Bullet Collision Detection & Physics Library
btDeformableContactConstraint.h
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1/*
2 Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
3
4 Bullet Continuous Collision Detection and Physics Library
5 Copyright (c) 2019 Google Inc. http://bulletphysics.org
6 This software is provided 'as-is', without any express or implied warranty.
7 In no event will the authors be held liable for any damages arising from the use of this software.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it freely,
10 subject to the following restrictions:
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15
16#ifndef BT_DEFORMABLE_CONTACT_CONSTRAINT_H
17#define BT_DEFORMABLE_CONTACT_CONSTRAINT_H
18#include "btSoftBody.h"
19
20// btDeformableContactConstraint is an abstract class specifying the method that each type of contact constraint needs to implement
22{
23public:
24 // True if the friction is static
25 // False if the friction is dynamic
28
29 // normal of the contact
31
32 btDeformableContactConstraint(const btVector3& normal, const btContactSolverInfo& infoGlobal) : m_static(false), m_normal(normal), m_infoGlobal(&infoGlobal)
33 {
34 }
35
36 btDeformableContactConstraint(bool isStatic, const btVector3& normal, const btContactSolverInfo& infoGlobal) : m_static(isStatic), m_normal(normal), m_infoGlobal(&infoGlobal)
37 {
38 }
39
41
44 {
45 }
46
48
49 // solve the constraint with inelastic impulse and return the error, which is the square of normal component of velocity diffrerence
50 // the constraint is solved by calculating the impulse between object A and B in the contact and apply the impulse to both objects involved in the contact
51 virtual btScalar solveConstraint(const btContactSolverInfo& infoGlobal) = 0;
52
53 // get the velocity of the object A in the contact
54 virtual btVector3 getVa() const = 0;
55
56 // get the velocity of the object B in the contact
57 virtual btVector3 getVb() const = 0;
58
59 // get the velocity change of the soft body node in the constraint
60 virtual btVector3 getDv(const btSoftBody::Node*) const = 0;
61
62 // apply impulse to the soft body node and/or face involved
63 virtual void applyImpulse(const btVector3& impulse) = 0;
64
65 // scale the penetration depth by erp
66 virtual void setPenetrationScale(btScalar scale) = 0;
67};
68
69//
70// Constraint that a certain node in the deformable objects cannot move
72{
73public:
75
77 {
78 }
82 {
83 }
84
86
87 virtual btScalar solveConstraint(const btContactSolverInfo& infoGlobal)
88 {
89 return 0;
90 }
91
92 virtual btVector3 getVa() const
93 {
94 return btVector3(0, 0, 0);
95 }
96
97 virtual btVector3 getVb() const
98 {
99 return btVector3(0, 0, 0);
100 }
101
102 virtual btVector3 getDv(const btSoftBody::Node* n) const
103 {
104 return btVector3(0, 0, 0);
105 }
106
107 virtual void applyImpulse(const btVector3& impulse) {}
108 virtual void setPenetrationScale(btScalar scale) {}
109};
110
111//
112// Anchor Constraint between rigid and deformable node
114{
115public:
117
122 {
123 }
124 virtual btScalar solveConstraint(const btContactSolverInfo& infoGlobal);
125
126 // object A is the rigid/multi body, and object B is the deformable node/face
127 virtual btVector3 getVa() const;
128 // get the velocity of the deformable node in contact
129 virtual btVector3 getVb() const;
130 virtual btVector3 getDv(const btSoftBody::Node* n) const
131 {
132 return btVector3(0, 0, 0);
133 }
134 virtual void applyImpulse(const btVector3& impulse);
135
136 virtual void setPenetrationScale(btScalar scale) {}
137};
138
139//
140// Constraint between rigid/multi body and deformable objects
142{
143public:
150
155 {
156 }
157
158 // object A is the rigid/multi body, and object B is the deformable node/face
159 virtual btVector3 getVa() const;
160
161 // get the split impulse velocity of the deformable face at the contact point
162 virtual btVector3 getSplitVb() const = 0;
163
164 // get the split impulse velocity of the rigid/multibdoy at the contaft
165 virtual btVector3 getSplitVa() const;
166
167 virtual btScalar solveConstraint(const btContactSolverInfo& infoGlobal);
168
169 virtual void setPenetrationScale(btScalar scale)
170 {
171 m_penetration *= scale;
172 }
173
175
176 virtual void applySplitImpulse(const btVector3& impulse) = 0;
177};
178
179//
180// Constraint between rigid/multi body and deformable objects nodes
182{
183public:
184 // the deformable node in contact
186
191 {
192 }
193
194 // get the velocity of the deformable node in contact
195 virtual btVector3 getVb() const;
196
197 // get the split impulse velocity of the deformable face at the contact point
198 virtual btVector3 getSplitVb() const;
