Bullet Collision Detection & Physics Library
btSoftMultiBodyDynamicsWorld.cpp
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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
18
19//softbody & helpers
25
32 m_softBodySolver(softBodySolver),
33 m_ownsSolver(false)
34{
36 {
37 void* ptr = btAlignedAlloc(sizeof(btDefaultSoftBodySolver), 16);
39 m_ownsSolver = true;
40 }
41
43 m_drawNodeTree = true;
44 m_drawFaceTree = false;
45 m_drawClusterTree = false;
50
54 m_sbi.water_normal = btVector3(0, 0, 0);
55 m_sbi.m_gravity.setValue(0, -10, 0);
56
58}
59
61{
62 if (m_ownsSolver)
63 {
66 }
67}
68
70{
72 {
73 BT_PROFILE("predictUnconstraintMotionSoftBody");
74 m_softBodySolver->predictMotion(float(timeStep));
75 }
76}
77
79{
80 // Let the solver grab the soft bodies and if necessary optimize for it
82
84 {
85 btAssert("Solver initialization failed\n");
86 }
87
89
92
93 //self collisions
94 for (int i = 0; i < m_softBodies.size(); i++)
95 {
98 }
99
102
103 for (int i = 0; i < m_softBodies.size(); i++)
104 {
107 }
108 // End solver-wise simulation step
109 // ///////////////////////////////
110}
111
113{
114 BT_PROFILE("solveSoftConstraints");
115
116 if (m_softBodies.size())
117 {
119 }
120
121 // Solve constraints solver-wise
123}
124
126{
128
129 // Set the soft body solver that will deal with this body
130 // to be the world's solver
132
136}
137
139{
140 m_softBodies.remove(body);
141
143}
144
146{
148 if (body)
149 removeSoftBody(body);
150 else
152}
153
155{
157
158 if (getDebugDrawer())
159 {
160 int i;
161 for (i = 0; i < this->m_softBodies.size(); i++)
162 {
163 btSoftBody* psb = (btSoftBody*)this->m_softBodies[i];
165 {
168 }
169
171 {
175 }
176 }
177 }
178}
179
181{
187
190
194 m_world(world),
196 {
201
202 btVector3 rayDir = (rayToWorld - rayFromWorld);
203
204 rayDir.normalize();
206 m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
207 m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
208 m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
209 m_signs[0] = m_rayDirectionInverse[0] < 0.0;
210 m_signs[1] = m_rayDirectionInverse[1] < 0.0;
211 m_signs[2] = m_rayDirectionInverse[2] < 0.0;
212
214 }
215
216 virtual bool process(const btBroadphaseProxy* proxy)
217 {
220 return false;
221
223
224 //only perform raycast if filterMask matches
225 if (m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
226 {
227 //RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
228 //btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
229#if 0
230#ifdef RECALCULATE_AABB
232 collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
233#else
234 //getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
235 const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
236 const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
237#endif
238#endif
239 //btScalar hitLambda = m_resultCallback.m_closestHitFraction;
240 //culling already done by broadphase
241 //if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal))
242 {
245 collisionObject->getCollisionShape(),
246 collisionObject->getWorldTransform(),
248 }
249 }
250 return true;
251 }
252};
253
255{
256 BT_PROFILE("rayTest");
260
261#ifndef USE_BRUTEFORCE_RAYBROADPHASE
263#else
264 for (int i = 0; i < this->getNumCollisionObjects(); i++)
265 {
266 rayCB.process(m_collisionObjects[i]->getBroadphaseHandle());
267 }
268#endif //USE_BRUTEFORCE_RAYBROADPHASE
269}
270
276{
277 if (collisionShape->isSoftBody())
278 {
280 if (softBody)
281 {
283 if (softBody->rayTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
284 {
285 if (softResult.fraction <= resultCallback.m_closestHitFraction)
286 {
289 shapeInfo.m_triangleIndex = softResult.index;
290 // get the normal
291 btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
292 btVector3 normal = -rayDir;
293 normal.normalize();
294
296 {
297 normal = softBody->m_faces[softResult.index].m_normal;
298 if (normal.dot(rayDir) > 0)
299 {
300 // normal always point toward origin of the ray
301 normal = -normal;
302 }
303 }
304
306 &shapeInfo,
307 normal,
308 softResult.fraction);
309 bool normalInWorldSpace = true;
311 }
312 }
313 }
314 }
315 else
316 {
318 }
319}
320
322{
323 int i;
324 //serialize all collision objects
325 for (i = 0; i < m_collisionObjects.size(); i++)
326 {
328 if (colObj->getInternalType() & btCollisionObject::CO_SOFT_BODY)
329 {
330 int len = colObj->calculateSerializeBufferSize();
331 btChunk* chunk = serializer->allocate(len, 1);
332 const char* structType = colObj->serialize(chunk->m_oldPtr, serializer);
334 }
335 }
336}
337
339{
340 serializer->startSerialization();
341
343
345
347
349
351
353
354 serializer->finishSerialization();
355}
#define btAlignedFree(ptr)
#define btAlignedAlloc(size, alignment)
const T & btMax(const T &a, const T &b)
Definition btMinMax.h:27
#define BT_PROFILE(name)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:314
#define btAssert(x)
Definition btScalar.h:153
#define BT_SOFTBODY_CODE
int size() const
return the number of elements in the array
void remove(const T &key)
void push_back(const T &_Val)
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs.
virtual void rayTest(const btVector3 &rayFrom, const btVector3 &rayTo, btBroadphaseRayCallback &rayCallback, const btVector3 &aabbMin=btVector3(0, 0, 0), const btVector3 &aabbMax=btVector3(0, 0, 0))=0
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size,...
btCollisionObject can be used to manage collision detection objects.
