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src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.cpp
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367
src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.cpp
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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.
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||||
3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btSoftMultiBodyDynamicsWorld.h"
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#include "LinearMath/btQuickprof.h"
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//softbody & helpers
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "BulletSoftBody/btSoftBodySolvers.h"
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#include "BulletSoftBody/btDefaultSoftBodySolver.h"
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#include "LinearMath/btSerializer.h"
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btSoftMultiBodyDynamicsWorld::btSoftMultiBodyDynamicsWorld(
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btDispatcher* dispatcher,
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btBroadphaseInterface* pairCache,
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btMultiBodyConstraintSolver* constraintSolver,
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btCollisionConfiguration* collisionConfiguration,
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btSoftBodySolver *softBodySolver ) :
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btMultiBodyDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
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m_softBodySolver( softBodySolver ),
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m_ownsSolver(false)
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{
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if( !m_softBodySolver )
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{
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void* ptr = btAlignedAlloc(sizeof(btDefaultSoftBodySolver),16);
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m_softBodySolver = new(ptr) btDefaultSoftBodySolver();
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m_ownsSolver = true;
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}
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m_drawFlags = fDrawFlags::Std;
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m_drawNodeTree = true;
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m_drawFaceTree = false;
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m_drawClusterTree = false;
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m_sbi.m_broadphase = pairCache;
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m_sbi.m_dispatcher = dispatcher;
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m_sbi.m_sparsesdf.Initialize();
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m_sbi.m_sparsesdf.Reset();
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m_sbi.air_density = (btScalar)1.2;
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m_sbi.water_density = 0;
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m_sbi.water_offset = 0;
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m_sbi.water_normal = btVector3(0,0,0);
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m_sbi.m_gravity.setValue(0,-10,0);
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m_sbi.m_sparsesdf.Initialize();
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}
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btSoftMultiBodyDynamicsWorld::~btSoftMultiBodyDynamicsWorld()
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{
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if (m_ownsSolver)
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{
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m_softBodySolver->~btSoftBodySolver();
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btAlignedFree(m_softBodySolver);
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}
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}
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void btSoftMultiBodyDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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{
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btDiscreteDynamicsWorld::predictUnconstraintMotion( timeStep );
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{
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BT_PROFILE("predictUnconstraintMotionSoftBody");
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m_softBodySolver->predictMotion( float(timeStep) );
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}
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}
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void btSoftMultiBodyDynamicsWorld::internalSingleStepSimulation( btScalar timeStep )
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{
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// Let the solver grab the soft bodies and if necessary optimize for it
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m_softBodySolver->optimize( getSoftBodyArray() );
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if( !m_softBodySolver->checkInitialized() )
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{
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btAssert( "Solver initialization failed\n" );
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}
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btDiscreteDynamicsWorld::internalSingleStepSimulation( timeStep );
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///solve soft bodies constraints
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solveSoftBodiesConstraints( timeStep );
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//self collisions
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for ( int i=0;i<m_softBodies.size();i++)
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{
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btSoftBody* psb=(btSoftBody*)m_softBodies[i];
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psb->defaultCollisionHandler(psb);
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}
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///update soft bodies
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m_softBodySolver->updateSoftBodies( );
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// End solver-wise simulation step
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// ///////////////////////////////
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}
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void btSoftMultiBodyDynamicsWorld::solveSoftBodiesConstraints( btScalar timeStep )
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{
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BT_PROFILE("solveSoftConstraints");
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if(m_softBodies.size())
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{
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btSoftBody::solveClusters(m_softBodies);
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}
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// Solve constraints solver-wise
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m_softBodySolver->solveConstraints( timeStep * m_softBodySolver->getTimeScale() );
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}
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void btSoftMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body,short int collisionFilterGroup,short int collisionFilterMask)
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{
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m_softBodies.push_back(body);
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// Set the soft body solver that will deal with this body
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// to be the world's solver
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body->setSoftBodySolver( m_softBodySolver );
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btCollisionWorld::addCollisionObject(body,
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collisionFilterGroup,
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collisionFilterMask);
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}
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void btSoftMultiBodyDynamicsWorld::removeSoftBody(btSoftBody* body)
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{
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m_softBodies.remove(body);
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btCollisionWorld::removeCollisionObject(body);
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}
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void btSoftMultiBodyDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
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{
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btSoftBody* body = btSoftBody::upcast(collisionObject);
