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Physics.h
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#pragma once
#include <btBulletDynamicsCommon.h>
#include <BulletSoftBody/btSoftBody.h>
#include <BulletSoftBody/btSoftRigidDynamicsWorld.h>
#include <BulletSoftBody/btDefaultSoftBodySolver.h>
#include <BulletSoftBody/btSoftBodyHelpers.h>
#include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
#include <glm/glm.hpp>
#include <iostream>
#include "config.h"
#include "Blob.h"
//#include "GameObject.h"
class Physics
{
public:
static Blob *blob;
static btSoftRigidDynamicsWorld *dynamicsWorld;
static btCollisionDispatcher *dispatcher;
static btBroadphaseInterface *broadphase;
static btSequentialImpulseConstraintSolver *solver;
static btSoftBodyRigidBodyCollisionConfiguration *collisionConfiguration;
static btSoftBodySolver *softBodySolver;
static btSoftBodyWorldInfo softBodyWorldInfo;
static bool bStepPhysics;
static bool bShowBulletDebug;
static void Init();
static void Cleanup();
static void CreateBlob(glm::vec4 color = glm::vec4(0,1,0,1));
struct ContactResultCallback :
public btCollisionWorld::ContactResultCallback
{
ContactResultCallback(bool* ptr) : context(ptr) {}
btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* colObj0Wrap,
int partId0,
int index0,
const btCollisionObjectWrapper* colObj1Wrap,
int partId1,
int index1);
bool* context;
};
static bool BroadphaseCheck(btCollisionObject* obj1,
btCollisionObject* obj2);
static bool NarrowphaseCheck(btSoftBody* sb, btCollisionObject* rb);
static bool NarrowphaseCheck(btCollisionObject* rb, btSoftBody* sb);
static glm::vec3 InverseDynamics(glm::vec3 currentPosition,
glm::vec3 desiredPosition, glm::vec3 currentVelocity, float mass,
float deltaTime)
{
//desiredPosition = currentPosition + requiredVelocity * dt
glm::vec3 requiredVelocity =
(desiredPosition - currentPosition) / deltaTime;
//requiredVelocity = currentVelocity + requiredAccel * dt;
glm::vec3 requiredAccel = (requiredVelocity - currentVelocity)
/ deltaTime;
//F=ma
return mass * requiredAccel;
}
};