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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- 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 "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
- #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
- #include "BulletCollision/CollisionShapes/btCollisionShape.h"
- #include "btDefaultSoftBodySolver.h"
- #include "BulletCollision/CollisionShapes/btCapsuleShape.h"
- #include "BulletSoftBody/btSoftBody.h"
- btDefaultSoftBodySolver::btDefaultSoftBodySolver()
- {
- // Initial we will clearly need to update solver constants
- // For now this is global for the cloths linked with this solver - we should probably make this body specific
- // for performance in future once we understand more clearly when constants need to be updated
- m_updateSolverConstants = true;
- }
- btDefaultSoftBodySolver::~btDefaultSoftBodySolver()
- {
- }
- // In this case the data is already in the soft bodies so there is no need for us to do anything
- void btDefaultSoftBodySolver::copyBackToSoftBodies(bool bMove)
- {
- }
- void btDefaultSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate)
- {
- m_softBodySet.copyFromArray( softBodies );
- }
- void btDefaultSoftBodySolver::updateSoftBodies( )
- {
- for ( int i=0; i < m_softBodySet.size(); i++)
- {
- btSoftBody* psb=(btSoftBody*)m_softBodySet[i];
- if (psb->isActive())
- {
- psb->integrateMotion();
- }
- }
- } // updateSoftBodies
- bool btDefaultSoftBodySolver::checkInitialized()
- {
- return true;
- }
- void btDefaultSoftBodySolver::solveConstraints( float solverdt )
- {
- // Solve constraints for non-solver softbodies
- for(int i=0; i < m_softBodySet.size(); ++i)
- {
- btSoftBody* psb = static_cast<btSoftBody*>(m_softBodySet[i]);
- if (psb->isActive())
- {
- psb->solveConstraints();
- }
- }
- } // btDefaultSoftBodySolver::solveConstraints
- void btDefaultSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer )
- {
- // Currently only support CPU output buffers
- // TODO: check for DX11 buffers. Take all offsets into the same DX11 buffer
- // and use them together on a single kernel call if possible by setting up a
- // per-cloth target buffer array for the copy kernel.
- if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
- {
- const btAlignedObjectArray<btSoftBody::Node> &clothVertices( softBody->m_nodes );
- int numVertices = clothVertices.size();
- const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast< btCPUVertexBufferDescriptor* >(vertexBuffer);
- float *basePointer = cpuVertexBuffer->getBasePointer();
- if( vertexBuffer->hasVertexPositions() )
- {
- const int vertexOffset = cpuVertexBuffer->getVertexOffset();
- const int vertexStride = cpuVertexBuffer->getVertexStride();
- float *vertexPointer = basePointer + vertexOffset;
- for( int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex )
- {
- btVector3 position = clothVertices[vertexIndex].m_x;
- *(vertexPointer + 0) = (float)position.getX();
- *(vertexPointer + 1) = (float)position.getY();
- *(vertexPointer + 2) = (float)position.getZ();
- vertexPointer += vertexStride;
- }
- }
- if( vertexBuffer->hasNormals() )
- {
- const int normalOffset = cpuVertexBuffer->getNormalOffset();
- const int normalStride = cpuVertexBuffer->getNormalStride();
- float *normalPointer = basePointer + normalOffset;
- for( int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex )
- {
- btVector3 normal = clothVertices[vertexIndex].m_n;
- *(normalPointer + 0) = (float)normal.getX();
- *(normalPointer + 1) = (float)normal.getY();
- *(normalPointer + 2) = (float)normal.getZ();
- normalPointer += normalStride;
- }
- }
- }
- } // btDefaultSoftBodySolver::copySoftBodyToVertexBuffer
- void btDefaultSoftBodySolver::processCollision( btSoftBody* softBody, btSoftBody* otherSoftBody)
- {
- softBody->defaultCollisionHandler( otherSoftBody);
- }
- // For the default solver just leave the soft body to do its collision processing
- void btDefaultSoftBodySolver::processCollision( btSoftBody *softBody, const btCollisionObjectWrapper* collisionObjectWrap )
- {
- softBody->defaultCollisionHandler( collisionObjectWrap );
- } // btDefaultSoftBodySolver::processCollision
- void btDefaultSoftBodySolver::predictMotion( float timeStep )
- {
- for ( int i=0; i < m_softBodySet.size(); ++i)
- {
- btSoftBody* psb = m_softBodySet[i];
- if (psb->isActive())
- {
- psb->predictMotion(timeStep);
- }
- }
- }
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