remove src/BulletDynamics/Featherstone/btMultiBodyBlockConstraintSolver.cpp and examples/ConstraintSolvers/* code

revert changes to btMultiBodyConstraintSolver/btSequentialImpulseConstraintSolver related to btMultiBodyBlockConstraintSolver
This commit is contained in:
erwincoumans
2019-02-27 17:10:17 -08:00
parent 48d84e7899
commit 36a9dcf368
21 changed files with 1006 additions and 3224 deletions

View File

@@ -1,26 +1,13 @@
#include "BlockSolverExample.h"
#include "../OpenGLWindow/SimpleOpenGL3App.h"
#include "btBulletDynamicsCommon.h"
#include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
#include "BulletDynamics/Featherstone/btMultiBody.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyMLCPConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "BulletDynamics/Featherstone/btMultiBodyLink.h"
#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
#include "BulletDynamics/Featherstone/btMultiBodyFixedConstraint.h"
#include "BulletDynamics/Featherstone/btMultiBodySliderConstraint.h"
#include "btBlockSolver.h"
#include "../OpenGLWindow/GLInstancingRenderer.h"
#include "BulletCollision/CollisionShapes/btShapeHull.h"
//for URDF import support
#include "../Importers/ImportURDFDemo/BulletUrdfImporter.h"
#include "../Importers/ImportURDFDemo/MyMultiBodyCreator.h"
#include "../Importers/ImportURDFDemo/URDF2Bullet.h"
#include "../CommonInterfaces/CommonMultiBodyBase.h"
class BlockSolverExample : public CommonMultiBodyBase
@@ -36,29 +23,24 @@ public:
virtual void resetCamera()
{
float dist = 1;
float dist = 3;
float pitch = -35;
float yaw = 50;
float targetPos[3] = {-3, 2.8, -2.5};
float targetPos[3] = {0, 0, .1};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool fixedBase = false);
void createGround(const btVector3& halfExtents = btVector3(50, 50, 50), btScalar zOffSet = btScalar(-1.55));
void addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
void createMultiBodyStack();
btMultiBody* createMultiBody(btScalar mass, const btTransform& trans, btCollisionShape* collisionShape);
btMultiBody* loadRobot(std::string filepath);
};
static bool g_fixedBase = true;
static bool g_firstInit = true;
static float scaling = 0.4f;
static float friction = 1.;
BlockSolverExample::BlockSolverExample(GUIHelperInterface* helper, int option)
: CommonMultiBodyBase(helper),
m_option(option)
{
m_guiHelper->setUpAxis(1);
m_guiHelper->setUpAxis(2);
}
BlockSolverExample::~BlockSolverExample()
@@ -69,20 +51,13 @@ BlockSolverExample::~BlockSolverExample()
void BlockSolverExample::stepSimulation(float deltaTime)
{
//use a smaller internal timestep, there are stability issues
float internalTimeStep = 1. / 240.f;
btScalar internalTimeStep = 1./240.f;
m_dynamicsWorld->stepSimulation(deltaTime, 10, internalTimeStep);
}
void BlockSolverExample::initPhysics()
{
m_guiHelper->setUpAxis(1);
if (g_firstInit)
{
m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraDistance(btScalar(10. * scaling));
m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraPitch(50);
g_firstInit = false;
}
///collision configuration contains default setup for memory, collision setup
m_collisionConfiguration = new btDefaultCollisionConfiguration();
@@ -91,7 +66,7 @@ void BlockSolverExample::initPhysics()
m_broadphase = new btDbvtBroadphase();
btMLCPSolverInterface* mlcp;
if (m_option&BLOCK_SOLVER_SI)
{
@@ -117,261 +92,125 @@ void BlockSolverExample::initPhysics()
{
m_solver = new btBlockSolver();
}
btAssert(m_solver);
btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_dynamicsWorld = world;
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4); //todo: what value is good?
m_dynamicsWorld->setGravity(btVector3(0, 0, -10));
m_dynamicsWorld->getSolverInfo().m_numIterations = 50;
m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-6); //todo: what value is good?
if (m_option&BLOCK_SOLVER_SCENE_MB_STACK)
{
createMultiBodyStack();
}
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
bool damping = true;
bool gyro = true;
int numLinks = 5;
bool spherical = true; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
bool multibodyOnly = true; //false
bool canSleep = true;
bool selfCollide = true;
btVector3 linkHalfExtents(0.05, 0.37, 0.1);
btVector3 baseHalfExtents(0.05, 0.37, 0.1);
btMultiBody* mbC1 = createFeatherstoneMultiBody(world, numLinks, btVector3(-0.4f, 3.f, 0.f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
btMultiBody* mbC2 = createFeatherstoneMultiBody(world, numLinks, btVector3(-0.4f, 3.0f, 0.5f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
mbC1->setCanSleep(canSleep);
mbC1->setHasSelfCollision(selfCollide);
mbC1->setUseGyroTerm(gyro);
if (!damping)
{
mbC1->setLinearDamping(0.f);
mbC1->setAngularDamping(0.f);
}
else
{
mbC1->setLinearDamping(0.1f);
mbC1->setAngularDamping(0.9f);
}
//
m_dynamicsWorld->setGravity(btVector3(0, -9.81, 0));
//////////////////////////////////////////////
if (numLinks > 0)
{
btScalar q0 = 45.f * SIMD_PI / 180.f;
if (!spherical)
{
mbC1->setJointPosMultiDof(0, &q0);
}
else
{
btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
quat0.normalize();
mbC1->setJointPosMultiDof(0, quat0);
}
}
///
addColliders(mbC1, world, baseHalfExtents, linkHalfExtents);
mbC2->setCanSleep(canSleep);
mbC2->setHasSelfCollision(selfCollide);
mbC2->setUseGyroTerm(gyro);
//
if (!damping)
{
mbC2->setLinearDamping(0.f);
mbC2->setAngularDamping(0.f);
}
else
{
mbC2->setLinearDamping(0.1f);
mbC2->setAngularDamping(0.9f);
}
//
m_dynamicsWorld->setGravity(btVector3(0, -9.81, 0));
//////////////////////////////////////////////
if (numLinks > 0)
{
btScalar q0 = -45.f * SIMD_PI / 180.f;
if (!spherical)
{
mbC2->setJointPosMultiDof(0, &q0);
}
else
{
btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
quat0.normalize();
mbC2->setJointPosMultiDof(0, quat0);
}
}
///
addColliders(mbC2, world, baseHalfExtents, linkHalfExtents);
/////////////////////////////////////////////////////////////////
btScalar groundHeight = -51.55;
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0, 0, 0);
createGround();
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
/////////////////////////////////////////////////////////////////
}
btMultiBody* BlockSolverExample::createFeatherstoneMultiBody(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool fixedBase)
void BlockSolverExample::createMultiBodyStack()
{
//init the base
btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
float baseMass = 1.f;
if (baseMass)
///create a few basic rigid bodies
bool loadPlaneFromURDF = false;
if (loadPlaneFromURDF)
{
btCollisionShape* pTempBox = new btBoxShape(btVector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
pTempBox->calculateLocalInertia(baseMass, baseInertiaDiag);
delete pTempBox;
btMultiBody* mb = loadRobot("plane.urdf");
printf("!\n");
