converted FractureDemo
This commit is contained in:
688
examples/FractureDemo/btFractureDynamicsWorld.cpp
Normal file
688
examples/FractureDemo/btFractureDynamicsWorld.cpp
Normal file
@@ -0,0 +1,688 @@
|
||||
|
||||
#include "btFractureDynamicsWorld.h"
|
||||
#include "btFractureBody.h"
|
||||
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
|
||||
|
||||
#include "BulletCollision/CollisionDispatch/btUnionFind.h"
|
||||
|
||||
btFractureDynamicsWorld::btFractureDynamicsWorld ( btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
|
||||
:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
|
||||
m_fracturingMode(true)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::glueCallback()
|
||||
{
|
||||
|
||||
int numManifolds = getDispatcher()->getNumManifolds();
|
||||
|
||||
///first build the islands based on axis aligned bounding box overlap
|
||||
|
||||
btUnionFind unionFind;
|
||||
|
||||
int index = 0;
|
||||
{
|
||||
|
||||
int i;
|
||||
for (i=0;i<getCollisionObjectArray().size(); i++)
|
||||
{
|
||||
btCollisionObject* collisionObject= getCollisionObjectArray()[i];
|
||||
// btRigidBody* body = btRigidBody::upcast(collisionObject);
|
||||
//Adding filtering here
|
||||
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
if (!collisionObject->isStaticOrKinematicObject())
|
||||
{
|
||||
collisionObject->setIslandTag(index++);
|
||||
} else
|
||||
{
|
||||
collisionObject->setIslandTag(-1);
|
||||
}
|
||||
#else
|
||||
collisionObject->setIslandTag(i);
|
||||
index=i+1;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
unionFind.reset(index);
|
||||
|
||||
int numElem = unionFind.getNumElements();
|
||||
|
||||
for (int i=0;i<numManifolds;i++)
|
||||
{
|
||||
btPersistentManifold* manifold = getDispatcher()->getManifoldByIndexInternal(i);
|
||||
if (!manifold->getNumContacts())
|
||||
continue;
|
||||
|
||||
btScalar minDist = 1e30f;
|
||||
for (int v=0;v<manifold->getNumContacts();v++)
|
||||
{
|
||||
minDist = btMin(minDist,manifold->getContactPoint(v).getDistance());
|
||||
}
|
||||
if (minDist>0.)
|
||||
continue;
|
||||
|
||||
btCollisionObject* colObj0 = (btCollisionObject*)manifold->getBody0();
|
||||
btCollisionObject* colObj1 = (btCollisionObject*)manifold->getBody1();
|
||||
int tag0 = (colObj0)->getIslandTag();
|
||||
int tag1 = (colObj1)->getIslandTag();
|
||||
//btRigidBody* body0 = btRigidBody::upcast(colObj0);
|
||||
//btRigidBody* body1 = btRigidBody::upcast(colObj1);
|
||||
|
||||
|
||||
if (!colObj0->isStaticOrKinematicObject() && !colObj1->isStaticOrKinematicObject())
|
||||
{
|
||||
unionFind.unite(tag0, tag1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
numElem = unionFind.getNumElements();
|
||||
|
||||
|
||||
|
||||
index=0;
|
||||
for (int ai=0;ai<getCollisionObjectArray().size();ai++)
|
||||
{
|
||||
btCollisionObject* collisionObject= getCollisionObjectArray()[ai];
|
||||
if (!collisionObject->isStaticOrKinematicObject())
|
||||
{
|
||||
int tag = unionFind.find(index);
|
||||
|
||||
collisionObject->setIslandTag( tag);
|
||||
|
||||
//Set the correct object offset in Collision Object Array
|
||||
#if STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
unionFind.getElement(index).m_sz = ai;
|
||||
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
unionFind.sortIslands();
|
||||
|
||||
|
||||
|
||||
int endIslandIndex=1;
|
||||
int startIslandIndex;
|
||||
|
||||
btAlignedObjectArray<btCollisionObject*> removedObjects;
|
||||
|
||||
///iterate over all islands
|
||||
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
|
||||
{
|
||||
int islandId = unionFind.getElement(startIslandIndex).m_id;
|
||||
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
|
||||
{
|
||||
}
|
||||