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if (body)
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removeSoftBody(body);
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else
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btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
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}
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void btSoftMultiBodyDynamicsWorld::debugDrawWorld()
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{
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btDiscreteDynamicsWorld::debugDrawWorld();
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if (getDebugDrawer())
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{
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int i;
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for ( i=0;i<this->m_softBodies.size();i++)
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{
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btSoftBody* psb=(btSoftBody*)this->m_softBodies[i];
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if (getDebugDrawer() && (getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
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{
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btSoftBodyHelpers::DrawFrame(psb,m_debugDrawer);
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btSoftBodyHelpers::Draw(psb,m_debugDrawer,m_drawFlags);
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}
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if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
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{
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if(m_drawNodeTree) btSoftBodyHelpers::DrawNodeTree(psb,m_debugDrawer);
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if(m_drawFaceTree) btSoftBodyHelpers::DrawFaceTree(psb,m_debugDrawer);
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if(m_drawClusterTree) btSoftBodyHelpers::DrawClusterTree(psb,m_debugDrawer);
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}
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}
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}
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}
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struct btSoftSingleRayCallback : public btBroadphaseRayCallback
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{
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btVector3 m_rayFromWorld;
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btVector3 m_rayToWorld;
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btTransform m_rayFromTrans;
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btTransform m_rayToTrans;
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btVector3 m_hitNormal;
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const btSoftMultiBodyDynamicsWorld* m_world;
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btCollisionWorld::RayResultCallback& m_resultCallback;
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btSoftSingleRayCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld,const btSoftMultiBodyDynamicsWorld* world,btCollisionWorld::RayResultCallback& resultCallback)
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:m_rayFromWorld(rayFromWorld),
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m_rayToWorld(rayToWorld),
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m_world(world),
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m_resultCallback(resultCallback)
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{
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m_rayFromTrans.setIdentity();
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m_rayFromTrans.setOrigin(m_rayFromWorld);
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m_rayToTrans.setIdentity();
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m_rayToTrans.setOrigin(m_rayToWorld);
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btVector3 rayDir = (rayToWorld-rayFromWorld);
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rayDir.normalize ();
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///what about division by zero? --> just set rayDirection[i] to INF/1e30
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m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
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m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
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m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
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m_signs[0] = m_rayDirectionInverse[0] < 0.0;
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m_signs[1] = m_rayDirectionInverse[1] < 0.0;
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m_signs[2] = m_rayDirectionInverse[2] < 0.0;
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m_lambda_max = rayDir.dot(m_rayToWorld-m_rayFromWorld);
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}
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virtual bool process(const btBroadphaseProxy* proxy)
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{
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///terminate further ray tests, once the closestHitFraction reached zero
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if (m_resultCallback.m_closestHitFraction == btScalar(0.f))
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return false;
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btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject;
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//only perform raycast if filterMask matches
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if(m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
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{
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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//btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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#if 0
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#ifdef RECALCULATE_AABB
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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#else
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//getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
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const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
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const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
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#endif
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#endif
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//btScalar hitLambda = m_resultCallback.m_closestHitFraction;
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//culling already done by broadphase
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//if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal))
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{
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m_world->rayTestSingle(m_rayFromTrans,m_rayToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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m_resultCallback);
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}
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}
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return true;
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}
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};
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void btSoftMultiBodyDynamicsWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const
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{
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BT_PROFILE("rayTest");
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/// use the broadphase to accelerate the search for objects, based on their aabb
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/// and for each object with ray-aabb overlap, perform an exact ray test
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btSoftSingleRayCallback rayCB(rayFromWorld,rayToWorld,this,resultCallback);
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#ifndef USE_BRUTEFORCE_RAYBROADPHASE
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m_broadphasePairCache->rayTest(rayFromWorld,rayToWorld,rayCB);
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#else
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for (int i=0;i<this->getNumCollisionObjects();i++)
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{
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rayCB.process(m_collisionObjects[i]->getBroadphaseHandle());
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}
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#endif //USE_BRUTEFORCE_RAYBROADPHASE
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}
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void btSoftMultiBodyDynamicsWorld::rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback)
