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https://github.com/bulletphysics/bullet3
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converted FractureDemo
This commit is contained in:
parent
59b511a14e
commit
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@ -23,6 +23,12 @@ SET(App_ExampleBrowser_SRCS
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../GyroscopicDemo/GyroscopicSetup.h
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../Planar2D/Planar2D.cpp
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../Planar2D/Planar2D.h
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../FractureDemo/FractureDemo.cpp
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../FractureDemo/btFractureBody.cpp
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../FractureDemo/btFractureDynamicsWorld.cpp
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../FractureDemo/FractureDemo.h
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../FractureDemo/btFractureBody.h
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../FractureDemo/btFractureDynamicsWorld.h
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../RenderingExamples/CoordinateSystemDemo.cpp
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../RenderingExamples/CoordinateSystemDemo.h
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../RenderingExamples/RaytracerSetup.cpp
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@ -28,6 +28,7 @@
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#include "../Experiments/ImplicitCloth/ImplicitClothExample.h"
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#include "../Importers/ImportBullet/SerializeSetup.h"
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#include "../Raycast/RaytestDemo.h"
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#include "../FractureDemo/FractureDemo.h"
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#ifdef B3_USE_CLEW
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@ -172,6 +173,8 @@ static ExampleEntry gDefaultExamples[]=
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ExampleEntry(1,"Voronoi Fracture", "Automatically create a compound rigid body using voronoi tesselation. Individual parts are modeled as rigid bodies using a btConvexHullShape.",
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VoronoiFractureCreateFunc),
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ExampleEntry(1,"Fracture demo", "Create a basic custom implementation to model fracturing objects, based on a btCompoundShape. It explicitly propagates the collision impulses and breaks the rigid body into multiple rigid bodies. Press F to toggle fracture and glue mode.", FractureDemoCreateFunc),
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ExampleEntry(1,"Planar 2D","Show the use of 2D collision shapes and rigid body simulation. The collision shape is wrapped into a btConvex2dShape. The rigid bodies are restricted in a plane using the 'setAngularFactor' and 'setLinearFactor' API call.",Planar2DCreateFunc),
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ExampleEntry(1,"Implicit Cloth", "Cloth simulation using implicit integration, by Stan Melax. The cloth is only attached at the corners. Note the stability using a large time step even with high stiffness.",
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400
examples/FractureDemo/FractureDemo.cpp
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400
examples/FractureDemo/FractureDemo.cpp
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@ -0,0 +1,400 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2011 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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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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///FractureDemo shows how to break objects.
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///It assumes a btCompoundShaps (where the childshapes are the pre-fractured pieces)
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///The btFractureBody is a class derived from btRigidBody, dealing with the collision impacts.
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///Press the F key to toggle between fracture and glue mode
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///This is preliminary work
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#define CUBE_HALF_EXTENTS 1.f
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#define EXTRA_HEIGHT 1.f
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1.
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#define START_POS_X -5
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#define START_POS_Y -5
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#define START_POS_Z -3
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#include "FractureDemo.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h> //printf debugging
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int sFrameNumber = 0;
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#include "btFractureBody.h"
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#include "btFractureDynamicsWorld.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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///FractureDemo shows basic breaking and glueing of objects
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class FractureDemo : public CommonRigidBodyBase
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{
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public:
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FractureDemo(struct GUIHelperInterface* helper)
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:CommonRigidBodyBase(helper)
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{
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}
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virtual ~FractureDemo()
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{
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}
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void initPhysics();
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void exitPhysics();
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virtual void stepSimulation(float deltaTime)
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{
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CommonRigidBodyBase::stepSimulation(deltaTime);
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{
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BT_PROFILE("recreate graphics");
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//@todo: make this graphics re-creation better
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//right now: brute force remove all graphics objects, and re-create them every frame
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m_guiHelper->getRenderInterface()->removeAllInstances();
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for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
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{
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btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
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colObj->getCollisionShape()->setUserIndex(-1);
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colObj->setUserIndex(-1);
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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}
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virtual bool keyboardCallback(int key, int state);
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};
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void FractureDemo::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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//m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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btFractureDynamicsWorld* fractureWorld = new btFractureDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld = fractureWorld;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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//m_splitImpulse removes the penetration resolution from the applied impulse, otherwise objects might fracture due to deep penetrations.
