combat friction drift in positionCorrect by changing velocity and change it back (effectively only changing position)

This commit is contained in:
Xuchen Han
2019-07-23 12:15:23 -07:00
parent a90cad2a96
commit 243b9fc8c7
15 changed files with 291 additions and 152 deletions

View File

@@ -73,9 +73,9 @@ public:
void resetCamera()
{
float dist = 25;
float pitch = -45;
float pitch = -30;
float yaw = 100;
float targetPos[3] = {0, -3, 0};
float targetPos[3] = {0, -0, 0};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
@@ -137,17 +137,56 @@ void dynamics(btScalar time, btDeformableRigidDynamicsWorld* world)
return;
btRigidBody* rb0 = rbs[0];
btScalar pressTime = 0.9;
btScalar liftTime = 2.5;
btScalar shiftTime = 3.5;
btScalar holdTime = 4.5*1000;
btScalar dropTime = 5.3*1000;
btTransform rbTransform;
rbTransform.setIdentity();
btVector3 translation = btVector3(0.5,3,4);
btVector3 velocity = btVector3(0,5,0);
btVector3 translation;
btVector3 velocity;
btVector3 initialTranslationLeft = btVector3(0.5,3,4);
btVector3 initialTranslationRight = btVector3(0.5,3,-4);
btVector3 pinchVelocityLeft = btVector3(0,0,-2);
btVector3 pinchVelocityRight = btVector3(0,0,2);
btVector3 liftVelocity = btVector3(0,5,0);
btVector3 shiftVelocity = btVector3(0,0,5);
btVector3 holdVelocity = btVector3(0,0,0);
btVector3 openVelocityLeft = btVector3(0,0,4);
btVector3 openVelocityRight = btVector3(0,0,-4);
if (time < pressTime)
{
velocity = btVector3(0,0,-2);
translation += velocity * time;
velocity = pinchVelocityLeft;
translation = initialTranslationLeft + pinchVelocityLeft * time;
}
else if (time < liftTime)
{
velocity = liftVelocity;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (time - pressTime);
}
else if (time < shiftTime)
{
velocity = shiftVelocity;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
}
else if (time < holdTime)
{
velocity = btVector3(0,0,0);
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
}
else if (time < dropTime)
{
velocity = openVelocityLeft;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (time - holdTime);
}
else
translation += btVector3(0,0,-2) * pressTime + (time-pressTime)*velocity;
{
velocity = holdVelocity;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (dropTime - holdTime);
}
rbTransform.setOrigin(translation);
rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
rb0->setCenterOfMassTransform(rbTransform);
@@ -155,23 +194,45 @@ void dynamics(btScalar time, btDeformableRigidDynamicsWorld* world)
rb0->setLinearVelocity(velocity);
btRigidBody* rb1 = rbs[1];
translation = btVector3(0.5,3,-4);
velocity = btVector3(0,5,0);
if (time < pressTime)
{
velocity = btVector3(0,0,2);
translation += velocity * time;
velocity = pinchVelocityRight;
translation = initialTranslationRight + pinchVelocityRight * time;
}
else if (time < liftTime)
{
velocity = liftVelocity;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (time - pressTime);
}
else if (time < shiftTime)
{
velocity = shiftVelocity;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
}
else if (time < holdTime)
{
velocity = btVector3(0,0,0);
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
}
else if (time < dropTime)
{
velocity = openVelocityRight;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (time - holdTime);
}
else
translation += btVector3(0,0,2) * pressTime + (time-pressTime)*velocity;
{
velocity = holdVelocity;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (dropTime - holdTime);
}
rbTransform.setOrigin(translation);
rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
rb1->setCenterOfMassTransform(rbTransform);
rb1->setAngularVelocity(btVector3(0,0,0));
rb1->setLinearVelocity(velocity);
rb0->setFriction(2);
rb1->setFriction(2);
rb0->setFriction(20);
rb1->setFriction(20);
}
void Pinch::initPhysics()
@@ -194,7 +255,7 @@ void Pinch::initPhysics()
m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
getDeformableDynamicsWorld()->getWorldInfo().m_gravity.setValue(0, -10, 0);
getDeformableDynamicsWorld()->before_solver_callbacks.push_back(dynamics);
getDeformableDynamicsWorld()->m_beforeSolverCallbacks.push_back(dynamics);
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
//create a ground
@@ -229,21 +290,58 @@ void Pinch::initPhysics()
// create a soft block
{
btScalar verts[24] = {0.f, 0.f, 0.f,
1.f, 0.f, 0.f,
0.f, 1.f, 0.f,
0.f, 0.f, 1.f,
1.f, 1.f, 0.f,
0.f, 1.f, 1.f,
1.f, 0.f, 1.f,
1.f, 1.f, 1.f
};
int triangles[60] = {0, 6, 3,
0,1,6,
7,5,3,
7,3,6,
4,7,6,
4,6,1,
7,2,5,
7,4,2,
0,3,2,
2,3,5,
0,2,4,
0,4,1,
0,6,5,
0,6,4,
3,4,2,
3,4,7,
2,7,3,
2,7,1,
4,5,0,
4,5,6,
};
// btSoftBody* psb = btSoftBodyHelpers::CreateFromTriMesh(getDeformableDynamicsWorld()->getWorldInfo(), &verts[0], &triangles[0], 20);
////
btSoftBody* psb = btSoftBodyHelpers::CreateFromTetGenData(getDeformableDynamicsWorld()->getWorldInfo(),
TetraCube::getElements(),
0,
TetraCube::getNodes(),
false, true, true);
getDeformableDynamicsWorld()->addSoftBody(psb);
psb->scale(btVector3(2, 2, 2));
psb->translate(btVector3(0, 4, 0));
psb->getCollisionShape()->setMargin(0.1);
psb->setTotalMass(1);
psb->setSpringStiffness(10);
psb->setDampingCoefficient(0.01);
// psb->scale(btVector3(5, 5, 5));
// psb->translate(btVector3(-2.5, 4, -2.5));
// psb->getCollisionShape()->setMargin(0.1);
// psb->setTotalMass(1);
psb->setSpringStiffness(4);
psb->setDampingCoefficient(0.02);
psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb->m_cfg.kCHR = 1; // collision hardness with rigid body
psb->m_cfg.kDF = 0.5;
psb->m_cfg.kDF = 2;
getDeformableDynamicsWorld()->addSoftBody(psb);
// add a grippers
createGrip();
}