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#include "../../../shared_cpp/Renderer2d.h"
#include "../../../shared_cpp/types.h"
#include "../../../shared_cpp/mathlib.h"
struct SoftbodyRectangle {
float32 width = 100;
float32 height = 100;
// Represents the density of springs that will be in the rectangle.
int32 springDensity = 10;
int32 numSubdivisions = 0;
Mesh2d mesh;
void load(Renderer2d* renderer) {
int32 numVertices = springDensity * springDensity; // Each subdivision is a square.
int32 numIndices = 6 * ((springDensity - 1) * (springDensity - 1));
auto vertices = new Vertex2d[numVertices];
auto indices = new GLuint[numIndices];
int32 vIdx = 0;
int32 iIdx = 0;
float32 inverseDensity = 1.f / springDensity;
float32 halfInv = inverseDensity - (inverseDensity / 2.f);
for (int32 y = 0; y < springDensity; y++) { // Rows
for (int32 x = 0; x < springDensity; x++) { // Columns
Vector2 position = Vector2(x * inverseDensity - halfInv, y * inverseDensity- halfInv);
vertices[vIdx] = { position, Vector4(1, 0, 0, 1) };
if (y != springDensity - 1 && x != springDensity - 1) {
indices[iIdx++] = vIdx;
indices[iIdx++] = vIdx + 1;
indices[iIdx++] = vIdx + springDensity;
indices[iIdx++] = vIdx + springDensity;
indices[iIdx++] = vIdx + springDensity + 1;
indices[iIdx++] = vIdx + 1;
}
vIdx++;
}
}
mesh.load(vertices, numVertices, indices, numIndices, renderer);
mesh.model = Mat4x4().scale(Vector3(width, height, 0)).translateByVec2(Vector2(300, 400));
delete [] vertices;
delete [] indices;
}
void update(float32 dtSeconds) {
}
void render(Renderer2d* renderer) {
mesh.render(renderer);
}
void unload() {
mesh.unload();
}
};
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