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;
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{
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(50,1,50));
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/// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),0);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,0,0));
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createRigidBody(0.f,groundTransform,groundShape);
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}
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{
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///create a few basic rigid bodies
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btCollisionShape* shape = new btBoxShape(btVector3(1,1,1));
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m_collisionShapes.push_back(shape);
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(btVector3(5,2,0));
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createRigidBody(0.f,tr,shape);
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}
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btCollisionShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
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//btCollisionShape* colShape = new btCapsuleShape(SCALING*0.4,SCALING*1);
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass,localInertia);
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int gNumObjects = 10;
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for (int i=0;i<gNumObjects;i++)
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{
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btTransform trans;
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trans.setIdentity();
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btVector3 pos(i*2*CUBE_HALF_EXTENTS ,20,0);
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trans.setOrigin(pos);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
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btFractureBody* body = new btFractureBody(rbInfo, m_dynamicsWorld);
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body->setLinearVelocity(btVector3(0,-10,0));
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m_dynamicsWorld->addRigidBody(body);
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}
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}
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fractureWorld->stepSimulation(1./60.,0);
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fractureWorld->glueCallback();
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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#if 0
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void FractureDemo::showMessage()
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{
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if((getDebugMode() & btIDebugDraw::DBG_DrawText))
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{
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setOrthographicProjection();
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glDisable(GL_LIGHTING);
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glColor3f(0, 0, 0);
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char buf[124];
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int lineWidth=380;
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int xStart = m_glutScreenWidth - lineWidth;
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int yStart = 20;
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btFractureDynamicsWorld* world = (btFractureDynamicsWorld*)m_dynamicsWorld;
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if (world->getFractureMode())
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{
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sprintf(buf,"Fracture mode");
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} else
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{
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sprintf(buf,"Glue mode");
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}
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GLDebugDrawString(xStart,yStart,buf);
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sprintf(buf,"f to toggle fracture/glue mode");
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yStart+=20;
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GLDebugDrawString(xStart,yStart,buf);
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sprintf(buf,"space to restart, mouse to pick/shoot");
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yStart+=20;
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GLDebugDrawString(xStart,yStart,buf);
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resetPerspectiveProjection();
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glEnable(GL_LIGHTING);
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}
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}
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#endif
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#if 0
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void FractureDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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showMessage();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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swapBuffers();
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}
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#endif
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bool FractureDemo::keyboardCallback(int key, int state)
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{
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if (key=='f' && (state==0))
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{
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btFractureDynamicsWorld* world = (btFractureDynamicsWorld*)m_dynamicsWorld;
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world->setFractureMode(!world->getFractureMode());
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if (world->getFractureMode())
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{
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b3Printf("Fracturing mode");
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} else
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{
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b3Printf("Gluing mode");
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}
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return true;
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}
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return false;
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}
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#if 0
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void FractureDemo::keyboardUpCallback(unsigned char key, int x, int y)
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{
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if (key=='f')
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{
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btFractureDynamicsWorld* world = (btFractureDynamicsWorld*)m_dynamicsWorld;
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world->setFractureMode(!world->getFractureMode());
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}
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PlatformDemoApplication::keyboardUpCallback(key,x,y);
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}
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#endif
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#if 0
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void FractureDemo::shootBox(const btVector3& destination)
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{
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if (m_dynamicsWorld)
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{
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btScalar mass = 1.f;
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btTransform startTransform;
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startTransform.setIdentity();
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btVector3 camPos = getCameraPosition();
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startTransform.setOrigin(camPos);
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setShootBoxShape ();
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btAssert((!m_shootBoxShape || m_shootBoxShape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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m_shootBoxShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btFractureBody* body = new btFractureBody(mass,0,m_shootBoxShape,localInertia,&mass,1,m_dynamicsWorld);
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body->setWorldTransform(startTransform);
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m_dynamicsWorld->addRigidBody(body);
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body->setLinearFactor(btVector3(1,1,1));
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//body->setRestitution(1);
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btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]);
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linVel.normalize();
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linVel*=m_ShootBoxInitialSpeed;
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body->getWorldTransform().setOrigin(camPos);
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body->getWorldTransform().setRotation(btQuaternion(0,0,0,1));
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body->setLinearVelocity(linVel);
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body->setAngularVelocity(btVector3(0,0,0));
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body->setCcdMotionThreshold(1.);
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body->setCcdSweptSphereRadius(0.2f);
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}
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}
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#endif
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void FractureDemo::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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m_dynamicsWorld=0;
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delete m_solver;
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m_solver=0;
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delete m_broadphase;
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m_broadphase=0;
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delete m_dispatcher;
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m_dispatcher=0;
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delete m_collisionConfiguration;
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m_collisionConfiguration=0;
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}
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class CommonExampleInterface* FractureDemoCreateFunc(struct CommonExampleOptions& options)
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{
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return new FractureDemo(options.m_guiHelper);
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}
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22
examples/FractureDemo/FractureDemo.h
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22
examples/FractureDemo/FractureDemo.h
Normal file
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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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|
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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,
|
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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.
|
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*/
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#ifndef FRACTURE_DEMO_H
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#define FRACTURE_DEMO_H
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class CommonExampleInterface* FractureDemoCreateFunc(struct CommonExampleOptions& options);
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#endif //FRACTURE_DEMO_H
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139
examples/FractureDemo/btFractureBody.cpp
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139
examples/FractureDemo/btFractureBody.cpp
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#include "btFractureBody.h"
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
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void btFractureBody::recomputeConnectivity(btCollisionWorld* world)
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{
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m_connections.clear();
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//@todo use the AABB tree to avoid N^2 checks
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if (getCollisionShape()->isCompound())
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{
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btCompoundShape* compound = (btCompoundShape*)getCollisionShape();
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for (int i=0;i<compound->getNumChildShapes();i++)
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{
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for (int j=i+1;j<compound->getNumChildShapes();j++)
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{
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struct MyContactResultCallback : public btCollisionWorld::ContactResultCallback
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{
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bool m_connected;
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btScalar m_margin;
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MyContactResultCallback() :m_connected(false),m_margin(0.05)
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{
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}
|
||||
virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
|
||||
{
|
||||
if (cp.getDistance()<=m_margin)
|
||||
m_connected = true;
|
||||
return 1.f;
|
||||
}
|
||||
};
|
||||
|
||||
MyContactResultCallback result;
|
||||
|
||||
btCollisionObject obA;
|
||||
obA.setWorldTransform(compound->getChildTransform(i));
|
||||
obA.setCollisionShape(compound->getChildShape(i));
|
||||
btCollisionObject obB;
|
||||
obB.setWorldTransform(compound->getChildTransform(j));
|
||||
obB.setCollisionShape(compound->getChildShape(j));
|
||||
world->contactPairTest(&obA,&obB,result);
|
||||
if (result.m_connected)
|
||||
{
|
||||
btConnection tmp;
|
||||
tmp.m_childIndex0 = i;
|
||||
tmp.m_childIndex1 = j;
|
||||
tmp.m_childShape0 = compound->getChildShape(i);
|
||||
tmp.m_childShape1 = compound->getChildShape(j);
|
||||
tmp.m_strength = 1.f;//??
