Bullet Collision Detection & Physics Library
btSoftBodySolvers.h
Go to the documentation of this file.
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_SOFT_BODY_SOLVERS_H
17#define BT_SOFT_BODY_SOLVERS_H
18
20
21class btSoftBodyTriangleData;
22class btSoftBodyLinkData;
23class btSoftBodyVertexData;
26class btSoftBody;
27
29{
30public:
32 {
41 };
42
43protected:
46 // Simulation timescale
48
49public:
52 {
55 }
56
58 {
59 }
60
64 virtual SolverTypes getSolverType() const = 0;
65
67 virtual bool checkInitialized() = 0;
68
70 virtual void optimize(btAlignedObjectArray<btSoftBody *> &softBodies, bool forceUpdate = false) = 0;
71
73 virtual void copyBackToSoftBodies(bool bMove = true) = 0;
74
76 virtual void predictMotion(btScalar solverdt) = 0;
77
79 virtual void solveConstraints(btScalar solverdt) = 0;
80
82 virtual void updateSoftBodies() = 0;
83
85 virtual void processCollision(btSoftBody *, const struct btCollisionObjectWrapper *) = 0;
86
88 virtual void processCollision(btSoftBody *, btSoftBody *) = 0;
89
91 virtual void setNumberOfPositionIterations(int iterations)
92 {
94 }
95
98 {
100 }
101
103 virtual void setNumberOfVelocityIterations(int iterations)
104 {
105 m_numberOfVelocityIterations = iterations;
106 }
107
110 {
112 }
113
116 {
117 return m_timeScale;
118 }
119
120#if 0
124 virtual void addCollisionObjectForSoftBody( int clothIdentifier, btCollisionObject *collisionObject ) = 0;
125#endif
126};
127
133{
134protected:
135public:
137 {
138 }
139
141 {
142 }
143
145 virtual void copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer) = 0;
146};
147
148#endif // #ifndef BT_SOFT_BODY_SOLVERS_H
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
btCollisionObject can be used to manage collision detection objects.
Class to manage movement of data from a solver to a given target.
virtual void copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer)=0
Output current computed vertex data to the vertex buffers for all cloths in the solver.
virtual void processCollision(btSoftBody *, btSoftBody *)=0
Process a collision between two soft bodies.
virtual int getNumberOfVelocityIterations()
Get the number of velocity constraint solver iterations this solver uses.
virtual void predictMotion(btScalar solverdt)=0
Predict motion of soft bodies into next timestep.
virtual void setNumberOfVelocityIterations(int iterations)
Set the number of velocity constraint solver iterations this solver uses.
float getTimeScale()
Return the timescale that the simulation is using.
virtual void processCollision(btSoftBody *, const struct btCollisionObjectWrapper *)=0
Process a collision between one of the world's soft bodies and another collision object.
virtual void setNumberOfPositionIterations(int iterations)
Set the number of velocity constraint solver iterations this solver uses.
virtual int getNumberOfPositionIterations()
Get the number of velocity constraint solver iterations this solver uses.
virtual SolverTypes getSolverType() const =0
Return the type of the solver.
virtual bool checkInitialized()=0
Ensure that this solver is initialized.
virtual void copyBackToSoftBodies(bool bMove=true)=0
Copy necessary data back to the original soft body source objects.
virtual ~btSoftBodySolver()
virtual void updateSoftBodies()=0
Perform necessary per-step updates of soft bodies such as recomputing normals and bounding boxes.
virtual void solveConstraints(btScalar solverdt)=0
Solve constraints for a set of soft bodies.
virtual void optimize(btAlignedObjectArray< btSoftBody * > &softBodies, bool forceUpdate=false)=0
Optimize soft bodies in this solver.
The btSoftBody is an class to simulate cloth and volumetric soft bodies.
Definition: btSoftBody.h:75