cleaned up FractureDemo, still need to apply the velocity/impulses after the fracture took place
This commit is contained in:
@@ -27,6 +27,10 @@ ADD_EXECUTABLE(AppFractureDemo
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main.cpp
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FractureDemo.cpp
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FractureDemo.h
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btFractureBody.h
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btFractureBody.cpp
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btFractureDynamicsWorld.cpp
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btFractureDynamicsWorld.h
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${BULLET_PHYSICS_SOURCE_DIR}/msvc/bullet.rc
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)
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ELSE()
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@@ -34,6 +38,10 @@ ELSE()
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main.cpp
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FractureDemo.cpp
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FractureDemo.h
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btFractureBody.h
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btFractureBody.cpp
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btFractureDynamicsWorld.cpp
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btFractureDynamicsWorld.h
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)
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ENDIF()
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File diff suppressed because it is too large
Load Diff
138
Demos/FractureDemo/btFractureBody.cpp
Normal file
138
Demos/FractureDemo/btFractureBody.cpp
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@@ -0,0 +1,138 @@
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#include "btFractureBody.h"
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
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void btFractureBody::recomputeConnectivity(btCollisionWorld* world)
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{
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m_connections.clear();
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//@todo use the AABB tree to avoid N^2 checks
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if (getCollisionShape()->isCompound())
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{
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btCompoundShape* compound = (btCompoundShape*)getCollisionShape();
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for (int i=0;i<compound->getNumChildShapes();i++)
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{
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for (int j=i+1;j<compound->getNumChildShapes();j++)
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{
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struct MyContactResultCallback : public btCollisionWorld::ContactResultCallback
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{
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bool m_connected;
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MyContactResultCallback() :m_connected(false)
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{
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}
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virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
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{
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//@todo additional check on cp?
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m_connected = true;
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return 1.f;
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}
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};
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MyContactResultCallback result;
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btCollisionObject obA;
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obA.setWorldTransform(compound->getChildTransform(i));
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obA.setCollisionShape(compound->getChildShape(i));
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btCollisionObject obB;
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obB.setWorldTransform(compound->getChildTransform(j));
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obB.setCollisionShape(compound->getChildShape(j));
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world->contactPairTest(&obA,&obB,result);
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if (result.m_connected)
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{
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btConnection tmp;
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tmp.m_childIndex0 = i;
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tmp.m_childIndex1 = j;
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tmp.m_childShape0 = compound->getChildShape(i);
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tmp.m_childShape1 = compound->getChildShape(j);
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tmp.m_strength = 1.f;//??
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m_connections.push_back(tmp);
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}
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}
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}
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}
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}
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btCompoundShape* btFractureBody::shiftTransformDistributeMass(btCompoundShape* boxCompound,btScalar mass,btTransform& shift)
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{
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btVector3 principalInertia;
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btScalar* masses = new btScalar[boxCompound->getNumChildShapes()];
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for (int j=0;j<boxCompound->getNumChildShapes();j++)
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{
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//evenly distribute mass
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masses[j]=mass/boxCompound->getNumChildShapes();
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}
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return shiftTransform(boxCompound,masses,shift,principalInertia);
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}
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btCompoundShape* btFractureBody::shiftTransform(btCompoundShape* boxCompound,btScalar* masses,btTransform& shift, btVector3& principalInertia)
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{
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btTransform principal;
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boxCompound->calculatePrincipalAxisTransform(masses,principal,principalInertia);
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///create a new compound with world transform/center of mass properly aligned with the principal axis
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///non-recursive compound shapes perform better
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#ifdef USE_RECURSIVE_COMPOUND
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btCompoundShape* newCompound = new btCompoundShape();
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newCompound->addChildShape(principal.inverse(),boxCompound);
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newBoxCompound = newCompound;
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//m_collisionShapes.push_back(newCompound);
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//btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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//btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,newCompound,principalInertia);
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#else
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#ifdef CHANGE_COMPOUND_INPLACE
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newBoxCompound = boxCompound;
