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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "btSoftMultiBodyDynamicsWorld.h"
#include "LinearMath/btQuickprof.h"
//softbody & helpers
#include "BulletSoftBody/btSoftBody.h"
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "BulletSoftBody/btSoftBodySolvers.h"
#include "BulletSoftBody/btDefaultSoftBodySolver.h"
#include "LinearMath/btSerializer.h"
btSoftMultiBodyDynamicsWorld::btSoftMultiBodyDynamicsWorld(
btDispatcher* dispatcher,
btBroadphaseInterface* pairCache,
btMultiBodyConstraintSolver* constraintSolver,
btCollisionConfiguration* collisionConfiguration,
btSoftBodySolver *softBodySolver ) :
btMultiBodyDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
m_softBodySolver( softBodySolver ),
m_ownsSolver(false)
{
if( !m_softBodySolver )
{
void* ptr = btAlignedAlloc(sizeof(btDefaultSoftBodySolver),16);
m_softBodySolver = new(ptr) btDefaultSoftBodySolver();
m_ownsSolver = true;
}
m_drawFlags = fDrawFlags::Std;
m_drawNodeTree = true;
m_drawFaceTree = false;
m_drawClusterTree = false;
m_sbi.m_broadphase = pairCache;
m_sbi.m_dispatcher = dispatcher;
m_sbi.m_sparsesdf.Initialize();
m_sbi.m_sparsesdf.Reset();
m_sbi.air_density = (btScalar)1.2;
m_sbi.water_density = 0;
m_sbi.water_offset = 0;
m_sbi.water_normal = btVector3(0,0,0);
m_sbi.m_gravity.setValue(0,-10,0);
m_sbi.m_sparsesdf.Initialize();
}
btSoftMultiBodyDynamicsWorld::~btSoftMultiBodyDynamicsWorld()
{
if (m_ownsSolver)
{
m_softBodySolver->~btSoftBodySolver();
btAlignedFree(m_softBodySolver);
}
}
void btSoftMultiBodyDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
btDiscreteDynamicsWorld::predictUnconstraintMotion( timeStep );
{
BT_PROFILE("predictUnconstraintMotionSoftBody");
m_softBodySolver->predictMotion( float(timeStep) );
}
}
void btSoftMultiBodyDynamicsWorld::internalSingleStepSimulation( btScalar timeStep )
{
// Let the solver grab the soft bodies and if necessary optimize for it
m_softBodySolver->optimize( getSoftBodyArray() );
if( !m_softBodySolver->checkInitialized() )
{
btAssert( "Solver initialization failed\n" );
}
btDiscreteDynamicsWorld::internalSingleStepSimulation( timeStep );
///solve soft bodies constraints
solveSoftBodiesConstraints( timeStep );
//self collisions
for ( int i=0;i<m_softBodies.size();i++)
{
btSoftBody* psb=(btSoftBody*)m_softBodies[i];
psb->defaultCollisionHandler(psb);
}
///update soft bodies
m_softBodySolver->updateSoftBodies( );
// End solver-wise simulation step
// ///////////////////////////////
}
void btSoftMultiBodyDynamicsWorld::solveSoftBodiesConstraints( btScalar timeStep )
{
BT_PROFILE("solveSoftConstraints");
if(m_softBodies.size())
{
btSoftBody::solveClusters(m_softBodies);
}
// Solve constraints solver-wise
m_softBodySolver->solveConstraints( timeStep * m_softBodySolver->getTimeScale() );
}
void btSoftMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body,short int collisionFilterGroup,short int collisionFilterMask)
{
m_softBodies.push_back(body);
// Set the soft body solver that will deal with this body
// to be the world's solver
body->setSoftBodySolver( m_softBodySolver );
btCollisionWorld::addCollisionObject(body,
collisionFilterGroup,
collisionFilterMask);
}
void btSoftMultiBodyDynamicsWorld::removeSoftBody(btSoftBody* body)
{
m_softBodies.remove(body);
btCollisionWorld::removeCollisionObject(body);
}
void btSoftMultiBodyDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
{
btSoftBody* body = btSoftBody::upcast(collisionObject);
if (body)
removeSoftBody(body);
else
btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
}
void btSoftMultiBodyDynamicsWorld::debugDrawWorld()
{
btDiscreteDynamicsWorld::debugDrawWorld();
