forked from bartvdbraak/blender
support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects.
This commit is contained in:
parent
a1bef84ea8
commit
9d3c77ec62
@ -19,7 +19,8 @@ subject to the following restrictions:
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btTriangleMesh::btTriangleMesh (bool use32bitIndices,bool use4componentVertices)
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:m_use32bitIndices(use32bitIndices),
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m_use4componentVertices(use4componentVertices)
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m_use4componentVertices(use4componentVertices),
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m_weldingThreshold(0.0)
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{
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btIndexedMesh meshIndex;
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meshIndex.m_numTriangles = 0;
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@ -60,49 +61,66 @@ m_use4componentVertices(use4componentVertices)
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}
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void btTriangleMesh::addIndex(int index)
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{
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if (m_use32bitIndices)
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{
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m_32bitIndices.push_back(index);
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m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0];
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} else
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{
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m_16bitIndices.push_back(index);
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m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0];
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}
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}
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int btTriangleMesh::findOrAddVertex(const btVector3& vertex)
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{
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//return index of new/existing vertex
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//todo: could use acceleration structure for this
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if (m_use4componentVertices)
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{
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for (int i=0;i< m_4componentVertices.size();i++)
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{
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if ((m_4componentVertices[i]-vertex).length2() <= m_weldingThreshold)
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{
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return i;
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}
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}
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m_indexedMeshes[0].m_numVertices++;
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m_4componentVertices.push_back(vertex);
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
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return m_4componentVertices.size()-1;
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} else
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{
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for (int i=0;i< m_3componentVertices.size();i+=3)
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{
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btVector3 vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]);
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if ((vtx-vertex).length2() <= m_weldingThreshold)
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{
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return i/3;
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}
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}
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m_3componentVertices.push_back(vertex.getX());
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m_3componentVertices.push_back(vertex.getY());
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m_3componentVertices.push_back(vertex.getZ());
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m_indexedMeshes[0].m_numVertices++;
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
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return (m_3componentVertices.size()/3)-1;
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}
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}
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void btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2)
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{
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m_indexedMeshes[0].m_numTriangles++;
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m_indexedMeshes[0].m_numVertices+=3;
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if (m_use4componentVertices)
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{
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m_4componentVertices.push_back(vertex0);
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m_4componentVertices.push_back(vertex1);
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m_4componentVertices.push_back(vertex2);
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
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} else
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{
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m_3componentVertices.push_back(vertex0.getX());
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m_3componentVertices.push_back(vertex0.getY());
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m_3componentVertices.push_back(vertex0.getZ());
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m_3componentVertices.push_back(vertex1.getX());
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m_3componentVertices.push_back(vertex1.getY());
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m_3componentVertices.push_back(vertex1.getZ());
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m_3componentVertices.push_back(vertex2.getX());
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m_3componentVertices.push_back(vertex2.getY());
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m_3componentVertices.push_back(vertex2.getZ());
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
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}
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if (m_use32bitIndices)
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{
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int curIndex = m_32bitIndices.size();
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m_32bitIndices.push_back(curIndex++);
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m_32bitIndices.push_back(curIndex++);
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m_32bitIndices.push_back(curIndex++);
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m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0];
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} else
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{
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short curIndex = static_cast<short>(m_16bitIndices.size());
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m_16bitIndices.push_back(curIndex++);
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m_16bitIndices.push_back(curIndex++);
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m_16bitIndices.push_back(curIndex++);
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m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0];
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}
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addIndex(findOrAddVertex(vertex0));
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addIndex(findOrAddVertex(vertex1));
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addIndex(findOrAddVertex(vertex2));
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}
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int btTriangleMesh::getNumTriangles() const
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@ -25,6 +25,7 @@ subject to the following restrictions:
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///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
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///If you want to share triangle/index data between graphics mesh and collision mesh (btBvhTriangleMeshShape), you can directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface.
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///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
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///It has a brute-force option to weld together closeby vertices.