|
||||
int fractureObjectIndex = -1;
|
||||
|
||||
int numObjects=0;
|
||||
|
||||
int idx;
|
||||
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
|
||||
{
|
||||
int i = unionFind.getElement(idx).m_sz;
|
||||
btCollisionObject* colObj0 = getCollisionObjectArray()[i];
|
||||
if (colObj0->getInternalType()& CUSTOM_FRACTURE_TYPE)
|
||||
{
|
||||
fractureObjectIndex = i;
|
||||
}
|
||||
btRigidBody* otherObject = btRigidBody::upcast(colObj0);
|
||||
if (!otherObject || !otherObject->getInvMass())
|
||||
continue;
|
||||
numObjects++;
|
||||
}
|
||||
|
||||
///Then for each island that contains at least two objects and one fracture object
|
||||
if (fractureObjectIndex>=0 && numObjects>1)
|
||||
{
|
||||
|
||||
btFractureBody* fracObj = (btFractureBody*)getCollisionObjectArray()[fractureObjectIndex];
|
||||
|
||||
///glueing objects means creating a new compound and removing the old objects
|
||||
///delay the removal of old objects to avoid array indexing problems
|
||||
removedObjects.push_back(fracObj);
|
||||
m_fractureBodies.remove(fracObj);
|
||||
|
||||
btAlignedObjectArray<btScalar> massArray;
|
||||
|
||||
btAlignedObjectArray<btVector3> oldImpulses;
|
||||
btAlignedObjectArray<btVector3> oldCenterOfMassesWS;
|
||||
|
||||
oldImpulses.push_back(fracObj->getLinearVelocity()/1./fracObj->getInvMass());
|
||||
oldCenterOfMassesWS.push_back(fracObj->getCenterOfMassPosition());
|
||||
|
||||
btScalar totalMass = 0.f;
|
||||
|
||||
|
||||
btCompoundShape* compound = new btCompoundShape();
|
||||
if (fracObj->getCollisionShape()->isCompound())
|
||||
{
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
btCompoundShape* oldCompound = (btCompoundShape*)fracObj->getCollisionShape();
|
||||
for (int c=0;c<oldCompound->getNumChildShapes();c++)
|
||||
{
|
||||
compound->addChildShape(oldCompound->getChildTransform(c),oldCompound->getChildShape(c));
|
||||
massArray.push_back(fracObj->m_masses[c]);
|
||||
totalMass+=fracObj->m_masses[c];
|
||||
}
|
||||
|
||||
} else
|
||||
{
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
compound->addChildShape(tr,fracObj->getCollisionShape());
|
||||
massArray.push_back(fracObj->m_masses[0]);
|
||||
totalMass+=fracObj->m_masses[0];
|
||||
}
|
||||
|
||||
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
|
||||
{
|
||||
|
||||
int i = unionFind.getElement(idx).m_sz;
|
||||
|
||||
if (i==fractureObjectIndex)
|
||||
continue;
|
||||
|
||||
btCollisionObject* otherCollider = getCollisionObjectArray()[i];
|
||||
|
||||
btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
|
||||
//don't glue/merge with static objects right now, otherwise everything gets stuck to the ground
|
||||
///todo: expose this as a callback
|
||||
if (!otherObject || !otherObject->getInvMass())
|
||||
continue;
|
||||
|
||||
|
||||
oldImpulses.push_back(otherObject->getLinearVelocity()*(1.f/otherObject->getInvMass()));
|
||||
oldCenterOfMassesWS.push_back(otherObject->getCenterOfMassPosition());
|
||||
|
||||
removedObjects.push_back(otherObject);
|
||||
m_fractureBodies.remove((btFractureBody*)otherObject);
|
||||
|
||||
btScalar curMass = 1.f/otherObject->getInvMass();
|
||||
|
||||
|
||||
if (otherObject->getCollisionShape()->isCompound())
|
||||
{
|
||||
btTransform tr;
|
||||
btCompoundShape* oldCompound = (btCompoundShape*)otherObject->getCollisionShape();
|
||||
for (int c=0;c<oldCompound->getNumChildShapes();c++)
|
||||
{
|
||||
tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform()*oldCompound->getChildTransform(c));
|
||||
compound->addChildShape(tr,oldCompound->getChildShape(c));
|
||||
massArray.push_back(curMass/(btScalar)oldCompound->getNumChildShapes());
|
||||
|
||||
}
|
||||
} else
|
||||
{
|
||||
