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-rw-r--r--thirdparty/bullet/BulletSoftBody/btSoftRigidDynamicsWorld.cpp367
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diff --git a/thirdparty/bullet/BulletSoftBody/btSoftRigidDynamicsWorld.cpp b/thirdparty/bullet/BulletSoftBody/btSoftRigidDynamicsWorld.cpp
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+++ b/thirdparty/bullet/BulletSoftBody/btSoftRigidDynamicsWorld.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 "btSoftRigidDynamicsWorld.h"
+#include "LinearMath/btQuickprof.h"
+
+//softbody & helpers
+#include "btSoftBody.h"
+#include "btSoftBodyHelpers.h"
+#include "btSoftBodySolvers.h"
+#include "btDefaultSoftBodySolver.h"
+#include "LinearMath/btSerializer.h"
+
+
+btSoftRigidDynamicsWorld::btSoftRigidDynamicsWorld(
+ btDispatcher* dispatcher,
+ btBroadphaseInterface* pairCache,
+ btConstraintSolver* constraintSolver,
+ btCollisionConfiguration* collisionConfiguration,
+ btSoftBodySolver *softBodySolver ) :
+ btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
+ m_softBodySolver( softBodySolver ),
+ m_ownsSolver(false)
+{
+ if( !m_softBodySolver )
+ {
+ void* ptr = btAlignedAlloc(sizeof(btDefaultSoftBodySolver),16);
+ m_softBodySolver = new(ptr) btDefaultSoftBodySolver();
+ m_ownsSolver = true;
+ }
+
+ m_drawFlags = fDrawFlags::Std;
+ m_drawNodeTree = true;
+ m_drawFaceTree = false;
+ m_drawClusterTree = false;
+ m_sbi.m_broadphase = pairCache;
+ m_sbi.m_dispatcher = dispatcher;
+ m_sbi.m_sparsesdf.Initialize();
+ m_sbi.m_sparsesdf.Reset();
+
+ m_sbi.air_density = (btScalar)1.2;
+ m_sbi.water_density = 0;
+ m_sbi.water_offset = 0;
+ m_sbi.water_normal = btVector3(0,0,0);
+ m_sbi.m_gravity.setValue(0,-10,0);
+
+ m_sbi.m_sparsesdf.Initialize();
+
+
+}
+
+btSoftRigidDynamicsWorld::~btSoftRigidDynamicsWorld()
+{
+ if (m_ownsSolver)
+ {
+ m_softBodySolver->~btSoftBodySolver();
+ btAlignedFree(m_softBodySolver);
+ }
+}
+
+void btSoftRigidDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
+{
+ btDiscreteDynamicsWorld::predictUnconstraintMotion( timeStep );
+ {
+ BT_PROFILE("predictUnconstraintMotionSoftBody");
+ m_softBodySolver->predictMotion( float(timeStep) );
+ }
+}
+
+void btSoftRigidDynamicsWorld::internalSingleStepSimulation( btScalar timeStep )
+{
+
+ // Let the solver grab the soft bodies and if necessary optimize for it
+ m_softBodySolver->optimize( getSoftBodyArray() );
+
+ if( !m_softBodySolver->checkInitialized() )
+ {
+ btAssert( "Solver initialization failed\n" );
+ }
+
+ btDiscreteDynamicsWorld::internalSingleStepSimulation( timeStep );
+
+ ///solve soft bodies constraints
+ solveSoftBodiesConstraints( timeStep );
+
+ //self collisions
+ for ( int i=0;i<m_softBodies.size();i++)
+ {
+ btSoftBody* psb=(btSoftBody*)m_softBodies[i];
+ psb->defaultCollisionHandler(psb);
+ }
+
+ ///update soft bodies
+ m_softBodySolver->updateSoftBodies( );
+
+ // End solver-wise simulation step
+ // ///////////////////////////////
+
+}
+
+void btSoftRigidDynamicsWorld::solveSoftBodiesConstraints( btScalar timeStep )
+{
+ BT_PROFILE("solveSoftConstraints");
+
+ if(m_softBodies.size())
+ {
+ btSoftBody::solveClusters(m_softBodies);
+ }
+
+ // Solve constraints solver-wise
+ m_softBodySolver->solveConstraints( timeStep * m_softBodySolver->getTimeScale() );
+
+}
+
+void btSoftRigidDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
+{
+ m_softBodies.push_back(body);
+
+ // Set the soft body solver that will deal with this body
