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