add cloth demo to show deformable friction
This commit is contained in:
251
examples/DeformableDemo/ClothFriction.cpp
Normal file
251
examples/DeformableDemo/ClothFriction.cpp
Normal file
@@ -0,0 +1,251 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2019 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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||||
1. 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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "ClothFriction.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "BulletSoftBody/btDeformableBodySolver.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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#include <stdio.h> //printf debugging
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The ClothFriction shows the use of rolling friction.
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///Spheres will come to a rest on a sloped plane using a constraint. Damping cannot achieve the same.
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///Generally it is best to leave the rolling friction coefficient zero (or close to zero).
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class ClothFriction : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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public:
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ClothFriction(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~ClothFriction()
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{
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}
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void initPhysics();
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void exitPhysics();
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void resetCamera()
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{
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float dist = 12;
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float pitch = -50;
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float yaw = 120;
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float targetPos[3] = {0, -3, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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void stepSimulation(float deltaTime)
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{
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float internalTimeStep = 1. / 240.f;
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m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep);
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}
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virtual const btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld() const
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{
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld()
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{
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual void renderScene()
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{
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CommonRigidBodyBase::renderScene();
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btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
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for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
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{
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btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i];
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{
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btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer());
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btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
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}
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}
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}
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};
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void ClothFriction::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
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sol->setDeformableSolver(deformableBodySolver);
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m_solver = sol;
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m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
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btVector3 gravity = btVector3(0, -10, 0);
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m_dynamicsWorld->setGravity(gravity);
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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{
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///create a ground
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150), btScalar(25.), btScalar(150)));
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, -32, 0));
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groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.1));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass, localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(3);
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//add the ground to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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// create a piece of cloth
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{
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btScalar s = 4;
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btScalar h = 0;
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btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
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btVector3(+s, h, -s),
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btVector3(-s, h, +s),
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btVector3(+s, h, +s),
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20,20,
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0, true);
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psb->getCollisionShape()->setMargin(0.05);
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psb->generateBendingConstraints(2);
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psb->setTotalMass(1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 3;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(10,1, true);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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m_forces.push_back(mass_spring);
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btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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m_forces.push_back(gravity_force);
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h = 2;
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s = 2;
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btSoftBody* psb2 = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
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btVector3(+s, h, -s),
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btVector3(-s, h, +s),
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btVector3(+s, h, +s),
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10,10,
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0, true);
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psb2->getCollisionShape()->setMargin(0.05);
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psb2->generateBendingConstraints(2);
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psb2->setTotalMass(1);
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psb2->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb2->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb2->m_cfg.kDF = 20;
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psb2->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb2->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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psb->translate(btVector3(0,0,0));
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getDeformableDynamicsWorld()->addSoftBody(psb2);
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btDeformableMassSpringForce* mass_spring2 = new btDeformableMassSpringForce(10,1, true);
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getDeformableDynamicsWorld()->addForce(psb2, mass_spring2);
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m_forces.push_back(mass_spring2);
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btDeformableGravityForce* gravity_force2 = new btDeformableGravityForce(gravity);
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getDeformableDynamicsWorld()->addForce(psb2, gravity_force2);
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m_forces.push_back(gravity_force2);
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void ClothFriction::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject(obj);
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delete obj;
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}
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// delete forces
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for (int j = 0; j < m_forces.size(); j++)
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{
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btDeformableLagrangianForce* force = m_forces[j];
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delete force;
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}
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m_forces.clear();
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//delete collision shapes
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for (int j = 0; j < m_collisionShapes.size(); j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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}
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class CommonExampleInterface* ClothFrictionCreateFunc(struct CommonExampleOptions& options)
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{
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return new ClothFriction(options.m_guiHelper);
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}
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19
examples/DeformableDemo/ClothFriction.h
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19
examples/DeformableDemo/ClothFriction.h
Normal file
@@ -0,0 +1,19 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2019 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
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||||
1. 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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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||||
