155 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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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#ifndef BT_SOFT_BODY_SOLVERS_H
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#define BT_SOFT_BODY_SOLVERS_H
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#include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
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class btSoftBodyTriangleData;
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class btSoftBodyLinkData;
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class btSoftBodyVertexData;
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class btVertexBufferDescriptor;
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class btCollisionObject;
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class btSoftBody;
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class btSoftBodySolver
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{
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public:
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	enum SolverTypes
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	{
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		DEFAULT_SOLVER,
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		CPU_SOLVER,
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		CL_SOLVER,
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		CL_SIMD_SOLVER,
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		DX_SOLVER,
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		DX_SIMD_SOLVER
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	};
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protected:
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	int m_numberOfPositionIterations;
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	int m_numberOfVelocityIterations;
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	// Simulation timescale
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	float m_timeScale;
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public:
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	btSoftBodySolver() :
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		m_numberOfPositionIterations( 10 ),
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		m_timeScale( 1 )
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	{
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		m_numberOfVelocityIterations = 0;
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		m_numberOfPositionIterations = 5;
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	}
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	virtual ~btSoftBodySolver()
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	{
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	}
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	/**
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	 * Return the type of the solver.
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	 */
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	virtual SolverTypes getSolverType() const = 0;
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	/** Ensure that this solver is initialized. */
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	virtual bool checkInitialized() = 0;
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	/** Optimize soft bodies in this solver. */
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	virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate=false) = 0;
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	/** Copy necessary data back to the original soft body source objects. */
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	virtual void copyBackToSoftBodies(bool bMove = true) = 0;
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	/** Predict motion of soft bodies into next timestep */
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	virtual void predictMotion( float solverdt ) = 0;
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	/** Solve constraints for a set of soft bodies */
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	virtual void solveConstraints( float solverdt ) = 0;
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	/** Perform necessary per-step updates of soft bodies such as recomputing normals and bounding boxes */
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	virtual void updateSoftBodies() = 0;
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	/** Process a collision between one of the world's soft bodies and another collision object */
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	virtual void processCollision( btSoftBody *, const struct btCollisionObjectWrapper* ) = 0;
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	/** Process a collision between two soft bodies */
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	virtual void processCollision( btSoftBody*, btSoftBody* ) = 0;
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	/** Set the number of velocity constraint solver iterations this solver uses. */
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	virtual void setNumberOfPositionIterations( int iterations )
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	{
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		m_numberOfPositionIterations = iterations;
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	}
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	/** Get the number of velocity constraint solver iterations this solver uses. */
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	virtual int getNumberOfPositionIterations()
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	{
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		return m_numberOfPositionIterations;
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	}
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	/** Set the number of velocity constraint solver iterations this solver uses. */
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	virtual void setNumberOfVelocityIterations( int iterations )
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	{
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		m_numberOfVelocityIterations = iterations;
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	}
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	/** Get the number of velocity constraint solver iterations this solver uses. */
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	virtual int getNumberOfVelocityIterations()
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	{
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		return m_numberOfVelocityIterations;
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	}
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	/** Return the timescale that the simulation is using */
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	float getTimeScale()
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	{
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		return m_timeScale;
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	}
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#if 0
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	/**
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	 * Add a collision object to be used by the indicated softbody.
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	 */
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	virtual void addCollisionObjectForSoftBody( int clothIdentifier, btCollisionObject *collisionObject ) = 0;
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#endif
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};
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/** 
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 * Class to manage movement of data from a solver to a given target.
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 * This version is abstract. Subclasses will have custom pairings for different combinations.
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 */
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class btSoftBodySolverOutput
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{
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protected:
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public:
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	btSoftBodySolverOutput()
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	{
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	}
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	virtual ~btSoftBodySolverOutput()
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	{
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	}
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	/** Output current computed vertex data to the vertex buffers for all cloths in the solver. */
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	virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer ) = 0;
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};
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#endif // #ifndef BT_SOFT_BODY_SOLVERS_H
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