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-rw-r--r--thirdparty/bullet/BulletSoftBody/btDefaultSoftBodySolver.cpp146
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diff --git a/thirdparty/bullet/BulletSoftBody/btDefaultSoftBodySolver.cpp b/thirdparty/bullet/BulletSoftBody/btDefaultSoftBodySolver.cpp
deleted file mode 100644
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--- a/thirdparty/bullet/BulletSoftBody/btDefaultSoftBodySolver.cpp
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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(btScalar 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(btScalar timeStep)
-{
- for (int i = 0; i < m_softBodySet.size(); ++i)
- {
- btSoftBody *psb = m_softBodySet[i];
-
- if (psb->isActive())
- {
- psb->predictMotion(timeStep);
- }
- }
-}