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319 lines
10 KiB
C++
319 lines
10 KiB
C++
#ifndef BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD_H
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#define BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD_H
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/*
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Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2019 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btSoftMultiBodyDynamicsWorld.h"
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#include "btDeformableLagrangianForce.h"
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#include "btDeformableMassSpringForce.h"
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#include "btDeformableBodySolver.h"
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#include "btDeformableMultiBodyConstraintSolver.h"
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#include "btSoftBodyHelpers.h"
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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#include <functional>
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typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
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class btDeformableBodySolver;
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class btDeformableLagrangianForce;
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struct MultiBodyInplaceSolverIslandCallback;
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struct DeformableBodyInplaceSolverIslandCallback;
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class btDeformableMultiBodyConstraintSolver;
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typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
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class btDeformableMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld
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{
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typedef btAlignedObjectArray<btVector3> TVStack;
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///Solver classes that encapsulate multiple deformable bodies for solving
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btDeformableBodySolver* m_deformableBodySolver;
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btSoftBodyArray m_softBodies;
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int m_drawFlags;
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bool m_drawNodeTree;
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bool m_drawFaceTree;
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bool m_drawClusterTree;
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btSoftBodyWorldInfo m_sbi;
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btScalar m_internalTime;
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int m_ccdIterations;
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bool m_implicit;
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bool m_lineSearch;
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bool m_useProjection;
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DeformableBodyInplaceSolverIslandCallback* m_solverDeformableBodyIslandCallback;
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typedef void (*btSolverCallback)(btScalar time, btDeformableMultiBodyDynamicsWorld* world);
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btSolverCallback m_solverCallback;
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protected:
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virtual void internalSingleStepSimulation(btScalar timeStep);
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virtual void integrateTransforms(btScalar timeStep);
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void positionCorrection(btScalar timeStep);
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void solveConstraints(btScalar timeStep);
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void updateActivationState(btScalar timeStep);
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void clearGravity();
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public:
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btDeformableMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btDeformableMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btDeformableBodySolver* deformableBodySolver = 0);
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virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
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virtual void debugDrawWorld();
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void setSolverCallback(btSolverCallback cb)
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{
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m_solverCallback = cb;
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}
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virtual ~btDeformableMultiBodyDynamicsWorld();
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virtual btMultiBodyDynamicsWorld* getMultiBodyDynamicsWorld()
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{
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return (btMultiBodyDynamicsWorld*)(this);
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}
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virtual const btMultiBodyDynamicsWorld* getMultiBodyDynamicsWorld() const
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{
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return (const btMultiBodyDynamicsWorld*)(this);
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}
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virtual btDynamicsWorldType getWorldType() const
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{
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return BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD;
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}
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virtual void predictUnconstraintMotion(btScalar timeStep);
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virtual void addSoftBody(btSoftBody* body, int collisionFilterGroup = btBroadphaseProxy::DefaultFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter);
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btSoftBodyArray& getSoftBodyArray()
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{
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return m_softBodies;
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}
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const btSoftBodyArray& getSoftBodyArray() const
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{
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return m_softBodies;
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}
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btSoftBodyWorldInfo& getWorldInfo()
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{
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return m_sbi;
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}
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const btSoftBodyWorldInfo& getWorldInfo() const
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{
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return m_sbi;
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}
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void reinitialize(btScalar timeStep);
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void applyRigidBodyGravity(btScalar timeStep);
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void beforeSolverCallbacks(btScalar timeStep);
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void afterSolverCallbacks(btScalar timeStep);
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void addForce(btSoftBody* psb, btDeformableLagrangianForce* force);
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void removeForce(btSoftBody* psb, btDeformableLagrangianForce* force);
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void removeSoftBodyForce(btSoftBody* psb);
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void removeSoftBody(btSoftBody* body);
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void removeCollisionObject(btCollisionObject* collisionObject);
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int getDrawFlags() const { return (m_drawFlags); }
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void setDrawFlags(int f) { m_drawFlags = f; }
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void setupConstraints();
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void performDeformableCollisionDetection();
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void solveMultiBodyConstraints();
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void solveContactConstraints();
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void sortConstraints();
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void softBodySelfCollision();
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void setImplicit(bool implicit)
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{
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m_implicit = implicit;
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}
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void setLineSearch(bool lineSearch)
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{
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m_lineSearch = lineSearch;
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}
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void setUseProjection(bool useProjection)
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{
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m_useProjection = useProjection;
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}
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void applyRepulsionForce(btScalar timeStep);
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void performGeometricCollisions(btScalar timeStep);