3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef CLOTH_FRICTION_H
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#define CLOTH_FRICTION_H
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class CommonExampleInterface* ClothFrictionCreateFunc(struct CommonExampleOptions& options);
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#endif //CLOTH_FRICTION_H
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@@ -95,8 +95,8 @@ public:
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virtual void renderScene()
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{
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CommonRigidBodyBase::renderScene();
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btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
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// btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
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//
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// for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
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// {
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// btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i];
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@@ -115,7 +115,7 @@ void dynamics2(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
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return;
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btRigidBody* rb0 = rbs[0];
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btScalar pressTime = 0.9;
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btScalar liftTime = 2.5;
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btScalar liftTime = 10;
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btScalar shiftTime = 3.5;
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btScalar holdTime = 4.5*1000;
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btScalar dropTime = 5.3*1000;
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@@ -126,9 +126,9 @@ void dynamics2(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
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btVector3 initialTranslationLeft = btVector3(0.5,3,4);
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btVector3 initialTranslationRight = btVector3(0.5,3,-4);
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btVector3 PinchFrictionVelocityLeft = btVector3(0,0,-.5);
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btVector3 PinchFrictionVelocityRight = btVector3(0,0,.5);
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btVector3 liftVelocity = btVector3(0,5,0);
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btVector3 PinchFrictionVelocityLeft = btVector3(0,0,-1);
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btVector3 PinchFrictionVelocityRight = btVector3(0,0,1);
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btVector3 liftVelocity = btVector3(0,1,0);
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btVector3 shiftVelocity = btVector3(0,0,0);
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btVector3 holdVelocity = btVector3(0,0,0);
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btVector3 openVelocityLeft = btVector3(0,0,4);
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@@ -209,8 +209,8 @@ void dynamics2(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
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rb1->setAngularVelocity(btVector3(0,0,0));
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rb1->setLinearVelocity(velocity);
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rb0->setFriction(20);
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rb1->setFriction(20);
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rb0->setFriction(200);
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rb1->setFriction(200);
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}
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void PinchFriction::initPhysics()
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@@ -260,7 +260,7 @@ void PinchFriction::initPhysics()
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(0.5);
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body->setFriction(0);
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//add the ground to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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@@ -274,13 +274,13 @@ void PinchFriction::initPhysics()
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TetraCube::getNodes(),
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false, true, true);
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psb->scale(btVector3(1.5, 1.5, 1.5));
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psb->translate(btVector3(0, 4, 1.6));
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psb->getCollisionShape()->setMargin(0.15);
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psb->scale(btVector3(2, 2, 1));
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psb->translate(btVector3(0, 2.1, 2.2));
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psb->getCollisionShape()->setMargin(0.03);
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psb->setTotalMass(1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 2;
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psb->m_cfg.kDF = 20;
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btSoftBodyHelpers::generateBoundaryFaces(psb);
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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@@ -290,7 +290,7 @@ void PinchFriction::initPhysics()
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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m_forces.push_back(gravity_force);
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btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(20,40);
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btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(4,8,.1);
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getDeformableDynamicsWorld()->addForce(psb, neohookean);
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m_forces.push_back(neohookean);
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}
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@@ -303,13 +303,13 @@ void PinchFriction::initPhysics()
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TetraCube::getNodes(),
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false, true, true);
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psb2->scale(btVector3(1.5, 1.5, 1.5));
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psb2->translate(btVector3(0, 4, -1.6));
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psb2->getCollisionShape()->setMargin(0.15);
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psb2->scale(btVector3(2, 2, 1));
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psb2->translate(btVector3(0, 2.1, -2.2));
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psb2->getCollisionShape()->setMargin(0.03);
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psb2->setTotalMass(1);
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psb2->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb2->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb2->m_cfg.kDF = 2;
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psb2->m_cfg.kDF = 20;
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psb2->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb2->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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btSoftBodyHelpers::generateBoundaryFaces(psb2);
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@@ -319,11 +319,40 @@ void PinchFriction::initPhysics()
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getDeformableDynamicsWorld()->addForce(psb2, gravity_force);
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m_forces.push_back(gravity_force);
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btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(20,40);
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btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(4,8,.1);
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getDeformableDynamicsWorld()->addForce(psb2, neohookean);
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m_forces.push_back(neohookean);
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}
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// create a third soft block
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{
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btSoftBody* psb3 = btSoftBodyHelpers::CreateFromTetGenData(getDeformableDynamicsWorld()->getWorldInfo(),
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TetraCube::getElements(),
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0,
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TetraCube::getNodes(),
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||||
false, true, true);
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||||
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||||
psb3->scale(btVector3(2, 2, 1));
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psb3->translate(btVector3(0, 2.1, 0));
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psb3->getCollisionShape()->setMargin(0.03);
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psb3->setTotalMass(1);
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psb3->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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||||
psb3->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb3->m_cfg.kDF = 20;
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||||
psb3->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb3->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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btSoftBodyHelpers::generateBoundaryFaces(psb3);
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getDeformableDynamicsWorld()->addSoftBody(psb3);
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||||
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||||
btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
|
||||
getDeformableDynamicsWorld()->addForce(psb3, gravity_force);
|
||||
m_forces.push_back(gravity_force);
|
||||
|
||||
btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(4,8,.1);
|
||||
getDeformableDynamicsWorld()->addForce(psb3, neohookean);
|
||||
m_forces.push_back(neohookean);
|
||||
}
|
||||
|
||||
// add a pair of grippers
|
||||
createGrip();
|
||||
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
|
||||
|
||||
Reference in New Issue
Block a user