;

            int numVertices = vertexArray.Count;
            int numTriangles = triangleVertexIndexArray.Count / 3;

            // List of values for each link saying which triangle is associated with that link
            // -1 to start. Once a value is entered we know the "other" triangle
            // and can add a link across the link
            AlignedIntArray triangleForLinks = new AlignedIntArray();
            triangleForLinks.Resize(numVertices * numVertices, -1);

            for (int triangle = 0; triangle < numTriangles; ++triangle)
            {
                int[] index = new int[] { triangleVertexIndexArray[triangle * 3], triangleVertexIndexArray[triangle * 3 + 1], triangleVertexIndexArray[triangle * 3 + 2] };
                softBody.AppendFace(index[0], index[1], index[2]);

                // Generate the structural links directly from the triangles
                TestAndAddLink(triangleForLinks, softBody, triangle, triangleVertexIndexArray, numVertices, index[0], index[1], index[2], structuralMaterial, createBendLinks, bendMaterial);
                TestAndAddLink(triangleForLinks, softBody, triangle, triangleVertexIndexArray, numVertices, index[1], index[2], index[0], structuralMaterial, createBendLinks, bendMaterial);
                TestAndAddLink(triangleForLinks, softBody, triangle, triangleVertexIndexArray, numVertices, index[2], index[0], index[1], structuralMaterial, createBendLinks, bendMaterial);
            }

            return softBody;
        }