Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
@@ -5,17 +5,14 @@
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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(true)
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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(true)
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{
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}
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void btFractureDynamicsWorld::glueCallback()
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{
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int numManifolds = getDispatcher()->getNumManifolds();
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///first build the islands based on axis aligned bounding box overlap
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@@ -24,24 +21,24 @@ void btFractureDynamicsWorld::glueCallback()
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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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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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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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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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index = i + 1;
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#endif
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}
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}
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@@ -50,20 +47,20 @@ void btFractureDynamicsWorld::glueCallback()
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int numElem = unionFind.getNumElements();
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for (int i=0;i<numManifolds;i++)
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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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btScalar minDist = 1e30f;
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for (int v=0;v<manifold->getNumContacts();v++)
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for (int v = 0; v < manifold->getNumContacts(); v++)
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{
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minDist = btMin(minDist,manifold->getContactPoint(v).getDistance());
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minDist = btMin(minDist, manifold->getContactPoint(v).getDistance());
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}
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if (minDist>0.)
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if (minDist > 0.)
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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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@@ -71,65 +68,57 @@ void btFractureDynamicsWorld::glueCallback()
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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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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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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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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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#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 endIslandIndex = 1;
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int startIslandIndex;
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btAlignedObjectArray<btCollisionObject*> removedObjects;
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///iterate over all islands
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for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
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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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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 numObjects = 0;
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;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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if (colObj0->getInternalType() & CUSTOM_FRACTURE_TYPE)
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{
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fractureObjectIndex = i;
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}
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@@ -140,9 +129,8 @@ void btFractureDynamicsWorld::glueCallback()
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}
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///Then for each island that contains at least two objects and one fracture object
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if (fractureObjectIndex>=0 && numObjects>1)
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if (fractureObjectIndex >= 0 && numObjects > 1)
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{
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btFractureBody* fracObj = (btFractureBody*)getCollisionObjectArray()[fractureObjectIndex];
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///glueing objects means creating a new compound and removing the old objects
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@@ -155,40 +143,38 @@ void btFractureDynamicsWorld::glueCallback()
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btAlignedObjectArray<btVector3> oldImpulses;
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btAlignedObjectArray<btVector3> oldCenterOfMassesWS;
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oldImpulses.push_back(fracObj->getLinearVelocity()/1./fracObj->getInvMass());
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oldImpulses.push_back(fracObj->getLinearVelocity() / 1. / fracObj->getInvMass());
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oldCenterOfMassesWS.push_back(fracObj->getCenterOfMassPosition());
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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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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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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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totalMass += fracObj->m_masses[c];
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}
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} else
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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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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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totalMass += fracObj->m_masses[0];
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}
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for (idx=startIslandIndex;idx<endIslandIndex;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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if (i==fractureObjectIndex)
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if (i == fractureObjectIndex)
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continue;
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btCollisionObject* otherCollider = getCollisionObjectArray()[i];
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@@ -199,73 +185,65 @@ void btFractureDynamicsWorld::glueCallback()
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if (!otherObject || !otherObject->getInvMass())
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continue;
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oldImpulses.push_back(otherObject->getLinearVelocity()*(1.f/otherObject->getInvMass()));
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oldImpulses.push_back(otherObject->getLinearVelocity() * (1.f / otherObject->getInvMass()));
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oldCenterOfMassesWS.push_back(otherObject->getCenterOfMassPosition());
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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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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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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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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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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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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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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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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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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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newBody->setWorldTransform(fracObj->getWorldTransform() * shift);
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//now the linear/angular velocity is still zero, apply the impulses
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for (int i=0;i<oldImpulses.size();i++)
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for (int i = 0; i < oldImpulses.size(); i++)
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{
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btVector3 rel_pos = oldCenterOfMassesWS[i]-newBody->getCenterOfMassPosition();