}
bool canSleep = false;
btMultiBody* pMultiBody = new btMultiBody(numLinks, baseMass, baseInertiaDiag, fixedBase, canSleep);
btQuaternion baseOriQuat(0.f, 0.f, 0.f, 1.f);
pMultiBody->setBasePos(basePosition);
pMultiBody->setWorldToBaseRot(baseOriQuat);
btVector3 vel(0, 0, 0);
//init the links
btVector3 hingeJointAxis(1, 0, 0);
float linkMass = 1.f;
btVector3 linkInertiaDiag(0.f, 0.f, 0.f);
btCollisionShape* pTempBox = new btBoxShape(btVector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));
pTempBox->calculateLocalInertia(linkMass, linkInertiaDiag);
delete pTempBox;
//y-axis assumed up
btVector3 parentComToCurrentCom(0, -linkHalfExtents[1] * 2.f, 0); //par body's COM to cur body's COM offset
btVector3 currentPivotToCurrentCom(0, -linkHalfExtents[1], 0); //cur body's COM to cur body's PIV offset
btVector3 parentComToCurrentPivot = parentComToCurrentCom - currentPivotToCurrentCom; //par body's COM to cur body's PIV offset
//////
btScalar q0 = 0.f * SIMD_PI / 180.f;
btQuaternion quat0(btVector3(0, 1, 0).normalized(), q0);
quat0.normalize();
/////
for (int i = 0; i < numLinks; ++i)
else
{
if (!spherical)
pMultiBody->setupRevolute(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, true);
else
//pMultiBody->setupPlanar(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f)/*quat0*/, btVector3(1, 0, 0), parentComToCurrentPivot*2, false);
pMultiBody->setupSpherical(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), parentComToCurrentPivot, currentPivotToCurrentCom, true);
}
pMultiBody->finalizeMultiDof();
///
pWorld->addMultiBody(pMultiBody);
///
return pMultiBody;
}
void BlockSolverExample::createGround(const btVector3& halfExtents, btScalar zOffSet)
{
btCollisionShape* groundShape = new btBoxShape(halfExtents);
m_collisionShapes.push_back(groundShape);
// rigidbody is dynamic if and only if mass is non zero, otherwise static
btScalar mass(0.);
const bool isDynamic = (mass != 0.f);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
groundShape->calculateLocalInertia(mass, localInertia);
// using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -halfExtents.z() + zOffSet, 0));
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
// add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body, 1, 1 + 2);
}
void BlockSolverExample::addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents)
{
btAlignedObjectArray<btQuaternion> world_to_local;
world_to_local.resize(pMultiBody->getNumLinks() + 1);
btAlignedObjectArray<btVector3> local_origin;
local_origin.resize(pMultiBody->getNumLinks() + 1);
world_to_local[0] = pMultiBody->getWorldToBaseRot();
local_origin[0] = pMultiBody->getBasePos();
{
btScalar quat[4] = {-world_to_local[0].x(), -world_to_local[0].y(), -world_to_local[0].z(), world_to_local[0].w()};
if (1)
{
btCollisionShape* box = new btBoxShape(baseHalfExtents);
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, -1);
col->setCollisionShape(box);
btTransform tr;
tr.setIdentity();
tr.setOrigin(local_origin[0]);
tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
col->setWorldTransform(tr);
pWorld->addCollisionObject(col, 2, 1 + 2);
col->setFriction(friction);
pMultiBody->setBaseCollider(col);
}
}
for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
{
const int parent = pMultiBody->getParent(i);
world_to_local[i + 1] = pMultiBody->getParentToLocalRot(i) * world_to_local[parent + 1];
local_origin[i + 1] = local_origin[parent + 1] + (quatRotate(world_to_local[i + 1].inverse(), pMultiBody->getRVector(i)));
}
for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
{
btVector3 posr = local_origin[i + 1];
btScalar quat[4] = {-world_to_local[i + 1].x(), -world_to_local[i + 1].y(), -world_to_local[i + 1].z(), world_to_local[i + 1].w()};
btCollisionShape* box = new btBoxShape(linkHalfExtents);
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, i);
col->setCollisionShape(box);
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
m_collisionShapes.push_back(groundShape);
btScalar mass = 0;
btTransform tr;
tr.setIdentity();
tr.setOrigin(posr);
tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
col->setWorldTransform(tr);
col->setFriction(friction);
pWorld->addCollisionObject(col, 2, 1 + 2);
pMultiBody->getLink(i).m_collider = col;
tr.setOrigin(btVector3(0, 0, -50));
btMultiBody* body = createMultiBody(mass, tr, groundShape);
}
for (int i=0;i<10;i++)
{
btBoxShape* boxShape = createBoxShape(btVector3(btScalar(.1), btScalar(.1), btScalar(.1)));
m_collisionShapes.push_back(boxShape);
btScalar mass = 1;
if (i == 9)
mass = 100;
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0, 0, 0.1+i*0.2));
btMultiBody* body = createMultiBody(mass, tr, boxShape);
}
if(0)
{
btMultiBody* mb = loadRobot("cube_small.urdf");
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0, 0, 1.));
mb->setBaseWorldTransform(tr);
}
}
btMultiBody* BlockSolverExample::createMultiBody(btScalar mass, const btTransform& trans, btCollisionShape* collisionShape)
{
btVector3 inertia;
collisionShape->calculateLocalInertia(mass, inertia);
bool canSleep = false;
bool isDynamic = mass > 0;
btMultiBody* mb = new btMultiBody(0, mass, inertia, !isDynamic, canSleep);
btMultiBodyLinkCollider* collider = new btMultiBodyLinkCollider(mb, -1);
collider->setWorldTransform(trans);
mb->setBaseWorldTransform(trans);
collider->setCollisionShape(collisionShape);
int collisionFilterGroup = isDynamic ? int(btBroadphaseProxy::DefaultFilter) : int(btBroadphaseProxy::StaticFilter);
int collisionFilterMask = isDynamic ? int(btBroadphaseProxy::AllFilter) : int(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
this->m_dynamicsWorld->addCollisionObject(collider, collisionFilterGroup, collisionFilterMask);
mb->setBaseCollider(collider);
mb->finalizeMultiDof();
this->m_dynamicsWorld->addMultiBody(mb);
m_dynamicsWorld->forwardKinematics();
return mb;
}
btMultiBody* BlockSolverExample::loadRobot(std::string filepath)
{
btMultiBody* m_multiBody = 0;
BulletURDFImporter u2b(m_guiHelper, 0, 0, 1, 0);
bool loadOk = u2b.loadURDF(filepath.c_str());// lwr / kuka.urdf");
if (loadOk)
{
int rootLinkIndex = u2b.getRootLinkIndex();
b3Printf("urdf root link index = %d\n", rootLinkIndex);
MyMultiBodyCreator creation(m_guiHelper);
btTransform identityTrans;
identityTrans.setIdentity();
ConvertURDF2Bullet(u2b, creation, identityTrans, m_dynamicsWorld, true, u2b.getPathPrefix());
for (int i = 0; i < u2b.getNumAllocatedCollisionShapes(); i++)
{
m_collisionShapes.push_back(u2b.getAllocatedCollisionShape(i));
}
m_multiBody = creation.getBulletMultiBody();
if (m_multiBody)
{
b3Printf("Root link name = %s", u2b.getLinkName(u2b.getRootLinkIndex()).c_str());
}
}
return m_multiBody;
}
CommonExampleInterface* BlockSolverExampleCreateFunc(CommonExampleOptions& options)

