bullet3/examples/FractureDemo/btFractureBody.h
erwincoumans ab8f16961e Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
2018-09-23 14:17:31 -07:00

66 lines
2.1 KiB
C++

#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