Cloth Sim, please have a look :)
Blitz3D Forums/Blitz3D Programming/Cloth Sim, please have a look :)
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Let me know if you can understand any of this code. The problem is I'm testing so there are many old lines (commented) still there just in case so don't pay attention to them. The point is, I believe the code is pretty fast as it is right now and I could be able to finish having a function to generate cloth movement over any loaded mesh. But the problem is I can not figure out the proper code to find the 4 or 8 closest vertex to each vertex, so I decided to do a mesh in Blitz and manipulate each vertex separately. Run this, load a carpet texture of yours to have a better look: by the way, there are some vars with spanish names :), for example vecino = neighbor Graphics3D 640,480,16,2 ClearTextureFilters Function interpolate#(v#,a#,b#,c#,d#) Return c+(((v-a)*(d-c))/(b-a)) End Function cam=CreateCamera() PositionEntity cam,0,2,-20 CameraClsColor cam,100,100,100 fps=CreateTimer(30) AmbientLight 50,50,50 l=CreateLight(2) PositionEntity l,0,5,0 LightRange l,30 Const type_alf=1 Const type_c=2 ;-------------------------------------------------------------- ;------- PLANE ----------------------------------------------- grid=4 alf=CreateMesh() EntityFX alf,16 EntityShininess alf,.75 EntityColor alf,100,100,50 tex=LoadTexture("C:\WINDOWS\Escritorio\ClothSim\textures\Carpet.bmp",1) EntityTexture alf,tex surf=CreateSurface(alf) v_posx#=0 v_posz#=0 For g=0 To grid v_posx=0 For g2=0 To grid AddVertex(surf,v_posx,0,v_posz,v_posx/8,v_posz/8,0) ; c=CreateCube():PositionEntity c,v_posx,0,v_posz:ScaleEntity c,.2,.2,.2 v_posx=v_posx+2 v_index=v_index+1 Next v_posz=v_posz+2 Next For t=0 To 3 AddTriangle(surf,t,t+6,t+1) AddTriangle(surf,t,t+6,t+5) Next For t=5 To 8 AddTriangle(surf,t,t+6,t+1) AddTriangle(surf,t,t+6,t+5) Next For t=10 To 13 AddTriangle(surf,t,t+6,t+1) AddTriangle(surf,t,t+6,t+5) Next For t=15 To 18 AddTriangle(surf,t,t+6,t+1) AddTriangle(surf,t,t+6,t+5) Next For v=0 To CountVertices(surf)-1 VertexNormal surf,v,0,1,0 Next Dim vertexes#(CountVertices(surf),3) lock_vertexs=True Dim v_collis(CountVertices(surf)) For v=0 To CountVertices(surf)-1 v_collis(v)=CreateSphere(4) ScaleEntity v_collis(v),.15,.15,.15 EntityColor v_collis(v),0,255,0 EntityType v_collis(v),type_alf EntityRadius v_collis(v),.15 Next v_dumvecino=CreatePivot() ball1=CreateSphere(8,v_dumvecino) ScaleEntity ball1,.1,.1,.1 EntityColor ball1,255,0,0 EntityAlpha ball1,0 v_dumele=CreatePivot() ball2=CreateSphere(8,v_dumele) ScaleEntity ball2,.1,.1,.1 EntityColor ball2,0,255,0 EntityAlpha ball2,0 ;----------------------------------------------------------------------- ;----------------------------------------------------------------------- For c=1 To 1 cube=CreateCube() PositionEntity cube,0,-10,0 ScaleEntity cube,5,0.5,5 ; TurnEntity cube,0,Rand(-90,90),0 EntityType cube,type_c Next Collisions type_alf,type_c,2,2 While Not KeyDown(1) WaitTimer(fps) ;s=GetSurface(test,1) ; If KeyHit(28) ; VertexCoords s,v,VertexX(s,v),VertexY(s,v)-2,VertexZ(s,v) ; v=v+1 ; EndIf ; TurnEntity alf,0,0,1 PointEntity cam,v_dumele;alf ; MoveEntity cam,.1,0,0 If KeyDown(30) vertexes(20,1)=vertexes(20,1)+.1 vertexes(24,1)=vertexes(24,1)+.1 vertexes(21,1)=vertexes(21,1)+.1 vertexes(23,1)=vertexes(23,1)+.1 EndIf If KeyDown(31) vertexes(20,1)=vertexes(20,1)-.1 vertexes(24,1)=vertexes(24,1)-.1 vertexes(21,1)=vertexes(21,1)-.1 vertexes(23,1)=vertexes(23,1)-.1 EndIf If KeyDown(200) vertexes(20,2)=vertexes(20,2)+.2 