|
||||
m_connections.push_back(tmp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
btCompoundShape* btFractureBody::shiftTransformDistributeMass(btCompoundShape* boxCompound,btScalar mass,btTransform& shift)
|
||||
{
|
||||
|
||||
btVector3 principalInertia;
|
||||
|
||||
btScalar* masses = new btScalar[boxCompound->getNumChildShapes()];
|
||||
for (int j=0;j<boxCompound->getNumChildShapes();j++)
|
||||
{
|
||||
//evenly distribute mass
|
||||
masses[j]=mass/boxCompound->getNumChildShapes();
|
||||
}
|
||||
|
||||
return shiftTransform(boxCompound,masses,shift,principalInertia);
|
||||
|
||||
}
|
||||
|
||||
|
||||
btCompoundShape* btFractureBody::shiftTransform(btCompoundShape* boxCompound,btScalar* masses,btTransform& shift, btVector3& principalInertia)
|
||||
{
|
||||
btTransform principal;
|
||||
|
||||
boxCompound->calculatePrincipalAxisTransform(masses,principal,principalInertia);
|
||||
|
||||
|
||||
///create a new compound with world transform/center of mass properly aligned with the principal axis
|
||||
|
||||
///non-recursive compound shapes perform better
|
||||
|
||||
#ifdef USE_RECURSIVE_COMPOUND
|
||||
|
||||
btCompoundShape* newCompound = new btCompoundShape();
|
||||
newCompound->addChildShape(principal.inverse(),boxCompound);
|
||||
newBoxCompound = newCompound;
|
||||
//m_collisionShapes.push_back(newCompound);
|
||||
|
||||
//btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
|
||||
//btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,newCompound,principalInertia);
|
||||
|
||||
#else
|
||||
#ifdef CHANGE_COMPOUND_INPLACE
|
||||
newBoxCompound = boxCompound;
|
||||
for (int i=0;i<boxCompound->getNumChildShapes();i++)
|
||||
{
|
||||
btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i);
|
||||
///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update
|
||||
boxCompound->updateChildTransform(i,newChildTransform);
|
||||
}
|
||||
bool isDynamic = (mass != 0.f);
|
||||
btVector3 localInertia(0,0,0);
|
||||
if (isDynamic)
|
||||
boxCompound->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
#else
|
||||
///creation is faster using a new compound to store the shifted children
|
||||
btCompoundShape* newBoxCompound = new btCompoundShape();
|
||||
for (int i=0;i<boxCompound->getNumChildShapes();i++)
|
||||
{
|
||||
btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i);
|
||||
///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update
|
||||
newBoxCompound->addChildShape(newChildTransform,boxCompound->getChildShape(i));
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#endif//USE_RECURSIVE_COMPOUND
|
||||
|
||||
shift = principal;
|
||||
return newBoxCompound;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
78
examples/FractureDemo/btFractureBody.h
Normal file
78
examples/FractureDemo/btFractureBody.h
Normal file
@ -0,0 +1,78 @@
|
||||
|
||||
#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)
|
||||
|
||||
|
||||
struct btConnection
|
||||
{
|
||||
|
||||
btCollisionShape* m_childShape0;
|
||||
btCollisionShape* m_childShape1;
|
||||
int m_childIndex0;
|
||||
int m_childIndex1;
|
||||
btScalar m_strength;
|
||||
};
|
||||
|
||||
class btFractureBody : public btRigidBody
|
||||
{
|
||||
//connections
|
||||
public:
|
||||
|
||||
btDynamicsWorld* m_world;
|
||||
btAlignedObjectArray<btScalar> m_masses;
|
||||
btAlignedObjectArray<btConnection> m_connections;
|
||||
|
||||
|
||||
|
||||
btFractureBody( const btRigidBodyConstructionInfo& constructionInfo, btDynamicsWorld* world)
|
||||
:btRigidBody(constructionInfo),
|
||||
m_world(world)
|
||||
{
|
||||
m_masses.push_back(constructionInfo.m_mass);
|
||||
m_internalType=CUSTOM_FRACTURE_TYPE+CO_RIGID_BODY;
|
||||
}
|
||||
|
||||
|
||||
|
||||
///btRigidBody constructor for backwards compatibility.
