forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			152 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			152 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|  | /*
 | ||
|  | 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 "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
 | ||
|  | #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
 | ||
|  | #include "BulletCollision/CollisionShapes/btCollisionShape.h"
 | ||
|  | 
 | ||
|  | #include "btDefaultSoftBodySolver.h"
 | ||
|  | #include "BulletCollision/CollisionShapes/btCapsuleShape.h"
 | ||
|  | #include "BulletSoftBody/btSoftBody.h"
 | ||
|  | 
 | ||
|  | 
 | ||
|  | btDefaultSoftBodySolver::btDefaultSoftBodySolver() | ||
|  | { | ||
|  | 	// Initial we will clearly need to update solver constants
 | ||
|  | 	// For now this is global for the cloths linked with this solver - we should probably make this body specific 
 | ||
|  | 	// for performance in future once we understand more clearly when constants need to be updated
 | ||
|  | 	m_updateSolverConstants = true; | ||
|  | } | ||
|  | 
 | ||
|  | btDefaultSoftBodySolver::~btDefaultSoftBodySolver() | ||
|  | { | ||
|  | } | ||
|  | 
 | ||
|  | // In this case the data is already in the soft bodies so there is no need for us to do anything
 | ||
|  | void btDefaultSoftBodySolver::copyBackToSoftBodies(bool bMove) | ||
|  | { | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | void btDefaultSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate) | ||
|  | { | ||
|  | 	m_softBodySet.copyFromArray( softBodies ); | ||
|  | } | ||
|  | 
 | ||
|  | void btDefaultSoftBodySolver::updateSoftBodies( ) | ||
|  | { | ||
|  | 	for ( int i=0; i < m_softBodySet.size(); i++) | ||
|  | 	{ | ||
|  | 		btSoftBody*	psb=(btSoftBody*)m_softBodySet[i]; | ||
|  | 		if (psb->isActive()) | ||
|  | 		{ | ||
|  | 			psb->integrateMotion();	 | ||
|  | 		} | ||
|  | 	} | ||
|  | } // updateSoftBodies
 | ||
|  | 
 | ||
|  | bool btDefaultSoftBodySolver::checkInitialized() | ||
|  | { | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | void btDefaultSoftBodySolver::solveConstraints( float solverdt ) | ||
|  | { | ||
|  | 	// Solve constraints for non-solver softbodies
 | ||
|  | 	for(int i=0; i < m_softBodySet.size(); ++i) | ||
|  | 	{ | ||
|  | 		btSoftBody*	psb = static_cast<btSoftBody*>(m_softBodySet[i]); | ||
|  | 		if (psb->isActive()) | ||
|  | 		{ | ||
|  | 			psb->solveConstraints(); | ||
|  | 		} | ||
|  | 	}	 | ||
|  | } // btDefaultSoftBodySolver::solveConstraints
 | ||
|  | 
 | ||
|  | 
 | ||
|  | void btDefaultSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer ) | ||
|  | { | ||
|  | 	// Currently only support CPU output buffers
 | ||
|  | 	// TODO: check for DX11 buffers. Take all offsets into the same DX11 buffer
 | ||
|  | 	// and use them together on a single kernel call if possible by setting up a
 | ||
|  | 	// per-cloth target buffer array for the copy kernel.
 | ||
|  | 
 | ||
|  | 	if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER ) | ||
|  | 	{ | ||
|  | 		const btAlignedObjectArray<btSoftBody::Node> &clothVertices( softBody->m_nodes ); | ||
|  | 		int numVertices = clothVertices.size(); | ||
|  | 
 | ||
|  | 		const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast< btCPUVertexBufferDescriptor* >(vertexBuffer);						 | ||
|  | 		float *basePointer = cpuVertexBuffer->getBasePointer();						 | ||
|  | 
 | ||
|  | 		if( vertexBuffer->hasVertexPositions() ) | ||
|  | 		{ | ||
|  | 			const int vertexOffset = cpuVertexBuffer->getVertexOffset(); | ||
|  | 			const int vertexStride = cpuVertexBuffer->getVertexStride(); | ||
|  | 			float *vertexPointer = basePointer + vertexOffset; | ||
|  | 
 | ||
|  | 			for( int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex ) | ||
|  | 			{ | ||
|  | 				btVector3 position = clothVertices[vertexIndex].m_x; | ||
|  | 				*(vertexPointer + 0) = (float)position.getX(); | ||
|  | 				*(vertexPointer + 1) = (float)position.getY(); | ||
|  | 				*(vertexPointer + 2) = (float)position.getZ(); | ||
|  | 				vertexPointer += vertexStride; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		if( vertexBuffer->hasNormals() ) | ||
|  | 		{ | ||
|  | 			const int normalOffset = cpuVertexBuffer->getNormalOffset(); | ||
|  | 			const int normalStride = cpuVertexBuffer->getNormalStride(); | ||
|  | 			float *normalPointer = basePointer + normalOffset; | ||
|  | 
 | ||
|  | 			for( int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex ) | ||
|  | 			{ | ||
|  | 				btVector3 normal = clothVertices[vertexIndex].m_n; | ||
|  | 				*(normalPointer + 0) = (float)normal.getX(); | ||
|  | 				*(normalPointer + 1) = (float)normal.getY(); | ||
|  | 				*(normalPointer + 2) = (float)normal.getZ(); | ||
|  | 				normalPointer += normalStride; | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | } // btDefaultSoftBodySolver::copySoftBodyToVertexBuffer
 | ||
|  | 
 | ||
|  | void btDefaultSoftBodySolver::processCollision( btSoftBody* softBody, btSoftBody* otherSoftBody) | ||
|  | { | ||
|  | 	softBody->defaultCollisionHandler( otherSoftBody); | ||
|  | } | ||
|  | 
 | ||
|  | // For the default solver just leave the soft body to do its collision processing
 | ||
|  | void btDefaultSoftBodySolver::processCollision( btSoftBody *softBody, const btCollisionObjectWrapper* collisionObjectWrap ) | ||
|  | { | ||
|  | 	softBody->defaultCollisionHandler( collisionObjectWrap ); | ||
|  | } // btDefaultSoftBodySolver::processCollision
 | ||
|  | 
 | ||
|  | 
 | ||
|  | void btDefaultSoftBodySolver::predictMotion( float timeStep ) | ||
|  | { | ||
|  | 	for ( int i=0; i < m_softBodySet.size(); ++i) | ||
|  | 	{ | ||
|  | 		btSoftBody*	psb = m_softBodySet[i]; | ||
|  | 
 | ||
|  | 		if (psb->isActive()) | ||
|  | 		{ | ||
|  | 			psb->predictMotion(timeStep);		 | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 |