bullet3/examples/FractureDemo/btFractureBody.h

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#ifndef BT_FRACTURE_BODY
#define BT_FRACTURE_BODY
class btCollisionShape;
class btDynamicsWorld;
class btCollisionWorld;
class btCompoundShape;
class btManifoldPoint;
#include "LinearMath/btAlignedObjectArray.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#define CUSTOM_FRACTURE_TYPE (btRigidBody::CO_USER_TYPE + 1)
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struct btConnection
{
btCollisionShape* m_childShape0;
btCollisionShape* m_childShape1;
int m_childIndex0;
int m_childIndex1;
btScalar m_strength;
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};
class btFractureBody : public btRigidBody
{
//connections
public:
btDynamicsWorld* m_world;
btAlignedObjectArray<btScalar> m_masses;
btAlignedObjectArray<btConnection> m_connections;
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btFractureBody(const btRigidBodyConstructionInfo& constructionInfo, btDynamicsWorld* world)
: btRigidBody(constructionInfo),
m_world(world)
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{
m_masses.push_back(constructionInfo.m_mass);
m_internalType = CUSTOM_FRACTURE_TYPE + CO_RIGID_BODY;
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}
///btRigidBody constructor for backwards compatibility.
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///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
btFractureBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia, btScalar* masses, int numMasses, btDynamicsWorld* world)
: btRigidBody(mass, motionState, collisionShape, localInertia),
m_world(world)
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{
for (int i = 0; i < numMasses; i++)
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m_masses.push_back(masses[i]);
m_internalType = CUSTOM_FRACTURE_TYPE + CO_RIGID_BODY;
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}
void recomputeConnectivity(btCollisionWorld* world);
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static btCompoundShape* shiftTransform(btCompoundShape* boxCompound, btScalar* masses, btTransform& shift, btVector3& principalInertia);
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static btCompoundShape* shiftTransformDistributeMass(btCompoundShape* boxCompound, btScalar mass, btTransform& shift);
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static bool collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, int index0, const btCollisionObject* colObj1, int partId1, int index1);
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};
void fractureCallback(btDynamicsWorld* world, btScalar timeStep);
void glueCallback(btDynamicsWorld* world, btScalar timeStep);
#endif //BT_FRACTURE_BODY