|
||||
///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)
|
||||
{
|
||||
|
||||
for (int i=0;i<numMasses;i++)
|
||||
m_masses.push_back(masses[i]);
|
||||
|
||||
m_internalType=CUSTOM_FRACTURE_TYPE+CO_RIGID_BODY;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void recomputeConnectivity(btCollisionWorld* world);
|
||||
|
||||
|
||||
static btCompoundShape* shiftTransform(btCompoundShape* boxCompound,btScalar* masses,btTransform& shift, btVector3& principalInertia);
|
||||
|
||||
static btCompoundShape* shiftTransformDistributeMass(btCompoundShape* boxCompound,btScalar mass,btTransform& shift);
|
||||
|
||||
static bool collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1);
|
||||
|
||||
};
|
||||
|
||||
|
||||
void fractureCallback(btDynamicsWorld* world, btScalar timeStep);
|
||||
void glueCallback(btDynamicsWorld* world, btScalar timeStep);
|
||||
|
||||
#endif //BT_FRACTURE_BODY
|
688
examples/FractureDemo/btFractureDynamicsWorld.cpp
Normal file
688
examples/FractureDemo/btFractureDynamicsWorld.cpp
Normal file
@ -0,0 +1,688 @@
|
||||
|
||||
#include "btFractureDynamicsWorld.h"
|
||||
#include "btFractureBody.h"
|
||||
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
|
||||
|
||||
#include "BulletCollision/CollisionDispatch/btUnionFind.h"
|
||||
|
||||
btFractureDynamicsWorld::btFractureDynamicsWorld ( btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
|
||||
:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
|
||||
m_fracturingMode(true)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::glueCallback()
|
||||
{
|
||||
|
||||
int numManifolds = getDispatcher()->getNumManifolds();
|
||||
|
||||
///first build the islands based on axis aligned bounding box overlap
|
||||
|
||||
btUnionFind unionFind;
|
||||
|
||||
int index = 0;
|
||||
{
|
||||
|
||||
int i;
|
||||
for (i=0;i<getCollisionObjectArray().size(); i++)
|
||||
{
|
||||
btCollisionObject* collisionObject= getCollisionObjectArray()[i];
|
||||
// btRigidBody* body = btRigidBody::upcast(collisionObject);
|
||||
//Adding filtering here
|
||||
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
if (!collisionObject->isStaticOrKinematicObject())
|
||||
{
|
||||
collisionObject->setIslandTag(index++);
|
||||
} else
|
||||
{
|
||||
collisionObject->setIslandTag(-1);
|
||||
}
|
||||
#else
|
||||
collisionObject->setIslandTag(i);
|
||||
index=i+1;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
unionFind.reset(index);
|
||||
|
||||
int numElem = unionFind.getNumElements();
|
||||
|
||||
for (int i=0;i<numManifolds;i++)
|
||||
{
|
||||
btPersistentManifold* manifold = getDispatcher()->getManifoldByIndexInternal(i);
|
||||
if (!manifold->getNumContacts())
|
||||
continue;
|
||||
|
||||
btScalar minDist = 1e30f;
|
||||
for (int v=0;v<manifold->getNumContacts();v++)
|
||||
{
|
||||
minDist = btMin(minDist,manifold->getContactPoint(v).getDistance());
|
||||
}
|
||||
if (minDist>0.)
|
||||
continue;
|
||||
|
||||
btCollisionObject* colObj0 = (btCollisionObject*)manifold->getBody0();
|
||||
btCollisionObject* colObj1 = (btCollisionObject*)manifold->getBody1();
|
||||
int tag0 = (colObj0)->getIslandTag();
|
||||
int tag1 = (colObj1)->getIslandTag();
|
||||
//btRigidBody* body0 = btRigidBody::upcast(colObj0);
|
||||
//btRigidBody* body1 = btRigidBody::upcast(colObj1);
|
||||
|
||||
|
||||
if (!colObj0->isStaticOrKinematicObject() && !colObj1->isStaticOrKinematicObject())
|
||||
{
|
||||
unionFind.unite(tag0, tag1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
numElem = unionFind.getNumElements();
|
||||
|
||||
|
||||
|
||||
index=0;
|
||||
for (int ai=0;ai<getCollisionObjectArray().size();ai++)
|
||||
{
|
||||
btCollisionObject* collisionObject= getCollisionObjectArray()[ai];
|
||||
if (!collisionObject->isStaticOrKinematicObject())
|
||||
{
|
||||
int tag = unionFind.find(index);
|
||||
|
||||
collisionObject->setIslandTag( tag);
|
||||
|
||||
//Set the correct object offset in Collision Object Array
|
||||
#if STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
unionFind.getElement(index).m_sz = ai;
|
||||
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
unionFind.sortIslands();
|
||||
|
||||
|
||||
|
||||
int endIslandIndex=1;
|
||||
int startIslandIndex;
|
||||
|
||||
btAlignedObjectArray<btCollisionObject*> removedObjects;
|
||||
|
||||
///iterate over all islands
|
||||
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
|
||||
{
|
||||
int islandId = unionFind.getElement(startIslandIndex).m_id;
|
||||
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
|
||||
{
|
||||
}