+ // to be the world's solver
+ body->setSoftBodySolver( m_softBodySolver );
+
+ btCollisionWorld::addCollisionObject(body,
+ collisionFilterGroup,
+ collisionFilterMask);
+
+}
+
+void btSoftRigidDynamicsWorld::removeSoftBody(btSoftBody* body)
+{
+ m_softBodies.remove(body);
+
+ btCollisionWorld::removeCollisionObject(body);
+}
+
+void btSoftRigidDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
+{
+ btSoftBody* body = btSoftBody::upcast(collisionObject);
+ if (body)
+ removeSoftBody(body);
+ else
+ btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
+}
+
+void btSoftRigidDynamicsWorld::debugDrawWorld()
+{
+ btDiscreteDynamicsWorld::debugDrawWorld();
+
+ if (getDebugDrawer())
+ {
+ int i;
+ for ( i=0;i<this->m_softBodies.size();i++)
+ {
+ btSoftBody* psb=(btSoftBody*)this->m_softBodies[i];
+ if (getDebugDrawer() && (getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
+ {
+ btSoftBodyHelpers::DrawFrame(psb,m_debugDrawer);
+ btSoftBodyHelpers::Draw(psb,m_debugDrawer,m_drawFlags);
+ }
+
+ if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
+ {
+ if(m_drawNodeTree) btSoftBodyHelpers::DrawNodeTree(psb,m_debugDrawer);
+ if(m_drawFaceTree) btSoftBodyHelpers::DrawFaceTree(psb,m_debugDrawer);
+ if(m_drawClusterTree) btSoftBodyHelpers::DrawClusterTree(psb,m_debugDrawer);
+ }
+ }
+ }
+}
+
+
+
+
+struct btSoftSingleRayCallback : public btBroadphaseRayCallback
+{
+ btVector3 m_rayFromWorld;
+ btVector3 m_rayToWorld;
+ btTransform m_rayFromTrans;
+ btTransform m_rayToTrans;
+ btVector3 m_hitNormal;
+
+ const btSoftRigidDynamicsWorld* m_world;
+ btCollisionWorld::RayResultCallback& m_resultCallback;
+
+ btSoftSingleRayCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld,const btSoftRigidDynamicsWorld* 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 btSoftRigidDynamicsWorld::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
+ btSoftSingleRayCallback 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 btSoftRigidDynamicsWorld::rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
+ btCollisionObject* collisionObject,
+ const btCollisionShape* collisionShape,
+ const btTransform& colObjWorldTransform,
+ RayResultCallback& resultCallback)
+{
+ if (collisionShape->isSoftBody()) {
+ btSoftBody* softBody = btSoftBody::upcast(collisionObject);
+ if (softBody) {
+ btSoftBody::sRayCast softResult;
+ if (softBody->rayTest(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();
+
+ if (softResult.feature == btSoftBody::eFeature::Face)
+ {
+ 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);
+ }
+}
+
+
+void btSoftRigidDynamicsWorld::serializeSoftBodies(btSerializer* serializer)
+{
+ int i;
+ //serialize all collision objects
+ for (i=0;i<m_collisionObjects.size();i++)
+ {
+ btCollisionObject* colObj = m_collisionObjects[i];
+ if (colObj->getInternalType() & btCollisionObject::CO_SOFT_BODY)
+ {
+ int len = colObj->calculateSerializeBufferSize();
+ btChunk* chunk = serializer->allocate(len,1);
+ const char* structType = colObj->serialize(chunk->m_oldPtr, serializer);
+ serializer->finalizeChunk(chunk,structType,BT_SOFTBODY_CODE,colObj);
+ }
+ }
+
+}
+
+void btSoftRigidDynamicsWorld::serialize(btSerializer* serializer)
+{
+
+ serializer->startSerialization();
+
+ serializeDynamicsWorldInfo( serializer);
+
+ serializeSoftBodies(serializer);
+
+ serializeRigidBodies(serializer);
+
+ serializeCollisionObjects(serializer);
+
+ serializer->finishSerialization();
+}
+
+