btTransform tr;
|
||||
tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform());
|
||||
compound->addChildShape(tr,otherObject->getCollisionShape());
|
||||
massArray.push_back(curMass);
|
||||
}
|
||||
totalMass+=curMass;
|
||||
}
|
||||
|
||||
|
||||
|
||||
btTransform shift;
|
||||
shift.setIdentity();
|
||||
btCompoundShape* newCompound = btFractureBody::shiftTransformDistributeMass(compound,totalMass,shift);
|
||||
int numChildren = newCompound->getNumChildShapes();
|
||||
btAssert(numChildren == massArray.size());
|
||||
|
||||
btVector3 localInertia;
|
||||
newCompound->calculateLocalInertia(totalMass,localInertia);
|
||||
btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, &massArray[0], numChildren,this);
|
||||
newBody->recomputeConnectivity(this);
|
||||
newBody->setWorldTransform(fracObj->getWorldTransform()*shift);
|
||||
|
||||
//now the linear/angular velocity is still zero, apply the impulses
|
||||
|
||||
for (int i=0;i<oldImpulses.size();i++)
|
||||
{
|
||||
btVector3 rel_pos = oldCenterOfMassesWS[i]-newBody->getCenterOfMassPosition();
|
||||
const btVector3& imp = oldImpulses[i];
|
||||
newBody->applyImpulse(imp, rel_pos);
|
||||
}
|
||||
|
||||
addRigidBody(newBody);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//remove the objects from the world at the very end,
|
||||
//otherwise the island tags would not match the world collision object array indices anymore
|
||||
while (removedObjects.size())
|
||||
{
|
||||
btCollisionObject* otherCollider = removedObjects[removedObjects.size()-1];
|
||||
removedObjects.pop_back();
|
||||
|
||||
btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
|
||||
if (!otherObject || !otherObject->getInvMass())
|
||||
continue;
|
||||
removeRigidBody(otherObject);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
struct btFracturePair
|
||||
{
|
||||
btFractureBody* m_fracObj;
|
||||
btAlignedObjectArray<btPersistentManifold*> m_contactManifolds;
|
||||
};
|
||||
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
|
||||
{
|
||||
// todo: after fracture we should run the solver again for better realism
|
||||
// for example
|
||||
// save all velocities and if one or more objects fracture:
|
||||
// 1) revert all velocties
|
||||
// 2) apply impulses for the fracture bodies at the contact locations
|
||||
// 3)and run the constaint solver again
|
||||
|
||||
btDiscreteDynamicsWorld::solveConstraints(solverInfo);
|
||||
|
||||
fractureCallback();
|
||||
}
|
||||
|
||||
btFractureBody* btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound)
|
||||
{
|
||||
int i;
|
||||
|
||||
btTransform shift;
|
||||
shift.setIdentity();
|
||||
btVector3 localInertia;
|
||||
btCompoundShape* newCompound = btFractureBody::shiftTransform(oldCompound,masses,shift,localInertia);
|
||||
btScalar totalMass = 0;
|
||||
for (i=0;i<newCompound->getNumChildShapes();i++)
|
||||
totalMass += masses[i];
|
||||
//newCompound->calculateLocalInertia(totalMass,localInertia);
|
||||
|
||||
btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, masses,newCompound->getNumChildShapes(), this);
|
||||
newBody->recomputeConnectivity(this);
|
||||
|
||||
newBody->setCollisionFlags(newBody->getCollisionFlags()|btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
||||
newBody->setWorldTransform(oldTransform*shift);
|
||||
addRigidBody(newBody);
|
||||
return newBody;
|
||||
}
|
||||
|
||||
void btFractureDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
{
|
||||
if (body->getInternalType() & CUSTOM_FRACTURE_TYPE)
|
||||
{
|
||||
btFractureBody* fbody = (btFractureBody*)body;
|
||||
m_fractureBodies.push_back(fbody);
|
||||
}
|
||||
btDiscreteDynamicsWorld::addRigidBody(body);
|
||||
}
|
||||
|
||||
