/** * This example demonstrates the new winged-edge mesh structure in combination with * the 3d verlet physics engine to simulate a crash test scenario. The winged-edge mesh * provides connectivity information for each mesh vertex which is used to create a * physical representation of the mesh and allows each vertex/particle to be connected with * springs. Every frame the mesh vertices are updated to the position of their corresponding * particle and due to the gravity in the space, the mesh is being deformed. * *

Usage: Press 'r' to restart the simulation.

*/ /* * Copyright (c) 2010 Karsten Schmidt * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * http://creativecommons.org/licenses/LGPL/2.1/ * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ import toxi.geom.*; import toxi.geom.mesh.*; import toxi.physics.*; import toxi.physics.behaviors.*; import toxi.processing.*; import processing.opengl.*; ToxiclibsSupport gfx; VerletPhysics physics; WETriangleMesh box; void setup() { size(680, 382, OPENGL); gfx = new ToxiclibsSupport(this); initPhysics(); } void draw() { physics.update(); // update mesh vertices based on the current particle positions for (Vertex v : box.vertices.values()) { v.set(physics.particles.get(v.id)); } // update mesh normals box.computeFaceNormals(); // setup lighting background(51); lights(); directionalLight(255, 255, 255, -200, 1000, 500); specular(255); shininess(16); // point camera at mesh centroid Vec3D c = box.computeCentroid(); camera(-100, -50, 80, c.x, c.y, c.z, 0, 1, 0); // draw coordinate system gfx.origin(new Vec3D(), 50); // draw physics bounding box stroke(255, 80); noFill(); gfx.box(physics.getWorldBounds()); // draw car fill(160); noStroke(); gfx.mesh(box, false, 0); } void initPhysics() { physics = new VerletPhysics(); box = new WETriangleMesh().addMesh(new STLReader().loadBinary(openStream("audi.stl"),"car",STLReader.WEMESH)); // properly orient and scale mesh box.rotateX(HALF_PI); box.scale(8); // adjust physics bounding box based on car (but bigger) // and align car with bottom of the new box AABB bounds = box.getBoundingBox(); Vec3D ext = bounds.getExtent(); Vec3D min = bounds.sub(ext.scale(4, 3, 2)); Vec3D max = bounds.add(ext.scale(4, 3, 2)); physics.setWorldBounds(AABB.fromMinMax(min, max)); box.translate(new Vec3D(ext.scale(3, 2, 0))); // set gravity along negative X axis with slight downward physics.addBehavior(new GravityBehavior(new Vec3D(-0.1f, 0.001f, 0))); // turn mesh vertices into physics particles for (Vertex v : box.vertices.values()) { physics.addParticle(new VerletParticle(v)); } // turn mesh edges into springs for (WingedEdge e : box.edges.values()) { VerletParticle a = physics.particles.get(((WEVertex) e.a).id); VerletParticle b = physics.particles.get(((WEVertex) e.b).id); physics.addSpring(new VerletSpring(a, b, a.distanceTo(b), 1f)); } } void keyPressed() { if (key == 'r') { initPhysics(); } }