199
200 // get the velocity change of the input soft body node in the constraint
201 virtual btVector3 getDv(const btSoftBody::Node*) const;
202
203 // cast the contact to the desired type
205 {
206 return static_cast<const btSoftBody::DeformableNodeRigidContact*>(m_contact);
207 }
208
209 virtual void applyImpulse(const btVector3& impulse);
210
211 virtual void applySplitImpulse(const btVector3& impulse);
212};
213
214//
215// Constraint between rigid/multi body and deformable objects faces
217{
218public:
221 btDeformableFaceRigidContactConstraint(const btSoftBody::DeformableFaceRigidContact& contact, const btContactSolverInfo& infoGlobal, bool useStrainLimiting);
225 {
226 }
227
228 // get the velocity of the deformable face at the contact point
229 virtual btVector3 getVb() const;
230
231 // get the split impulse velocity of the deformable face at the contact point
232 virtual btVector3 getSplitVb() const;
233
234 // get the velocity change of the input soft body node in the constraint
235 virtual btVector3 getDv(const btSoftBody::Node*) const;
236
237 // cast the contact to the desired type
239 {
240 return static_cast<const btSoftBody::DeformableFaceRigidContact*>(m_contact);
241 }
242
243 virtual void applyImpulse(const btVector3& impulse);
244
245 virtual void applySplitImpulse(const btVector3& impulse);
246};
247
248//
249// Constraint between deformable objects faces and deformable objects nodes
251{
252public:
258
262
263 virtual btScalar solveConstraint(const btContactSolverInfo& infoGlobal);
264
265 // get the velocity of the object A in the contact
266 virtual btVector3 getVa() const;
267
268 // get the velocity of the object B in the contact
269 virtual btVector3 getVb() const;
270
271 // get the velocity change of the input soft body node in the constraint
272 virtual btVector3 getDv(const btSoftBody::Node*) const;
273
274 // cast the contact to the desired type
276 {
277 return static_cast<const btSoftBody::DeformableFaceNodeContact*>(m_contact);
278 }
279
280 virtual void applyImpulse(const btVector3& impulse);
281
282 virtual void setPenetrationScale(btScalar scale) {}
283};
284#endif /* BT_DEFORMABLE_CONTACT_CONSTRAINT_H */
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
virtual void setPenetrationScale(btScalar scale)=0
const btContactSolverInfo * m_infoGlobal
btDeformableContactConstraint(const btDeformableContactConstraint &other)
virtual btVector3 getVb() const =0
virtual btVector3 getDv(const btSoftBody::Node *) const =0
virtual btScalar solveConstraint(const btContactSolverInfo &infoGlobal)=0
virtual void applyImpulse(const btVector3 &impulse)=0
btDeformableContactConstraint(const btVector3 &normal, const btContactSolverInfo &infoGlobal)
btDeformableContactConstraint(bool isStatic, const btVector3 &normal, const btContactSolverInfo &infoGlobal)
virtual btVector3 getVa() const =0
virtual void applyImpulse(const btVector3 &impulse)
const btSoftBody::DeformableFaceNodeContact * m_contact
virtual btVector3 getDv(const btSoftBody::Node *) const
const btSoftBody::DeformableFaceNodeContact * getContact() const
virtual btScalar solveConstraint(const btContactSolverInfo &infoGlobal)
virtual void applySplitImpulse(const btVector3 &impulse)
const btSoftBody::DeformableFaceRigidContact * getContact() const
virtual btVector3 getDv(const btSoftBody::Node *) const
virtual void applyImpulse(const btVector3 &impulse)
virtual void setPenetrationScale(btScalar scale)
virtual btScalar solveConstraint(const btContactSolverInfo &infoGlobal)
virtual btVector3 getDv(const btSoftBody::Node *n) const
virtual void applyImpulse(const btVector3 &impulse)
const btSoftBody::DeformableNodeRigidAnchor * m_anchor
virtual void applySplitImpulse(const btVector3 &impulse)
virtual void applyImpulse(const btVector3 &impulse)
virtual btVector3 getDv(const btSoftBody::Node *) const
const btSoftBody::DeformableNodeRigidContact * getContact() const
virtual btScalar solveConstraint(const btContactSolverInfo &infoGlobal)
virtual btVector3 getSplitVb() const =0
virtual void setPenetrationScale(btScalar scale)
btScalar solveSplitImpulse(const btContactSolverInfo &infoGlobal)
virtual void applySplitImpulse(const btVector3 &impulse)=0
const btSoftBody::DeformableRigidContact * m_contact
virtual btVector3 getDv(const btSoftBody::Node *n) const
virtual void applyImpulse(const btVector3 &impulse)
btDeformableStaticConstraint(btSoftBody::Node *node, const btContactSolverInfo &infoGlobal)
virtual btScalar solveConstraint(const btContactSolverInfo &infoGlobal)
btDeformableStaticConstraint(const btDeformableStaticConstraint &other)
virtual void setPenetrationScale(btScalar scale)
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82