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class btTriangleMesh : public btTriangleIndexVertexArray
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{
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btAlignedObjectArray<btVector3> m_4componentVertices;
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@ -34,11 +35,16 @@ class btTriangleMesh : public btTriangleIndexVertexArray
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btAlignedObjectArray<unsigned short int> m_16bitIndices;
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bool m_use32bitIndices;
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bool m_use4componentVertices;
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public:
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btScalar m_weldingThreshold;
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btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
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int findOrAddVertex(const btVector3& vertex);
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void addIndex(int index);
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bool getUse32bitIndices() const
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{
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return m_use32bitIndices;
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@ -881,6 +881,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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{
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shapeInfo->SetMesh(meshobj, false,false);
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}
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if (objprop->m_softbody)
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shapeInfo->setVertexWeldingThreshold(0.01f); //todo: expose this to the UI
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bm = shapeInfo->CreateBulletShape();
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//no moving concave meshes, so don't bother calculating inertia
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//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
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@ -160,9 +160,9 @@ void CcdPhysicsController::CreateRigidbody()
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//disable soft body until first sneak preview is ready
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if (m_cci.m_bSoft && m_cci.m_collisionShape &&
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(shapeType == CONVEX_HULL_SHAPE_PROXYTYPE))
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//(shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
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//(shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)))
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(shapeType == CONVEX_HULL_SHAPE_PROXYTYPE)|
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(shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
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(shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE))
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{
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btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
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rbci.m_linearDamping = m_cci.m_linearDamping;
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@ -221,57 +221,7 @@ void CcdPhysicsController::CreateRigidbody()
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psb->appendFace(idx[0],idx[1],idx[2]);
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}
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///create a mapping between graphics mesh vertices and soft body vertices
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{
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RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
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if (rasMesh && !m_softbodyMappingDone)
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{
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//printf("apply\n");
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RAS_MeshSlot::iterator it;
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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size_t i;
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//for each material
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for (int m=0;m<rasMesh->NumMaterials();m++)
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{
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// The vertex cache can only be updated for this deformer:
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// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
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// share the same mesh (=the same cache). As the rendering is done per polymaterial
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// cycling through the objects, the entire mesh cache cannot be updated in one shot.
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mmat = rasMesh->GetMeshMaterial(m);
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slot = mmat->m_baseslot;
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for(slot->begin(it); !slot->end(it); slot->next(it))
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{
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int index = 0;
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for(i=it.startvertex; i<it.endvertex; i++,index++)
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{
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RAS_TexVert* vertex = &it.vertex[i];
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//search closest index, and store it in vertex
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vertex->setSoftBodyIndex(0);
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btScalar maxDistSqr = 1e30;
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btSoftBody::tNodeArray& nodes(psb->m_nodes);
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btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
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for (int n=0;n<nodes.size();n++)
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{
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btScalar distSqr = (nodes[n].m_x - xyz).length2();
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if (distSqr<maxDistSqr)
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{
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maxDistSqr = distSqr;
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vertex->setSoftBodyIndex(n);
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}
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}
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}
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}
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}
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}
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}
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hlib.ReleaseResult(hres);
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@ -285,7 +235,9 @@ void CcdPhysicsController::CreateRigidbody()
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} else
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{
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/*
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btSoftBodyWorldInfo& sbi= softDynaWorld->getWorldInfo();
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if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
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@ -328,16 +280,15 @@ void CcdPhysicsController::CreateRigidbody()
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//psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
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}
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*/
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}
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m_softbodyMappingDone = true;
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m_object = psb;
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//psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+ btSoftBody::fCollision::CL_RS;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::CL_SS;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::VF_SS;//CL_SS;
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//psb->m_cfg.collisions = btSoftBody::fCollision::CL_SS + btSoftBody::fCollision::CL_RS;
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//btSoftBody::Material* pm=psb->appendMaterial();
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@ -352,10 +303,10 @@ void CcdPhysicsController::CreateRigidbody()
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//pm->m_kAST = 0.01f;
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//pm->m_kVST = 0.001f;
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psb->generateBendingConstraints(2,pm);
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//psb->m_cfg.piterations = 4;
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//psb->m_cfg.viterations = 4;
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//psb->m_cfg.diterations = 4;
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//psb->m_cfg.citerations = 4;
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psb->m_cfg.piterations = 4;
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psb->m_cfg.viterations = 4;
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psb->m_cfg.diterations = 4;
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psb->m_cfg.citerations = 4;
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if (m_cci.m_gamesoftFlag & 2)//OB_SB_GOAL)