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@@ -9,7 +9,7 @@ enum BlockSolverOptions
BLOCK_SOLVER_MLCP_DANTZIG = 1 << 2,
BLOCK_SOLVER_BLOCK = 1 << 3,
BLOCK_SOLVER_SCENE_STACK= 1 << 5,
BLOCK_SOLVER_SCENE_MB_STACK= 1 << 5,
BLOCK_SOLVER_SCENE_CHAIN = 1<< 6,
};

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@@ -128,7 +128,6 @@ btScalar btBlockSolver::solveGroup(btCollisionObject * *bodies, int numBodies, b
int maxIterations = siData.m_maxOverrideNumSolverIterations > info.m_numIterations ? siData.m_maxOverrideNumSolverIterations : info.m_numIterations;
for (int iteration = 0; iteration < maxIterations; iteration++)
//for ( int iteration = maxIterations-1 ; iteration >= 0;iteration--)
{
leastSquaresResidual = btSequentialImpulseConstraintSolver::solveSingleIterationInternal(siData, iteration, constraints, numConstraints, info);
@@ -150,7 +149,7 @@ btScalar btBlockSolver::solveGroup(btCollisionObject * *bodies, int numBodies, b
void btBlockSolver::solveMultiBodyGroup(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifold, int numManifolds, btTypedConstraint** constraints, int numConstraints, btMultiBodyConstraint** multiBodyConstraints, int numMultiBodyConstraints, const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btDispatcher* dispatcher)
{
//btMultiBodyConstraintSolver::solveMultiBodyGroup(bodies, numBodies, manifold, numManifolds, constraints, numConstraints, multiBodyConstraints, numMultiBodyConstraints, info, debugDrawer, dispatcher);
btMultiBodyConstraintSolver::solveMultiBodyGroup(bodies, numBodies, manifold, numManifolds, constraints, numConstraints, multiBodyConstraints, numMultiBodyConstraints, info, debugDrawer, dispatcher);
}
void btBlockSolver::reset()

