mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
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
149 lines
5.1 KiB
C++
149 lines
5.1 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2015 Google Inc. http://bulletphysics.org
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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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#include "SimpleCloth.h"
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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struct SimpleClothExample : public CommonRigidBodyBase
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{
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SimpleClothExample(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~SimpleClothExample() {}
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virtual void initPhysics();
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virtual void renderScene();
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void createEmptyDynamicsWorld()
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{
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m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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m_solver = new btSequentialImpulseConstraintSolver;
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m_dynamicsWorld = new btSoftRigidDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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softBodyWorldInfo.m_broadphase = m_broadphase;
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softBodyWorldInfo.m_dispatcher = m_dispatcher;
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softBodyWorldInfo.m_gravity = m_dynamicsWorld->getGravity();
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softBodyWorldInfo.m_sparsesdf.Initialize();
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}
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virtual btSoftRigidDynamicsWorld* getSoftDynamicsWorld()
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btSoftRigidDynamicsWorld*)m_dynamicsWorld;
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}
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void resetCamera()
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{
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float dist = 41;
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float pitch = -35;
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float yaw = 52;
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float targetPos[3] = {0, 0.46, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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void createSoftBody(const btScalar size, const int num_x, const int num_z, const int fixed = 1 + 2);
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btSoftBodyWorldInfo softBodyWorldInfo;
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};
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void SimpleClothExample::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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createEmptyDynamicsWorld();
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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if (m_dynamicsWorld->getDebugDrawer())
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m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe + btIDebugDraw::DBG_DrawContactPoints);
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///create a few basic rigid bodies
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btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
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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, -50, 0));
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{
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btScalar mass(0.);
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createRigidBody(mass, groundTransform, groundShape, btVector4(0, 0, 1, 1));
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}
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{
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const btScalar s = 4; //size of cloth patch
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const int NUM_X = 31; //vertices on X axis
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const int NUM_Z = 31; //vertices on Z axis
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createSoftBody(s, NUM_X, NUM_Z);
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void SimpleClothExample::createSoftBody(const btScalar s,
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const int numX,
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const int numY,
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const int fixed)
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{
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btSoftBody* cloth = btSoftBodyHelpers::CreatePatch(softBodyWorldInfo,
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btVector3(-s / 2, s + 1, 0),
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btVector3(+s / 2, s + 1, 0),
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btVector3(-s / 2, s + 1, +s),
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btVector3(+s / 2, s + 1, +s),
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numX, numY,
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fixed, true);
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cloth->getCollisionShape()->setMargin(0.001f);
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cloth->getCollisionShape()->setUserPointer((void*)cloth);
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cloth->generateBendingConstraints(2, cloth->appendMaterial());
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cloth->setTotalMass(10);
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//cloth->m_cfg.citerations = 10;
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// cloth->m_cfg.diterations = 10;
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cloth->m_cfg.piterations = 5;
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cloth->m_cfg.kDP = 0.005f;
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getSoftDynamicsWorld()->addSoftBody(cloth);
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}
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void SimpleClothExample::renderScene()
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{
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CommonRigidBodyBase::renderScene();
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btSoftRigidDynamicsWorld* softWorld = getSoftDynamicsWorld();
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for (int i = 0; i < softWorld->getSoftBodyArray().size(); i++)
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{
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btSoftBody* psb = (btSoftBody*)softWorld->getSoftBodyArray()[i];
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//if (softWorld->getDebugDrawer() && !(softWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
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{
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btSoftBodyHelpers::DrawFrame(psb, softWorld->getDebugDrawer());
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btSoftBodyHelpers::Draw(psb, softWorld->getDebugDrawer(), softWorld->getDrawFlags());
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}
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}
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}
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CommonExampleInterface* ET_SimpleClothCreateFunc(CommonExampleOptions& options)
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{
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return new SimpleClothExample(options.m_guiHelper);
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}
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