368 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			368 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/*
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								Bullet Continuous Collision Detection and Physics Library
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								Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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								This software is provided 'as-is', without any express or implied warranty.
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								In no event will the authors be held liable for any damages arising from the use of this software.
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								Permission is granted to anyone to use this software for any purpose, 
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								including commercial applications, and to alter it and redistribute it freely, 
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								subject to the following restrictions:
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								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.
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								2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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								3. This notice may not be removed or altered from any source distribution.
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								*/
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								#include "btSoftMultiBodyDynamicsWorld.h"
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								#include "LinearMath/btQuickprof.h"
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								//softbody & helpers
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								#include "BulletSoftBody/btSoftBody.h"
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								#include "BulletSoftBody/btSoftBodyHelpers.h"
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								#include "BulletSoftBody/btSoftBodySolvers.h"
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								#include "BulletSoftBody/btDefaultSoftBodySolver.h"
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								#include "LinearMath/btSerializer.h"
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								btSoftMultiBodyDynamicsWorld::btSoftMultiBodyDynamicsWorld(
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									btDispatcher* dispatcher,
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									btBroadphaseInterface* pairCache,
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									btMultiBodyConstraintSolver* constraintSolver,
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									btCollisionConfiguration* collisionConfiguration,
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									btSoftBodySolver *softBodySolver ) : 
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										btMultiBodyDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
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								        m_softBodySolver( softBodySolver ),
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								        m_ownsSolver(false)
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								{
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									if( !m_softBodySolver )
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									{
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										void* ptr = btAlignedAlloc(sizeof(btDefaultSoftBodySolver),16);
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										m_softBodySolver = new(ptr) btDefaultSoftBodySolver();
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										m_ownsSolver = true;
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									}
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									m_drawFlags			=	fDrawFlags::Std;
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									m_drawNodeTree		=	true;
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									m_drawFaceTree		=	false;
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									m_drawClusterTree	=	false;
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									m_sbi.m_broadphase = pairCache;
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									m_sbi.m_dispatcher = dispatcher;
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									m_sbi.m_sparsesdf.Initialize();
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									m_sbi.m_sparsesdf.Reset();
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									m_sbi.air_density		=	(btScalar)1.2;
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									m_sbi.water_density	=	0;
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									m_sbi.water_offset		=	0;
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									m_sbi.water_normal		=	btVector3(0,0,0);
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									m_sbi.m_gravity.setValue(0,-10,0);
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									m_sbi.m_sparsesdf.Initialize();
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								}
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								btSoftMultiBodyDynamicsWorld::~btSoftMultiBodyDynamicsWorld()
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								{
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									if (m_ownsSolver)
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									{
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										m_softBodySolver->~btSoftBodySolver();
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										btAlignedFree(m_softBodySolver);
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									}
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								}
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								void	btSoftMultiBodyDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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								{
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									btDiscreteDynamicsWorld::predictUnconstraintMotion( timeStep );
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									{
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										BT_PROFILE("predictUnconstraintMotionSoftBody");
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										m_softBodySolver->predictMotion( float(timeStep) );
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									}
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								}
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								void	btSoftMultiBodyDynamicsWorld::internalSingleStepSimulation( btScalar timeStep )
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								{
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									// Let the solver grab the soft bodies and if necessary optimize for it
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									m_softBodySolver->optimize( getSoftBodyArray() );
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									if( !m_softBodySolver->checkInitialized() )
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									{
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										btAssert( "Solver initialization failed\n" );
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									}
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									btDiscreteDynamicsWorld::internalSingleStepSimulation( timeStep );
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									///solve soft bodies constraints
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									solveSoftBodiesConstraints( timeStep );
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									//self collisions
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									for ( int i=0;i<m_softBodies.size();i++)
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									{
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										btSoftBody*	psb=(btSoftBody*)m_softBodies[i];
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										psb->defaultCollisionHandler(psb);
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									}
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									///update soft bodies
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									m_softBodySolver->updateSoftBodies( );
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									// End solver-wise simulation step
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									// ///////////////////////////////
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								}
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								void	btSoftMultiBodyDynamicsWorld::solveSoftBodiesConstraints( btScalar timeStep )
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								{
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									BT_PROFILE("solveSoftConstraints");
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									if(m_softBodies.size())
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									{
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										btSoftBody::solveClusters(m_softBodies);
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									}
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									// Solve constraints solver-wise
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									m_softBodySolver->solveConstraints( timeStep * m_softBodySolver->getTimeScale() );
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								}
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								void	btSoftMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
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								{
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									m_softBodies.push_back(body);
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									// Set the soft body solver that will deal with this body
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									// to be the world's solver
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									body->setSoftBodySolver( m_softBodySolver );