void btFractureDynamicsWorld::removeRigidBody(btRigidBody* body)
|
||||
{
|
||||
if (body->getInternalType() & CUSTOM_FRACTURE_TYPE)
|
||||
{
|
||||
btFractureBody* fbody = (btFractureBody*)body;
|
||||
btAlignedObjectArray<btTypedConstraint*> tmpConstraints;
|
||||
|
||||
for (int i=0;i<fbody->getNumConstraintRefs();i++)
|
||||
{
|
||||
tmpConstraints.push_back(fbody->getConstraintRef(i));
|
||||
}
|
||||
|
||||
//remove all constraints attached to this rigid body too
|
||||
for (int i=0;i<tmpConstraints.size();i++)
|
||||
btDiscreteDynamicsWorld::removeConstraint(tmpConstraints[i]);
|
||||
|
||||
m_fractureBodies.remove(fbody);
|
||||
}
|
||||
|
||||
|
||||
|
||||
btDiscreteDynamicsWorld::removeRigidBody(body);
|
||||
}
|
||||
|
||||
void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
|
||||
{
|
||||
|
||||
if (!fracObj->getCollisionShape()->isCompound())
|
||||
return;
|
||||
|
||||
btCompoundShape* compound = (btCompoundShape*)fracObj->getCollisionShape();
|
||||
int numChildren = compound->getNumChildShapes();
|
||||
|
||||
if (numChildren<=1)
|
||||
return;
|
||||
|
||||
//compute connectivity
|
||||
btUnionFind unionFind;
|
||||
|
||||
btAlignedObjectArray<int> tags;
|
||||
tags.resize(numChildren);
|
||||
int i, index = 0;
|
||||
for ( i=0;i<numChildren;i++)
|
||||
{
|
||||
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
tags[i] = index++;
|
||||
#else
|
||||
tags[i] = i;
|
||||
index=i+1;
|
||||
#endif
|
||||
}
|
||||
|
||||
unionFind.reset(index);
|
||||
int numElem = unionFind.getNumElements();
|
||||
for (i=0;i<fracObj->m_connections.size();i++)
|
||||
{
|
||||
btConnection& connection = fracObj->m_connections[i];
|
||||
if (connection.m_strength > 0.)
|
||||
{
|
||||
int tag0 = tags[connection.m_childIndex0];
|
||||
int tag1 = tags[connection.m_childIndex1];
|
||||
unionFind.unite(tag0, tag1);
|
||||
}
|
||||
}
|
||||
numElem = unionFind.getNumElements();
|
||||
|
||||
index=0;
|
||||
for (int ai=0;ai<numChildren;ai++)
|
||||
{
|
||||
int tag = unionFind.find(index);
|
||||
tags[ai] = tag;
|
||||
//Set the correct object offset in Collision Object Array
|
||||
#if STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
unionFind.getElement(index).m_sz = ai;
|
||||
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
index++;
|
||||
}
|
||||
unionFind.sortIslands();
|
||||
|
||||
int endIslandIndex=1;
|
||||
int startIslandIndex;
|
||||
|
||||
btAlignedObjectArray<btCollisionObject*> removedObjects;
|
||||
|
||||
int numIslands = 0;
|
||||
|
||||
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
|
||||
{
|
||||
int islandId = unionFind.getElement(startIslandIndex).m_id;
|
||||
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
|
||||
{
|
||||
}
|
||||
|
||||
// int fractureObjectIndex = -1;
|
||||
|
||||
int numShapes=0;
|
||||
|
||||
|
||||
btCompoundShape* newCompound = new btCompoundShape();
|
||||
btAlignedObjectArray<btScalar> masses;
|
||||
|
||||
int idx;
|
||||
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
|
||||
{
|
||||
int i = unionFind.getElement(idx).m_sz;
|
||||
// btCollisionShape* shape = compound->getChildShape(i);
|
||||
newCompound->addChildShape(compound->getChildTransform(i),compound->getChildShape(i));
|
||||
masses.push_back(fracObj->m_masses[i]);
|
||||
numShapes++;
|
||||
}
|
||||
if (numShapes)
|
||||
{
|
||||
btFractureBody* newBody = addNewBody(fracObj->getWorldTransform(),&masses[0],newCompound);
|
||||
newBody->setLinearVelocity(fracObj->getLinearVelocity());
|
||||
newBody->setAngularVelocity(fracObj->getAngularVelocity());
|
||||
|
||||
numIslands++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
removeRigidBody(fracObj);//should it also be removed from the array?
