forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			64 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			64 lines
		
	
	
		
			2.1 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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								#ifndef BT_SOFT_BODY_DEFAULT_SOLVER_H
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								#define BT_SOFT_BODY_DEFAULT_SOLVER_H
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								#include "BulletSoftBody/btSoftBodySolvers.h"
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								#include "btSoftBodySolverVertexBuffer.h"
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								struct btCollisionObjectWrapper;
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								class btDefaultSoftBodySolver : public btSoftBodySolver
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								{
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								protected:		
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									/** Variable to define whether we need to update solver constants on the next iteration */
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									bool m_updateSolverConstants;
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									btAlignedObjectArray< btSoftBody * > m_softBodySet;
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								public:
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									btDefaultSoftBodySolver();
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									virtual ~btDefaultSoftBodySolver();
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									virtual SolverTypes getSolverType() const
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									{
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										return DEFAULT_SOLVER;
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									}
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									virtual bool checkInitialized();
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									virtual void updateSoftBodies( );
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									virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies,bool forceUpdate=false );
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									virtual void copyBackToSoftBodies(bool bMove = true);
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									virtual void solveConstraints( float solverdt );
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									virtual void predictMotion( float solverdt );
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									virtual void copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer );
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									virtual void processCollision( btSoftBody *, const btCollisionObjectWrapper* );
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									virtual void processCollision( btSoftBody*, btSoftBody* );
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								};
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								#endif // #ifndef BT_ACCELERATED_SOFT_BODY_CPU_SOLVER_H
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