combat friction drift in positionCorrect by changing velocity and change it back (effectively only changing position)
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@@ -73,9 +73,9 @@ public:
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void resetCamera()
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{
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float dist = 25;
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float pitch = -45;
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float pitch = -30;
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float yaw = 100;
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float targetPos[3] = {0, -3, 0};
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float targetPos[3] = {0, -0, 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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@@ -137,17 +137,56 @@ void dynamics(btScalar time, btDeformableRigidDynamicsWorld* 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 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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btTransform rbTransform;
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rbTransform.setIdentity();
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btVector3 translation = btVector3(0.5,3,4);
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btVector3 velocity = btVector3(0,5,0);
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btVector3 translation;
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btVector3 velocity;
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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 pinchVelocityLeft = btVector3(0,0,-2);
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btVector3 pinchVelocityRight = btVector3(0,0,2);
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btVector3 liftVelocity = btVector3(0,5,0);
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btVector3 shiftVelocity = btVector3(0,0,5);
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btVector3 holdVelocity = btVector3(0,0,0);
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btVector3 openVelocityLeft = btVector3(0,0,4);
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btVector3 openVelocityRight = btVector3(0,0,-4);
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if (time < pressTime)
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{
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velocity = btVector3(0,0,-2);
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translation += velocity * time;
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velocity = pinchVelocityLeft;
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translation = initialTranslationLeft + pinchVelocityLeft * time;
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}
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else if (time < liftTime)
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{
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velocity = liftVelocity;
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translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (time - pressTime);
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}
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else if (time < shiftTime)
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{
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velocity = shiftVelocity;
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translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
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}
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else if (time < holdTime)
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{
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velocity = btVector3(0,0,0);
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translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
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}
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else if (time < dropTime)
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{
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velocity = openVelocityLeft;
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translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (time - holdTime);
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}
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else
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translation += btVector3(0,0,-2) * pressTime + (time-pressTime)*velocity;
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{
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velocity = holdVelocity;
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translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (dropTime - holdTime);
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}
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rbTransform.setOrigin(translation);
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rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
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rb0->setCenterOfMassTransform(rbTransform);
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@@ -155,23 +194,45 @@ void dynamics(btScalar time, btDeformableRigidDynamicsWorld* world)
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rb0->setLinearVelocity(velocity);
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btRigidBody* rb1 = rbs[1];
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translation = btVector3(0.5,3,-4);
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velocity = btVector3(0,5,0);
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if (time < pressTime)
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{
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velocity = btVector3(0,0,2);
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translation += velocity * time;
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velocity = pinchVelocityRight;
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translation = initialTranslationRight + pinchVelocityRight * time;
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}
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else if (time < liftTime)
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{
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velocity = liftVelocity;
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translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (time - pressTime);
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}
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else if (time < shiftTime)
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{
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velocity = shiftVelocity;
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translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
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}
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else if (time < holdTime)
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{
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velocity = btVector3(0,0,0);
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translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
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}
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else if (time < dropTime)
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{
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velocity = openVelocityRight;
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translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (time - holdTime);
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}
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else
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translation += btVector3(0,0,2) * pressTime + (time-pressTime)*velocity;
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{
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velocity = holdVelocity;
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translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (dropTime - holdTime);
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}
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rbTransform.setOrigin(translation);
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rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
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rb1->setCenterOfMassTransform(rbTransform);
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rb1->setAngularVelocity(btVector3(0,0,0));
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rb1->setLinearVelocity(velocity);
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rb0->setFriction(2);
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rb1->setFriction(2);
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rb0->setFriction(20);
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rb1->setFriction(20);
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}
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void Pinch::initPhysics()
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@@ -194,7 +255,7 @@ void Pinch::initPhysics()
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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity.setValue(0, -10, 0);
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getDeformableDynamicsWorld()->before_solver_callbacks.push_back(dynamics);
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getDeformableDynamicsWorld()->m_beforeSolverCallbacks.push_back(dynamics);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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//create a ground
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@@ -229,21 +290,58 @@ void Pinch::initPhysics()
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// create a soft block
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{
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btScalar verts[24] = {0.f, 0.f, 0.f,
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1.f, 0.f, 0.f,
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0.f, 1.f, 0.f,
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0.f, 0.f, 1.f,
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1.f, 1.f, 0.f,
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0.f, 1.f, 1.f,
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1.f, 0.f, 1.f,
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1.f, 1.f, 1.f
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};
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int triangles[60] = {0, 6, 3,
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0,1,6,
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7,5,3,
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7,3,6,
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4,7,6,
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4,6,1,
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7,2,5,
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7,4,2,
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0,3,2,
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2,3,5,
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0,2,4,
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0,4,1,
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0,6,5,
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0,6,4,
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3,4,2,
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3,4,7,
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2,7,3,
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2,7,1,
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4,5,0,
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4,5,6,
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};
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// btSoftBody* psb = btSoftBodyHelpers::CreateFromTriMesh(getDeformableDynamicsWorld()->getWorldInfo(), &verts[0], &triangles[0], 20);
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////
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btSoftBody* psb = 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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getDeformableDynamicsWorld()->addSoftBody(psb);
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psb->scale(btVector3(2, 2, 2));
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psb->translate(btVector3(0, 4, 0));
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psb->getCollisionShape()->setMargin(0.1);
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psb->setTotalMass(1);
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psb->setSpringStiffness(10);
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psb->setDampingCoefficient(0.01);
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// psb->scale(btVector3(5, 5, 5));
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// psb->translate(btVector3(-2.5, 4, -2.5));
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// psb->getCollisionShape()->setMargin(0.1);
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// psb->setTotalMass(1);
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psb->setSpringStiffness(4);
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psb->setDampingCoefficient(0.02);
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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 = 0.5;
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psb->m_cfg.kDF = 2;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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// add a grippers
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createGrip();
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}
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