|
||||
|
||||
|
||||
}
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::fractureCallback( )
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btFracturePair> sFracturePairs;
|
||||
|
||||
if (!m_fracturingMode)
|
||||
{
|
||||
glueCallback();
|
||||
return;
|
||||
}
|
||||
|
||||
int numManifolds = getDispatcher()->getNumManifolds();
|
||||
|
||||
sFracturePairs.clear();
|
||||
|
||||
|
||||
for (int i=0;i<numManifolds;i++)
|
||||
{
|
||||
btPersistentManifold* manifold = getDispatcher()->getManifoldByIndexInternal(i);
|
||||
if (!manifold->getNumContacts())
|
||||
continue;
|
||||
|
||||
btScalar totalImpact = 0.f;
|
||||
for (int p=0;p<manifold->getNumContacts();p++)
|
||||
{
|
||||
totalImpact += manifold->getContactPoint(p).m_appliedImpulse;
|
||||
}
|
||||
|
||||
|
||||
// printf("totalImpact=%f\n",totalImpact);
|
||||
|
||||
static float maxImpact = 0;
|
||||
if (totalImpact>maxImpact)
|
||||
maxImpact = totalImpact;
|
||||
|
||||
//some threshold otherwise resting contact would break objects after a while
|
||||
if (totalImpact < 40.f)
|
||||
continue;
|
||||
|
||||
// printf("strong impact\n");
|
||||
|
||||
|
||||
//@todo: add better logic to decide what parts to fracture
|
||||
//For example use the idea from the SIGGRAPH talk about the fracture in the movie 2012:
|
||||
//
|
||||
//Breaking thresholds can be stored as connectivity information between child shapes in the fracture object
|
||||
//
|
||||
//You can calculate some "impact value" by simulating all the individual child shapes
|
||||
//as rigid bodies, without constraints, running it in a separate simulation world
|
||||
//(or by running the constraint solver without actually modifying the dynamics world)
|
||||
//Then measure some "impact value" using the offset and applied impulse for each child shape
|
||||
//weaken the connections based on this "impact value" and only break
|
||||
//if this impact value exceeds the breaking threshold.
|
||||
//you can propagate the weakening and breaking of connections using the connectivity information
|
||||
|
||||
int f0 = m_fractureBodies.findLinearSearch((btFractureBody*)manifold->getBody0());
|
||||
int f1 = m_fractureBodies.findLinearSearch((btFractureBody*)manifold->getBody1());
|
||||
|
||||
if (f0 == f1 == m_fractureBodies.size())
|
||||
continue;
|
||||
|
||||
|
||||
if (f0<m_fractureBodies.size())
|
||||
{
|
||||
int j=f0;
|
||||
|
||||
btCollisionObject* colOb = (btCollisionObject*)manifold->getBody1();
|
||||
// btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
int pi=-1;
|
||||
|
||||
for (int p=0;p<sFracturePairs.size();p++)
|
||||
{
|
||||
if (sFracturePairs[p].m_fracObj == m_fractureBodies[j])
|
||||
{
|
||||
pi = p; break;
|
||||
}
|
||||
}
|
||||
|
||||
if (pi<0)
|
||||
{
|
||||
btFracturePair p;
|
||||
p.m_fracObj = m_fractureBodies[j];
|
||||
p.m_contactManifolds.push_back(manifold);
|
||||
sFracturePairs.push_back(p);
|
||||
} else
|
||||
{
|
||||
btAssert(sFracturePairs[pi].m_contactManifolds.findLinearSearch(manifold)==sFracturePairs[pi].m_contactManifolds.size());
|
||||
sFracturePairs[pi].m_contactManifolds.push_back(manifold);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (f1 < m_fractureBodies.size())
|
||||
{
|
||||
int j=f1;
|
||||
{
|
||||
btCollisionObject* colOb = (btCollisionObject*)manifold->getBody0();
