[dali_2.3.21] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-physics / third-party / bullet3 / src / BulletSoftBody / btDefaultSoftBodySolver.cpp
1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans  https://bulletphysics.org
4
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose, 
8 including commercial applications, and to alter it and redistribute it freely, 
9 subject to the following restrictions:
10
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15
16 #include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
17 #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
18 #include "BulletCollision/CollisionShapes/btCollisionShape.h"
19
20 #include "btDefaultSoftBodySolver.h"
21 #include "BulletCollision/CollisionShapes/btCapsuleShape.h"
22 #include "BulletSoftBody/btSoftBody.h"
23
24 btDefaultSoftBodySolver::btDefaultSoftBodySolver()
25 {
26         // Initial we will clearly need to update solver constants
27         // For now this is global for the cloths linked with this solver - we should probably make this body specific
28         // for performance in future once we understand more clearly when constants need to be updated
29         m_updateSolverConstants = true;
30 }
31
32 btDefaultSoftBodySolver::~btDefaultSoftBodySolver()
33 {
34 }
35
36 // In this case the data is already in the soft bodies so there is no need for us to do anything
37 void btDefaultSoftBodySolver::copyBackToSoftBodies(bool bMove)
38 {
39 }
40
41 void btDefaultSoftBodySolver::optimize(btAlignedObjectArray<btSoftBody *> &softBodies, bool forceUpdate)
42 {
43         m_softBodySet.copyFromArray(softBodies);
44 }
45
46 void btDefaultSoftBodySolver::updateSoftBodies()
47 {
48         for (int i = 0; i < m_softBodySet.size(); i++)
49         {
50                 btSoftBody *psb = (btSoftBody *)m_softBodySet[i];
51                 if (psb->isActive())
52                 {
53                         psb->integrateMotion();
54                 }
55         }
56 }  // updateSoftBodies
57
58 bool btDefaultSoftBodySolver::checkInitialized()
59 {
60         return true;
61 }
62
63 void btDefaultSoftBodySolver::solveConstraints(btScalar solverdt)
64 {
65         // Solve constraints for non-solver softbodies
66         for (int i = 0; i < m_softBodySet.size(); ++i)
67         {
68                 btSoftBody *psb = static_cast<btSoftBody *>(m_softBodySet[i]);
69                 if (psb->isActive())
70                 {
71                         psb->solveConstraints();
72                 }
73         }
74 }  // btDefaultSoftBodySolver::solveConstraints
75
76 void btDefaultSoftBodySolver::copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer)
77 {
78         // Currently only support CPU output buffers
79         // TODO: check for DX11 buffers. Take all offsets into the same DX11 buffer
80         // and use them together on a single kernel call if possible by setting up a
81         // per-cloth target buffer array for the copy kernel.
82
83         if (vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER)
84         {
85                 const btAlignedObjectArray<btSoftBody::Node> &clothVertices(softBody->m_nodes);
86                 int numVertices = clothVertices.size();
87
88                 const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast<btCPUVertexBufferDescriptor *>(vertexBuffer);
89                 float *basePointer = cpuVertexBuffer->getBasePointer();
90
91                 if (vertexBuffer->hasVertexPositions())
92                 {
93                         const int vertexOffset = cpuVertexBuffer->getVertexOffset();
94                         const int vertexStride = cpuVertexBuffer->getVertexStride();
95                         float *vertexPointer = basePointer + vertexOffset;
96
97                         for (int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex)
98                         {
99                                 btVector3 position = clothVertices[vertexIndex].m_x;
100                                 *(vertexPointer + 0) = (float)position.getX();
101                                 *(vertexPointer + 1) = (float)position.getY();
102                                 *(vertexPointer + 2) = (float)position.getZ();
103                                 vertexPointer += vertexStride;
104                         }
105                 }
106                 if (vertexBuffer->hasNormals())
107                 {
108                         const int normalOffset = cpuVertexBuffer->getNormalOffset();
109                         const int normalStride = cpuVertexBuffer->getNormalStride();
110                         float *normalPointer = basePointer + normalOffset;
111
112                         for (int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex)
113                         {
114                                 btVector3 normal = clothVertices[vertexIndex].m_n;
115                                 *(normalPointer + 0) = (float)normal.getX();
116                                 *(normalPointer + 1) = (float)normal.getY();
117                                 *(normalPointer + 2) = (float)normal.getZ();
118                                 normalPointer += normalStride;
119                         }
120                 }
121         }
122 }  // btDefaultSoftBodySolver::copySoftBodyToVertexBuffer
123
124 void btDefaultSoftBodySolver::processCollision(btSoftBody *softBody, btSoftBody *otherSoftBody)
125 {
126         softBody->defaultCollisionHandler(otherSoftBody);
127 }
128
129 // For the default solver just leave the soft body to do its collision processing
130 void btDefaultSoftBodySolver::processCollision(btSoftBody *softBody, const btCollisionObjectWrapper *collisionObjectWrap)
131 {
132         softBody->defaultCollisionHandler(collisionObjectWrap);
133 }  // btDefaultSoftBodySolver::processCollision
134
135 void btDefaultSoftBodySolver::predictMotion(btScalar timeStep)
136 {
137         for (int i = 0; i < m_softBodySet.size(); ++i)
138         {
139                 btSoftBody *psb = m_softBodySet[i];
140
141                 if (psb->isActive())
142                 {
143                         psb->predictMotion(timeStep);
144                 }
145         }
146 }