bullet3/examples/ExtendedTutorials/SimpleCloth.cpp
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

149 lines
5.1 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 Google Inc. http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SimpleCloth.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "../CommonInterfaces/CommonRigidBodyBase.h"
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
struct SimpleClothExample : public CommonRigidBodyBase
{
SimpleClothExample(struct GUIHelperInterface* helper)
: CommonRigidBodyBase(helper)
{
}
virtual ~SimpleClothExample() {}
virtual void initPhysics();
virtual void renderScene();
void createEmptyDynamicsWorld()
{
m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
m_solver = new btSequentialImpulseConstraintSolver;
m_dynamicsWorld = new btSoftRigidDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
softBodyWorldInfo.m_broadphase = m_broadphase;
softBodyWorldInfo.m_dispatcher = m_dispatcher;
softBodyWorldInfo.m_gravity = m_dynamicsWorld->getGravity();
softBodyWorldInfo.m_sparsesdf.Initialize();
}
virtual btSoftRigidDynamicsWorld* getSoftDynamicsWorld()
{
///just make it a btSoftRigidDynamicsWorld please
///or we will add type checking
return (btSoftRigidDynamicsWorld*)m_dynamicsWorld;
}
void resetCamera()
{
float dist = 41;
float pitch = -35;
float yaw = 52;
float targetPos[3] = {0, 0.46, 0};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
void createSoftBody(const btScalar size, const int num_x, const int num_z, const int fixed = 1 + 2);
btSoftBodyWorldInfo softBodyWorldInfo;
};
void SimpleClothExample::initPhysics()
{
m_guiHelper->setUpAxis(1);
createEmptyDynamicsWorld();
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe + btIDebugDraw::DBG_DrawContactPoints);
///create a few basic rigid bodies
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -50, 0));
{
btScalar mass(0.);
createRigidBody(mass, groundTransform, groundShape, btVector4(0, 0, 1, 1));
}
{
const btScalar s = 4; //size of cloth patch
const int NUM_X = 31; //vertices on X axis
const int NUM_Z = 31; //vertices on Z axis
createSoftBody(s, NUM_X, NUM_Z);
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void SimpleClothExample::createSoftBody(const btScalar s,
const int numX,
const int numY,
const int fixed)
{
btSoftBody* cloth = btSoftBodyHelpers::CreatePatch(softBodyWorldInfo,
btVector3(-s / 2, s + 1, 0),
btVector3(+s / 2, s + 1, 0),
btVector3(-s / 2, s + 1, +s),
btVector3(+s / 2, s + 1, +s),
numX, numY,
fixed, true);
cloth->getCollisionShape()->setMargin(0.001f);
cloth->getCollisionShape()->setUserPointer((void*)cloth);
cloth->generateBendingConstraints(2, cloth->appendMaterial());
cloth->setTotalMass(10);
//cloth->m_cfg.citerations = 10;
// cloth->m_cfg.diterations = 10;
cloth->m_cfg.piterations = 5;
cloth->m_cfg.kDP = 0.005f;
getSoftDynamicsWorld()->addSoftBody(cloth);
}
void SimpleClothExample::renderScene()
{
CommonRigidBodyBase::renderScene();
btSoftRigidDynamicsWorld* softWorld = getSoftDynamicsWorld();
for (int i = 0; i < softWorld->getSoftBodyArray().size(); i++)
{
btSoftBody* psb = (btSoftBody*)softWorld->getSoftBodyArray()[i];
//if (softWorld->getDebugDrawer() && !(softWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
{
btSoftBodyHelpers::DrawFrame(psb, softWorld->getDebugDrawer());
btSoftBodyHelpers::Draw(psb, softWorld->getDebugDrawer(), softWorld->getDrawFlags());
}
}
}
CommonExampleInterface* ET_SimpleClothCreateFunc(CommonExampleOptions& options)
{
return new SimpleClothExample(options.m_guiHelper);
}