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btVector3 rel_pos = oldCenterOfMassesWS[i] - newBody->getCenterOfMassPosition();
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const btVector3& imp = oldImpulses[i];
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newBody->applyImpulse(imp, rel_pos);
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}
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addRigidBody(newBody);
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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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//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
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while (removedObjects.size())
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{
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btCollisionObject* otherCollider = removedObjects[removedObjects.size()-1];
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btCollisionObject* otherCollider = removedObjects[removedObjects.size() - 1];
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removedObjects.pop_back();
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btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
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@@ -273,18 +251,14 @@ void btFractureDynamicsWorld::glueCallback()
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continue;
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removeRigidBody(otherObject);
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}
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}
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struct btFracturePair
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struct btFracturePair
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{
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btFractureBody* m_fracObj;
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btAlignedObjectArray<btPersistentManifold*> m_contactManifolds;
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btAlignedObjectArray<btPersistentManifold*> m_contactManifolds;
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};
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void btFractureDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
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{
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// todo: after fracture we should run the solver again for better realism
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@@ -299,24 +273,24 @@ void btFractureDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
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fractureCallback();
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}
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btFractureBody* btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound)
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btFractureBody* btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform, btScalar* masses, btCompoundShape* oldCompound)
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{
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int i;
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btTransform shift;
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shift.setIdentity();
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btVector3 localInertia;
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btCompoundShape* newCompound = btFractureBody::shiftTransform(oldCompound,masses,shift,localInertia);
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btCompoundShape* newCompound = btFractureBody::shiftTransform(oldCompound, masses, shift, localInertia);
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btScalar totalMass = 0;
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for (i=0;i<newCompound->getNumChildShapes();i++)
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for (i = 0; i < newCompound->getNumChildShapes(); i++)
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totalMass += masses[i];
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//newCompound->calculateLocalInertia(totalMass,localInertia);
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btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, masses,newCompound->getNumChildShapes(), this);
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btFractureBody* newBody = new btFractureBody(totalMass, 0, newCompound, localInertia, masses, newCompound->getNumChildShapes(), this);
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newBody->recomputeConnectivity(this);
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newBody->setCollisionFlags(newBody->getCollisionFlags()|btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
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newBody->setWorldTransform(oldTransform*shift);
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newBody->setCollisionFlags(newBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
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newBody->setWorldTransform(oldTransform * shift);
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addRigidBody(newBody);
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return newBody;
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}
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@@ -331,40 +305,37 @@ void btFractureDynamicsWorld::addRigidBody(btRigidBody* body)
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btDiscreteDynamicsWorld::addRigidBody(body);
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}
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void btFractureDynamicsWorld::removeRigidBody(btRigidBody* body)
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void btFractureDynamicsWorld::removeRigidBody(btRigidBody* body)
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{
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if (body->getInternalType() & CUSTOM_FRACTURE_TYPE)
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{
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btFractureBody* fbody = (btFractureBody*)body;
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btAlignedObjectArray<btTypedConstraint*> tmpConstraints;
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for (int i=0;i<fbody->getNumConstraintRefs();i++)
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for (int i = 0; i < fbody->getNumConstraintRefs(); i++)
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{
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tmpConstraints.push_back(fbody->getConstraintRef(i));
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}
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//remove all constraints attached to this rigid body too
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for (int i=0;i<tmpConstraints.size();i++)
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//remove all constraints attached to this rigid body too
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for (int i = 0; i < tmpConstraints.size(); i++)
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btDiscreteDynamicsWorld::removeConstraint(tmpConstraints[i]);
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m_fractureBodies.remove(fbody);
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}
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||||
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||||
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btDiscreteDynamicsWorld::removeRigidBody(body);
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}
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void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
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void btFractureDynamicsWorld::breakDisconnectedParts(btFractureBody* fracObj)
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{
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|
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if (!fracObj->getCollisionShape()->isCompound())
|
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return;
|
||||
|
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btCompoundShape* compound = (btCompoundShape*)fracObj->getCollisionShape();
|
||||
int numChildren = compound->getNumChildShapes();
|
||||
|
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if (numChildren<=1)
|
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if (numChildren <= 1)
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return;
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//compute connectivity
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@@ -373,19 +344,19 @@ void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
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btAlignedObjectArray<int> tags;
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tags.resize(numChildren);
|
||||
int i, index = 0;
|
||||
for ( i=0;i<numChildren;i++)
|
||||
for (i = 0; i < numChildren; i++)
|
||||
{
|
||||
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
tags[i] = index++;
|
||||
#else
|
||||
tags[i] = i;
|
||||
index=i+1;
|
||||
index = i + 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
unionFind.reset(index);
|
||||
int numElem = unionFind.getNumElements();
|
||||
for (i=0;i<fracObj->m_connections.size();i++)
|
||||
for (i = 0; i < fracObj->m_connections.size(); i++)
|
||||
{
|
||||
btConnection& connection = fracObj->m_connections[i];
|
||||
if (connection.m_strength > 0.)
