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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
162 lines
5.4 KiB
C++
162 lines
5.4 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 "RigidBodySoftContact.h"
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#include "btBulletDynamicsCommon.h"
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#define ARRAY_SIZE_Y 1
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#define ARRAY_SIZE_X 1
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#define ARRAY_SIZE_Z 1
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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 "BulletDynamics/MLCPSolvers/btMLCPSolver.h"
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#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
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struct RigidBodySoftContact : public CommonRigidBodyBase
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{
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RigidBodySoftContact(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~RigidBodySoftContact()
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{
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}
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virtual void initPhysics();
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virtual void renderScene();
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void resetCamera()
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{
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float dist = 3;
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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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};
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void RigidBodySoftContact::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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//createEmptyDynamicsWorld();
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{
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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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//btMLCPSolver* sol = new btMLCPSolver(new btSolveProjectedGaussSeidel());
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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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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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}
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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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m_dynamicsWorld->getSolverInfo().m_erp2 = 0.f;
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m_dynamicsWorld->getSolverInfo().m_globalCfm = 0.f;
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m_dynamicsWorld->getSolverInfo().m_numIterations = 3;
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m_dynamicsWorld->getSolverInfo().m_solverMode = SOLVER_SIMD; // | SOLVER_RANDMIZE_ORDER;
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = false;
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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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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),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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btRigidBody* body = createRigidBody(mass, groundTransform, groundShape, btVector4(0, 0, 1, 1));
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body->setContactStiffnessAndDamping(300, 10);
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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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//btBoxShape* colShape = createBoxShape(btVector3(1,1,1));
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btCollisionShape* childShape = new btSphereShape(btScalar(0.5));
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btCompoundShape* colShape = new btCompoundShape();
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colShape->addChildShape(btTransform::getIdentity(), childShape);
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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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startTransform.setRotation(btQuaternion(btVector3(1, 1, 1), SIMD_PI / 10.));
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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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for (int k = 0; k < ARRAY_SIZE_Y; k++)
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{
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for (int i = 0; i < ARRAY_SIZE_X; i++)
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{
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for (int j = 0; j < ARRAY_SIZE_Z; j++)
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{
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startTransform.setOrigin(btVector3(
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btScalar(2.0 * i + 0.1),
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btScalar(3 + 2.0 * k),
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btScalar(2.0 * j)));
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btRigidBody* body;
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body = createRigidBody(mass, startTransform, colShape);
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//body->setAngularVelocity(btVector3(1,1,1));
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}
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}
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}
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void RigidBodySoftContact::renderScene()
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{
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CommonRigidBodyBase::renderScene();
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}
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CommonExampleInterface* RigidBodySoftContactCreateFunc(CommonExampleOptions& options)
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{
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return new RigidBodySoftContact(options.m_guiHelper);
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}
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