|
||||
|
||||
int fractureObjectIndex = -1;
|
||||
|
||||
int numObjects=0;
|
||||
|
||||
int idx;
|
||||
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
|
||||
{
|
||||
int i = unionFind.getElement(idx).m_sz;
|
||||
btCollisionObject* colObj0 = getCollisionObjectArray()[i];
|
||||
if (colObj0->getInternalType()& CUSTOM_FRACTURE_TYPE)
|
||||
{
|
||||
fractureObjectIndex = i;
|
||||
}
|
||||
btRigidBody* otherObject = btRigidBody::upcast(colObj0);
|
||||
if (!otherObject || !otherObject->getInvMass())
|
||||
continue;
|
||||
numObjects++;
|
||||
}
|
||||
|
||||
///Then for each island that contains at least two objects and one fracture object
|
||||
if (fractureObjectIndex>=0 && numObjects>1)
|
||||
{
|
||||
|
||||
btFractureBody* fracObj = (btFractureBody*)getCollisionObjectArray()[fractureObjectIndex];
|
||||
|
||||
///glueing objects means creating a new compound and removing the old objects
|
||||
///delay the removal of old objects to avoid array indexing problems
|
||||
removedObjects.push_back(fracObj);
|
||||
m_fractureBodies.remove(fracObj);
|
||||
|
||||
btAlignedObjectArray<btScalar> massArray;
|
||||
|
||||
btAlignedObjectArray<btVector3> oldImpulses;
|
||||
btAlignedObjectArray<btVector3> oldCenterOfMassesWS;
|
||||
|
||||
oldImpulses.push_back(fracObj->getLinearVelocity()/1./fracObj->getInvMass());
|
||||
oldCenterOfMassesWS.push_back(fracObj->getCenterOfMassPosition());
|
||||
|
||||
btScalar totalMass = 0.f;
|
||||
|
||||
|
||||
btCompoundShape* compound = new btCompoundShape();
|
||||
if (fracObj->getCollisionShape()->isCompound())
|
||||
{
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
btCompoundShape* oldCompound = (btCompoundShape*)fracObj->getCollisionShape();
|
||||
for (int c=0;c<oldCompound->getNumChildShapes();c++)
|
||||
{
|
||||
compound->addChildShape(oldCompound->getChildTransform(c),oldCompound->getChildShape(c));
|
||||
massArray.push_back(fracObj->m_masses[c]);
|
||||
totalMass+=fracObj->m_masses[c];
|
||||
}
|
||||
|
||||
} else
|
||||
{
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
compound->addChildShape(tr,fracObj->getCollisionShape());
|
||||
massArray.push_back(fracObj->m_masses[0]);
|
||||
totalMass+=fracObj->m_masses[0];
|
||||
}
|
||||
|
||||
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
|
||||
{
|
||||
|
||||
int i = unionFind.getElement(idx).m_sz;
|
||||
|
||||
if (i==fractureObjectIndex)
|
||||
continue;
|
||||
|
||||
btCollisionObject* otherCollider = getCollisionObjectArray()[i];
|
||||
|
||||
btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
|
||||
//don't glue/merge with static objects right now, otherwise everything gets stuck to the ground
|
||||
///todo: expose this as a callback
|
||||
if (!otherObject || !otherObject->getInvMass())
|
||||
continue;
|
||||
|
||||
|
||||
oldImpulses.push_back(otherObject->getLinearVelocity()*(1.f/otherObject->getInvMass()));
|
||||
oldCenterOfMassesWS.push_back(otherObject->getCenterOfMassPosition());
|
||||
|
||||
removedObjects.push_back(otherObject);
|
||||
m_fractureBodies.remove((btFractureBody*)otherObject);
|
||||
|
||||
btScalar curMass = 1.f/otherObject->getInvMass();
|
||||
|
||||
|
||||
if (otherObject->getCollisionShape()->isCompound())
|
||||
{
|
||||
btTransform tr;
|
||||
btCompoundShape* oldCompound = (btCompoundShape*)otherObject->getCollisionShape();
|
||||
for (int c=0;c<oldCompound->getNumChildShapes();c++)
|
||||
{
|
||||
tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform()*oldCompound->getChildTransform(c));
|
||||
compound->addChildShape(tr,oldCompound->getChildShape(c));
|
||||
massArray.push_back(curMass/(btScalar)oldCompound->getNumChildShapes());
|
||||
|
||||
}
|
||||
} else
|
||||
{
|
||||
btTransform tr;
|
||||
tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform());
|
||||
compound->addChildShape(tr,otherObject->getCollisionShape());
|
||||
massArray.push_back(curMass);
|
||||
}
|
||||
totalMass+=curMass;
|
||||
}
|
||||
|
||||
|
||||
|
||||
btTransform shift;
|
||||
shift.setIdentity();
|
||||
btCompoundShape* newCompound = btFractureBody::shiftTransformDistributeMass(compound,totalMass,shift);
|
||||
int numChildren = newCompound->getNumChildShapes();
|
||||
btAssert(numChildren == massArray.size());
|
||||
|
||||
btVector3 localInertia;
|
||||
newCompound->calculateLocalInertia(totalMass,localInertia);
|
||||
btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, &massArray[0], numChildren,this);
|
||||
newBody->recomputeConnectivity(this);
|
||||
newBody->setWorldTransform(fracObj->getWorldTransform()*shift);
|