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for (int i=0;i<boxCompound->getNumChildShapes();i++)
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{
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btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i);
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///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update
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boxCompound->updateChildTransform(i,newChildTransform);
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}
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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boxCompound->calculateLocalInertia(mass,localInertia);
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#else
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///creation is faster using a new compound to store the shifted children
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btCompoundShape* newBoxCompound = new btCompoundShape();
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for (int i=0;i<boxCompound->getNumChildShapes();i++)
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{
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btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i);
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///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update
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newBoxCompound->addChildShape(newChildTransform,boxCompound->getChildShape(i));
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}
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#endif
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#endif//USE_RECURSIVE_COMPOUND
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shift = principal;
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return newBoxCompound;
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}
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78
Demos/FractureDemo/btFractureBody.h
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78
Demos/FractureDemo/btFractureBody.h
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@@ -0,0 +1,78 @@
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#ifndef BT_FRACTURE_BODY
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#define BT_FRACTURE_BODY
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class btCollisionShape;
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class btDynamicsWorld;
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class btCollisionWorld;
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class btCompoundShape;
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class btManifoldPoint;
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#include "LinearMath/btAlignedObjectArray.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#define CUSTOM_FRACTURE_TYPE (btRigidBody::CO_USER_TYPE+1)
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struct btConnection
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{
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btCollisionShape* m_childShape0;
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btCollisionShape* m_childShape1;
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int m_childIndex0;
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int m_childIndex1;
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btScalar m_strength;
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};
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class btFractureBody : public btRigidBody
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{
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//connections
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public:
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btDynamicsWorld* m_world;
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btAlignedObjectArray<btScalar> m_masses;
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btAlignedObjectArray<btConnection> m_connections;
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btFractureBody( const btRigidBodyConstructionInfo& constructionInfo, btDynamicsWorld* world)
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:btRigidBody(constructionInfo),
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m_world(world)
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{
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m_masses.push_back(constructionInfo.m_mass);
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m_internalType=CUSTOM_FRACTURE_TYPE+CO_RIGID_BODY;
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}
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///btRigidBody constructor for backwards compatibility.
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///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
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btFractureBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia, btScalar* masses, int numMasses, btDynamicsWorld* world)
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:btRigidBody(mass,motionState,collisionShape,localInertia),
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m_world(world)
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{
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for (int i=0;i<numMasses;i++)
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m_masses.push_back(masses[i]);
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m_internalType=CUSTOM_FRACTURE_TYPE+CO_RIGID_BODY;
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}
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void recomputeConnectivity(btCollisionWorld* world);
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static btCompoundShape* shiftTransform(btCompoundShape* boxCompound,btScalar* masses,btTransform& shift, btVector3& principalInertia);
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static btCompoundShape* shiftTransformDistributeMass(btCompoundShape* boxCompound,btScalar mass,btTransform& shift);
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static bool collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1);
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};
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void fractureCallback(btDynamicsWorld* world, btScalar timeStep);
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void glueCallback(btDynamicsWorld* world, btScalar timeStep);
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#endif //BT_FRACTURE_BODY
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636
Demos/FractureDemo/btFractureDynamicsWorld.cpp
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636
Demos/FractureDemo/btFractureDynamicsWorld.cpp
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@@ -0,0 +1,636 @@
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#include "btFractureDynamicsWorld.h"
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#include "btFractureBody.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletCollision/CollisionDispatch/btUnionFind.h"
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btFractureDynamicsWorld::btFractureDynamicsWorld ( btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
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:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
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m_fracturingMode(false)
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{
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}
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void btFractureDynamicsWorld::glueCallback(btScalar timeStep)
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{
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int numManifolds = getDispatcher()->getNumManifolds();
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btUnionFind unionFind;
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int index = 0;
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{
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int i;
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for (i=0;i<getCollisionObjectArray().size(); i++)
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{