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
virtual btIDebugDraw * getDebugDrawer()
btBroadphaseInterface * m_broadphasePairCache
virtual void removeCollisionObject(btCollisionObject *collisionObject)
virtual void addCollisionObject(btCollisionObject *collisionObject, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter)
btAlignedObjectArray< btCollisionObject * > m_collisionObjects
int getNumCollisionObjects() const
btIDebugDraw * m_debugDrawer
void serializeContactManifolds(btSerializer *serializer)
static void rayTestSingle(const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)
rayTestSingle performs a raycast call and calls the resultCallback.
void serializeCollisionObjects(btSerializer *serializer)
void serializeRigidBodies(btSerializer *serializer)
virtual void internalSingleStepSimulation(btScalar timeStep)
void serializeDynamicsWorldInfo(btSerializer *serializer)
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
virtual void predictUnconstraintMotion(btScalar timeStep)
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
virtual int getDebugMode() const =0
The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet This implementation is s...
virtual void serializeMultiBodies(btSerializer *serializer)
virtual void predictMotion(btScalar solverdt)=0
Predict motion of soft bodies into next timestep.
float getTimeScale()
Return the timescale that the simulation is using.
virtual bool checkInitialized()=0
Ensure that this solver is initialized.
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
void interpolateRenderMesh()
void defaultCollisionHandler(const btCollisionObjectWrapper *pcoWrap)
void setSoftBodySolver(btSoftBodySolver *softBodySolver)
static void solveClusters(const btAlignedObjectArray< btSoftBody * > &bodies)
static const btSoftBody * upcast(const btCollisionObject *colObj)
btSoftBodySolver * m_softBodySolver
Solver classes that encapsulate multiple soft bodies for solving.
virtual void predictUnconstraintMotion(btScalar timeStep)
static void rayTestSingle(const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)
rayTestSingle performs a raycast call and calls the resultCallback.
virtual void internalSingleStepSimulation(btScalar timeStep)
virtual void serialize(btSerializer *serializer)
Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see B...
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
void addSoftBody(btSoftBody *body, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter)
virtual void rayTest(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, RayResultCallback &resultCallback) const
rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback This ...
btSoftMultiBodyDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btMultiBodyConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration, btSoftBodySolver *softBodySolver=0)
void serializeSoftBodies(btSerializer *serializer)
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:30
void setIdentity()
Set this transformation to the identity.
void setOrigin(const btVector3 &origin)
Set the translational element.
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:82
btScalar dot(const btVector3 &v) const
Return the dot product.
Definition btVector3.h:229
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition btVector3.h:640
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
Definition btVector3.h:303
The btBroadphaseProxy is the main class that can be used with the Bullet broadphases.
btVector3 m_rayDirectionInverse
added some cached data to accelerate ray-AABB tests
LocalShapeInfo gives extra information for complex shapes Currently, only btTriangleMeshShape is avai...
RayResultCallback is used to report new raycast results.
virtual bool needsCollision(btBroadphaseProxy *proxy0) const
static void DrawNodeTree(btSoftBody *psb, btIDebugDraw *idraw, int mindepth=0, int maxdepth=-1)
static void DrawFaceTree(btSoftBody *psb, btIDebugDraw *idraw, int mindepth=0, int maxdepth=-1)
static void DrawClusterTree(btSoftBody *psb, btIDebugDraw *idraw, int mindepth=0, int maxdepth=-1)
static void Draw(btSoftBody *psb, btIDebugDraw *idraw, int drawflags=fDrawFlags::Std)
static void DrawFrame(btSoftBody *psb, btIDebugDraw *idraw)
btDispatcher * m_dispatcher
Definition btSoftBody.h:55
btScalar water_density
Definition btSoftBody.h:50
btSparseSdf< 3 > m_sparsesdf
Definition btSoftBody.h:57
btVector3 m_gravity
Definition btSoftBody.h:56
btVector3 water_normal
Definition btSoftBody.h:53
btScalar water_offset
Definition btSoftBody.h:51
btBroadphaseInterface * m_broadphase
Definition btSoftBody.h:54
const btSoftMultiBodyDynamicsWorld * m_world
btSoftSingleRayCallback(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, const btSoftMultiBodyDynamicsWorld *world, btCollisionWorld::RayResultCallback &resultCallback)
btCollisionWorld::RayResultCallback & m_resultCallback
virtual bool process(const btBroadphaseProxy *proxy)
void Initialize(int hashsize=2383, int clampCells=256 *1024)