||||
|
||||
//now the linear/angular velocity is still zero, apply the impulses
|
||||
|
||||
for (int i=0;i<oldImpulses.size();i++)
|
||||
{
|
||||
btVector3 rel_pos = oldCenterOfMassesWS[i]-newBody->getCenterOfMassPosition();
|
||||
const btVector3& imp = oldImpulses[i];
|
||||
newBody->applyImpulse(imp, rel_pos);
|
||||
}
|
||||
|
||||
addRigidBody(newBody);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//remove the objects from the world at the very end,
|
||||
//otherwise the island tags would not match the world collision object array indices anymore
|
||||
while (removedObjects.size())
|
||||
{
|
||||
btCollisionObject* otherCollider = removedObjects[removedObjects.size()-1];
|
||||
removedObjects.pop_back();
|
||||
|
||||
btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
|
||||
if (!otherObject || !otherObject->getInvMass())
|
||||
continue;
|
||||
removeRigidBody(otherObject);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
struct btFracturePair
|
||||
{
|
||||
btFractureBody* m_fracObj;
|
||||
btAlignedObjectArray<btPersistentManifold*> m_contactManifolds;
|
||||
};
|
||||
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
|
||||
{
|
||||
// todo: after fracture we should run the solver again for better realism
|
||||
// for example
|
||||
// save all velocities and if one or more objects fracture:
|
||||
// 1) revert all velocties
|
||||
// 2) apply impulses for the fracture bodies at the contact locations
|
||||
// 3)and run the constaint solver again
|
||||
|
||||
btDiscreteDynamicsWorld::solveConstraints(solverInfo);
|
||||
|
||||
fractureCallback();
|
||||
}
|
||||
|
||||
btFractureBody* btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound)
|
||||
{
|
||||
int i;
|
||||
|
||||
btTransform shift;
|
||||
shift.setIdentity();
|
||||
btVector3 localInertia;
|
||||
btCompoundShape* newCompound = btFractureBody::shiftTransform(oldCompound,masses,shift,localInertia);
|
||||
btScalar totalMass = 0;
|
||||
for (i=0;i<newCompound->getNumChildShapes();i++)
|
||||
totalMass += masses[i];
|
||||
//newCompound->calculateLocalInertia(totalMass,localInertia);
|
||||
|
||||
btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, masses,newCompound->getNumChildShapes(), this);
|
||||
newBody->recomputeConnectivity(this);
|
||||
|
||||
newBody->setCollisionFlags(newBody->getCollisionFlags()|btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
||||
newBody->setWorldTransform(oldTransform*shift);
|
||||
addRigidBody(newBody);
|
||||
return newBody;
|
||||
}
|
||||
|
||||
void btFractureDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
{
|
||||
if (body->getInternalType() & CUSTOM_FRACTURE_TYPE)
|
||||
{
|
||||
btFractureBody* fbody = (btFractureBody*)body;
|
||||
m_fractureBodies.push_back(fbody);
|
||||
}
|
||||
btDiscreteDynamicsWorld::addRigidBody(body);
|
||||
}
|
||||
|
||||
void btFractureDynamicsWorld::removeRigidBody(btRigidBody* body)
|
||||
{
|
||||
if (body->getInternalType() & CUSTOM_FRACTURE_TYPE)
|
||||
{
|
||||
btFractureBody* fbody = (btFractureBody*)body;
|
||||
btAlignedObjectArray<btTypedConstraint*> tmpConstraints;
|
||||
|
||||
for (int i=0;i<fbody->getNumConstraintRefs();i++)
|
||||
{
|
||||
tmpConstraints.push_back(fbody->getConstraintRef(i));
|
||||
}
|
||||
|
||||
//remove all constraints attached to this rigid body too
|
||||
for (int i=0;i<tmpConstraints.size();i++)
|
||||
btDiscreteDynamicsWorld::removeConstraint(tmpConstraints[i]);
|
||||
|
||||
m_fractureBodies.remove(fbody);
|
||||
}
|
||||
|
||||
|
||||
|
||||
btDiscreteDynamicsWorld::removeRigidBody(body);
|
||||
}
|
||||
|
||||
void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
|
||||
{
|
||||
|
||||
if (!fracObj->getCollisionShape()->isCompound())
|
||||
return;
|
||||
|
||||
btCompoundShape* compound = (btCompoundShape*)fracObj->getCollisionShape();
|
||||
int numChildren = compound->getNumChildShapes();
|
||||
|
||||
if (numChildren<=1)
|
||||
return;
|
||||
|
||||
//compute connectivity
|
||||
btUnionFind unionFind;
|
||||
|
||||
btAlignedObjectArray<int> tags;
|
||||
tags.resize(numChildren);
|
||||
int i, index = 0;
|
||||
for ( i=0;i<numChildren;i++)
|
||||
{
|
||||
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
tags[i] = index++;
|
||||
#else
|
||||
tags[i] = i;
|
||||
index=i+1;
|
||||
#endif
|
||||
}
|
||||
|
||||
unionFind.reset(index);
|
||||
int numElem = unionFind.getNumElements();
|
||||
for (i=0;i<fracObj->m_connections.size();i++)
|
||||
{
|
||||
btConnection& connection = fracObj->m_connections[i];
|
||||
if (connection.m_strength > 0.)