|
||||
btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
|
||||
int pi=-1;
|
||||
|
||||
for (int p=0;p<sFracturePairs.size();p++)
|
||||
{
|
||||
if (sFracturePairs[p].m_fracObj == m_fractureBodies[j])
|
||||
{
|
||||
pi = p; break;
|
||||
}
|
||||
}
|
||||
if (pi<0)
|
||||
{
|
||||
btFracturePair p;
|
||||
p.m_fracObj = m_fractureBodies[j];
|
||||
p.m_contactManifolds.push_back( manifold);
|
||||
sFracturePairs.push_back(p);
|
||||
} else
|
||||
{
|
||||
btAssert(sFracturePairs[pi].m_contactManifolds.findLinearSearch(manifold)==sFracturePairs[pi].m_contactManifolds.size());
|
||||
sFracturePairs[pi].m_contactManifolds.push_back(manifold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
//printf("m_fractureBodies size=%d\n",m_fractureBodies.size());
|
||||
//printf("sFracturePairs size=%d\n",sFracturePairs.size());
|
||||
if (!sFracturePairs.size())
|
||||
return;
|
||||
|
||||
|
||||
{
|
||||
// printf("fracturing\n");
|
||||
|
||||
for (int i=0;i<sFracturePairs.size();i++)
|
||||
{
|
||||
//check impulse/displacement at impact
|
||||
|
||||
//weaken/break connections (and propagate breaking)
|
||||
|
||||
//compute connectivity of connected child shapes
|
||||
|
||||
|
||||
if (sFracturePairs[i].m_fracObj->getCollisionShape()->isCompound())
|
||||
{
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
btCompoundShape* oldCompound = (btCompoundShape*)sFracturePairs[i].m_fracObj->getCollisionShape();
|
||||
if (oldCompound->getNumChildShapes()>1)
|
||||
{
|
||||
bool needsBreakingCheck = false;
|
||||
|
||||
|
||||
//weaken/break the connections
|
||||
|
||||
//@todo: propagate along the connection graph
|
||||
for (int j=0;j<sFracturePairs[i].m_contactManifolds.size();j++)
|
||||
{
|
||||
btPersistentManifold* manifold = sFracturePairs[i].m_contactManifolds[j];
|
||||
for (int k=0;k<manifold->getNumContacts();k++)
|
||||
{
|
||||
btManifoldPoint& pt = manifold->getContactPoint(k);
|
||||
if (manifold->getBody0()==sFracturePairs[i].m_fracObj)
|
||||
{
|
||||
for (int f=0;f<sFracturePairs[i].m_fracObj->m_connections.size();f++)
|
||||
{
|
||||
btConnection& connection = sFracturePairs[i].m_fracObj->m_connections[f];
|
||||
if ( (connection.m_childIndex0 == pt.m_index0) ||
|
||||
(connection.m_childIndex1 == pt.m_index0)
|
||||
)
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
if (connection.m_strength<0)
|
||||
{
|
||||
//remove or set to zero
|
||||
connection.m_strength=0.f;
|
||||
needsBreakingCheck = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else
|
||||
{
|
||||
for (int f=0;f<sFracturePairs[i].m_fracObj->m_connections.size();f++)
|
||||
{
|
||||
btConnection& connection = sFracturePairs[i].m_fracObj->m_connections[f];
|
||||
if ( (connection.m_childIndex0 == pt.m_index1) ||
|
||||
(connection.m_childIndex1 == pt.m_index1)
|
||||
)
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
if (connection.m_strength<0)
|
||||
{
|
||||
//remove or set to zero
|
||||
connection.m_strength=0.f;
|
||||
needsBreakingCheck = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (needsBreakingCheck)
|
||||
{
|
||||
breakDisconnectedParts(sFracturePairs[i].m_fracObj);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
sFracturePairs.clear();
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user