#include "btFractureBody.h" #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" #include "BulletCollision/CollisionShapes/btCompoundShape.h" #include "BulletDynamics/Dynamics/btDynamicsWorld.h" void btFractureBody::recomputeConnectivity(btCollisionWorld* world) { m_connections.clear(); //@todo use the AABB tree to avoid N^2 checks if (getCollisionShape()->isCompound()) { btCompoundShape* compound = (btCompoundShape*)getCollisionShape(); for (int i=0;igetNumChildShapes();i++) { for (int j=i+1;jgetNumChildShapes();j++) { struct MyContactResultCallback : public btCollisionWorld::ContactResultCallback { bool m_connected; btScalar m_margin; MyContactResultCallback() :m_connected(false),m_margin(0.05) { } virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1) { if (cp.getDistance()<=m_margin) m_connected = true; return 1.f; } }; MyContactResultCallback result; btCollisionObject obA; obA.setWorldTransform(compound->getChildTransform(i)); obA.setCollisionShape(compound->getChildShape(i)); btCollisionObject obB; obB.setWorldTransform(compound->getChildTransform(j)); obB.setCollisionShape(compound->getChildShape(j)); world->contactPairTest(&obA,&obB,result); if (result.m_connected) { btConnection tmp; tmp.m_childIndex0 = i; tmp.m_childIndex1 = j; tmp.m_childShape0 = compound->getChildShape(i); tmp.m_childShape1 = compound->getChildShape(j); tmp.m_strength = 1.f;//?? m_connections.push_back(tmp); } } } } } btCompoundShape* btFractureBody::shiftTransformDistributeMass(btCompoundShape* boxCompound,btScalar mass,btTransform& shift) { btVector3 principalInertia; btScalar* masses = new btScalar[boxCompound->getNumChildShapes()]; for (int j=0;jgetNumChildShapes();j++) { //evenly distribute mass masses[j]=mass/boxCompound->getNumChildShapes(); } return shiftTransform(boxCompound,masses,shift,principalInertia); } btCompoundShape* btFractureBody::shiftTransform(btCompoundShape* boxCompound,btScalar* masses,btTransform& shift, btVector3& principalInertia) { btTransform principal; boxCompound->calculatePrincipalAxisTransform(masses,principal,principalInertia); ///create a new compound with world transform/center of mass properly aligned with the principal axis ///non-recursive compound shapes perform better #ifdef USE_RECURSIVE_COMPOUND btCompoundShape* newCompound = new btCompoundShape(); newCompound->addChildShape(principal.inverse(),boxCompound); newBoxCompound = newCompound; //m_collisionShapes.push_back(newCompound); //btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); //btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,newCompound,principalInertia); #else #ifdef CHANGE_COMPOUND_INPLACE newBoxCompound = boxCompound; for (int i=0;igetNumChildShapes();i++) { btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i); ///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update boxCompound->updateChildTransform(i,newChildTransform); } bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) boxCompound->calculateLocalInertia(mass,localInertia); #else ///creation is faster using a new compound to store the shifted children btCompoundShape* newBoxCompound = new btCompoundShape(); for (int i=0;igetNumChildShapes();i++) { btTransform newChildTransform = principal.inverse()*boxCompound->getChildTransform(i); ///updateChildTransform is really slow, because it re-calculates the AABB each time. todo: add option to disable this update newBoxCompound->addChildShape(newChildTransform,boxCompound->getChildShape(i)); } #endif #endif//USE_RECURSIVE_COMPOUND shift = principal; return newBoxCompound; }