/* Written by Xuchen Han Bullet Continuous Collision Detection and Physics Library Copyright (c) 2019 Google Inc. http://bulletphysics.org This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef BT_CONTACT_PROJECTION_H #define BT_CONTACT_PROJECTION_H #include "btCGProjection.h" #include "btSoftBody.h" #include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h" #include "BulletDynamics/Featherstone/btMultiBodyConstraint.h" #include "btDeformableContactConstraint.h" #include "LinearMath/btHashMap.h" #include class btDeformableContactProjection { public: typedef btAlignedObjectArray TVStack; btAlignedObjectArray& m_softBodies; // // map from node index to static constraint // btHashMap m_staticConstraints; // // map from node index to node rigid constraint // btHashMap > m_nodeRigidConstraints; // // map from node index to face rigid constraint // btHashMap > m_faceRigidConstraints; // // map from node index to deformable constraint // btHashMap > m_deformableConstraints; // // map from node index to node anchor constraint // btHashMap m_nodeAnchorConstraints; // all constraints involving face btAlignedObjectArray m_allFaceConstraints; // map from node index to projection directions btHashMap > m_projectionsDict; // map from node index to static constraint btAlignedObjectArray > m_staticConstraints; // map from node index to node rigid constraint btAlignedObjectArray > m_nodeRigidConstraints; // map from node index to face rigid constraint btAlignedObjectArray > m_faceRigidConstraints; // map from node index to deformable constraint btAlignedObjectArray > m_deformableConstraints; // map from node index to node anchor constraint btAlignedObjectArray > m_nodeAnchorConstraints; btDeformableContactProjection(btAlignedObjectArray& softBodies) : m_softBodies(softBodies) { } virtual ~btDeformableContactProjection() { } // apply the constraints to the rhs of the linear solve virtual void project(TVStack& x); // add friction force to the rhs of the linear solve virtual void applyDynamicFriction(TVStack& f); // update and solve the constraints virtual btScalar update(btCollisionObject** deformableBodies,int numDeformableBodies); // solve the position error using split impulse virtual btScalar solveSplitImpulse(const btContactSolverInfo& infoGlobal); // Add constraints to m_constraints. In addition, the constraints that each vertex own are recorded in m_constraintsDict. virtual void setConstraints(); // Set up projections for each vertex by adding the projection direction to virtual void setProjection(); virtual void reinitialize(bool nodeUpdated); virtual void splitImpulseSetup(const btContactSolverInfo& infoGlobal); }; #endif /* btDeformableContactProjection_h */