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bullet3/src/BulletSoftBody/btDeformableBodySolver.h

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C++

//
// btDeformableBodySolver.h
// BulletSoftBody
//
// Created by Xuchen Han on 7/1/19.
//
#ifndef BT_DEFORMABLE_BODY_SOLVERS_H
#define BT_DEFORMABLE_BODY_SOLVERS_H
#include <iostream>
#include "btSoftBodySolvers.h"
#include "btDeformableBackwardEulerObjective.h"
#include "btDeformableRigidDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraint.h"
struct btCollisionObjectWrapper;
class btDeformableBackwardEulerObjective;
class btDeformableRigidDynamicsWorld;
class btDeformableBodySolver : public btSoftBodySolver
{
using TVStack = btAlignedObjectArray<btVector3>;
protected:
int m_numNodes;
TVStack m_dv;
TVStack m_residual;
btAlignedObjectArray<btSoftBody *> m_softBodySet;
btAlignedObjectArray<btVector3> m_backupVelocity;
btScalar m_dt;
btConjugateGradient<btDeformableBackwardEulerObjective> cg;
public:
btDeformableBackwardEulerObjective* m_objective;
btDeformableBodySolver();
virtual ~btDeformableBodySolver();
virtual SolverTypes getSolverType() const
{
return DEFORMABLE_SOLVER;
}
virtual void updateSoftBodies();
virtual void copyBackToSoftBodies(bool bMove = true) {}
void extracted(float solverdt);
virtual void solveConstraints(float solverdt);
void reinitialize(const btAlignedObjectArray<btSoftBody *>& softBodies);
void setConstraints();
void predictDeformableMotion(btSoftBody* psb, btScalar dt);
void backupVelocity();
void revertVelocity();
void updateVelocity();
bool updateNodes();
void computeStep(TVStack& dv, const TVStack& residual);
virtual void predictMotion(float solverdt);
virtual void copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer) {}
virtual void processCollision(btSoftBody * softBody, const btCollisionObjectWrapper * collisionObjectWrap)
{
softBody->defaultCollisionHandler(collisionObjectWrap);
}
virtual void processCollision(btSoftBody * softBody, btSoftBody * otherSoftBody) {
softBody->defaultCollisionHandler(otherSoftBody);
}
virtual void optimize(btAlignedObjectArray<btSoftBody *> &softBodies, bool forceUpdate = false){}
virtual bool checkInitialized(){return true;}
virtual void setWorld(btDeformableRigidDynamicsWorld* world);
};
#endif /* btDeformableBodySolver_h */