Blender V4.3
btDefaultSoftBodySolver.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_SOFT_BODY_DEFAULT_SOLVER_H
17#define BT_SOFT_BODY_DEFAULT_SOLVER_H
18
22
24{
25protected:
28
30
31public:
33
35
36 virtual SolverTypes getSolverType() const
37 {
38 return DEFAULT_SOLVER;
39 }
40
41 virtual bool checkInitialized();
42
43 virtual void updateSoftBodies();
44
45 virtual void optimize(btAlignedObjectArray<btSoftBody *> &softBodies, bool forceUpdate = false);
46
47 virtual void copyBackToSoftBodies(bool bMove = true);
48
49 virtual void solveConstraints(btScalar solverdt);
50
51 virtual void predictMotion(btScalar solverdt);
52
53 virtual void copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer);
54
56
57 virtual void processCollision(btSoftBody *, btSoftBody *);
58};
59
60#endif // #ifndef BT_ACCELERATED_SOFT_BODY_CPU_SOLVER_H
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:314
virtual void predictMotion(btScalar solverdt)
btAlignedObjectArray< btSoftBody * > m_softBodySet
virtual void processCollision(btSoftBody *, const btCollisionObjectWrapper *)
virtual void optimize(btAlignedObjectArray< btSoftBody * > &softBodies, bool forceUpdate=false)
virtual void copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer)
virtual void solveConstraints(btScalar solverdt)
virtual SolverTypes getSolverType() const
virtual void copyBackToSoftBodies(bool bMove=true)