if (getDebugDrawer())
{
int i;
for ( i=0;i<this->m_softBodies.size();i++)
{
btSoftBody* psb=(btSoftBody*)this->m_softBodies[i];
if (getDebugDrawer() && (getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
{
btSoftBodyHelpers::DrawFrame(psb,m_debugDrawer);
btSoftBodyHelpers::Draw(psb,m_debugDrawer,m_drawFlags);
}
if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
{
if(m_drawNodeTree) btSoftBodyHelpers::DrawNodeTree(psb,m_debugDrawer);
if(m_drawFaceTree) btSoftBodyHelpers::DrawFaceTree(psb,m_debugDrawer);
if(m_drawClusterTree) btSoftBodyHelpers::DrawClusterTree(psb,m_debugDrawer);
}
}
}
}
struct btSoftSingleRayCallback : public btBroadphaseRayCallback
{
btVector3 m_rayFromWorld;
btVector3 m_rayToWorld;
btTransform m_rayFromTrans;
btTransform m_rayToTrans;
btVector3 m_hitNormal;
const btSoftMultiBodyDynamicsWorld* m_world;
btCollisionWorld::RayResultCallback& m_resultCallback;
btSoftSingleRayCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld,const btSoftMultiBodyDynamicsWorld* world,btCollisionWorld::RayResultCallback& resultCallback)
:m_rayFromWorld(rayFromWorld),
m_rayToWorld(rayToWorld),
m_world(world),
m_resultCallback(resultCallback)
{
m_rayFromTrans.setIdentity();
m_rayFromTrans.setOrigin(m_rayFromWorld);
m_rayToTrans.setIdentity();
m_rayToTrans.setOrigin(m_rayToWorld);
btVector3 rayDir = (rayToWorld-rayFromWorld);
rayDir.normalize ();
///what about division by zero? --> just set rayDirection[i] to INF/1e30
m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
m_signs[0] = m_rayDirectionInverse[0] < 0.0;
m_signs[1] = m_rayDirectionInverse[1] < 0.0;
m_signs[2] = m_rayDirectionInverse[2] < 0.0;
m_lambda_max = rayDir.dot(m_rayToWorld-m_rayFromWorld);
}
virtual bool process(const btBroadphaseProxy* proxy)
{
///terminate further ray tests, once the closestHitFraction reached zero
if (m_resultCallback.m_closestHitFraction == btScalar(0.f))
return false;
btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject;
//only perform raycast if filterMask matches
if(m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
{
//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
//btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
#if 0
#ifdef RECALCULATE_AABB
btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
#else
//getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
#endif
#endif
//btScalar hitLambda = m_resultCallback.m_closestHitFraction;
//culling already done by broadphase
//if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal))
{
m_world->rayTestSingle(m_rayFromTrans,m_rayToTrans,
collisionObject,
collisionObject->getCollisionShape(),
collisionObject->getWorldTransform(),
m_resultCallback);
}
}
return true;
}
};
void btSoftMultiBodyDynamicsWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const
{
BT_PROFILE("rayTest");
/// use the broadphase to accelerate the search for objects, based on their aabb
/// and for each object with ray-aabb overlap, perform an exact ray test
btSoftSingleRayCallback rayCB(rayFromWorld,rayToWorld,this,resultCallback);
#ifndef USE_BRUTEFORCE_RAYBROADPHASE
m_broadphasePairCache->rayTest(rayFromWorld,rayToWorld,rayCB);
#else
for (int i=0;i<this->getNumCollisionObjects();i++)
{
rayCB.process(m_collisionObjects[i]->getBroadphaseHandle());
}
#endif //USE_BRUTEFORCE_RAYBROADPHASE
}
void btSoftMultiBodyDynamicsWorld::rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
RayResultCallback& resultCallback)
{
if (collisionShape->isSoftBody()) {
btSoftBody* softBody = btSoftBody::upcast(collisionObject);
if (softBody) {
btSoftBody::sRayCast softResult;
if (softBody->rayTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
{
