godot/thirdparty/bullet/BulletSoftBody/btDeformableBodySolver.h
Rémi Verschelde b7901c773c
bullet: Sync with upstream 3.17
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads
SCons into not properly rebuilding all files when headers change.

This means we also need to make sure Bullet builds without warning, and
current version fares fairly well, there were just a couple to fix (patch
included).

Increase minimum version for distro packages to 2.90 (this was never released
as the "next" version after 2.89 was 3.05... but that covers it too).
2021-09-29 16:30:34 +02:00

161 lines
6.5 KiB
C++

/*
Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
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_DEFORMABLE_BODY_SOLVERS_H
#define BT_DEFORMABLE_BODY_SOLVERS_H
#include "btSoftBodySolvers.h"
#include "btDeformableBackwardEulerObjective.h"
#include "btDeformableMultiBodyDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraint.h"
#include "btConjugateResidual.h"
#include "btConjugateGradient.h"
struct btCollisionObjectWrapper;
class btDeformableBackwardEulerObjective;
class btDeformableMultiBodyDynamicsWorld;
class btDeformableBodySolver : public btSoftBodySolver
{
typedef btAlignedObjectArray<btVector3> TVStack;
protected:
int m_numNodes; // total number of deformable body nodes
TVStack m_dv; // v_{n+1} - v_n
TVStack m_backup_dv; // backed up dv
TVStack m_ddv; // incremental dv
TVStack m_residual; // rhs of the linear solve
btAlignedObjectArray<btSoftBody*> m_softBodies; // all deformable bodies
TVStack m_backupVelocity; // backed up v, equals v_n for implicit, equals v_{n+1}^* for explicit
btScalar m_dt; // dt
btConjugateGradient<btDeformableBackwardEulerObjective> m_cg; // CG solver
btConjugateResidual<btDeformableBackwardEulerObjective> m_cr; // CR solver
bool m_implicit; // use implicit scheme if true, explicit scheme if false
int m_maxNewtonIterations; // max number of newton iterations
btScalar m_newtonTolerance; // stop newton iterations if f(x) < m_newtonTolerance
bool m_lineSearch; // If true, use newton's method with line search under implicit scheme
public:
// handles data related to objective function
btDeformableBackwardEulerObjective* m_objective;
bool m_useProjection;
btDeformableBodySolver();
virtual ~btDeformableBodySolver();
virtual SolverTypes getSolverType() const
{
return DEFORMABLE_SOLVER;
}
// update soft body normals
virtual void updateSoftBodies();
virtual btScalar solveContactConstraints(btCollisionObject** deformableBodies, int numDeformableBodies, const btContactSolverInfo& infoGlobal);
// solve the momentum equation
virtual void solveDeformableConstraints(btScalar solverdt);
// resize/clear data structures
void reinitialize(const btAlignedObjectArray<btSoftBody*>& softBodies, btScalar dt);
// set up contact constraints
void setConstraints(const btContactSolverInfo& infoGlobal);
// add in elastic forces and gravity to obtain v_{n+1}^* and calls predictDeformableMotion
virtual void predictMotion(btScalar solverdt);
// move to temporary position x_{n+1}^* = x_n + dt * v_{n+1}^*
// x_{n+1}^* is stored in m_q
void predictDeformableMotion(btSoftBody* psb, btScalar dt);
// save the current velocity to m_backupVelocity
void backupVelocity();
// set m_dv and m_backupVelocity to desired value to prepare for momentum solve
void setupDeformableSolve(bool implicit);
// set the current velocity to that backed up in m_backupVelocity
void revertVelocity();
// set velocity to m_dv + m_backupVelocity
void updateVelocity();
// update the node count
bool updateNodes();
// calculate the change in dv resulting from the momentum solve
void computeStep(TVStack& ddv, const TVStack& residual);
// calculate the change in dv resulting from the momentum solve when line search is turned on
btScalar computeDescentStep(TVStack& ddv, const TVStack& residual, bool verbose = false);
virtual void copySoftBodyToVertexBuffer(const btSoftBody* const softBody, btVertexBufferDescriptor* vertexBuffer) {}
// process collision between deformable and rigid
virtual void processCollision(btSoftBody* softBody, const btCollisionObjectWrapper* collisionObjectWrap)
{
softBody->defaultCollisionHandler(collisionObjectWrap);
}
// process collision between deformable and deformable
virtual void processCollision(btSoftBody* softBody, btSoftBody* otherSoftBody)
{
softBody->defaultCollisionHandler(otherSoftBody);
}
// If true, implicit time stepping scheme is used.
// Otherwise, explicit time stepping scheme is used
void setImplicit(bool implicit);
// If true, newton's method with line search is used when implicit time stepping scheme is turned on
void setLineSearch(bool lineSearch);
// set temporary position x^* = x_n + dt * v
// update the deformation gradient at position x^*
void updateState();
// set dv = dv + scale * ddv
void updateDv(btScalar scale = 1);
// set temporary position x^* = x_n + dt * v^*
void updateTempPosition();
// save the current dv to m_backup_dv;
void backupDv();
// set dv to the backed-up value
void revertDv();
// set dv = dv + scale * ddv
// set v^* = v_n + dv
// set temporary position x^* = x_n + dt * v^*
// update the deformation gradient at position x^*
void updateEnergy(btScalar scale);
// calculates the appropriately scaled kinetic energy in the system, which is
// 1/2 * dv^T * M * dv
// used in line search
btScalar kineticEnergy();
// unused functions
virtual void optimize(btAlignedObjectArray<btSoftBody*>& softBodies, bool forceUpdate = false) {}
virtual void solveConstraints(btScalar dt) {}
virtual bool checkInitialized() { return true; }
virtual void copyBackToSoftBodies(bool bMove = true) {}
};
#endif /* btDeformableBodySolver_h */