|
||||
{
|
||||
int tag0 = tags[connection.m_childIndex0];
|
||||
int tag1 = tags[connection.m_childIndex1];
|
||||
unionFind.unite(tag0, tag1);
|
||||
}
|
||||
}
|
||||
numElem = unionFind.getNumElements();
|
||||
|
||||
index=0;
|
||||
for (int ai=0;ai<numChildren;ai++)
|
||||
{
|
||||
int tag = unionFind.find(index);
|
||||
tags[ai] = tag;
|
||||
//Set the correct object offset in Collision Object Array
|
||||
#if STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
unionFind.getElement(index).m_sz = ai;
|
||||
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
index++;
|
||||
}
|
||||
unionFind.sortIslands();
|
||||
|
||||
int endIslandIndex=1;
|
||||
int startIslandIndex;
|
||||
|
||||
btAlignedObjectArray<btCollisionObject*> removedObjects;
|
||||
|
||||
int numIslands = 0;
|
||||
|
||||
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
|
||||
{
|
||||
int islandId = unionFind.getElement(startIslandIndex).m_id;
|
||||
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
|
||||
{
|
||||
}
|
||||
|
||||
// int fractureObjectIndex = -1;
|
||||
|
||||
int numShapes=0;
|
||||
|
||||
|
||||
btCompoundShape* newCompound = new btCompoundShape();
|
||||
btAlignedObjectArray<btScalar> masses;
|
||||
|
||||
int idx;
|
||||
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
|
||||
{
|
||||
int i = unionFind.getElement(idx).m_sz;
|
||||
// btCollisionShape* shape = compound->getChildShape(i);
|
||||
newCompound->addChildShape(compound->getChildTransform(i),compound->getChildShape(i));
|
||||
masses.push_back(fracObj->m_masses[i]);
|
||||
numShapes++;
|
||||
}
|
||||
if (numShapes)
|
||||
{
|
||||
btFractureBody* newBody = addNewBody(fracObj->getWorldTransform(),&masses[0],newCompound);
|
||||
newBody->setLinearVelocity(fracObj->getLinearVelocity());
|
||||
newBody->setAngularVelocity(fracObj->getAngularVelocity());
|
||||
|
||||
numIslands++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
removeRigidBody(fracObj);//should it also be removed from the array?
|
||||
|
||||
|
||||
}
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::fractureCallback( )
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btFracturePair> sFracturePairs;
|
||||
|
||||
if (!m_fracturingMode)
|
||||
{
|
||||
glueCallback();
|
||||
return;
|
||||
}
|
||||
|
||||
int numManifolds = getDispatcher()->getNumManifolds();
|
||||
|
||||
sFracturePairs.clear();
|
||||
|
||||
|
||||
for (int i=0;i<numManifolds;i++)
|
||||
{
|
||||
btPersistentManifold* manifold = getDispatcher()->getManifoldByIndexInternal(i);
|
||||
if (!manifold->getNumContacts())
|
||||
continue;
|
||||
|
||||
btScalar totalImpact = 0.f;
|
||||
for (int p=0;p<manifold->getNumContacts();p++)
|
||||
{
|
||||
totalImpact += manifold->getContactPoint(p).m_appliedImpulse;
|
||||
}
|
||||
|
||||
|
||||
// printf("totalImpact=%f\n",totalImpact);
|
||||
|
||||
static float maxImpact = 0;
|
||||
if (totalImpact>maxImpact)
|
||||
maxImpact = totalImpact;
|
||||
|
||||
//some threshold otherwise resting contact would break objects after a while
|
||||
if (totalImpact < 40.f)
|
||||
continue;
|
||||
|
||||
// printf("strong impact\n");
|
||||
|
||||
|
||||
//@todo: add better logic to decide what parts to fracture
|
||||
//For example use the idea from the SIGGRAPH talk about the fracture in the movie 2012:
|
||||
//
|
||||
//Breaking thresholds can be stored as connectivity information between child shapes in the fracture object
|
||||
//
|
||||
//You can calculate some "impact value" by simulating all the individual child shapes
|
||||
//as rigid bodies, without constraints, running it in a separate simulation world
|
||||
//(or by running the constraint solver without actually modifying the dynamics world)
|
||||
//Then measure some "impact value" using the offset and applied impulse for each child shape
|
||||
//weaken the connections based on this "impact value" and only break
|
||||
//if this impact value exceeds the breaking threshold.
|
||||
//you can propagate the weakening and breaking of connections using the connectivity information
|
||||
|
||||
int f0 = m_fractureBodies.findLinearSearch((btFractureBody*)manifold->getBody0());
|
||||
int f1 = m_fractureBodies.findLinearSearch((btFractureBody*)manifold->getBody1());
|
||||
|
||||
if (f0 == f1 == m_fractureBodies.size())
|
||||
continue;
|
||||
|
||||
|
||||
if (f0<m_fractureBodies.size())
|
||||
{
|
||||
int j=f0;
|
||||
|
||||
btCollisionObject* colOb = (btCollisionObject*)manifold->getBody1();
|
||||
// btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
int pi=-1;
|
||||
|
||||
for (int p=0;p<sFracturePairs.size();p++)
|
||||
{
|
||||
if (sFracturePairs[p].m_fracObj == m_fractureBodies[j])
|
||||
{
|
||||
pi = p; break;
|
||||
}
|
||||
}
|
||||
|
||||
if (pi<0)
|
||||
{
|
||||
btFracturePair p;
|
||||
p.m_fracObj = m_fractureBodies[j];
|
||||
p.m_contactManifolds.push_back(manifold);
|
||||
sFracturePairs.push_back(p);
|
||||
} else
|
||||
{
|
||||
btAssert(sFracturePairs[pi].m_contactManifolds.findLinearSearch(manifold)==sFracturePairs[pi].m_contactManifolds.size());
|
||||
sFracturePairs[pi].m_contactManifolds.push_back(manifold);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (f1 < m_fractureBodies.size())