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@@ -1,335 +0,0 @@
#include "BoxStacks.h"
#include "../OpenGLWindow/SimpleOpenGL3App.h"
#include "btBulletDynamicsCommon.h"
#include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
#include "BulletDynamics/Featherstone/btMultiBody.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyBlockConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyMLCPConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "BulletDynamics/Featherstone/btMultiBodyLink.h"
#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
#include "BulletDynamics/Featherstone/btMultiBodyFixedConstraint.h"
#include "BulletDynamics/Featherstone/btMultiBodySliderConstraint.h"
#include "../OpenGLWindow/GLInstancingRenderer.h"
#include "BulletCollision/CollisionShapes/btShapeHull.h"
#include "../CommonInterfaces/CommonMultiBodyBase.h"
class BoxStacks : public CommonMultiBodyBase
{
public:
BoxStacks(GUIHelperInterface* helper);
virtual ~BoxStacks();
virtual void initPhysics();
virtual void stepSimulation(float deltaTime);
virtual void resetCamera()
{
float dist = 1;
float pitch = -35;
float yaw = 50;
float targetPos[3] = {-3, 2.8, -2.5};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
void createBoxStack(int numBoxes, btScalar centerX, btScalar centerY);
btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool fixedBase = false);
void createGround(const btVector3& halfExtents = btVector3(50, 50, 50), btScalar zOffSet = btScalar(-1.55));
void addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
};
static bool g_fixedBase = true;
static bool g_firstInit = true;
static float scaling = 0.4f;
static float friction = 1.;
static int g_constraintSolverType = 0;
BoxStacks::BoxStacks(GUIHelperInterface* helper)
: CommonMultiBodyBase(helper)
{
m_guiHelper->setUpAxis(1);
}
BoxStacks::~BoxStacks()
{
// Do nothing
}
void BoxStacks::stepSimulation(float deltaTime)
{
//use a smaller internal timestep, there are stability issues
float internalTimeStep = 1. / 240.f;
m_dynamicsWorld->stepSimulation(deltaTime, 10, internalTimeStep);
}
void BoxStacks::initPhysics()
{
m_guiHelper->setUpAxis(1);
if (g_firstInit)
{
m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraDistance(btScalar(10. * scaling));
m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraPitch(50);
g_firstInit = false;
}
///collision configuration contains default setup for memory, collision setup
m_collisionConfiguration = new btDefaultCollisionConfiguration();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
if (g_constraintSolverType == 3)
{
g_constraintSolverType = 0;
g_fixedBase = !g_fixedBase;
}
btMLCPSolverInterface* mlcp;
switch (g_constraintSolverType++)
{
case 0:
m_solver = new btMultiBodyConstraintSolver;
b3Printf("Constraint Solver: Sequential Impulse");
break;
case 1:
mlcp = new btSolveProjectedGaussSeidel();
m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
b3Printf("Constraint Solver: MLCP + PGS");
break;
default:
mlcp = new btDantzigSolver();
m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
b3Printf("Constraint Solver: MLCP + Dantzig");
break;
}
m_solver = new btMultiBodyBlockConstraintSolver();
btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_dynamicsWorld = world;
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
m_dynamicsWorld->setGravity(btVector3(btScalar(0), btScalar(-9.81), btScalar(0)));
m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4); //todo: what value is good?
/// Create a few basic rigid bodies
btVector3 groundHalfExtents(50, 50, 50);
btCollisionShape* groundShape = new btBoxShape(groundHalfExtents);
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -50, 00));
btVector3 linkHalfExtents(btScalar(0.05), btScalar(0.37), btScalar(0.1));
btVector3 baseHalfExtents(btScalar(0.05), btScalar(0.37), btScalar(0.1));
createBoxStack(1, 0, 0);
btScalar groundHeight = btScalar(-51.55);
btScalar mass = btScalar(0.0);
btVector3 localInertia(0, 0, 0);
groundShape->calculateLocalInertia(mass, localInertia);
// Using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, groundHeight, 0));
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
// Add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body, 1, 1 + 2);
createGround();
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void BoxStacks::createBoxStack(int numBoxes, btScalar centerX, btScalar centerZ)
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
const btScalar boxHalfSize = btScalar(0.1);
btBoxShape* colShape = createBoxShape(btVector3(boxHalfSize, boxHalfSize, boxHalfSize));
m_collisionShapes.push_back(colShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
btScalar mass(1.0);
btVector3 localInertia(0, 0, 0);
colShape->calculateLocalInertia(mass,localInertia);
for (int i = 0; i < numBoxes; ++i)
{
startTransform.setOrigin(btVector3(centerX, 1+btScalar(btScalar(2) * boxHalfSize * i), centerZ));
createRigidBody(mass, startTransform, colShape);
}
}
btMultiBody* BoxStacks::createFeatherstoneMultiBody(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool fixedBase)
{
//init the base
btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
float baseMass = 1.f;
if (baseMass)
{
btCollisionShape* pTempBox = new btBoxShape(btVector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
pTempBox->calculateLocalInertia(baseMass, baseInertiaDiag);
delete pTempBox;
}
bool canSleep = false;
btMultiBody* pMultiBody = new btMultiBody(numLinks, baseMass, baseInertiaDiag, fixedBase, canSleep);
btQuaternion baseOriQuat(0.f, 0.f, 0.f, 1.f);
pMultiBody->setBasePos(basePosition);
pMultiBody->setWorldToBaseRot(baseOriQuat);
btVector3 vel(0, 0, 0);
//init the links
btVector3 hingeJointAxis(1, 0, 0);
float linkMass = 1.f;
btVector3 linkInertiaDiag(0.f, 0.f, 0.f);
btCollisionShape* pTempBox = new btBoxShape(btVector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));
pTempBox->calculateLocalInertia(linkMass, linkInertiaDiag);
delete pTempBox;
//y-axis assumed up
btVector3 parentComToCurrentCom(0, -linkHalfExtents[1] * 2.f, 0); //par body's COM to cur body's COM offset
btVector3 currentPivotToCurrentCom(0, -linkHalfExtents[1], 0); //cur body's COM to cur body's PIV offset
btVector3 parentComToCurrentPivot = parentComToCurrentCom - currentPivotToCurrentCom; //par body's COM to cur body's PIV offset
//////
btScalar q0 = 0.f * SIMD_PI / 180.f;
btQuaternion quat0(btVector3(0, 1, 0).normalized(), q0);
quat0.normalize();
/////
for (int i = 0; i < numLinks; ++i)
{
if (!spherical)
pMultiBody->setupRevolute(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, true);
else
//pMultiBody->setupPlanar(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f)/*quat0*/, btVector3(1, 0, 0), parentComToCurrentPivot*2, false);
pMultiBody->setupSpherical(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), parentComToCurrentPivot, currentPivotToCurrentCom, true);
}
pMultiBody->finalizeMultiDof();
///
pWorld->addMultiBody(pMultiBody);
///
return pMultiBody;
}
void BoxStacks::createGround(const btVector3& halfExtents, btScalar zOffSet)
{
btCollisionShape* groundShape = new btBoxShape(halfExtents);
m_collisionShapes.push_back(groundShape);
// rigidbody is dynamic if and only if mass is non zero, otherwise static
btScalar mass(0.);
const bool isDynamic = (mass != 0.f);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
groundShape->calculateLocalInertia(mass, localInertia);
// using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -halfExtents.z() + zOffSet, 0));
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
// add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body, 1, 1 + 2);
}
void BoxStacks::addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents)
{
btAlignedObjectArray<btQuaternion> world_to_local;
world_to_local.resize(pMultiBody->getNumLinks() + 1);
btAlignedObjectArray<btVector3> local_origin;
local_origin.resize(pMultiBody->getNumLinks() + 1);
world_to_local[0] = pMultiBody->getWorldToBaseRot();
local_origin[0] = pMultiBody->getBasePos();
{
btScalar quat[4] = {-world_to_local[0].x(), -world_to_local[0].y(), -world_to_local[0].z(), world_to_local[0].w()};
if (1)
{
btCollisionShape* box = new btBoxShape(baseHalfExtents);
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, -1);
col->setCollisionShape(box);
btTransform tr;
tr.setIdentity();
tr.setOrigin(local_origin[0]);
tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
col->setWorldTransform(tr);
pWorld->addCollisionObject(col, 2, 1 + 2);
col->setFriction(friction);
pMultiBody->setBaseCollider(col);
}
}
for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
{
const int parent = pMultiBody->getParent(i);
world_to_local[i + 1] = pMultiBody->getParentToLocalRot(i) * world_to_local[parent + 1];
local_origin[i + 1] = local_origin[parent + 1] + (quatRotate(world_to_local[i + 1].inverse(), pMultiBody->getRVector(i)));
}
for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
{
btVector3 posr = local_origin[i + 1];
btScalar quat[4] = {-world_to_local[i + 1].x(), -world_to_local[i + 1].y(), -world_to_local[i + 1].z(), world_to_local[i + 1].w()};
btCollisionShape* box = new btBoxShape(linkHalfExtents);
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, i);
col->setCollisionShape(box);
btTransform tr;
tr.setIdentity();
tr.setOrigin(posr);
tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
col->setWorldTransform(tr);
col->setFriction(friction);
pWorld->addCollisionObject(col, 2, 1 + 2);
pMultiBody->getLink(i).m_collider = col;
}
}
CommonExampleInterface* BoxStacksCreateFunc(CommonExampleOptions& options)
{
return new BoxStacks(options.m_guiHelper);
}