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struct btDeformableSingleRayCallback : public btBroadphaseRayCallback
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{
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btVector3 m_rayFromWorld;
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btVector3 m_rayToWorld;
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btTransform m_rayFromTrans;
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btTransform m_rayToTrans;
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btVector3 m_hitNormal;
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const btDeformableMultiBodyDynamicsWorld* m_world;
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btCollisionWorld::RayResultCallback& m_resultCallback;
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btDeformableSingleRayCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld, const btDeformableMultiBodyDynamicsWorld* world, btCollisionWorld::RayResultCallback& resultCallback)
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: m_rayFromWorld(rayFromWorld),
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m_rayToWorld(rayToWorld),
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m_world(world),
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m_resultCallback(resultCallback)
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{
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m_rayFromTrans.setIdentity();
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m_rayFromTrans.setOrigin(m_rayFromWorld);
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m_rayToTrans.setIdentity();
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m_rayToTrans.setOrigin(m_rayToWorld);
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btVector3 rayDir = (rayToWorld - rayFromWorld);
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rayDir.normalize();
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///what about division by zero? --> just set rayDirection[i] to INF/1e30
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m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
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m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
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m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
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m_signs[0] = m_rayDirectionInverse[0] < 0.0;
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m_signs[1] = m_rayDirectionInverse[1] < 0.0;
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m_signs[2] = m_rayDirectionInverse[2] < 0.0;
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m_lambda_max = rayDir.dot(m_rayToWorld - m_rayFromWorld);
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}
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virtual bool process(const btBroadphaseProxy* proxy)
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{
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///terminate further ray tests, once the closestHitFraction reached zero
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if (m_resultCallback.m_closestHitFraction == btScalar(0.f))
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return false;
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btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject;
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//only perform raycast if filterMask matches
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if (m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
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{
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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//btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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#if 0
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#ifdef RECALCULATE_AABB
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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#else
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//getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
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const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
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const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
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#endif
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#endif
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//btScalar hitLambda = m_resultCallback.m_closestHitFraction;
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//culling already done by broadphase
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//if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal))
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{
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m_world->rayTestSingle(m_rayFromTrans, m_rayToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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m_resultCallback);
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}
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}
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return true;
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}
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};
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void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const
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{
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BT_PROFILE("rayTest");
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/// use the broadphase to accelerate the search for objects, based on their aabb
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/// and for each object with ray-aabb overlap, perform an exact ray test
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btDeformableSingleRayCallback rayCB(rayFromWorld, rayToWorld, this, resultCallback);
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#ifndef USE_BRUTEFORCE_RAYBROADPHASE
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m_broadphasePairCache->rayTest(rayFromWorld, rayToWorld, rayCB);
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#else
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for (int i = 0; i < this->getNumCollisionObjects(); i++)
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{
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rayCB.process(m_collisionObjects[i]->getBroadphaseHandle());
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}
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#endif //USE_BRUTEFORCE_RAYBROADPHASE
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}
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void rayTestSingle(const btTransform& rayFromTrans, const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback) const
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{
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if (collisionShape->isSoftBody())
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{
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btSoftBody* softBody = btSoftBody::upcast(collisionObject);
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if (softBody)
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{
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btSoftBody::sRayCast softResult;
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if (softBody->rayFaceTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
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{
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if (softResult.fraction <= resultCallback.m_closestHitFraction)
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = 0;
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shapeInfo.m_triangleIndex = softResult.index;
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// get the normal
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btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
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btVector3 normal = -rayDir;
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normal.normalize();
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{
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normal = softBody->m_faces[softResult.index].m_normal;
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if (normal.dot(rayDir) > 0)
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{
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// normal always point toward origin of the ray
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normal = -normal;
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}
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}
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btCollisionWorld::LocalRayResult rayResult(collisionObject,
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&shapeInfo,
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normal,
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softResult.fraction);
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bool normalInWorldSpace = true;
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resultCallback.addSingleResult(rayResult, normalInWorldSpace);
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}
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}
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}
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}
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else
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{
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btCollisionWorld::rayTestSingle(rayFromTrans, rayToTrans, collisionObject, collisionShape, colObjWorldTransform, resultCallback);
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}
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}
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};
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#endif //BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD_H
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