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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 <vector>
+class btDeformableContactProjection
+{
+public:
+ typedef btAlignedObjectArray<btVector3> TVStack;
+ btAlignedObjectArray<btSoftBody *>& m_softBodies;
+
+// // map from node index to static constraint
+// btHashMap<btHashInt, btDeformableStaticConstraint> m_staticConstraints;
+// // map from node index to node rigid constraint
+// btHashMap<btHashInt, btAlignedObjectArray<btDeformableNodeRigidContactConstraint> > m_nodeRigidConstraints;
+// // map from node index to face rigid constraint
+// btHashMap<btHashInt, btAlignedObjectArray<btDeformableFaceRigidContactConstraint*> > m_faceRigidConstraints;
+// // map from node index to deformable constraint
+// btHashMap<btHashInt, btAlignedObjectArray<btDeformableFaceNodeContactConstraint*> > m_deformableConstraints;
+// // map from node index to node anchor constraint
+// btHashMap<btHashInt, btDeformableNodeAnchorConstraint> m_nodeAnchorConstraints;
+
+ // all constraints involving face
+ btAlignedObjectArray<btDeformableContactConstraint*> m_allFaceConstraints;
+
+ // map from node index to projection directions
+ btHashMap<btHashInt, btAlignedObjectArray<btVector3> > m_projectionsDict;
+
+ // 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;
+
+ 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);
+
+ // solve the position error using split impulse
+ virtual btScalar solveSplitImpulse(const btContactSolverInfo& infoGlobal);
+
+ // Add constraints to m_constraints. In addition, the constraints that each vertex own are recorded in m_constraintsDict.
+ virtual void setConstraints();
+
+ // Set up projections for each vertex by adding the projection direction to
+ virtual void setProjection();
+
+ virtual void reinitialize(bool nodeUpdated);
+
+ virtual void splitImpulseSetup(const btContactSolverInfo& infoGlobal);
+};
+#endif /* btDeformableContactProjection_h */