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@@ -1,7 +0,0 @@
#ifndef CONSTRAINT_SOLVERS_BOX_STACKS_DEMO_H
#define CONSTRAINT_SOLVERS_BOX_STACKS_DEMO_H
class CommonExampleInterface* BoxStacksCreateFunc(struct CommonExampleOptions& options);
#endif // CONSTRAINT_SOLVERS_BOX_STACKS_DEMO_H

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@@ -1,224 +0,0 @@
#include "BoxStacks_MLCP.h"
#include "../OpenGLWindow/SimpleOpenGL3App.h"
#include "btBulletDynamicsCommon.h"
#include "BulletDynamics/Featherstone/btMultiBody.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyBlockConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyMLCPConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "../CommonInterfaces/CommonMultiBodyBase.h"
#include "../RobotSimulator/b3RobotSimulatorClientAPI.h"
#include "../Importers/ImportURDFDemo/BulletUrdfImporter.h"
#include "../Importers/ImportURDFDemo/MyMultiBodyCreator.h"
#include "../Importers/ImportURDFDemo/URDF2Bullet.h"
#include "BulletDynamics/MLCPSolvers/btLemkeSolver.h"
#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
#include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
class BoxStacks_MLCP : public CommonMultiBodyBase
{
public:
BoxStacks_MLCP(GUIHelperInterface* helper);
virtual ~BoxStacks_MLCP();
virtual void initPhysics();
virtual void stepSimulation(float deltaTime);
virtual void resetCamera()
{
float dist = 2;
float pitch = -35;
float yaw = 50;
float targetPos[3] = {0, 0, 0};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
btMultiBody* createMultiBody(btScalar mass, const btTransform& trans, btCollisionShape* collisionShape);
btMultiBody* loadRobot(std::string filepath = "kuka_iiwa/model.urdf");
};
static int g_constraintSolverType = 0;
BoxStacks_MLCP::BoxStacks_MLCP(GUIHelperInterface* helper)
: CommonMultiBodyBase(helper)
{
}
BoxStacks_MLCP::~BoxStacks_MLCP()
{
// Do nothing
}
void BoxStacks_MLCP::stepSimulation(float deltaTime)
{
float internalTimeStep = 1. / 240.f;
m_dynamicsWorld->stepSimulation(deltaTime, 10, internalTimeStep);
for (int i = 0; i < m_dynamicsWorld->getNumMultibodies(); i++)
{
btVector3 pos = m_dynamicsWorld->getMultiBody(i)->getBaseWorldTransform().getOrigin();
printf("pos[%d]=%f,%f,%f\n", i, pos.x(), pos.y(), pos.z());
}
}
void BoxStacks_MLCP::initPhysics()
{
m_guiHelper->setUpAxis(2);
createEmptyDynamicsWorld();
m_dynamicsWorld->getSolverInfo().m_numIterations = 50;
if (g_constraintSolverType == 5)
{
g_constraintSolverType = 0;
}
btMultiBodyConstraintSolver* sol = 0;
btMLCPSolverInterface* mlcp;
switch (g_constraintSolverType++)
{
case 0:
sol = new btMultiBodyConstraintSolver;
b3Printf("Constraint Solver: Sequential Impulse");
break;
case 1:
mlcp = new btSolveProjectedGaussSeidel();
sol = new btMultiBodyMLCPConstraintSolver(mlcp);
b3Printf("Constraint Solver: MLCP + PGS");
break;
case 2:
mlcp = new btDantzigSolver();
sol = new btMultiBodyMLCPConstraintSolver(mlcp);
b3Printf("Constraint Solver: MLCP + Dantzig");
break;
case 3:
mlcp = new btLemkeSolver();
sol = new btMultiBodyMLCPConstraintSolver(mlcp);
b3Printf("Constraint Solver: MLCP + Lemke");
break;
default:
sol = new btMultiBodyBlockConstraintSolver();
b3Printf("btMultiBodyBlockConstraintSolver");
break;
}
m_solver = sol;
btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration);
m_dynamicsWorld = world;
m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4);
m_dynamicsWorld->setGravity(btVector3(0,0,-10));
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);
///create a few basic rigid bodies
bool loadPlaneFromURDF = true;
if (loadPlaneFromURDF)
{
loadRobot("plane.urdf");
} else
{
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
m_collisionShapes.push_back(groundShape);
btScalar mass = 0;
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0, 0, -50));
btMultiBody* body = createMultiBody(mass, tr, groundShape);
}
{
btBoxShape* boxShape = createBoxShape(btVector3(btScalar(.1), btScalar(.1), btScalar(.1)));
m_collisionShapes.push_back(boxShape);
btScalar mass = 10;
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0, 0, 0.5));
btMultiBody* body = createMultiBody(mass, tr, boxShape);
}
{
btMultiBody* mb = loadRobot("cube_small.urdf");
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0, 0, 1.));
mb->setBaseWorldTransform(tr);
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
btMultiBody* BoxStacks_MLCP::createMultiBody(btScalar mass, const btTransform& trans, btCollisionShape* collisionShape)
{
btVector3 inertia;
collisionShape->calculateLocalInertia(mass, inertia);
bool canSleep = false;
bool isDynamic = mass > 0;
btMultiBody* mb = new btMultiBody(0, mass, inertia, !isDynamic,canSleep);
btMultiBodyLinkCollider* collider = new btMultiBodyLinkCollider(mb, -1);
collider->setWorldTransform(trans);
mb->setBaseWorldTransform(trans);
collider->setCollisionShape(collisionShape);
int collisionFilterGroup = isDynamic ? int(btBroadphaseProxy::DefaultFilter) : int(btBroadphaseProxy::StaticFilter);
int collisionFilterMask = isDynamic ? int(btBroadphaseProxy::AllFilter) : int(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
this->m_dynamicsWorld->addCollisionObject(collider, collisionFilterGroup, collisionFilterMask);
mb->setBaseCollider(collider);
mb->finalizeMultiDof();
this->m_dynamicsWorld->addMultiBody(mb);
m_dynamicsWorld->forwardKinematics();
return mb;
}
btMultiBody*BoxStacks_MLCP::loadRobot(std::string filepath)
{
btMultiBody* m_multiBody = 0;
BulletURDFImporter u2b(m_guiHelper,0,0,1,0);
bool loadOk = u2b.loadURDF(filepath.c_str());// lwr / kuka.urdf");
if (loadOk)
{
int rootLinkIndex = u2b.getRootLinkIndex();
b3Printf("urdf root link index = %d\n",rootLinkIndex);
MyMultiBodyCreator creation(m_guiHelper);
btTransform identityTrans;
identityTrans.setIdentity();
ConvertURDF2Bullet(u2b,creation, identityTrans,m_dynamicsWorld,true,u2b.getPathPrefix());
for (int i = 0; i < u2b.getNumAllocatedCollisionShapes(); i++)
{
m_collisionShapes.push_back(u2b.getAllocatedCollisionShape(i));
}
m_multiBody = creation.getBulletMultiBody();
if (m_multiBody)
{
b3Printf("Root link name = %s",u2b.getLinkName(u2b.getRootLinkIndex()).c_str());
}
}
return m_multiBody;
}
CommonExampleInterface* BoxStacks_MLCPCreateFunc(CommonExampleOptions& options)
{
return new BoxStacks_MLCP(options.m_guiHelper);
}