if (softResult.fraction<= resultCallback.m_closestHitFraction)
{
btCollisionWorld::LocalShapeInfo shapeInfo;
shapeInfo.m_shapePart = 0;
shapeInfo.m_triangleIndex = softResult.index;
// get the normal
btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
btVector3 normal=-rayDir;
normal.normalize();
if (softResult.feature == btSoftBody::eFeature::Face)
{
normal = softBody->m_faces[softResult.index].m_normal;
if (normal.dot(rayDir) > 0) {
// normal always point toward origin of the ray
normal = -normal;
}
}
btCollisionWorld::LocalRayResult rayResult
(collisionObject,
&shapeInfo,
normal,
softResult.fraction);
bool normalInWorldSpace = true;
resultCallback.addSingleResult(rayResult,normalInWorldSpace);
}
}
}
}
else {
btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,collisionObject,collisionShape,colObjWorldTransform,resultCallback);
}
}
void btSoftMultiBodyDynamicsWorld::serializeSoftBodies(btSerializer* serializer)
{
int i;
//serialize all collision objects
for (i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
if (colObj->getInternalType() & btCollisionObject::CO_SOFT_BODY)
{
int len = colObj->calculateSerializeBufferSize();
btChunk* chunk = serializer->allocate(len,1);
const char* structType = colObj->serialize(chunk->m_oldPtr, serializer);
serializer->finalizeChunk(chunk,structType,BT_SOFTBODY_CODE,colObj);
}
}
}
void btSoftMultiBodyDynamicsWorld::serialize(btSerializer* serializer)
{
serializer->startSerialization();
serializeDynamicsWorldInfo( serializer);
serializeSoftBodies(serializer);
serializeRigidBodies(serializer);
serializeCollisionObjects(serializer);
serializer->finishSerialization();
}

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H
#define BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
#include "BulletSoftBody/btSoftBody.h"
typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
class btSoftBodySolver;
class btSoftMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld
{
btSoftBodyArray m_softBodies;
int m_drawFlags;
bool m_drawNodeTree;
bool m_drawFaceTree;
bool m_drawClusterTree;
btSoftBodyWorldInfo m_sbi;
///Solver classes that encapsulate multiple soft bodies for solving
btSoftBodySolver *m_softBodySolver;
bool m_ownsSolver;
protected:
virtual void predictUnconstraintMotion(btScalar timeStep);
virtual void internalSingleStepSimulation( btScalar timeStep);
void solveSoftBodiesConstraints( btScalar timeStep );
void serializeSoftBodies(btSerializer* serializer);
public:
btSoftMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btSoftBodySolver *softBodySolver = 0 );
virtual ~btSoftMultiBodyDynamicsWorld();
virtual void debugDrawWorld();
void addSoftBody(btSoftBody* body,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter);
void removeSoftBody(btSoftBody* body);
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btDiscreteDynamicsWorld::removeCollisionObject
virtual void removeCollisionObject(btCollisionObject* collisionObject);
int getDrawFlags() const { return(m_drawFlags); }
void setDrawFlags(int f) { m_drawFlags=f; }
btSoftBodyWorldInfo& getWorldInfo()
{
return m_sbi;
}
const btSoftBodyWorldInfo& getWorldInfo() const
{
return m_sbi;
}
virtual btDynamicsWorldType getWorldType() const
{
return BT_SOFT_MULTIBODY_DYNAMICS_WORLD;
}
btSoftBodyArray& getSoftBodyArray()
{
return m_softBodies;
}
const btSoftBodyArray& getSoftBodyArray() const
{
return m_softBodies;
}
virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
/// This allows more customization.
static void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
RayResultCallback& resultCallback);
virtual void serialize(btSerializer* serializer);
};
#endif //BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H