vertexes(24,2)=vertexes(24,2)+.2 vertexes(21,2)=vertexes(21,2)+.2 vertexes(23,2)=vertexes(23,2)+.2 EndIf If KeyDown(208) vertexes(20,2)=vertexes(20,2)-.2 vertexes(24,2)=vertexes(24,2)-.2 vertexes(21,2)=vertexes(21,2)-.2 vertexes(23,2)=vertexes(23,2)-.2 EndIf If KeyDown(205) vertexes(20,0)=vertexes(20,0)+.2 vertexes(24,0)=vertexes(24,0)+.2 vertexes(21,0)=vertexes(21,0)+.2 vertexes(23,0)=vertexes(23,0)+.2 EndIf If KeyDown(203) vertexes(20,0)=vertexes(20,0)-.2 vertexes(24,0)=vertexes(24,0)-.2 vertexes(21,0)=vertexes(21,0)-.2 vertexes(23,0)=vertexes(23,0)-.2 EndIf If KeyHit(57) lock_vertexs=Not lock_vertexs If KeyDown(28) VertexCoords surf,24,EntityX(cube)+4,5,EntityZ(cube) VertexCoords surf,23,EntityX(cube)+2,5,EntityZ(cube) VertexCoords surf,21,EntityX(cube)-2,5,EntityZ(cube) VertexCoords surf,20,EntityX(cube)-4,5,EntityZ(cube) EndIf x#=0 y#=0 z#=0 ;********************************** ;--- change this parameters for testing ---- attract_force#=.65 ;better not above 1 separation_dist#=4 ;better not under 2 smooth=12 gravity#=.05;.075 ;------------------------------------------------ ;********************************** For v=0 To CountVertices(surf)-1 Select v Case 20 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) ; PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) ; PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) ; SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) Case 24 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) ; PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) ; PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) ; SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) Case 0 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) Case 1,2,3 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) Case 4 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) Case 5,10 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) Case 15 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) If Not lock_vertexs PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) EndIf Case 9,14 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) Case 19 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) If Not lock_vertexs PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) EndIf Case 22 ; PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) ; PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) ; SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) ; PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) ; PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) ; SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) Case 21 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) Case 23 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) Case 6,7,8,11,12,13,16,17,18 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-1),VertexY(surf,v-1),VertexZ(surf,v-1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-1,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v-5),VertexY(surf,v-5),VertexZ(surf,v-5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v-5,separation_dist,attract_force) PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+1),VertexY(surf,v+1),VertexZ(surf,v+1) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+1,separation_dist,attract_force) If v<>16 And v<>18 PositionEntity v_dumele,VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) PositionEntity v_dumvecino,VertexX(surf,v+5),VertexY(surf,v+5),VertexZ(surf,v+5) SET_VERTEX_VELOCITY(v_dumvecino,v_dumele,v+5,separation_dist,attract_force) EndIf End Select Next For v=0 To