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Diffstat (limited to 'thirdparty/bullet/BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h')
-rw-r--r-- | thirdparty/bullet/BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h | 311 |
1 files changed, 311 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h b/thirdparty/bullet/BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h new file mode 100644 index 0000000000..76b58a0378 --- /dev/null +++ b/thirdparty/bullet/BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h @@ -0,0 +1,311 @@ +/* + 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_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD_H +#define BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD_H + +#include "btSoftMultiBodyDynamicsWorld.h" +#include "btDeformableLagrangianForce.h" +#include "btDeformableMassSpringForce.h" +#include "btDeformableBodySolver.h" +#include "btDeformableMultiBodyConstraintSolver.h" +#include "btSoftBodyHelpers.h" +#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" +#include <functional> +typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray; + +class btDeformableBodySolver; +class btDeformableLagrangianForce; +struct MultiBodyInplaceSolverIslandCallback; +struct DeformableBodyInplaceSolverIslandCallback; +class btDeformableMultiBodyConstraintSolver; + +typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray; + +class btDeformableMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld +{ + typedef btAlignedObjectArray<btVector3> TVStack; + ///Solver classes that encapsulate multiple deformable bodies for solving + btDeformableBodySolver* m_deformableBodySolver; + btSoftBodyArray m_softBodies; + int m_drawFlags; + bool m_drawNodeTree; + bool m_drawFaceTree; + bool m_drawClusterTree; + btSoftBodyWorldInfo m_sbi; + btScalar m_internalTime; + int m_ccdIterations; + bool m_implicit; + bool m_lineSearch; + bool m_useProjection; + DeformableBodyInplaceSolverIslandCallback* m_solverDeformableBodyIslandCallback; + + typedef void (*btSolverCallback)(btScalar time, btDeformableMultiBodyDynamicsWorld* world); + btSolverCallback m_solverCallback; + +protected: + virtual void internalSingleStepSimulation(btScalar timeStep); + + virtual void integrateTransforms(btScalar timeStep); + + void positionCorrection(btScalar timeStep); + + void solveConstraints(btScalar timeStep); + + void updateActivationState(btScalar timeStep); + + void clearGravity(); + +public: + btDeformableMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btDeformableMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btDeformableBodySolver* deformableBodySolver = 0); + + virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.)); + + virtual void debugDrawWorld(); + + void setSolverCallback(btSolverCallback cb) + { + m_solverCallback = cb; + } + + virtual ~btDeformableMultiBodyDynamicsWorld(); + + virtual btMultiBodyDynamicsWorld* getMultiBodyDynamicsWorld() + { + return (btMultiBodyDynamicsWorld*)(this); + } + + virtual const btMultiBodyDynamicsWorld* getMultiBodyDynamicsWorld() const + { + return (const btMultiBodyDynamicsWorld*)(this); + } + + virtual btDynamicsWorldType getWorldType() const + { + return BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD; + } + + virtual void predictUnconstraintMotion(btScalar timeStep); + + virtual void addSoftBody(btSoftBody* body, int collisionFilterGroup = btBroadphaseProxy::DefaultFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter); + + btSoftBodyArray& getSoftBodyArray() + { + return m_softBodies; + } + + const btSoftBodyArray& getSoftBodyArray() const + { + return m_softBodies; + } + + btSoftBodyWorldInfo& getWorldInfo() + { + return m_sbi; + } + + const btSoftBodyWorldInfo& getWorldInfo() const + { + return m_sbi; + } + + void reinitialize(btScalar timeStep); + + void applyRigidBodyGravity(btScalar timeStep); + + void beforeSolverCallbacks(btScalar timeStep); + + void afterSolverCallbacks(btScalar timeStep); + + void addForce(btSoftBody* psb, btDeformableLagrangianForce* force); + + void removeForce(btSoftBody* psb, btDeformableLagrangianForce* force); + + void removeSoftBody(btSoftBody* body); + + void removeCollisionObject(btCollisionObject* collisionObject); + + int getDrawFlags() const { return (m_drawFlags); } + void setDrawFlags(int f) { m_drawFlags = f; } + + void setupConstraints(); + + void performDeformableCollisionDetection(); + + void solveMultiBodyConstraints(); + + void solveContactConstraints(); + + void sortConstraints(); + + void softBodySelfCollision(); + + void setImplicit(bool implicit) + { + m_implicit = implicit; + } + + void setLineSearch(bool lineSearch) + { + m_lineSearch = lineSearch; + } + + void applyRepulsionForce(btScalar