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Copy pathTriangleModel.cpp
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69 lines (59 loc) · 1.8 KB
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#include "TriangleModel.h"
using namespace PBD;
TriangleModel& TriangleModel::operator=(TriangleModel const& other)
{
unsigned int m_indexOffset = other.m_indexOffset;
IndexedFaceMesh m_particleMesh = other.m_particleMesh;
Real m_restitutionCoeff = other.m_restitutionCoeff;
Real m_frictionCoeff = other.m_frictionCoeff;
Real m_bendingCoeff = other.m_bendingCoeff;
bool m_findSpecialSeam = other.m_findSpecialSeam;
Real m_slideFrictionCoeff = other.m_slideFrictionCoeff;
Real m_collisionCoeff = other.m_collisionCoeff;
return *this;
}
TriangleModel::TriangleModel() :
m_particleMesh()
{
m_restitutionCoeff = 0.5;
m_frictionCoeff = 0.5; //系数越大,拉伸性能越好
m_bendingCoeff = 0.5;
m_slideFrictionCoeff = 0.0;
m_collisionCoeff = 0.01;
}
TriangleModel::~TriangleModel(void)
{
cleanupModel();
}
void TriangleModel::cleanupModel()
{
m_particleMesh.release();
}
void TriangleModel::updateMeshNormals(const ParticleData& pd)
{
m_particleMesh.updateNormals(pd, m_indexOffset);
m_particleMesh.updateVertexNormals(pd);
}
void PBD::TriangleModel::updateConstraints()
{
}
IndexedFaceMesh & TriangleModel::getParticleMesh()
{
return m_particleMesh;
}
void TriangleModel::initMesh(const unsigned int nPoints, const unsigned int nFaces, const unsigned int indexOffset, unsigned int* indices, const IndexedFaceMesh::UVIndices& uvIndices,const IndexedFaceMesh::NormalIndices& normalIndices, const IndexedFaceMesh::UVs& uvs)
{
m_indexOffset = indexOffset;
m_particleMesh.release();
m_particleMesh.initMesh(nPoints, nFaces * 2, nFaces, true);
for (unsigned int i = 0; i < nFaces; i++)
{
m_particleMesh.addFace(&indices[3 * i]);
}
m_particleMesh.copyUVs(uvIndices,normalIndices, uvs);
m_particleMesh.buildNeighbors(true, false);
}
unsigned int TriangleModel::getIndexOffset() const
{
return m_indexOffset;
}