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{
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psb->setPose(false,true);//
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@ -365,7 +316,7 @@ void CcdPhysicsController::CreateRigidbody()
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}
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psb->m_cfg.kDF = 0.5;
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psb->m_cfg.kMT = 0.05;
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//psb->m_cfg.kMT = 0.05;
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psb->m_cfg.piterations = 5;
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psb->m_cfg.piterations = 5;
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@ -392,8 +343,72 @@ void CcdPhysicsController::CreateRigidbody()
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//psb->m_materials[0]->m_kLST = 0.1+(i/(btScalar)(n-1))*0.9;
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psb->setTotalMass(m_cci.m_mass);
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psb->generateClusters(8);//(64);
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psb->generateClusters(64);
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psb->setCollisionFlags(0);
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///create a mapping between graphics mesh vertices and soft body vertices
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{
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RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
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if (rasMesh && !m_softbodyMappingDone)
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{
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//printf("apply\n");
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RAS_MeshSlot::iterator it;
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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size_t i;
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//for each material
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for (int m=0;m<rasMesh->NumMaterials();m++)
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{
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// The vertex cache can only be updated for this deformer:
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// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
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// share the same mesh (=the same cache). As the rendering is done per polymaterial
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// cycling through the objects, the entire mesh cache cannot be updated in one shot.
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mmat = rasMesh->GetMeshMaterial(m);
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slot = mmat->m_baseslot;
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for(slot->begin(it); !slot->end(it); slot->next(it))
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{
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int index = 0;
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for(i=it.startvertex; i<it.endvertex; i++,index++)
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{
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RAS_TexVert* vertex = &it.vertex[i];
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//search closest index, and store it in vertex
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vertex->setSoftBodyIndex(0);
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btScalar maxDistSqr = 1e30;
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btSoftBody::tNodeArray& nodes(psb->m_nodes);
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btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
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for (int n=0;n<nodes.size();n++)
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{
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btScalar distSqr = (nodes[n].m_x - xyz).length2();
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if (distSqr<maxDistSqr)
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{
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maxDistSqr = distSqr;
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vertex->setSoftBodyIndex(n);
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}
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}
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}
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}
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}
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}
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}
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m_softbodyMappingDone = true;
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// m_object->setCollisionShape(rbci.m_collisionShape);
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btTransform startTrans;
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@ -1391,6 +1406,8 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
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if (m_useGimpact)
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{
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collisionMeshData = new btTriangleMesh();
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// m_vertexArray is necessarily a multiple of 3
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for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
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{
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@ -1405,7 +1422,9 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
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{
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if (!m_unscaledShape)
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{
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collisionMeshData = new btTriangleMesh();
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collisionMeshData = new btTriangleMesh(true,false);
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collisionMeshData->m_weldingThreshold = m_weldingThreshold;
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// m_vertexArray is necessarily a multiple of 3
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for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
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{
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@ -43,6 +43,8 @@ class btCollisionShape;
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class CcdShapeConstructionInfo
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{
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public:
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static CcdShapeConstructionInfo* FindMesh(RAS_MeshObject* mesh, bool polytope);
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CcdShapeConstructionInfo() :
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@ -54,7 +56,8 @@ public:
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m_refCount(1),
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m_meshObject(NULL),
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m_unscaledShape(NULL),
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m_useGimpact(false)
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m_useGimpact(false),
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m_weldingThreshold(0.f)
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{
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m_childTrans.setIdentity();
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}
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@ -111,6 +114,14 @@ public:
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// original mesh that correspond to shape triangles.
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// only set for concave mesh shape.
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void setVertexWeldingThreshold(float threshold)
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{
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m_weldingThreshold = threshold;
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}
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float getVertexWeldingThreshold() const
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{
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return m_weldingThreshold;
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}
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protected:
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static std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> m_meshShapeMap;
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int m_refCount; // this class is shared between replicas
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@ -119,7 +130,9 @@ protected:
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btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH mesh shape,
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// the actual shape is of type btScaledBvhTriangleMeshShape
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std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
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bool m_useGimpact;
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bool m_useGimpact; //use gimpact for concave dynamic/moving collision detection
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float m_weldingThreshold; //welding closeby vertices together can improve softbody stability etc.
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};
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struct CcdConstructionInfo
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