|
||||
{
|
||||
int j=f1;
|
||||
{
|
||||
btCollisionObject* colOb = (btCollisionObject*)manifold->getBody0();
|
||||
btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
|
||||
int pi=-1;
|
||||
|
||||
for (int p=0;p<sFracturePairs.size();p++)
|
||||
{
|
||||
if (sFracturePairs[p].m_fracObj == m_fractureBodies[j])
|
||||
{
|
||||
pi = p; break;
|
||||
}
|
||||
}
|
||||
if (pi<0)
|
||||
{
|
||||
btFracturePair p;
|
||||
p.m_fracObj = m_fractureBodies[j];
|
||||
p.m_contactManifolds.push_back( manifold);
|
||||
sFracturePairs.push_back(p);
|
||||
} else
|
||||
{
|
||||
btAssert(sFracturePairs[pi].m_contactManifolds.findLinearSearch(manifold)==sFracturePairs[pi].m_contactManifolds.size());
|
||||
sFracturePairs[pi].m_contactManifolds.push_back(manifold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
//printf("m_fractureBodies size=%d\n",m_fractureBodies.size());
|
||||
//printf("sFracturePairs size=%d\n",sFracturePairs.size());
|
||||
if (!sFracturePairs.size())
|
||||
return;
|
||||
|
||||
|
||||
{
|
||||
// printf("fracturing\n");
|
||||
|
||||
for (int i=0;i<sFracturePairs.size();i++)
|
||||
{
|
||||
//check impulse/displacement at impact
|
||||
|
||||
//weaken/break connections (and propagate breaking)
|
||||
|
||||
//compute connectivity of connected child shapes
|
||||
|
||||
|
||||
if (sFracturePairs[i].m_fracObj->getCollisionShape()->isCompound())
|
||||
{
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
btCompoundShape* oldCompound = (btCompoundShape*)sFracturePairs[i].m_fracObj->getCollisionShape();
|
||||
if (oldCompound->getNumChildShapes()>1)
|
||||
{
|
||||
bool needsBreakingCheck = false;
|
||||
|
||||
|
||||
//weaken/break the connections
|
||||
|
||||
//@todo: propagate along the connection graph
|
||||
for (int j=0;j<sFracturePairs[i].m_contactManifolds.size();j++)
|
||||
{
|
||||
btPersistentManifold* manifold = sFracturePairs[i].m_contactManifolds[j];
|
||||
for (int k=0;k<manifold->getNumContacts();k++)
|
||||
{
|
||||
btManifoldPoint& pt = manifold->getContactPoint(k);
|
||||
if (manifold->getBody0()==sFracturePairs[i].m_fracObj)
|
||||
{
|
||||
for (int f=0;f<sFracturePairs[i].m_fracObj->m_connections.size();f++)
|
||||
{
|
||||
btConnection& connection = sFracturePairs[i].m_fracObj->m_connections[f];
|
||||
if ( (connection.m_childIndex0 == pt.m_index0) ||
|
||||
(connection.m_childIndex1 == pt.m_index0)
|
||||
)
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
if (connection.m_strength<0)
|
||||
{
|
||||
//remove or set to zero
|
||||
connection.m_strength=0.f;
|
||||
needsBreakingCheck = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else
|
||||
{
|
||||
for (int f=0;f<sFracturePairs[i].m_fracObj->m_connections.size();f++)
|
||||
{
|
||||
btConnection& connection = sFracturePairs[i].m_fracObj->m_connections[f];
|
||||
if ( (connection.m_childIndex0 == pt.m_index1) ||
|
||||
(connection.m_childIndex1 == pt.m_index1)
|
||||
)
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
if (connection.m_strength<0)
|
||||
{
|
||||
//remove or set to zero
|
||||
connection.m_strength=0.f;
|
||||
needsBreakingCheck = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (needsBreakingCheck)
|
||||
{
|
||||
breakDisconnectedParts(sFracturePairs[i].m_fracObj);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
sFracturePairs.clear();
|
||||
|
||||
}
|
||||
|
51
examples/FractureDemo/btFractureDynamicsWorld.h
Normal file
51
examples/FractureDemo/btFractureDynamicsWorld.h
Normal file
@ -0,0 +1,51 @@
|
||||
#ifndef _BT_FRACTURE_DYNAMICS_WORLD_H
|
||||
#define _BT_FRACTURE_DYNAMICS_WORLD_H
|
||||
|
||||
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
class btFractureBody;
|
||||
class btCompoundShape;
|
||||
class btTransform;
|
||||
|
||||
|
||||
///The btFractureDynamicsWorld class enabled basic glue and fracture of objects.
|
||||
///If/once this implementation is stablized/tested we might merge it into btDiscreteDynamicsWorld and remove the class.
|
||||
class btFractureDynamicsWorld : public btDiscreteDynamicsWorld
|
||||
{
|
||||
btAlignedObjectArray<btFractureBody*> m_fractureBodies;
|
||||
|
||||
bool m_fracturingMode;
|
||||
|
||||
btFractureBody* addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound);
|
||||
|
||||
void breakDisconnectedParts( btFractureBody* fracObj);
|
||||
|
||||
public:
|
||||
|
||||
btFractureDynamicsWorld ( btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body);
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body);
|
||||
|
||||
void solveConstraints(btContactSolverInfo& solverInfo);
|
||||
|
||||
///either fracture or glue (!fracture)
|
||||
void setFractureMode(bool fracture)
|
||||
{
|
||||
m_fracturingMode = fracture;
|
||||
}
|
||||
|
||||
bool getFractureMode() const { return m_fracturingMode;}
|
||||
|
||||
///normally those callbacks are called internally by the 'solveConstraints'
|
||||
void glueCallback();
|
||||
|
||||
///normally those callbacks are called internally by the 'solveConstraints'
|
||||
void fractureCallback();
|
||||
|
||||
};
|
||||
|
||||
#endif //_BT_FRACTURE_DYNAMICS_WORLD_H
|
||||
|
Loading…
Reference in New Issue
Block a user