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@@ -1,7 +0,0 @@
#ifndef CONSTRAINT_SOLVERS_BOX_STACKS_MLCP_DEMO_H
#define CONSTRAINT_SOLVERS_BOX_STACKS_MLCP_DEMO_H
class CommonExampleInterface* BoxStacks_MLCPCreateFunc(struct CommonExampleOptions& options);
#endif // CONSTRAINT_SOLVERS_BOX_STACKS_DEMO_H

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@@ -1,335 +0,0 @@
#include "Grasp_Block.h"
#include "../OpenGLWindow/SimpleOpenGL3App.h"
#include "btBulletDynamicsCommon.h"
#include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
#include "BulletDynamics/Featherstone/btMultiBody.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyBlockConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyMLCPConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "BulletDynamics/Featherstone/btMultiBodyLink.h"
#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
#include "BulletDynamics/Featherstone/btMultiBodyFixedConstraint.h"
#include "BulletDynamics/Featherstone/btMultiBodySliderConstraint.h"
#include "../OpenGLWindow/GLInstancingRenderer.h"
#include "BulletCollision/CollisionShapes/btShapeHull.h"
#include "../CommonInterfaces/CommonMultiBodyBase.h"
class Grasp_Block : public CommonMultiBodyBase
{
public:
Grasp_Block(GUIHelperInterface* helper);
virtual ~Grasp_Block();
virtual void initPhysics();
virtual void stepSimulation(float deltaTime);
virtual void resetCamera()
{
float dist = 1;
float pitch = -35;
float yaw = 50;
float targetPos[3] = {-3, 2.8, -2.5};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
void createBoxStack(int numBoxes, btScalar centerX, btScalar centerY);
btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool fixedBase = false);
void createGround(const btVector3& halfExtents = btVector3(50, 50, 50), btScalar zOffSet = btScalar(-1.55));
void addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
};
static bool g_fixedBase = true;
static bool g_firstInit = true;
static float scaling = 0.4f;
static float friction = 1.;
static int g_constraintSolverType = 0;
Grasp_Block::Grasp_Block(GUIHelperInterface* helper)
: CommonMultiBodyBase(helper)
{
m_guiHelper->setUpAxis(1);
}
Grasp_Block::~Grasp_Block()
{
// Do nothing
}
void Grasp_Block::stepSimulation(float deltaTime)
{
//use a smaller internal timestep, there are stability issues
float internalTimeStep = 1. / 240.f;
m_dynamicsWorld->stepSimulation(deltaTime, 10, internalTimeStep);
}
void Grasp_Block::initPhysics()
{
m_guiHelper->setUpAxis(1);
if (g_firstInit)
{
m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraDistance(btScalar(10. * scaling));
m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraPitch(50);
g_firstInit = false;
}
///collision configuration contains default setup for memory, collision setup
m_collisionConfiguration = new btDefaultCollisionConfiguration();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
if (g_constraintSolverType == 3)
{
g_constraintSolverType = 0;
g_fixedBase = !g_fixedBase;
}
btMLCPSolverInterface* mlcp;
switch (g_constraintSolverType++)
{
case 0:
m_solver = new btMultiBodyConstraintSolver;
b3Printf("Constraint Solver: Sequential Impulse");
break;
case 1:
mlcp = new btSolveProjectedGaussSeidel();
m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
b3Printf("Constraint Solver: MLCP + PGS");
break;
default:
mlcp = new btDantzigSolver();
m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
b3Printf("Constraint Solver: MLCP + Dantzig");
break;
}
m_solver = new btMultiBodyBlockConstraintSolver();
btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_dynamicsWorld = world;
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
m_dynamicsWorld->setGravity(btVector3(btScalar(0), btScalar(-9.81), btScalar(0)));
m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4); //todo: what value is good?
/// Create a few basic rigid bodies
btVector3 groundHalfExtents(50, 50, 50);
btCollisionShape* groundShape = new btBoxShape(groundHalfExtents);
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -50, 00));
btVector3 linkHalfExtents(btScalar(0.05), btScalar(0.37), btScalar(0.1));
btVector3 baseHalfExtents(btScalar(0.05), btScalar(0.37), btScalar(0.1));
// createBoxStack(5, 0, 0);
btScalar groundHeight = btScalar(-51.55);
btScalar mass = btScalar(0.0);
btVector3 localInertia(0, 0, 0);
groundShape->calculateLocalInertia(mass, localInertia);
// Using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, groundHeight, 0));
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
// Add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body, 1, 1 + 2);
createGround();
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void Grasp_Block::createBoxStack(int numBoxes, btScalar centerX, btScalar centerZ)
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
const btScalar boxHalfSize = btScalar(0.1);
btBoxShape* colShape = createBoxShape(btVector3(boxHalfSize, boxHalfSize, boxHalfSize));
m_collisionShapes.push_back(colShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
btScalar mass(1.0);
btVector3 localInertia(0, 0, 0);
colShape->calculateLocalInertia(mass,localInertia);
for (int i = 0; i < numBoxes; ++i)
{
startTransform.setOrigin(btVector3(centerX, btScalar(btScalar(2) * boxHalfSize * i), centerZ));
createRigidBody(mass, startTransform, colShape);
}
}
btMultiBody* Grasp_Block::createFeatherstoneMultiBody(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool fixedBase)