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btCollisionObject* collisionObject= getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(collisionObject);
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//Adding filtering here
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#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
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if (!collisionObject->isStaticOrKinematicObject())
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{
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collisionObject->setIslandTag(index++);
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} else
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{
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collisionObject->setIslandTag(-1);
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}
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#else
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collisionObject->setIslandTag(i);
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index=i+1;
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#endif
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}
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}
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unionFind.reset(index);
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int numElem = unionFind.getNumElements();
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for (int i=0;i<numManifolds;i++)
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{
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btPersistentManifold* manifold = getDispatcher()->getManifoldByIndexInternal(i);
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if (!manifold->getNumContacts())
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continue;
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btCollisionObject* colObj0 = (btCollisionObject*)manifold->getBody0();
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btCollisionObject* colObj1 = (btCollisionObject*)manifold->getBody1();
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int tag0 = (colObj0)->getIslandTag();
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int tag1 = (colObj1)->getIslandTag();
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btRigidBody* body0 = btRigidBody::upcast(colObj0);
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btRigidBody* body1 = btRigidBody::upcast(colObj1);
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if (!colObj0->isStaticOrKinematicObject() && !colObj1->isStaticOrKinematicObject())
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{
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unionFind.unite(tag0, tag1);
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}
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}
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numElem = unionFind.getNumElements();
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index=0;
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for (int ai=0;ai<getCollisionObjectArray().size();ai++)
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{
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btCollisionObject* collisionObject= getCollisionObjectArray()[ai];
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if (!collisionObject->isStaticOrKinematicObject())
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{
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int tag = unionFind.find(index);
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collisionObject->setIslandTag( tag);
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//Set the correct object offset in Collision Object Array
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#if STATIC_SIMULATION_ISLAND_OPTIMIZATION
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unionFind.getElement(index).m_sz = ai;
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#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
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index++;
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}
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}
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unionFind.sortIslands();
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int endIslandIndex=1;
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int startIslandIndex;
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btAlignedObjectArray<btCollisionObject*> removedObjects;
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//update the sleeping state for bodies, if all are sleeping
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for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
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{
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int islandId = unionFind.getElement(startIslandIndex).m_id;
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for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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{
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}
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int fractureObjectIndex = -1;
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int numObjects=0;
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = unionFind.getElement(idx).m_sz;
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btCollisionObject* colObj0 = getCollisionObjectArray()[i];
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if (colObj0->getInternalType()& CUSTOM_FRACTURE_TYPE)
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{
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fractureObjectIndex = i;
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}
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btRigidBody* otherObject = btRigidBody::upcast(colObj0);
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if (!otherObject || !otherObject->getInvMass())
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continue;
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numObjects++;
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}
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if (fractureObjectIndex>=0 && numObjects>1)
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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btFractureBody* fracObj = (btFractureBody*)getCollisionObjectArray()[fractureObjectIndex];
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removedObjects.push_back(fracObj);
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m_fractureBodies.remove(fracObj);
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btAlignedObjectArray<btScalar> massArray;
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btScalar totalMass = 0.f;
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btCompoundShape* compound = new btCompoundShape();
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if (fracObj->getCollisionShape()->isCompound())
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{
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btTransform tr;
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tr.setIdentity();
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btCompoundShape* oldCompound = (btCompoundShape*)fracObj->getCollisionShape();
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for (int c=0;c<oldCompound->getNumChildShapes();c++)
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{
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compound->addChildShape(oldCompound->getChildTransform(c),oldCompound->getChildShape(c));
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massArray.push_back(fracObj->m_masses[c]);
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totalMass+=fracObj->m_masses[c];
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}
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} else
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{
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btTransform tr;
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tr.setIdentity();
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compound->addChildShape(tr,fracObj->getCollisionShape());
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massArray.push_back(fracObj->m_masses[0]);