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									btCollisionWorld::addCollisionObject(body,
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										collisionFilterGroup,
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										collisionFilterMask);
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								}
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								void	btSoftMultiBodyDynamicsWorld::removeSoftBody(btSoftBody* body)
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								{
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									m_softBodies.remove(body);
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									btCollisionWorld::removeCollisionObject(body);
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								}
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								void	btSoftMultiBodyDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
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								{
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									btSoftBody* body = btSoftBody::upcast(collisionObject);
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									if (body)
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										removeSoftBody(body);
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									else
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										btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
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								}
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								void	btSoftMultiBodyDynamicsWorld::debugDrawWorld()
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								{
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									btDiscreteDynamicsWorld::debugDrawWorld();
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									if (getDebugDrawer())
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									{
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										int i;
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										for (  i=0;i<this->m_softBodies.size();i++)
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										{
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											btSoftBody*	psb=(btSoftBody*)this->m_softBodies[i];
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											if (getDebugDrawer() && (getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
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											{
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												btSoftBodyHelpers::DrawFrame(psb,m_debugDrawer);
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												btSoftBodyHelpers::Draw(psb,m_debugDrawer,m_drawFlags);
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											}
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											if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
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											{
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												if(m_drawNodeTree)		btSoftBodyHelpers::DrawNodeTree(psb,m_debugDrawer);
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												if(m_drawFaceTree)		btSoftBodyHelpers::DrawFaceTree(psb,m_debugDrawer);
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												if(m_drawClusterTree)	btSoftBodyHelpers::DrawClusterTree(psb,m_debugDrawer);
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											}
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										}		
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									}	
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								}
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								struct btSoftSingleRayCallback : public btBroadphaseRayCallback
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								{
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									btVector3	m_rayFromWorld;
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									btVector3	m_rayToWorld;
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									btTransform	m_rayFromTrans;
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									btTransform	m_rayToTrans;
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									btVector3	m_hitNormal;
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									const btSoftMultiBodyDynamicsWorld*	m_world;
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									btCollisionWorld::RayResultCallback&	m_resultCallback;
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									btSoftSingleRayCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld,const btSoftMultiBodyDynamicsWorld* world,btCollisionWorld::RayResultCallback& resultCallback)
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									:m_rayFromWorld(rayFromWorld),
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									m_rayToWorld(rayToWorld),
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									m_world(world),
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									m_resultCallback(resultCallback)
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									{
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										m_rayFromTrans.setIdentity();
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										m_rayFromTrans.setOrigin(m_rayFromWorld);
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										m_rayToTrans.setIdentity();
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										m_rayToTrans.setOrigin(m_rayToWorld);
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										btVector3 rayDir = (rayToWorld-rayFromWorld);
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										rayDir.normalize ();
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										///what about division by zero? --> just set rayDirection[i] to INF/1e30
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										m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
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										m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
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										m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
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										m_signs[0] = m_rayDirectionInverse[0] < 0.0;
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										m_signs[1] = m_rayDirectionInverse[1] < 0.0;
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										m_signs[2] = m_rayDirectionInverse[2] < 0.0;
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										m_lambda_max = rayDir.dot(m_rayToWorld-m_rayFromWorld);
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									}
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									virtual bool	process(const btBroadphaseProxy* proxy)
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									{
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										///terminate further ray tests, once the closestHitFraction reached zero
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										if (m_resultCallback.m_closestHitFraction == btScalar(0.f))
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											return false;
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										btCollisionObject*	collisionObject = (btCollisionObject*)proxy->m_clientObject;
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										//only perform raycast if filterMask matches
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										if(m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle())) 
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										{
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											//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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											//btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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								#if 0
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								#ifdef RECALCULATE_AABB
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											btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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											collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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								#else
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											//getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
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											const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
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											const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
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								#endif
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								#endif
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											//btScalar hitLambda = m_resultCallback.m_closestHitFraction;
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											//culling already done by broadphase
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											//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	btSoftMultiBodyDynamicsWorld::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	btSoftMultiBodyDynamicsWorld::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	btSoftMultiBodyDynamicsWorld::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	btSoftMultiBodyDynamicsWorld::serialize(btSerializer* serializer)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									serializer->startSerialization();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									serializeDynamicsWorldInfo( serializer);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									serializeSoftBodies(serializer);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									serializeRigidBodies(serializer);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									serializeCollisionObjects(serializer);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									serializer->finishSerialization();
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 |