Bullet Collision Detection & Physics Library
btSoftMultiBodyDynamicsWorld.cpp
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
18 #include "LinearMath/btQuickprof.h"
19 
20 //softbody & helpers
26 
27 
29  btDispatcher* dispatcher,
30  btBroadphaseInterface* pairCache,
31  btMultiBodyConstraintSolver* constraintSolver,
32  btCollisionConfiguration* collisionConfiguration,
33  btSoftBodySolver *softBodySolver ) :
34  btMultiBodyDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
35  m_softBodySolver( softBodySolver ),
36  m_ownsSolver(false)
37 {
38  if( !m_softBodySolver )
39  {
40  void* ptr = btAlignedAlloc(sizeof(btDefaultSoftBodySolver),16);
42  m_ownsSolver = true;
43  }
44 
46  m_drawNodeTree = true;
47  m_drawFaceTree = false;
48  m_drawClusterTree = false;
49  m_sbi.m_broadphase = pairCache;
50  m_sbi.m_dispatcher = dispatcher;
53 
54  m_sbi.air_density = (btScalar)1.2;
55  m_sbi.water_density = 0;
56  m_sbi.water_offset = 0;
57  m_sbi.water_normal = btVector3(0,0,0);
58  m_sbi.m_gravity.setValue(0,-10,0);
59 
61 
62 
63 }
64 
66 {
67  if (m_ownsSolver)
68  {
71  }
72 }
73 
75 {
77  {
78  BT_PROFILE("predictUnconstraintMotionSoftBody");
79  m_softBodySolver->predictMotion( float(timeStep) );
80  }
81 }
82 
84 {
85 
86  // Let the solver grab the soft bodies and if necessary optimize for it
88 
90  {
91  btAssert( "Solver initialization failed\n" );
92  }
93 
95 
97  solveSoftBodiesConstraints( timeStep );
98 
99  //self collisions
100  for ( int i=0;i<m_softBodies.size();i++)
101  {
103  psb->defaultCollisionHandler(psb);
104  }
105 
108 
109  // End solver-wise simulation step
110  // ///////////////////////////////
111 
112 }
113 
115 {
116  BT_PROFILE("solveSoftConstraints");
117 
118  if(m_softBodies.size())
119  {
121  }
122 
123  // Solve constraints solver-wise
125 
126 }
127 
128 void btSoftMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
129 {
130  m_softBodies.push_back(body);
131 
132  // Set the soft body solver that will deal with this body
133  // to be the world's solver
135 
137  collisionFilterGroup,
138  collisionFilterMask);
139 
140 }
141 
143 {
144  m_softBodies.remove(body);
145 
147 }
148 
150 {
151  btSoftBody* body = btSoftBody::upcast(collisionObject);
152  if (body)
153  removeSoftBody(body);
154  else
156 }
157 
159 {
161 
162  if (getDebugDrawer())
163  {
164  int i;
165  for ( i=0;i<this->m_softBodies.size();i++)
166  {
167  btSoftBody* psb=(btSoftBody*)this->m_softBodies[i];
169  {
172  }
173 
175  {
179  }
180  }
181  }
182 }
183 
184 
185 
186 
188 {
194 
197 
198  btSoftSingleRayCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld,const btSoftMultiBodyDynamicsWorld* world,btCollisionWorld::RayResultCallback& resultCallback)
199  :m_rayFromWorld(rayFromWorld),
200  m_rayToWorld(rayToWorld),
201  m_world(world),
202  m_resultCallback(resultCallback)
203  {
204  m_rayFromTrans.setIdentity();
205  m_rayFromTrans.setOrigin(m_rayFromWorld);
206  m_rayToTrans.setIdentity();
207  m_rayToTrans.setOrigin(m_rayToWorld);
208 
209  btVector3 rayDir = (rayToWorld-rayFromWorld);
210 
211  rayDir.normalize ();
213  m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
214  m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
215  m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
216  m_signs[0] = m_rayDirectionInverse[0] < 0.0;
217  m_signs[1] = m_rayDirectionInverse[1] < 0.0;
218  m_signs[2] = m_rayDirectionInverse[2] < 0.0;
219 
220  m_lambda_max = rayDir.dot(m_rayToWorld-m_rayFromWorld);
221 
222  }
223 
224 
225 
226  virtual bool process(const btBroadphaseProxy* proxy)
227  {
229  if (m_resultCallback.m_closestHitFraction == btScalar(0.f))
230  return false;
231 
232  btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject;
233 
234  //only perform raycast if filterMask matches
235  if(m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
236  {
237  //RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
238  //btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
239 #if 0
240 #ifdef RECALCULATE_AABB
241  btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
242  collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
243 #else
244  //getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
245  const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
246  const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
247 #endif
248 #endif
249  //btScalar hitLambda = m_resultCallback.m_closestHitFraction;
250  //culling already done by broadphase
251  //if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal))
252  {
253  m_world->rayTestSingle(m_rayFromTrans,m_rayToTrans,
254  collisionObject,
255  collisionObject->getCollisionShape(),
256  collisionObject->getWorldTransform(),
257  m_resultCallback);
258  }
259  }
260  return true;
261  }
262 };
263 
264 void btSoftMultiBodyDynamicsWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const
265 {
266  BT_PROFILE("rayTest");
269  btSoftSingleRayCallback rayCB(rayFromWorld,rayToWorld,this,resultCallback);
270 
271 #ifndef USE_BRUTEFORCE_RAYBROADPHASE
272  m_broadphasePairCache->rayTest(rayFromWorld,rayToWorld,rayCB);
273 #else
274  for (int i=0;i<this->getNumCollisionObjects();i++)
275  {
276  rayCB.process(m_collisionObjects[i]->getBroadphaseHandle());
277  }
278 #endif //USE_BRUTEFORCE_RAYBROADPHASE
279 
280 }
281 
282 
283 void btSoftMultiBodyDynamicsWorld::rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
284  btCollisionObject* collisionObject,
285  const btCollisionShape* collisionShape,
286  const btTransform& colObjWorldTransform,
287  RayResultCallback& resultCallback)
288 {
289  if (collisionShape->isSoftBody()) {
290  btSoftBody* softBody = btSoftBody::upcast(collisionObject);
291  if (softBody) {
292  btSoftBody::sRayCast softResult;
293  if (softBody->rayTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
294  {
295 
296  if (softResult.fraction<= resultCallback.m_closestHitFraction)
297  {
298 
300  shapeInfo.m_shapePart = 0;
301  shapeInfo.m_triangleIndex = softResult.index;
302  // get the normal
303  btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
304  btVector3 normal=-rayDir;
305  normal.normalize();
306 
307  if (softResult.feature == btSoftBody::eFeature::Face)
308  {
309  normal = softBody->m_faces[softResult.index].m_normal;
310  if (normal.dot(rayDir) > 0) {
311  // normal always point toward origin of the ray
312  normal = -normal;
313  }
314  }
315 
317  (collisionObject,
318  &shapeInfo,
319  normal,
320  softResult.fraction);
321  bool normalInWorldSpace = true;
322  resultCallback.addSingleResult(rayResult,normalInWorldSpace);
323  }
324  }
325  }
326  }
327  else {
328  btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,collisionObject,collisionShape,colObjWorldTransform,resultCallback);
329  }
330 }
331 
332 
334 {
335  int i;
336  //serialize all collision objects
337  for (i=0;i<m_collisionObjects.size();i++)
338  {
341  {
342  int len = colObj->calculateSerializeBufferSize();
343  btChunk* chunk = serializer->allocate(len,1);
344  const char* structType = colObj->serialize(chunk->m_oldPtr, serializer);
345  serializer->finalizeChunk(chunk,structType,BT_SOFTBODY_CODE,colObj);
346  }
347  }
348 
349 }
350 
352 {
353 
354  serializer->startSerialization();
355 
356  serializeDynamicsWorldInfo( serializer);
357 
358  serializeSoftBodies(serializer);
359 
360  serializeMultiBodies(serializer);
361 
362  serializeRigidBodies(serializer);
363 
364  serializeCollisionObjects(serializer);
365 
366  serializeContactManifolds(serializer);
367 
368  serializer->finishSerialization();
369 }
370 
371 
void setOrigin(const btVector3 &origin)
Set the translational element.
Definition: btTransform.h:150
virtual void internalSingleStepSimulation(btScalar timeStep)
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
virtual void finishSerialization()=0
void serializeDynamicsWorldInfo(btSerializer *serializer)
static void solveClusters(const btAlignedObjectArray< btSoftBody * > &bodies)
void serializeCollisionObjects(btSerializer *serializer)
eFeature::_ feature
soft body
Definition: btSoftBody.h:166
void push_back(const T &_Val)
int index
feature type
Definition: btSoftBody.h:167
btSoftBodySolver * m_softBodySolver
Solver classes that encapsulate multiple soft bodies for solving.
virtual bool checkInitialized()=0
Ensure that this solver is initialized.
void serializeContactManifolds(btSerializer *serializer)
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:652
btScalar water_offset
Definition: btSoftBody.h:47
void defaultCollisionHandler(const btCollisionObjectWrapper *pcoWrap)
void solveSoftBodiesConstraints(btScalar timeStep)
void addSoftBody(btSoftBody *body, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter)
virtual void addCollisionObject(btCollisionObject *collisionObject, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter)
virtual void startSerialization()=0
int getInternalType() const
reserved for Bullet internal usage
virtual int calculateSerializeBufferSize() const
void setIdentity()
Set this transformation to the identity.
Definition: btTransform.h:172
#define btAssert(x)
Definition: btScalar.h:131
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size...
btDispatcher * m_dispatcher
Definition: btSoftBody.h:51
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
static void rayTestSingle(const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)
rayTestSingle performs a raycast call and calls the resultCallback.
btScalar fraction
feature index
Definition: btSoftBody.h:168
#define BT_SOFTBODY_CODE
Definition: btSerializer.h:120
RayResultCallback is used to report new raycast results.