{
//init the base
btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
float baseMass = 1.f;
if (baseMass)
{
btCollisionShape* pTempBox = new btBoxShape(btVector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
pTempBox->calculateLocalInertia(baseMass, baseInertiaDiag);
delete pTempBox;
}
bool canSleep = false;
btMultiBody* pMultiBody = new btMultiBody(numLinks, baseMass, baseInertiaDiag, fixedBase, canSleep);
btQuaternion baseOriQuat(0.f, 0.f, 0.f, 1.f);
pMultiBody->setBasePos(basePosition);
pMultiBody->setWorldToBaseRot(baseOriQuat);
btVector3 vel(0, 0, 0);
//init the links
btVector3 hingeJointAxis(1, 0, 0);
float linkMass = 1.f;
btVector3 linkInertiaDiag(0.f, 0.f, 0.f);
btCollisionShape* pTempBox = new btBoxShape(btVector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));
pTempBox->calculateLocalInertia(linkMass, linkInertiaDiag);
delete pTempBox;
//y-axis assumed up
btVector3 parentComToCurrentCom(0, -linkHalfExtents[1] * 2.f, 0); //par body's COM to cur body's COM offset
btVector3 currentPivotToCurrentCom(0, -linkHalfExtents[1], 0); //cur body's COM to cur body's PIV offset
btVector3 parentComToCurrentPivot = parentComToCurrentCom - currentPivotToCurrentCom; //par body's COM to cur body's PIV offset
//////
btScalar q0 = 0.f * SIMD_PI / 180.f;
btQuaternion quat0(btVector3(0, 1, 0).normalized(), q0);
quat0.normalize();
/////
for (int i = 0; i < numLinks; ++i)
{
if (!spherical)
pMultiBody->setupRevolute(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, true);
else
//pMultiBody->setupPlanar(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f)/*quat0*/, btVector3(1, 0, 0), parentComToCurrentPivot*2, false);
pMultiBody->setupSpherical(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), parentComToCurrentPivot, currentPivotToCurrentCom, true);
}
pMultiBody->finalizeMultiDof();
///
pWorld->addMultiBody(pMultiBody);
///
return pMultiBody;
}
void Grasp_Block::createGround(const btVector3& halfExtents, btScalar zOffSet)
{
btCollisionShape* groundShape = new btBoxShape(halfExtents);
m_collisionShapes.push_back(groundShape);
// rigidbody is dynamic if and only if mass is non zero, otherwise static
btScalar mass(0.);
const bool isDynamic = (mass != 0.f);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
groundShape->calculateLocalInertia(mass, localInertia);
// using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -halfExtents.z() + zOffSet, 0));
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
// add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body, 1, 1 + 2);
}
void Grasp_Block::addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents)
{
btAlignedObjectArray<btQuaternion> world_to_local;
world_to_local.resize(pMultiBody->getNumLinks() + 1);
btAlignedObjectArray<btVector3> local_origin;
local_origin.resize(pMultiBody->getNumLinks() + 1);
world_to_local[0] = pMultiBody->getWorldToBaseRot();
local_origin[0] = pMultiBody->getBasePos();
{
btScalar quat[4] = {-world_to_local[0].x(), -world_to_local[0].y(), -world_to_local[0].z(), world_to_local[0].w()};
if (1)
{
btCollisionShape* box = new btBoxShape(baseHalfExtents);
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, -1);
col->setCollisionShape(box);
btTransform tr;
tr.setIdentity();
tr.setOrigin(local_origin[0]);
tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
col->setWorldTransform(tr);
pWorld->addCollisionObject(col, 2, 1 + 2);
col->setFriction(friction);
pMultiBody->setBaseCollider(col);
}
}
for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
{
const int parent = pMultiBody->getParent(i);
world_to_local[i + 1] = pMultiBody->getParentToLocalRot(i) * world_to_local[parent + 1];
local_origin[i + 1] = local_origin[parent + 1] + (quatRotate(world_to_local[i + 1].inverse(), pMultiBody->getRVector(i)));
}
for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
{
btVector3 posr = local_origin[i + 1];
btScalar quat[4] = {-world_to_local[i + 1].x(), -world_to_local[i + 1].y(), -world_to_local[i + 1].z(), world_to_local[i + 1].w()};
btCollisionShape* box = new btBoxShape(linkHalfExtents);
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, i);
col->setCollisionShape(box);
btTransform tr;
tr.setIdentity();
tr.setOrigin(posr);
tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
col->setWorldTransform(tr);
col->setFriction(friction);
pWorld->addCollisionObject(col, 2, 1 + 2);
pMultiBody->getLink(i).m_collider = col;
}
}
CommonExampleInterface* Grasp_BlockCreateFunc(CommonExampleOptions& options)
{
return new Grasp_Block(options.m_guiHelper);
}

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@@ -1,7 +0,0 @@
#ifndef CONSTRAINT_SOLVERS_GRASP_BLOCK_DEMO_H
#define CONSTRAINT_SOLVERS_GRASP_BLOCK_DEMO_H
class CommonExampleInterface* Grasp_BlockCreateFunc(struct CommonExampleOptions& options);
#endif // CONSTRAINT_SOLVERS_GRASP_BLOCK_DEMO_H

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@@ -202,10 +202,6 @@ SET(BulletExampleBrowser_SRCS
../MultiThreadedDemo/MultiThreadedDemo.h
../MultiThreadedDemo/CommonRigidBodyMTBase.cpp
../MultiThreadedDemo/CommonRigidBodyMTBase.h
../ConstraintSolvers/BoxStacks.cpp
../ConstraintSolvers/BoxStacks_MLCP.cpp
../ConstraintSolvers/Grasp_Block.cpp
../ConstraintSolvers/SerialChains.cpp
../BlockSolver/btBlockSolver.cpp
../BlockSolver/btBlockSolver.h
../BlockSolver/BlockSolverExample.cpp

