89 int numVertices = clothVertices.
size();
98 float *vertexPointer = basePointer + vertexOffset;
100 for(
int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex )
102 btVector3 position = clothVertices[vertexIndex].m_x;
103 *(vertexPointer + 0) = position.
getX();
104 *(vertexPointer + 1) = position.
getY();
105 *(vertexPointer + 2) = position.
getZ();
106 vertexPointer += vertexStride;
113 float *normalPointer = basePointer + normalOffset;
115 for(
int vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex )
117 btVector3 normal = clothVertices[vertexIndex].m_n;
118 *(normalPointer + 0) = normal.
getX();
119 *(normalPointer + 1) = normal.
getY();
120 *(normalPointer + 2) = normal.
getZ();
121 normalPointer += normalStride;
virtual void solveConstraints(float solverdt)
Solve constraints for a set of soft bodies.
virtual void predictMotion(float solverdt)
Predict motion of soft bodies into next timestep.
void defaultCollisionHandler(const btCollisionObjectWrapper *pcoWrap)
btDefaultSoftBodySolver()
virtual int getVertexStride() const
Return the vertex stride in number of floats between vertices.
virtual BufferTypes getBufferType() const =0
Return the type of the vertex buffer descriptor.
virtual int getNormalOffset() const
Return the vertex offset in floats from the base pointer.
bool m_updateSolverConstants
Variable to define whether we need to update solver constants on the next iteration.
const btScalar & getY() const
Return the y value.
void copyFromArray(const btAlignedObjectArray &otherArray)
virtual void copyBackToSoftBodies(bool bMove=true)
Copy necessary data back to the original soft body source objects.
const btScalar & getZ() const
Return the z value.
virtual void optimize(btAlignedObjectArray< btSoftBody * > &softBodies, bool forceUpdate=false)
Optimize soft bodies in this solver.
virtual bool hasNormals() const
void predictMotion(btScalar dt)
virtual int getNormalStride() const
Return the vertex stride in number of floats between vertices.
virtual void updateSoftBodies()
Perform necessary per-step updates of soft bodies such as recomputing normals and bounding boxes...
btVector3 can be used to represent 3D points and vectors.
btAlignedObjectArray< btSoftBody *> m_softBodySet
int size() const
return the number of elements in the array
virtual bool checkInitialized()
Ensure that this solver is initialized.
virtual void processCollision(btSoftBody *, const btCollisionObjectWrapper *)
virtual float * getBasePointer() const
Return the base pointer in memory to the first vertex.
The btSoftBody is an class to simulate cloth and volumetric soft bodies.
const btScalar & getX() const
Return the x value.
virtual void copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer)
virtual ~btDefaultSoftBodySolver()
virtual int getVertexOffset() const
Return the vertex offset in floats from the base pointer.
virtual bool hasVertexPositions() const