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diff --git a/thirdparty/bullet/BulletSoftBody/btDeformableContactProjection.h b/thirdparty/bullet/BulletSoftBody/btDeformableContactProjection.h
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-/*
- Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
-
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2019 Google Inc. http://bulletphysics.org
- 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.
- */
-
-#ifndef BT_CONTACT_PROJECTION_H
-#define BT_CONTACT_PROJECTION_H
-#include "btCGProjection.h"
-#include "btSoftBody.h"
-#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
-#include "BulletDynamics/Featherstone/btMultiBodyConstraint.h"
-#include "btDeformableContactConstraint.h"
-#include "LinearMath/btHashMap.h"
-#include "LinearMath/btReducedVector.h"
-#include "LinearMath/btModifiedGramSchmidt.h"
-#include <vector>
-
-struct LagrangeMultiplier
-{
- int m_num_constraints; // Number of constraints
- int m_num_nodes; // Number of nodes in these constraints
- btScalar m_weights[3]; // weights of the nodes involved, same size as m_num_nodes
- btVector3 m_dirs[3]; // Constraint directions, same size of m_num_constraints;
- int m_indices[3]; // indices of the nodes involved, same size as m_num_nodes;
-};
-
-class btDeformableContactProjection
-{
-public:
- typedef btAlignedObjectArray<btVector3> TVStack;
- btAlignedObjectArray<btSoftBody*>& m_softBodies;
-
- // all constraints involving face
- btAlignedObjectArray<btDeformableContactConstraint*> m_allFaceConstraints;
-#ifndef USE_MGS
- // map from node index to projection directions
- btHashMap<btHashInt, btAlignedObjectArray<btVector3> > m_projectionsDict;
-#else
- btAlignedObjectArray<btReducedVector> m_projections;
-#endif
-
- btAlignedObjectArray<LagrangeMultiplier> m_lagrangeMultipliers;
-
- // map from node index to static constraint
- btAlignedObjectArray<btAlignedObjectArray<btDeformableStaticConstraint> > m_staticConstraints;
- // map from node index to node rigid constraint
- btAlignedObjectArray<btAlignedObjectArray<btDeformableNodeRigidContactConstraint> > m_nodeRigidConstraints;
- // map from node index to face rigid constraint
- btAlignedObjectArray<btAlignedObjectArray<btDeformableFaceRigidContactConstraint> > m_faceRigidConstraints;
- // map from node index to deformable constraint
- btAlignedObjectArray<btAlignedObjectArray<btDeformableFaceNodeContactConstraint> > m_deformableConstraints;
- // map from node index to node anchor constraint
- btAlignedObjectArray<btAlignedObjectArray<btDeformableNodeAnchorConstraint> > m_nodeAnchorConstraints;
-
- bool m_useStrainLimiting;
-
- btDeformableContactProjection(btAlignedObjectArray<btSoftBody*>& softBodies)
- : m_softBodies(softBodies)
- {
- }
-
- virtual ~btDeformableContactProjection()
- {
- }
-
- // apply the constraints to the rhs of the linear solve
- virtual void project(TVStack& x);
-
- // add friction force to the rhs of the linear solve
- virtual void applyDynamicFriction(TVStack& f);
-
- // update and solve the constraints
- virtual btScalar update(btCollisionObject** deformableBodies, int numDeformableBodies, const btContactSolverInfo& infoGlobal);
-
- // Add constraints to m_constraints. In addition, the constraints that each vertex own are recorded in m_constraintsDict.
- virtual void setConstraints(const btContactSolverInfo& infoGlobal);
-
- // Set up projections for each vertex by adding the projection direction to
- virtual void setProjection();
-
- virtual void reinitialize(bool nodeUpdated);
-
- btScalar solveSplitImpulse(btCollisionObject** deformableBodies, int numDeformableBodies, const btContactSolverInfo& infoGlobal);
-
- virtual void setLagrangeMultiplier();
-
- void checkConstraints(const TVStack& x);
-};
-#endif /* btDeformableContactProjection_h */