CountVertices(surf)-1 vertexes(v,0)=vertexes(v,0)+(-vertexes(v,0)/smooth) vertexes(v,1)=vertexes(v,1)+(-vertexes(v,1)/smooth) ;Apply Gravity If lock_vertexs=True If v<>20 And v<>21 And v<>23 And v<>24 vertexes(v,1)=vertexes(v,1)-gravity EndIf Else vertexes(v,1)=vertexes(v,1)-gravity EndIf vertexes(v,2)=vertexes(v,2)+(-vertexes(v,2)/smooth) VertexCoords surf,v,VertexX(surf,v)+vertexes(v,0),VertexY(surf,v)+vertexes(v,1),VertexZ(surf,v)+vertexes(v,2) ; If VertexX(surf,v)>-5 And VertexX(surf,v)<5 ; If VertexZ(surf,v)>-5 And VertexZ(surf,v)<5 If VertexY(surf,v)<-9 VertexCoords surf,v,VertexX(surf,v),-9,VertexZ(surf,v) ; vertexes(v,0)=0 ; vertexes(v,1)=0 ; vertexes(v,2)=0 EndIf ; EndIf ; EndIf ; If CountCollisions(v_collis(v))>0 ; VertexCoords surf,v,EntityX(v_collis(v)),EntityY(v_collis(v)),EntityZ(v_collis(v)) ; Else ; PositionEntity v_collis(v),VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v) ; EndIf Next ; For v=0 To CountVertices(surf)-1 ; MoveEntity v_collis(v),(VertexX(surf,v)-EntityX(v_collis(v)))/20,(VertexY(surf,v)-EntityY(v_collis(v)))/20,(VertexZ(surf,v)-EntityZ(v_collis(v)))/20 ; If CountCollisions(v_collis(v)) End ; Next UpdateWorld RenderWorld ; Text 40,40,TrisRendered() ; Text 40,60,vertexes(21,0)+" , "+vertexes(21,1)+" , "+vertexes(21,2) Text 20,40,"-Use Arrows to Move" Text 20,60,"-Use A and S to MoveUP and MoveDOWN" Text 20,80,"-Use SPACE to toggle gravity" Text 20,100,"-Use ENTER to restore to initial position" Text 20,120,"-Use W to toggle Wireframe View" If KeyHit(17) wire=Not wire WireFrame wire Flip Wend Function SET_VERTEX_VELOCITY(vecino,ele,vertex,separation#,attract#=.2,newforceX#=0,newforceY#=0,newforceZ#=0) dist#=EntityDistance(vecino,ele) force#=interpolate(dist,0,separation,attract,-attract) vectorX#=EntityX(vecino)-EntityX(ele) vectorY#=EntityY(vecino)-EntityY(ele) vectorZ#=EntityZ(vecino)-EntityZ(ele) vectorX_U#=vectorX/dist vectorY_U#=vectorY/dist vectorZ_U#=vectorZ/dist newforceX=newforceX+(force*vectorX_U) newforceY=newforceY+(force*vectorY_U) newforceZ=newforceZ+(force*vectorZ_U) vertexes(vertex,0)=vertexes(vertex,0)+newforceX vertexes(vertex,1)=vertexes(vertex,1)+newforceY vertexes(vertex,2)=vertexes(vertex,2)+newforceZ End Function MoveMouse 400,300 End |
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not bad. quite good actually. I would recommend having diagonal "springs" to make the cloth resist folding up though. Andreas_blixt wrote somthing similar - http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=andreas_blixt11272003032437&comments=no - Including some other verlet examples, but it appears to be down :/ |
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hm, quite a coincedence. I was just looking at that showcase entry an hour ago :D Very nice cloth system Paolo. I think I'll use this as a guidline for the clothsim setup in my tokamak scene builder (which will have many special things). |
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Very nice. I like ;) L8r, |
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I like it too "Paolo". Nice. |
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thanks guys! dillpickle, it could be really great if you can implement this with tokamak :) Also, have you try modifying where says this in the code ;--- change this parameters for testing ---- for example, put "separation_dist=20" and look what happend :) |
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wow too bad it cant be done effeciently on a large scale. (many many cloths) could be used in games on characters and such. |