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bullet3/src/BulletSoftBody/btBackwardEulerObjective.h

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//
// btBackwardEulerObjective.h
// BulletSoftBody
//
// Created by Xuchen Han on 7/1/19.
//
#ifndef BT_BACKWARD_EULER_OBJECTIVE_H
#define BT_BACKWARD_EULER_OBJECTIVE_H
#include <functional>
#include "btConjugateGradient.h"
#include "btLagrangianForce.h"
#include "btMassSpring.h"
#include "btContactProjection.h"
#include "btDeformableRigidDynamicsWorld.h"
class btDeformableRigidDynamicsWorld;
class btBackwardEulerObjective
{
public:
using TVStack = btAlignedObjectArray<btVector3>;
struct DefaultPreconditioner
{
void operator()(const TVStack& x, TVStack& b)
{
btAssert(b.size() == x.size());
for (int i = 0; i < b.size(); ++i)
b[i] = x[i];
}
};
btScalar m_dt;
btConjugateGradient<btBackwardEulerObjective> cg;
btDeformableRigidDynamicsWorld* m_world;
btAlignedObjectArray<btLagrangianForce*> m_lf;
btAlignedObjectArray<btSoftBody *>& m_softBodies;
std::function<void(const TVStack&, TVStack&)> precondition;
btContactProjection projection;
const TVStack& m_backupVelocity;
btBackwardEulerObjective(btAlignedObjectArray<btSoftBody *>& softBodies, const TVStack& backup_v);
virtual ~btBackwardEulerObjective() {}
void initialize(){}
void computeResidual(btScalar dt, TVStack& residual) const
{
// gravity is treated explicitly in predictUnconstraintMotion
// add force
for (int i = 0; i < m_lf.size(); ++i)
{
m_lf[i]->addScaledForce(dt, residual);
}
}
btScalar computeNorm(const TVStack& residual) const
{
btScalar norm_squared = 0;
for (int i = 0; i < residual.size(); ++i)
{
norm_squared += residual[i].length2();
}
return std::sqrt(norm_squared);
}
void computeStep(TVStack& dv, const TVStack& residual, const btScalar& dt);
void multiply(const TVStack& x, TVStack& b) const;
void updateProjection(const TVStack& dv)
{
projection.update(dv, m_backupVelocity);
}
void reinitialize(bool nodeUpdated);
void enforceConstraint(TVStack& x)
{
projection.enforceConstraint(x);
updateVelocity(x);
}
void updateVelocity(const TVStack& dv);
void setConstraintDirections()
{
projection.setConstraintDirections();
}
void project(TVStack& r, const TVStack& dv)
{
updateProjection(dv);
projection(r);
}
template <class Func>
void setPreconditioner(Func preconditioner_func)
{
precondition = preconditioner_func;
}
virtual void setWorld(btDeformableRigidDynamicsWorld* world)
{
m_world = world;
projection.setWorld(world);
}
};
#endif /* btBackwardEulerObjective_h */