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@@ -21,10 +21,6 @@
#include "../Importers/ImportSDFDemo/ImportSDFSetup.h"
#include "../Importers/ImportMJCFDemo/ImportMJCFSetup.h"
#include "../Collision/CollisionTutorialBullet2.h"
#include "../ConstraintSolvers/SerialChains.h"
#include "../ConstraintSolvers/BoxStacks.h"
#include "../ConstraintSolvers/BoxStacks_MLCP.h"
#include "../ConstraintSolvers/Grasp_Block.h"
#include "../GyroscopicDemo/GyroscopicSetup.h"
#include "../Constraints/Dof6Spring2Setup.h"
#include "../Constraints/ConstraintPhysicsSetup.h"
@@ -142,13 +138,7 @@ static ExampleEntry gDefaultExamples[] =
ExampleEntry(1, "Inverted Pendulum PD", "Keep an inverted pendulum up using open loop PD control", InvertedPendulumPDControlCreateFunc),
ExampleEntry(1, "MultiBody Soft Contact", "Using the error correction parameter (ERP) and constraint force mixing (CFM) values for contacts to simulate compliant contact.", MultiBodySoftContactCreateFunc, 0),
ExampleEntry(0, "Constraint Solvers"),
ExampleEntry(1, "Serial Chains", "Show colliding two serial chains using different constraint solvers.", SerialChainsCreateFunc, 0),
ExampleEntry(1, "Box Stack", "Show box stacks with different constraint solvers for each stack.", BoxStacksCreateFunc, 0),
ExampleEntry(1, "Box Stack MLCP", "Show box stacks with different constraint solvers for each stack.", BoxStacks_MLCPCreateFunc, 0),
ExampleEntry(1, "Grasp Block", "Show box stacks with different constraint solvers for each stack.", Grasp_BlockCreateFunc, 0),
ExampleEntry(0, "Physics Client-Server"),
ExampleEntry(1, "Physics Server", "Create a physics server that communicates with a physics client over shared memory. You can connect to the server using pybullet, a PhysicsClient or a UDP/TCP Bridge.",
PhysicsServerCreateFuncBullet2),
@@ -163,10 +153,10 @@ static ExampleEntry gDefaultExamples[] =
ExampleEntry(0, "BlockSolver"),
ExampleEntry(1, "Stack MultiBody SI", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_STACK+ BLOCK_SOLVER_SI),
ExampleEntry(1, "Stack MultiBody MLCP PGS", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_STACK + BLOCK_SOLVER_MLCP_PGS),
ExampleEntry(1, "Stack MultiBody MLCP Dantzig", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_STACK + BLOCK_SOLVER_MLCP_DANTZIG),
ExampleEntry(1, "Stack MultiBody Block", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_STACK + BLOCK_SOLVER_BLOCK),
ExampleEntry(1, "Stack MultiBody SI", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_MB_STACK+ BLOCK_SOLVER_SI),
ExampleEntry(1, "Stack MultiBody MLCP PGS", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_MB_STACK + BLOCK_SOLVER_MLCP_PGS),
ExampleEntry(1, "Stack MultiBody MLCP Dantzig", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_MB_STACK + BLOCK_SOLVER_MLCP_DANTZIG),
ExampleEntry(1, "Stack MultiBody Block", "Create a stack of blocks, with heavy block at the top", BlockSolverExampleCreateFunc, BLOCK_SOLVER_SCENE_MB_STACK + BLOCK_SOLVER_BLOCK),
ExampleEntry(0, "Inverse Dynamics"),
ExampleEntry(1, "Inverse Dynamics URDF", "Create a btMultiBody from URDF. Create an inverse MultiBodyTree model from that. Use either decoupled PD control or computed torque control using the inverse model to track joint position targets", InverseDynamicsExampleCreateFunc, BT_ID_LOAD_URDF),

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@@ -163,7 +163,6 @@ project "App_BulletExampleBrowser"
"../Collision/*",
"../RoboticsLearning/*",
"../BlockSolver/*",
"../ConstraintSolvers/*",
"../Collision/Internal/*",
"../Benchmarks/*",
"../MultiThreadedDemo/*",

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@@ -7,7 +7,6 @@
#include "BulletDynamics/Featherstone/btMultiBody.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyBlockConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyMLCPConstraintSolver.h"
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
@@ -113,13 +112,12 @@ void SerialChains::initPhysics()
b3Printf("Constraint Solver: MLCP + Dantzig");
break;
}
m_solver = new btMultiBodyBlockConstraintSolver();
btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_dynamicsWorld = world;
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4); //todo: what value is good?
m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4); //todo: what value is good?
///create a few basic rigid bodies
btVector3 groundHalfExtents(50, 50, 50);
@@ -239,53 +237,6 @@ void SerialChains::initPhysics()
createGround();
{
btVector3 halfExtents(.5,.5,.5);
btBoxShape* colShape = new btBoxShape(halfExtents);
//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
m_collisionShapes.push_back(colShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
btScalar mass(1.f);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
colShape->calculateLocalInertia(mass,localInertia);
startTransform.setOrigin(btVector3(
btScalar(0.0),
0.0,
btScalar(0.0)));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
// btRigidBody* body = new btRigidBody(rbInfo);
// m_dynamicsWorld->addRigidBody(body);//,1,1+2);
{
btVector3 pointInA = -linkHalfExtents;
// btVector3 pointInB = halfExtents;
btMatrix3x3 frameInA;
btMatrix3x3 frameInB;
frameInA.setIdentity();
frameInB.setIdentity();
btVector3 jointAxis(1.0,0.0,0.0);
//btMultiBodySliderConstraint* p2p = new btMultiBodySliderConstraint(mbC,numLinks-1,body,pointInA,pointInB,frameInA,frameInB,jointAxis);
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(mbC1, numLinks- 1 , mbC2, numLinks - 1, pointInA, pointInA);
p2p->setMaxAppliedImpulse(20.0);
m_dynamicsWorld->addMultiBodyConstraint(p2p);
}
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
/////////////////////////////////////////////////////////////////