|
||||
@@ -397,53 +368,52 @@ void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
|
||||
}
|
||||
numElem = unionFind.getNumElements();
|
||||
|
||||
index=0;
|
||||
for (int ai=0;ai<numChildren;ai++)
|
||||
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
|
||||
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
|
||||
index++;
|
||||
}
|
||||
unionFind.sortIslands();
|
||||
|
||||
int endIslandIndex=1;
|
||||
int endIslandIndex = 1;
|
||||
int startIslandIndex;
|
||||
|
||||
btAlignedObjectArray<btCollisionObject*> removedObjects;
|
||||
|
||||
int numIslands = 0;
|
||||
|
||||
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
|
||||
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++)
|
||||
for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
|
||||
{
|
||||
}
|
||||
|
||||
// int fractureObjectIndex = -1;
|
||||
|
||||
int numShapes=0;
|
||||
// int fractureObjectIndex = -1;
|
||||
|
||||
int numShapes = 0;
|
||||
|
||||
btCompoundShape* newCompound = new btCompoundShape();
|
||||
btAlignedObjectArray<btScalar> masses;
|
||||
|
||||
int idx;
|
||||
for (idx=startIslandIndex;idx<endIslandIndex;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));
|
||||
// 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);
|
||||
btFractureBody* newBody = addNewBody(fracObj->getWorldTransform(), &masses[0], newCompound);
|
||||
newBody->setLinearVelocity(fracObj->getLinearVelocity());
|
||||
newBody->setAngularVelocity(fracObj->getAngularVelocity());
|
||||
|
||||
@@ -451,21 +421,13 @@ void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
removeRigidBody(fracObj);//should it also be removed from the array?
|
||||
|
||||
|
||||
removeRigidBody(fracObj); //should it also be removed from the array?
|
||||
}
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::fractureCallback( )
|
||||
void btFractureDynamicsWorld::fractureCallback()
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btFracturePair> sFracturePairs;
|
||||
|
||||
if (!m_fracturingMode)
|
||||
@@ -478,24 +440,22 @@ void btFractureDynamicsWorld::fractureCallback( )
|
||||
|
||||
sFracturePairs.clear();
|
||||
|
||||
|
||||
for (int i=0;i<numManifolds;i++)
|
||||
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++)
|
||||
for (int p = 0; p < manifold->getNumContacts(); p++)
|
||||
{
|
||||
totalImpact += manifold->getContactPoint(p).m_appliedImpulse;
|
||||
}
|
||||
|
||||
|
||||
// printf("totalImpact=%f\n",totalImpact);
|
||||
// printf("totalImpact=%f\n",totalImpact);
|
||||
|
||||
static float maxImpact = 0;
|
||||
if (totalImpact>maxImpact)
|
||||
if (totalImpact > maxImpact)
|
||||
maxImpact = totalImpact;
|
||||
|
||||
//some threshold otherwise resting contact would break objects after a while
|
||||
@@ -504,17 +464,16 @@ void btFractureDynamicsWorld::fractureCallback( )
|
||||
|
||||
// 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
|
||||
//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
|
||||
//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
|
||||
|
||||
@@ -524,68 +483,69 @@ void btFractureDynamicsWorld::fractureCallback( )
|
||||
if (f0 == f1 == m_fractureBodies.size())
|
||||
continue;
|
||||
|
||||
|
||||
if (f0<m_fractureBodies.size())
|
||||
if (f0 < m_fractureBodies.size())
|
||||
{
|
||||
int j=f0;
|
||||
int j = f0;
|
||||
|
||||
// btCollisionObject* colOb = (btCollisionObject*)manifold->getBody1();
|
||||
// btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// btCollisionObject* colOb = (btCollisionObject*)manifold->getBody1();
|
||||
// btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
int pi=-1;
|
||||
int pi = -1;
|
||||
|
||||
for (int p=0;p<sFracturePairs.size();p++)
|
||||
for (int p = 0; p < sFracturePairs.size(); p++)
|
||||
{
|
||||
if (sFracturePairs[p].m_fracObj == m_fractureBodies[j])
|
||||
{
|
||||
pi = p; break;
|
||||
