Files
bullet3/Demos/FractureDemo/btFractureBody.cpp
erwin.coumans 60bf599246 perform GrahamScanConvexHull2D around an arbitrary oriented 2D plane in 3D, to fix some convex hull face merging problems
add compound shape support to BulletXmlWorldImporter and fix some compile issue under Debian (hopefully)
object picking change in the demos: create a ball-socket picking constraint when holding shift while mouse dragging, otherwise a fixed (6dof) constraint
add assert in constraint solver, when both objects have their inertia tensor rows set to zero
btPolyhedralContactClipping: add edge-edge contact point in  findSeparatingAxis (similar to the default GJK case)
2012-09-28 07:14:48 +00:00

140 lines
4.2 KiB
C++

#include "btFractureBody.h"
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
void btFractureBody::recomputeConnectivity(btCollisionWorld* world)
{
m_connections.clear();
//@todo use the AABB tree to avoid N^2 checks
if (getCollisionShape()->isCompound())
{
btCompoundShape* compound = (btCompoundShape*)getCollisionShape();
for (int i=0;i<compound->getNumChildShapes();i++)
{
for (int j=i+1;j<compound->getNumChildShapes();j++)
{
struct MyContactResultCallback : public btCollisionWorld::ContactResultCallback
{
bool m_connected;
btScalar m_margin;
MyContactResultCallback() :m_connected(false),m_margin(0.05)
{
}
virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
{
if (cp.getDistance()<=m_margin)
m_connected = true;
return 1.f;
}
};
MyContactResultCallback result;
btCollisionObject obA;
obA.setWorldTransform(compound->getChildTransform(i));
obA.setCollisionShape(compound->getChildShape(i));
btCollisionObject obB;
obB.setWorldTransform(compound->getChildTransform(j));
obB.setCollisionShape(compound->getChildShape(j));
world->contactPairTest(&obA,&obB,result);
if (result.m_connected)
{
btConnection tmp;
tmp.m_childIndex0 = i;
tmp.m_childIndex1 = j;
tmp.m_childShape0 = compound->getChildShape(i);
tmp.m_childShape1 = compound->getChildShape(j);
tmp.m_strength = 1.f;//??
m_connections.push_back(tmp);
}
}
}
}
}
btCompoundShape* btFractureBody::shiftTransformDistributeMass(btCompoundShape* boxCompound,btScalar mass,btTransform& shift)
{
btVector3 principalInertia;
btScalar* masses = new btScalar[boxCompound->getNumChildShapes()];
for (int j=0;j<boxCompound->getNumChildShapes();j++)
{
//evenly distribute mass
masses[j]=mass/boxCompound->getNumChildShapes();
}
return shiftTransform(boxCompound,masses,shift,principalInertia);
}
btCompoundShape* btFractureBody::shiftTransform(btCompoundShape* boxCompound,btScalar* masses,btTransform& shift, btVector3& principalInertia)
{
btTransform principal;
boxCompound->calculatePrincipalAxisTransform(masses,principal,principalInertia);
///create a new compound with world transform/center of mass properly aligned with the principal axis
///non-recursive compound shapes perform better
#ifdef USE_RECURSIVE_COMPOUND
btCompoundShape* newCompound = new btCompoundShape();
newCompound->addChildShape(principal.inverse(),boxCompound);
newBoxCompound = newCompound;
//m_collisionShapes.push_back(newCompound);
//btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
//btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,newCompound,principalInertia);
#else
#ifdef CHANGE_COMPOUND_INPLACE
newBoxCompound = boxCompound;
for (int i=0;i<boxCompound->getNumChildShapes();i++)
{
btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i);
///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update
boxCompound->updateChildTransform(i,newChildTransform);
}
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
boxCompound->calculateLocalInertia(mass,localInertia);
#else
///creation is faster using a new compound to store the shifted children
btCompoundShape* newBoxCompound = new btCompoundShape();
for (int i=0;i<boxCompound->getNumChildShapes();i++)
{
btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i);
///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update
newBoxCompound->addChildShape(newChildTransform,boxCompound->getChildShape(i));
}
#endif
#endif//USE_RECURSIVE_COMPOUND
shift = principal;
return newBoxCompound;
}