Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'extern/bullet2/src/BulletSoftBody/btDefaultSoftBodySolver.cpp')
-rw-r--r--extern/bullet2/src/BulletSoftBody/btDefaultSoftBodySolver.cpp81
1 files changed, 38 insertions, 43 deletions
diff --git a/extern/bullet2/src/BulletSoftBody/btDefaultSoftBodySolver.cpp b/extern/bullet2/src/BulletSoftBody/btDefaultSoftBodySolver.cpp
index e90d24e6edf..5a79ef86e28 100644
--- a/extern/bullet2/src/BulletSoftBody/btDefaultSoftBodySolver.cpp
+++ b/extern/bullet2/src/BulletSoftBody/btDefaultSoftBodySolver.cpp
@@ -21,11 +21,10 @@ subject to the following restrictions:
#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
#include "BulletSoftBody/btSoftBody.h"
-
btDefaultSoftBodySolver::btDefaultSoftBodySolver()
{
// Initial we will clearly need to update solver constants
- // For now this is global for the cloths linked with this solver - we should probably make this body specific
+ // For now this is global for the cloths linked with this solver - we should probably make this body specific
// for performance in future once we understand more clearly when constants need to be updated
m_updateSolverConstants = true;
}
@@ -37,115 +36,111 @@ btDefaultSoftBodySolver::~btDefaultSoftBodySolver()
// In this case the data is already in the soft bodies so there is no need for us to do anything
void btDefaultSoftBodySolver::copyBackToSoftBodies(bool bMove)
{
-
}
-void btDefaultSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate)
+void btDefaultSoftBodySolver::optimize(btAlignedObjectArray<btSoftBody *> &softBodies, bool forceUpdate)
{
- m_softBodySet.copyFromArray( softBodies );
+ m_softBodySet.copyFromArray(softBodies);
}
-void btDefaultSoftBodySolver::updateSoftBodies( )
+void btDefaultSoftBodySolver::updateSoftBodies()
{
- for ( int i=0; i < m_softBodySet.size(); i++)
+ for (int i = 0; i < m_softBodySet.size(); i++)
{
- btSoftBody* psb=(btSoftBody*)m_softBodySet[i];
+ btSoftBody *psb = (btSoftBody *)m_softBodySet[i];
if (psb->isActive())
{
- psb->integrateMotion();
+ psb->integrateMotion();
}
}
-} // updateSoftBodies
+} // updateSoftBodies
bool btDefaultSoftBodySolver::checkInitialized()
{
return true;
}
-void btDefaultSoftBodySolver::solveConstraints( float solverdt )
+void btDefaultSoftBodySolver::solveConstraints(btScalar solverdt)
{
// Solve constraints for non-solver softbodies
- for(int i=0; i < m_softBodySet.size(); ++i)
+ for (int i = 0; i < m_softBodySet.size(); ++i)
{
- btSoftBody* psb = static_cast<btSoftBody*>(m_softBodySet[i]);
+ btSoftBody *psb = static_cast<btSoftBody *>(m_softBodySet[i]);
if (psb->isActive())
{
psb->solveConstraints();
}
- }
-} // btDefaultSoftBodySolver::solveConstraints
-
+ }
+} // btDefaultSoftBodySolver::solveConstraints
-void btDefaultSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer )
+void btDefaultSoftBodySolver::copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer)
{
// Currently only support CPU output buffers
// TODO: check for DX11 buffers. Take all offsets into the same DX11 buffer
// and use them together on a single kernel call if possible by setting up a
// per-cloth target buffer array for the copy kernel.
- if( vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER )
+ if (vertexBuffer->getBufferType() == btVertexBufferDescriptor::CPU_BUFFER)
{
- const btAlignedObjectArray<btSoftBody::Node> &clothVertices( softBody->m_nodes );
+ const btAlignedObjectArray<btSoftBody::Node> &clothVertices(softBody->m_nodes);
int numVertices = clothVertices.size();
- const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast< btCPUVertexBufferDescriptor* >(vertexBuffer);
- float *basePointer = cpuVertexBuffer->getBasePointer();
+ const btCPUVertexBufferDescriptor *cpuVertexBuffer = static_cast<btCPUVertexBufferDescriptor *>(vertexBuffer);
+ float *basePointer = cpuVertexBuffer->getBasePointer();
- if( vertexBuffer->hasVertexPositions() )
+ if (vertexBuffer->hasVertexPositions())
{
const int vertexOffset = cpuVertexBuffer->getVertexOffset();
const int vertexStride = cpuVertexBuffer->getVertexStride();
float *vertexPointer = basePointer + vertexOffset;
- for( int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex )
+ for (int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex)
{
btVector3 position = clothVertices[vertexIndex].m_x;
- *(vertexPointer + 0) = position.getX();
- *(vertexPointer + 1) = position.getY();
- *(vertexPointer + 2) = position.getZ();
+ *(vertexPointer + 0) = (float)position.getX();
+ *(vertexPointer + 1) = (float)position.getY();
+ *(vertexPointer + 2) = (float)position.getZ();
vertexPointer += vertexStride;
}
}
- if( vertexBuffer->hasNormals() )
+ if (vertexBuffer->hasNormals())
{
const int normalOffset = cpuVertexBuffer->getNormalOffset();
const int normalStride = cpuVertexBuffer->getNormalStride();
float *normalPointer = basePointer + normalOffset;
- for( int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex )
+ for (int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex)
{
btVector3 normal = clothVertices[vertexIndex].m_n;
- *(normalPointer + 0) = normal.getX();
- *(normalPointer + 1) = normal.getY();
- *(normalPointer + 2) = normal.getZ();
+ *(normalPointer + 0) = (float)normal.getX();
+ *(normalPointer + 1) = (float)normal.getY();
+ *(normalPointer + 2) = (float)normal.getZ();
normalPointer += normalStride;
}
}
}
-} // btDefaultSoftBodySolver::copySoftBodyToVertexBuffer
+} // btDefaultSoftBodySolver::copySoftBodyToVertexBuffer
-void btDefaultSoftBodySolver::processCollision( btSoftBody* softBody, btSoftBody* otherSoftBody)
+void btDefaultSoftBodySolver::processCollision(btSoftBody *softBody, btSoftBody *otherSoftBody)
{
- softBody->defaultCollisionHandler( otherSoftBody);
+ softBody->defaultCollisionHandler(otherSoftBody);
}
// For the default solver just leave the soft body to do its collision processing
-void btDefaultSoftBodySolver::processCollision( btSoftBody *softBody, const btCollisionObjectWrapper* collisionObjectWrap )
+void btDefaultSoftBodySolver::processCollision(btSoftBody *softBody, const btCollisionObjectWrapper *collisionObjectWrap)
{
- softBody->defaultCollisionHandler( collisionObjectWrap );
-} // btDefaultSoftBodySolver::processCollision
-
+ softBody->defaultCollisionHandler(collisionObjectWrap);
+} // btDefaultSoftBodySolver::processCollision
-void btDefaultSoftBodySolver::predictMotion( float timeStep )
+void btDefaultSoftBodySolver::predictMotion(btScalar timeStep)
{
- for ( int i=0; i < m_softBodySet.size(); ++i)
+ for (int i = 0; i < m_softBodySet.size(); ++i)
{
- btSoftBody* psb = m_softBodySet[i];
+ btSoftBody *psb = m_softBodySet[i];
if (psb->isActive())
{
- psb->predictMotion(timeStep);
+ psb->predictMotion(timeStep);
}
}
}
-