pi = p;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (pi<0)
|
||||
if (pi < 0)
|
||||
{
|
||||
btFracturePair p;
|
||||
p.m_fracObj = m_fractureBodies[j];
|
||||
p.m_contactManifolds.push_back(manifold);
|
||||
sFracturePairs.push_back(p);
|
||||
} else
|
||||
}
|
||||
else
|
||||
{
|
||||
btAssert(sFracturePairs[pi].m_contactManifolds.findLinearSearch(manifold)==sFracturePairs[pi].m_contactManifolds.size());
|
||||
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;
|
||||
int j = f1;
|
||||
{
|
||||
//btCollisionObject* colOb = (btCollisionObject*)manifold->getBody0();
|
||||
//btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
int pi = -1;
|
||||
|
||||
int pi=-1;
|
||||
|
||||
for (int p=0;p<sFracturePairs.size();p++)
|
||||
for (int p = 0; p < sFracturePairs.size(); p++)
|
||||
{
|
||||
if (sFracturePairs[p].m_fracObj == m_fractureBodies[j])
|
||||
{
|
||||
pi = p; break;
|
||||
pi = p;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (pi<0)
|
||||
if (pi < 0)
|
||||
{
|
||||
btFracturePair p;
|
||||
p.m_fracObj = m_fractureBodies[j];
|
||||
p.m_contactManifolds.push_back( manifold);
|
||||
p.m_contactManifolds.push_back(manifold);
|
||||
sFracturePairs.push_back(p);
|
||||
} else
|
||||
}
|
||||
else
|
||||
{
|
||||
btAssert(sFracturePairs[pi].m_contactManifolds.findLinearSearch(manifold)==sFracturePairs[pi].m_contactManifolds.size());
|
||||
btAssert(sFracturePairs[pi].m_contactManifolds.findLinearSearch(manifold) == sFracturePairs[pi].m_contactManifolds.size());
|
||||
sFracturePairs[pi].m_contactManifolds.push_back(manifold);
|
||||
}
|
||||
}
|
||||
@@ -599,11 +559,10 @@ void btFractureDynamicsWorld::fractureCallback( )
|
||||
if (!sFracturePairs.size())
|
||||
return;
|
||||
|
||||
|
||||
{
|
||||
// printf("fracturing\n");
|
||||
|
||||
for (int i=0;i<sFracturePairs.size();i++)
|
||||
for (int i = 0; i < sFracturePairs.size(); i++)
|
||||
{
|
||||
//check impulse/displacement at impact
|
||||
|
||||
@@ -611,58 +570,55 @@ void btFractureDynamicsWorld::fractureCallback( )
|
||||
|
||||
//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)
|
||||
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++)
|
||||
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++)
|
||||
for (int k = 0; k < manifold->getNumContacts(); k++)
|
||||
{
|
||||
btManifoldPoint& pt = manifold->getContactPoint(k);
|
||||
if (manifold->getBody0()==sFracturePairs[i].m_fracObj)
|
||||
if (manifold->getBody0() == sFracturePairs[i].m_fracObj)
|
||||
{
|
||||
for (int f=0;f<sFracturePairs[i].m_fracObj->m_connections.size();f++)
|
||||
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)
|
||||
)
|
||||
if ((connection.m_childIndex0 == pt.m_index0) ||
|
||||
(connection.m_childIndex1 == pt.m_index0))
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
if (connection.m_strength<0)
|
||||
if (connection.m_strength < 0)
|
||||
{
|
||||
//remove or set to zero
|
||||
connection.m_strength=0.f;
|
||||
connection.m_strength = 0.f;
|
||||
needsBreakingCheck = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int f=0;f<sFracturePairs[i].m_fracObj->m_connections.size();f++)
|
||||
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)
|
||||
)
|
||||
if ((connection.m_childIndex0 == pt.m_index1) ||
|
||||
(connection.m_childIndex1 == pt.m_index1))
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
if (connection.m_strength<0)
|
||||
if (connection.m_strength < 0)
|
||||
{
|
||||
//remove or set to zero
|
||||
connection.m_strength=0.f;
|
||||
connection.m_strength = 0.f;
|
||||
needsBreakingCheck = true;
|
||||
}
|
||||
}
|
||||
@@ -676,13 +632,9 @@ void btFractureDynamicsWorld::fractureCallback( )
|
||||
breakDisconnectedParts(sFracturePairs[i].m_fracObj);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
sFracturePairs.clear();
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user