Program Listing for File TimeStep.cpp
↰ Return to documentation for file (Simulation/TimeStep.cpp)
#include "TimeStep.h"
#include "TimeManager.h"
#include "Simulation.h"
using namespace PBD;
using namespace std;
using namespace GenParam;
TimeStep::TimeStep()
{
}
TimeStep::~TimeStep(void)
{
}
void TimeStep::init()
{
initParameters();
}
void TimeStep::initParameters()
{
ParameterObject::initParameters();
}
void TimeStep::clearAccelerations(SimulationModel &model)
{
// rigid body model
SimulationModel::RigidBodyVector &rb = model.getRigidBodies();
Simulation *sim = Simulation::getCurrent();
const Vector3r grav(sim->getVecValue<Real>(Simulation::GRAVITATION));
for (size_t i = 0; i < rb.size(); i++)
{
// Clear accelerations of dynamic particles
if (rb[i]->getMass() != 0.0)
{
Vector3r &a = rb[i]->getAcceleration();
a = grav;
}
}
// particle model
ParticleData &pd = model.getParticles();
const unsigned int count = pd.size();
for (unsigned int i = 0; i < count; i++)
{
// Clear accelerations of dynamic particles
if (pd.getMass(i) != 0.0)
{
Vector3r &a = pd.getAcceleration(i);
a = grav;
}
}
}
void TimeStep::reset()
{
}
void TimeStep::setCollisionDetection(SimulationModel &model, CollisionDetection *cd)
{
m_collisionDetection = cd;
m_collisionDetection->setContactCallback(contactCallbackFunction, &model);
m_collisionDetection->setSolidContactCallback(solidContactCallbackFunction, &model);
}
CollisionDetection *TimeStep::getCollisionDetection()
{
return m_collisionDetection;
}
void TimeStep::contactCallbackFunction(const unsigned int contactType, const unsigned int bodyIndex1, const unsigned int bodyIndex2,
const Vector3r &cp1, const Vector3r &cp2,
const Vector3r &normal, const Real dist,
const Real restitutionCoeff, const Real frictionCoeff, void *userData)
{
SimulationModel *model = (SimulationModel*)userData;
if (contactType == CollisionDetection::RigidBodyContactType)
model->addRigidBodyContactConstraint(bodyIndex1, bodyIndex2, cp1, cp2, normal, dist, restitutionCoeff, frictionCoeff);
else if (contactType == CollisionDetection::ParticleRigidBodyContactType)
model->addParticleRigidBodyContactConstraint(bodyIndex1, bodyIndex2, cp1, cp2, normal, dist, restitutionCoeff, frictionCoeff);
}
void TimeStep::solidContactCallbackFunction(const unsigned int contactType, const unsigned int bodyIndex1, const unsigned int bodyIndex2,
const unsigned int tetIndex, const Vector3r &bary,
const Vector3r &cp1, const Vector3r &cp2,
const Vector3r &normal, const Real dist,
const Real restitutionCoeff, const Real frictionCoeff, void *userData)
{
SimulationModel *model = (SimulationModel*)userData;
if (contactType == CollisionDetection::ParticleSolidContactType)
model->addParticleSolidContactConstraint(bodyIndex1, bodyIndex2, tetIndex, bary, cp1, cp2, normal, dist, restitutionCoeff, frictionCoeff);
}