timeStep); + + void performGeometricCollisions(btScalar timeStep); + + struct btDeformableSingleRayCallback : public btBroadphaseRayCallback + { + btVector3 m_rayFromWorld; + btVector3 m_rayToWorld; + btTransform m_rayFromTrans; + btTransform m_rayToTrans; + btVector3 m_hitNormal; + + const btDeformableMultiBodyDynamicsWorld* m_world; + btCollisionWorld::RayResultCallback& m_resultCallback; + + btDeformableSingleRayCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld, const btDeformableMultiBodyDynamicsWorld* world, btCollisionWorld::RayResultCallback& resultCallback) + : m_rayFromWorld(rayFromWorld), + m_rayToWorld(rayToWorld), + m_world(world), + m_resultCallback(resultCallback) + { + m_rayFromTrans.setIdentity(); + m_rayFromTrans.setOrigin(m_rayFromWorld); + m_rayToTrans.setIdentity(); + m_rayToTrans.setOrigin(m_rayToWorld); + + btVector3 rayDir = (rayToWorld - rayFromWorld); + + rayDir.normalize(); + ///what about division by zero? --> just set rayDirection[i] to INF/1e30 + m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0]; + m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1]; + m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2]; + m_signs[0] = m_rayDirectionInverse[0] < 0.0; + m_signs[1] = m_rayDirectionInverse[1] < 0.0; + m_signs[2] = m_rayDirectionInverse[2] < 0.0; + + m_lambda_max = rayDir.dot(m_rayToWorld - m_rayFromWorld); + } + + virtual bool process(const btBroadphaseProxy* proxy) + { + ///terminate further ray tests, once the closestHitFraction reached zero + if (m_resultCallback.m_closestHitFraction == btScalar(0.f)) + return false; + + btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject; + + //only perform raycast if filterMask matches + if (m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle())) + { + //RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject(); + //btVector3 collisionObjectAabbMin,collisionObjectAabbMax; +#if 0 +#ifdef RECALCULATE_AABB + btVector3 collisionObjectAabbMin,collisionObjectAabbMax; + collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax); +#else + //getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax); + const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin; + const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax; +#endif +#endif + //btScalar hitLambda = m_resultCallback.m_closestHitFraction; + //culling already done by broadphase + //if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal)) + { + m_world->rayTestSingle(m_rayFromTrans, m_rayToTrans, + collisionObject, + collisionObject->getCollisionShape(), + collisionObject->getWorldTransform(), + m_resultCallback); + } + } + return true; + } + }; + + + + void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const + { + BT_PROFILE("rayTest"); + /// use the broadphase to accelerate the search for objects, based on their aabb + /// and for each object with ray-aabb overlap, perform an exact ray test + btDeformableSingleRayCallback rayCB(rayFromWorld, rayToWorld, this, resultCallback); + +#ifndef USE_BRUTEFORCE_RAYBROADPHASE + m_broadphasePairCache->rayTest(rayFromWorld, rayToWorld, rayCB); +#else + for (int i = 0; i < this->getNumCollisionObjects(); i++) + { + rayCB.process(m_collisionObjects[i]->getBroadphaseHandle()); + } +#endif //USE_BRUTEFORCE_RAYBROADPHASE + } + + void rayTestSingle(const btTransform& rayFromTrans, const btTransform& rayToTrans, + btCollisionObject* collisionObject, + const btCollisionShape* collisionShape, + const btTransform& colObjWorldTransform, + RayResultCallback& resultCallback) const + { + if (collisionShape->isSoftBody()) + { + btSoftBody* softBody = btSoftBody::upcast(collisionObject); + if (softBody) + { + btSoftBody::sRayCast softResult; + if (softBody->rayFaceTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult)) + { + if (softResult.fraction <= resultCallback.m_closestHitFraction) + { + btCollisionWorld::LocalShapeInfo shapeInfo; + shapeInfo.m_shapePart = 0; + shapeInfo.m_triangleIndex = softResult.index; + // get the normal + btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin(); + btVector3 normal = -rayDir; + normal.normalize(); + { + normal = softBody->m_faces[softResult.index].m_normal; + if (normal.dot(rayDir) > 0) + { + // normal always point toward origin of the ray + normal = -normal; + } + } + + btCollisionWorld::LocalRayResult rayResult(collisionObject, + &shapeInfo, + normal, + softResult.fraction); + bool normalInWorldSpace = true; + resultCallback.addSingleResult(rayResult, normalInWorldSpace); + } + } + } + } + else + { + btCollisionWorld::rayTestSingle(rayFromTrans, rayToTrans, collisionObject, collisionShape, colObjWorldTransform, resultCallback); + } + } +}; + +#endif //BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD_H |