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#ifndef COMMON_DEFORMABLE_BODY_SETUP_H
#define COMMON_DEFORMABLE_BODY_SETUP_H
#include "btBulletDynamicsCommon.h"
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "btBulletDynamicsCommon.h"
#include "CommonExampleInterface.h"
#include "CommonGUIHelperInterface.h"
#include "CommonRenderInterface.h"
#include "CommonGraphicsAppInterface.h"
#include "CommonWindowInterface.h"
#include "CommonCameraInterface.h"
#include "CommonMultiBodyBase.h"
#include "BulletSoftBody/btSoftBody.h"
struct CommonDeformableBodyBase : public CommonMultiBodyBase
{
btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
btSoftBody* m_pickedSoftBody;
btDeformableMousePickingForce* m_mouseForce;
btScalar m_pickingForceElasticStiffness, m_pickingForceDampingStiffness, m_maxPickingForce;
CommonDeformableBodyBase(GUIHelperInterface* helper)
: CommonMultiBodyBase(helper),
m_pickedSoftBody(0),
m_mouseForce(0),
m_pickingForceElasticStiffness(100),
m_pickingForceDampingStiffness(0.0),
m_maxPickingForce(0.3)
{
}
virtual btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld()
{
return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
}
virtual const btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld() const
{
return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
}
struct ClosestRayResultCallbackWithInfo : public btCollisionWorld::ClosestRayResultCallback
{
ClosestRayResultCallbackWithInfo(const btVector3& rayFromWorld, const btVector3& rayToWorld)
: ClosestRayResultCallback(rayFromWorld, rayToWorld)
{
}
int m_faceId;
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace)
{
//caller already does the filter on the m_closestHitFraction
btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
m_closestHitFraction = rayResult.m_hitFraction;
m_collisionObject = rayResult.m_collisionObject;
if (rayResult.m_localShapeInfo)
{
m_faceId = rayResult.m_localShapeInfo->m_triangleIndex;
}
else
{
m_faceId = -1;
}
if (normalInWorldSpace)
{
m_hitNormalWorld = rayResult.m_hitNormalLocal;
}
else
{
///need to transform normal into worldspace
m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal;
}
m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, rayResult.m_hitFraction);
return rayResult.m_hitFraction;
}
};
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)
{
if (getDeformableDynamicsWorld() == 0)
return false;
ClosestRayResultCallbackWithInfo rayCallback(rayFromWorld, rayToWorld);
getDeformableDynamicsWorld()->rayTest(rayFromWorld, rayToWorld, rayCallback);
if (rayCallback.hasHit())
{
btVector3 pickPos = rayCallback.m_hitPointWorld;
btRigidBody* body = (btRigidBody*)btRigidBody::upcast(rayCallback.m_collisionObject);
btSoftBody* psb = (btSoftBody*)btSoftBody::upcast(rayCallback.m_collisionObject);
m_oldPickingPos = rayToWorld;
m_hitPos = pickPos;
m_oldPickingDist = (pickPos - rayFromWorld).length();
if (body)
{
if (!(body->isStaticObject() || body->isKinematicObject()))
{
m_pickedBody = body;
m_pickedBody->setActivationState(DISABLE_DEACTIVATION);
btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;
btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body, localPivot);
m_dynamicsWorld->addConstraint(p2p, true);
m_pickedConstraint = p2p;
btScalar mousePickClamping = 30.f;
p2p->m_setting.m_impulseClamp = mousePickClamping;
//very weak constraint for picking
p2p->m_setting.m_tau = 0.001f;
}
}
else if (psb)
{
int face_id = rayCallback.m_faceId;
if (face_id >= 0 && face_id < psb->m_faces.size())
{
m_pickedSoftBody = psb;
psb->setActivationState(DISABLE_DEACTIVATION);
const btSoftBody::Face& f = psb->m_faces[face_id];
btDeformableMousePickingForce* mouse_force = new btDeformableMousePickingForce(m_pickingForceElasticStiffness, m_pickingForceDampingStiffness, f, m_hitPos, m_maxPickingForce);
m_mouseForce = mouse_force;
getDeformableDynamicsWorld()->addForce(psb, mouse_force);
}
}
else
{
btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(rayCallback.m_collisionObject);
if (multiCol && multiCol->m_multiBody)
{
m_prevCanSleep = multiCol->m_multiBody->getCanSleep();
multiCol->m_multiBody->setCanSleep(false);
btVector3 pivotInA = multiCol->m_multiBody->worldPosToLocal(multiCol->m_link, pickPos);
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(multiCol->m_multiBody, multiCol->m_link, 0, pivotInA, pickPos);
//if you add too much energy to the system, causing high angular velocities, simulation 'explodes'
//see also http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=949
//so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply
//it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?)
btScalar scaling = 1;
p2p->setMaxAppliedImpulse(2 * scaling);
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*)m_dynamicsWorld;
world->addMultiBodyConstraint(p2p);
m_pickingMultiBodyPoint2Point = p2p;
}
}
}
return false;
}
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)
{
if (m_pickedBody && m_pickedConstraint)
{
btPoint2PointConstraint* pickCon = static_cast<btPoint2PointConstraint*>(m_pickedConstraint);
if (pickCon)
{
//keep it at the same picking distance
btVector3 newPivotB;
btVector3 dir = rayToWorld - rayFromWorld;
dir.normalize();
dir *= m_oldPickingDist;
newPivotB = rayFromWorld + dir;
pickCon->setPivotB(newPivotB);
return true;
}
}
if (m_pickingMultiBodyPoint2Point)
{
//keep it at the same picking distance
btVector3 dir = rayToWorld - rayFromWorld;
dir.normalize();
dir *= m_oldPickingDist;
btVector3 newPivotB = rayFromWorld + dir;
m_pickingMultiBodyPoint2Point->setPivotInB(newPivotB);
}
if (m_pickedSoftBody && m_mouseForce)
{
btVector3 newPivot;
btVector3 dir = rayToWorld - rayFromWorld;
dir.normalize();
dir *= m_oldPickingDist;
newPivot = rayFromWorld + dir;
m_mouseForce->setMousePos(newPivot);
}
return false;
}
virtual void removePickingConstraint()
{
if (m_pickedConstraint)
{
m_dynamicsWorld->removeConstraint(m_pickedConstraint);
if (m_pickedBody)
{
m_pickedBody->forceActivationState(ACTIVE_TAG);
m_pickedBody->activate(true);
}
delete m_pickedConstraint;
m_pickedConstraint = 0;
m_pickedBody = 0;
}
if (m_pickingMultiBodyPoint2Point)
{
m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(m_prevCanSleep);
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*)m_dynamicsWorld;
world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point);
delete m_pickingMultiBodyPoint2Point;
m_pickingMultiBodyPoint2Point = 0;
}
if (m_pickedSoftBody)
{
getDeformableDynamicsWorld()->removeForce(m_pickedSoftBody, m_mouseForce);
delete m_mouseForce;
m_mouseForce = 0;
m_pickedSoftBody = 0;
}
}
};
#endif //COMMON_MULTI_BODY_SETUP_H