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totalMass+=fracObj->m_masses[0];
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}
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = unionFind.getElement(idx).m_sz;
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if (i==fractureObjectIndex)
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continue;
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btCollisionObject* otherCollider = getCollisionObjectArray()[i];
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btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
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if (!otherObject || !otherObject->getInvMass())
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continue;
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removedObjects.push_back(otherObject);
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m_fractureBodies.remove((btFractureBody*)otherObject);
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btScalar curMass = 1.f/otherObject->getInvMass();
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if (otherObject->getCollisionShape()->isCompound())
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{
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btTransform tr;
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btCompoundShape* oldCompound = (btCompoundShape*)otherObject->getCollisionShape();
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for (int c=0;c<oldCompound->getNumChildShapes();c++)
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{
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tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform()*oldCompound->getChildTransform(c));
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compound->addChildShape(tr,oldCompound->getChildShape(c));
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massArray.push_back(curMass/(btScalar)oldCompound->getNumChildShapes());
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}
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} else
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{
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btTransform tr;
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tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform());
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compound->addChildShape(tr,otherObject->getCollisionShape());
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massArray.push_back(curMass);
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}
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totalMass+=curMass;
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}
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btTransform shift;
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shift.setIdentity();
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btCompoundShape* newCompound = btFractureBody::shiftTransformDistributeMass(compound,totalMass,shift);
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int numChildren = newCompound->getNumChildShapes();
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btAssert(numChildren == massArray.size());
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btVector3 localInertia;
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newCompound->calculateLocalInertia(totalMass,localInertia);
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btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, &massArray[0], numChildren,this);
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newBody->recomputeConnectivity(this);
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newBody->setWorldTransform(fracObj->getWorldTransform()*shift);
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addRigidBody(newBody);
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|
||||
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}
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||||
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}
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||||
//remove the objects from the world at the very end,
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//otherwise the island tags would not match the world collision object array indices anymore
|
||||
while (removedObjects.size())
|
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{
|
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btCollisionObject* otherCollider = removedObjects[removedObjects.size()-1];
|
||||
removedObjects.pop_back();
|
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|
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btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
|
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if (!otherObject || !otherObject->getInvMass())
|
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continue;
|
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removeRigidBody(otherObject);
|
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}
|
||||
|
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}
|
||||
|
||||
|
||||
struct btFracturePair
|
||||
{
|
||||
btFractureBody* m_fracObj;
|
||||
btAlignedObjectArray<btPersistentManifold*> m_contactManifolds;
|
||||
};
|
||||
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
|
||||
{
|
||||
//todo: add some logic
|
||||
|
||||
// save all velocities
|
||||
// 1) that if a fracture object break
|
||||
// 2) revert all velocties
|
||||
// 3) apply impulses for the fracture bodies at the contact locations
|
||||
// 4)and run the constaint solver again
|
||||
|
||||
btDiscreteDynamicsWorld::solveConstraints(solverInfo);
|
||||
|
||||
fractureCallback(solverInfo.m_timeStep);
|
||||
}
|
||||
|
||||
|
||||
void 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);
|
||||
}
|
||||
|
||||
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;
|
||||
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)
|
||||
{
|
||||
addNewBody(fracObj->getWorldTransform(),&masses[0],newCompound);
|
||||
numIslands++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
removeRigidBody(fracObj);//should it also be removed from the array?
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btFracturePair> sFracturePairs;
|
||||
|
||||
if (!m_fracturingMode)
|
||||
{
|
||||
glueCallback(timeStep);
|
||||
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;
|
||||
}
|
||||
|
||||
static float maxImpact = 0;
|
||||
if (totalImpact>maxImpact)
|
||||
maxImpact = totalImpact;
|
||||
|
||||
//some threshold otherwise resting contact would break objects after a while
|
||||
if (totalImpact < 10)
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
48
Demos/FractureDemo/btFractureDynamicsWorld.h
Normal file
48
Demos/FractureDemo/btFractureDynamicsWorld.h
Normal file
@@ -0,0 +1,48 @@
|
||||
#ifndef _BT_FRACTURE_DYNAMICS_WORLD_H
|
||||
#define _BT_FRACTURE_DYNAMICS_WORLD_H
|
||||
|
||||
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
class btFractureBody;
|
||||
class btCompoundShape;
|
||||
class btTransform;
|
||||
|
||||
|
||||
///The btFractureDynamicsWorld class enabled basic glue and fracture of objects.
|
||||
///If/once this implementation is stablized/tested we might merge it into btDiscreteDynamicsWorld and remove the class.
|
||||
class btFractureDynamicsWorld : public btDiscreteDynamicsWorld
|
||||
{
|
||||
btAlignedObjectArray<btFractureBody*> m_fractureBodies;
|
||||
|
||||
bool m_fracturingMode;
|
||||
|
||||
void glueCallback(btScalar timeStep);
|
||||
|
||||
void fractureCallback( btScalar timeStep);
|
||||
|
||||
void addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound);
|
||||
|
||||
void breakDisconnectedParts( btFractureBody* fracObj);
|
||||
|
||||
public:
|
||||
|
||||
btFractureDynamicsWorld ( btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body);
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body);
|
||||
|
||||
void solveConstraints(btContactSolverInfo& solverInfo);
|
||||
|
||||
///either fracture or glue (!fracture)
|
||||
void setFractureMode(bool fracture)
|
||||
{
|
||||
m_fracturingMode = fracture;
|
||||
}
|
||||
|
||||
bool getFractureMode() const { return m_fracturingMode;}
|
||||
};
|
||||
|
||||
#endif //_BT_FRACTURE_DYNAMICS_WORLD_H
|
||||
|
||||
Reference in New Issue
Block a user