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{
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if (collisionShape->isSoftBody()) {
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btSoftBody* softBody = btSoftBody::upcast(collisionObject);
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if (softBody) {
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btSoftBody::sRayCast softResult;
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if (softBody->rayTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
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{
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if (softResult.fraction<= resultCallback.m_closestHitFraction)
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = 0;
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shapeInfo.m_triangleIndex = softResult.index;
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// get the normal
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btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
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btVector3 normal=-rayDir;
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normal.normalize();
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if (softResult.feature == btSoftBody::eFeature::Face)
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{
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normal = softBody->m_faces[softResult.index].m_normal;
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if (normal.dot(rayDir) > 0) {
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// normal always point toward origin of the ray
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normal = -normal;
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}
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}
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btCollisionWorld::LocalRayResult rayResult
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(collisionObject,
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&shapeInfo,
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normal,
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softResult.fraction);
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bool normalInWorldSpace = true;
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resultCallback.addSingleResult(rayResult,normalInWorldSpace);
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}
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}
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}
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}
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else {
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btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,collisionObject,collisionShape,colObjWorldTransform,resultCallback);
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}
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}
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void btSoftMultiBodyDynamicsWorld::serializeSoftBodies(btSerializer* serializer)
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{
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int i;
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//serialize all collision objects
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for (i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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if (colObj->getInternalType() & btCollisionObject::CO_SOFT_BODY)
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{
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int len = colObj->calculateSerializeBufferSize();
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btChunk* chunk = serializer->allocate(len,1);
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const char* structType = colObj->serialize(chunk->m_oldPtr, serializer);
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serializer->finalizeChunk(chunk,structType,BT_SOFTBODY_CODE,colObj);
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}
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}
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}
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void btSoftMultiBodyDynamicsWorld::serialize(btSerializer* serializer)
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{
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serializer->startSerialization();
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serializeDynamicsWorldInfo( serializer);
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serializeSoftBodies(serializer);
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serializeRigidBodies(serializer);
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serializeCollisionObjects(serializer);
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serializer->finishSerialization();
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}
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|
108
src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.h
Normal file
108
src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.h
Normal file
@ -0,0 +1,108 @@
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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
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#define BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H
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#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
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#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBody.h"
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typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
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class btSoftBodySolver;
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|
||||
class btSoftMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld
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||||
{
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||||
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||||
btSoftBodyArray m_softBodies;
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int m_drawFlags;
|
||||
bool m_drawNodeTree;
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||||
bool m_drawFaceTree;
|
||||
bool m_drawClusterTree;
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||||
btSoftBodyWorldInfo m_sbi;
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///Solver classes that encapsulate multiple soft bodies for solving
|
||||
btSoftBodySolver *m_softBodySolver;
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||||
bool m_ownsSolver;
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||||
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||||
protected:
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|
||||
virtual void predictUnconstraintMotion(btScalar timeStep);
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||||
virtual void internalSingleStepSimulation( btScalar timeStep);
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||||
|
||||
void solveSoftBodiesConstraints( btScalar timeStep );
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void serializeSoftBodies(btSerializer* serializer);
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||||
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||||
public:
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||||
|
||||
btSoftMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btSoftBodySolver *softBodySolver = 0 );
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||||
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||||
virtual ~btSoftMultiBodyDynamicsWorld();
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||||
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||||
virtual void debugDrawWorld();
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||||
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||||
void addSoftBody(btSoftBody* body,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter);
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||||
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||||
void removeSoftBody(btSoftBody* body);
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||||
|
||||
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btDiscreteDynamicsWorld::removeCollisionObject
|
||||
virtual void removeCollisionObject(btCollisionObject* collisionObject);
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||||
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||||
int getDrawFlags() const { return(m_drawFlags); }
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void setDrawFlags(int f) { m_drawFlags=f; }
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||||
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||||
btSoftBodyWorldInfo& getWorldInfo()
|
||||
{
|
||||
return m_sbi;
|
||||
}
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||||
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
|
Loading…
Reference in New Issue
Block a user