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
int getNumCollisionObjects() const
virtual void serialize(btSerializer *serializer)
Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see B...
btVector3 water_normal
Definition: btSoftBody.h:49
static void DrawFaceTree(btSoftBody *psb, btIDebugDraw *idraw, int mindepth=0, int maxdepth=-1)
virtual void rayTest(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, RayResultCallback &resultCallback) const
rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback This ...
bool rayTest(const btVector3 &rayFrom, const btVector3 &rayTo, sRayCast &results)
Ray casting using rayFrom and rayTo in worldspace, (not direction!)
virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const =0
getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t...
btScalar dot(const btVector3 &v) const
Return the dot product.
Definition: btVector3.h:235
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
Definition: btVector3.h:309
btCollisionWorld::RayResultCallback & m_resultCallback
static void Draw(btSoftBody *psb, btIDebugDraw *idraw, int drawflags=fDrawFlags::Std)
virtual void internalSingleStepSimulation(btScalar timeStep)
btSparseSdf< 3 > m_sparsesdf
Definition: btSoftBody.h:53
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
virtual btScalar addSingleResult(LocalRayResult &rayResult, bool normalInWorldSpace)=0
btTransform & getWorldTransform()
virtual void optimize(btAlignedObjectArray< btSoftBody * > &softBodies, bool forceUpdate=false)=0
Optimize soft bodies in this solver.
int size() const
return the number of elements in the array
btVector3 & getOrigin()
Return the origin vector translation.
Definition: btTransform.h:117
btBroadphaseProxy * getBroadphaseHandle()
virtual void predictMotion(float solverdt)=0
Predict motion of soft bodies into next timestep.
virtual void solveConstraints(float solverdt)=0
Solve constraints for a set of soft bodies.
btIDebugDraw * m_debugDrawer
btSoftSingleRayCallback(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, const btSoftMultiBodyDynamicsWorld *world, btCollisionWorld::RayResultCallback &resultCallback)
virtual btIDebugDraw * getDebugDrawer()
const btSoftMultiBodyDynamicsWorld * m_world
bool isSoftBody() const
static const btSoftBody * upcast(const btCollisionObject *colObj)
Definition: btSoftBody.h:936
virtual ~btSoftBodySolver()
virtual void predictUnconstraintMotion(btScalar timeStep)
#define btAlignedFree(ptr)
btCollisionObject can be used to manage collision detection objects.
btSoftMultiBodyDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btMultiBodyConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration, btSoftBodySolver *softBodySolver=0)
static void rayTestSingle(const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)
rayTestSingle performs a raycast call and calls the resultCallback.
LocalShapeInfo gives extra information for complex shapes Currently, only btTriangleMeshShape is avai...
virtual void removeCollisionObject(btCollisionObject *collisionObject)
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs...
The btBroadphaseProxy is the main class that can be used with the Bullet broadphases.
static void DrawNodeTree(btSoftBody *psb, btIDebugDraw *idraw, int mindepth=0, int maxdepth=-1)
static void DrawClusterTree(btSoftBody *psb, btIDebugDraw *idraw, int mindepth=0, int maxdepth=-1)
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
virtual void updateSoftBodies()=0
Perform necessary per-step updates of soft bodies such as recomputing normals and bounding boxes...
virtual bool needsCollision(btBroadphaseProxy *proxy0) const
virtual void serializeMultiBodies(btSerializer *serializer)
#define BT_PROFILE(name)
Definition: btQuickprof.h:216
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:34
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0
virtual bool process(const btBroadphaseProxy *proxy)
void remove(const T &key)
void serializeSoftBodies(btSerializer *serializer)
virtual int getDebugMode() const =0
btAlignedObjectArray< btCollisionObject * > m_collisionObjects
void setSoftBodySolver(btSoftBodySolver *softBodySolver)
Definition: btSoftBody.h:910
float getTimeScale()
Return the timescale that the simulation is using.
btScalar water_density
Definition: btSoftBody.h:46
btBroadphaseInterface * m_broadphasePairCache
#define btAlignedAlloc(size, alignment)
btBroadphaseInterface * m_broadphase
Definition: btSoftBody.h:50
btScalar air_density
Definition: btSoftBody.h:45
void serializeRigidBodies(btSerializer *serializer)
btVector3 m_gravity
Definition: btSoftBody.h:52
The btSoftBody is an class to simulate cloth and volumetric soft bodies.
Definition: btSoftBody.h:71
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
Definition: btDispatcher.h:77
const btCollisionShape * getCollisionShape() const
void * m_oldPtr
Definition: btSerializer.h:56
virtual btChunk * allocate(size_t size, int numElements)=0
virtual void rayTest(const btVector3 &rayFrom, const btVector3 &rayTo, btBroadphaseRayCallback &rayCallback, const btVector3 &aabbMin=btVector3(0, 0, 0), const btVector3 &aabbMax=btVector3(0, 0, 0))=0
The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet This implementation is s...
virtual void predictUnconstraintMotion(btScalar timeStep)
static void DrawFrame(btSoftBody *psb, btIDebugDraw *idraw)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292
void Reset()
Definition: btSparseSDF.h:90
void Initialize(int hashsize=2383, int clampCells=256 *1024)
Definition: btSparseSDF.h:81
tFaceArray m_faces
Definition: btSoftBody.h:661