support anchor constraint between deformable and multibody

This commit is contained in:
Xuchen Han
2019-10-17 16:45:28 -07:00
parent 60dfe1fe69
commit 36f7441790
9 changed files with 523 additions and 5 deletions

View File

@@ -145,7 +145,6 @@ void DeformableMultibody::initPhysics()
m_dynamicsWorld->addRigidBody(body,1,1+2);
}
{
bool damping = true;
bool gyro = false;

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@@ -0,0 +1,395 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2019 Google Inc. http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
3. This notice may not be removed or altered from any source distribution.
*/
#include "MultibodyClothAnchor.h"
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
#include "btBulletDynamicsCommon.h"
#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
#include "BulletSoftBody/btSoftBody.h"
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "BulletSoftBody/btDeformableBodySolver.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include <stdio.h> //printf debugging
#include "../CommonInterfaces/CommonRigidBodyBase.h"
#include "../Utils/b3ResourcePath.h"
///The MultibodyClothAnchor shows contact between deformable objects and rigid objects.
class MultibodyClothAnchor : public CommonRigidBodyBase
{
btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
public:
MultibodyClothAnchor(struct GUIHelperInterface* helper)
: CommonRigidBodyBase(helper)
{
}
virtual ~MultibodyClothAnchor()
{
}
void initPhysics();
void exitPhysics();
void resetCamera()
{
float dist = 20;
float pitch = -45;
float yaw = 100;
float targetPos[3] = {0, -3, 0};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
void stepSimulation(float deltaTime)
{
//use a smaller internal timestep, there are stability issues
float internalTimeStep = 1. / 240.f;
m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep);
}
virtual const btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld() const
{
///just make it a btSoftRigidDynamicsWorld please
///or we will add type checking
return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
}
virtual btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld()
{
///just make it a btSoftRigidDynamicsWorld please
///or we will add type checking
return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
}
virtual void renderScene()
{
CommonRigidBodyBase::renderScene();
btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
{
btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i];
//if (softWorld->getDebugDrawer() && !(softWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
{
btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer());
btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
}
}
}
btMultiBody* createMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool floating = false);
void addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
};
void MultibodyClothAnchor::initPhysics()
{
m_guiHelper->setUpAxis(1);
///collision configuration contains default setup for memory, collision setup
m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
///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();
btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
sol->setDeformableSolver(deformableBodySolver);
m_solver = sol;
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
// deformableBodySolver->setWorld(getDeformableDynamicsWorld());
// m_dynamicsWorld->getSolverInfo().m_singleAxisDeformableThreshold = 0.f;//faster but lower quality
btVector3 gravity = btVector3(0, -20, 0);
m_dynamicsWorld->setGravity(gravity);
getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
// getDeformableDynamicsWorld()->before_solver_callbacks.push_back(dynamics);
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
{
///create a ground
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(25.), btScalar(150.)));
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -35, 0));
groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.));
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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);
if (isDynamic)
groundShape->calculateLocalInertia(mass, localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
body->setFriction(1);
//add the ground to the dynamics world
m_dynamicsWorld->addRigidBody(body,1,1+2);
}
// create a piece of cloth
{
const btScalar s = 4;
const btScalar h = 6;
const int r = 9;
btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
btVector3(+s, h, -s),
btVector3(-s, h, +s),
btVector3(+s, h, +s), r, r, 4 + 8, true);
psb->getCollisionShape()->setMargin(0.1);
psb->generateBendingConstraints(2);
psb->setTotalMass(1);
psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb->m_cfg.kCHR = 1; // collision hardness with rigid body
psb->m_cfg.kDF = 2;
psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
getDeformableDynamicsWorld()->addSoftBody(psb);
btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(30,1, true);
getDeformableDynamicsWorld()->addForce(psb, mass_spring);
m_forces.push_back(mass_spring);
btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
getDeformableDynamicsWorld()->addForce(psb, gravity_force);
m_forces.push_back(gravity_force);
bool damping = true;
bool gyro = false;
int numLinks = 5;
bool spherical = false; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
bool canSleep = false;
bool selfCollide = true;
btVector3 linkHalfExtents(1.5, .5, .5);
btVector3 baseHalfExtents(1.5, .5, .5);
btMultiBody* mbC = createMultiBody(getDeformableDynamicsWorld(), numLinks, btVector3(s+3.5f, h, -s-0.6f), linkHalfExtents, baseHalfExtents, spherical, true);
mbC->setCanSleep(canSleep);
mbC->setHasSelfCollision(selfCollide);
mbC->setUseGyroTerm(gyro);
//
if (!damping)
{
mbC->setLinearDamping(0.0f);
mbC->setAngularDamping(0.0f);
}
else
{
mbC->setLinearDamping(0.04f);
mbC->setAngularDamping(0.04f);
}
if (numLinks > 0)
{
btScalar q0 = 0.f * SIMD_PI / 180.f;
if (!spherical)
{
mbC->setJointPosMultiDof(0, &q0);
}
else
{
btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
quat0.normalize();
mbC->setJointPosMultiDof(0, quat0);
}
}
///
addColliders(mbC, getDeformableDynamicsWorld(), baseHalfExtents, linkHalfExtents);
// quick hack: advance time to populate the variables in multibody
m_dynamicsWorld->stepSimulation(SIMD_EPSILON, 0);
btAlignedObjectArray<btQuaternion> scratch_q;
btAlignedObjectArray<btVector3> scratch_m;
mbC->forwardKinematics(scratch_q, scratch_m);
psb->appendDeformableAnchor(0, mbC->getLink(3).m_collider);
psb->appendDeformableAnchor(r - 1, mbC->getLink(0).m_collider);
}
getDeformableDynamicsWorld()->setImplicit(false);
getDeformableDynamicsWorld()->setLineSearch(false);
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void MultibodyClothAnchor::exitPhysics()
{
//cleanup in the reverse order of creation/initialization
//remove the rigidbodies from the dynamics world and delete them
int i;
for (i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
{
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(obj);
if (body && body->getMotionState())
{
delete body->getMotionState();
}
m_dynamicsWorld->removeCollisionObject(obj);
delete obj;
}
// delete forces
for (int j = 0; j < m_forces.size(); j++)
{
btDeformableLagrangianForce* force = m_forces[j];
delete force;
}
m_forces.clear();
//delete collision shapes
for (int j = 0; j < m_collisionShapes.size(); j++)
{
btCollisionShape* shape = m_collisionShapes[j];
delete shape;
}
m_collisionShapes.clear();
delete m_dynamicsWorld;
delete m_solver;
delete m_broadphase;
delete m_dispatcher;
delete m_collisionConfiguration;
}
btMultiBody* MultibodyClothAnchor::createMultiBody(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool floating)
{
//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, !floating, 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(0, 1, 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(-linkHalfExtents[0] * 2.f, 0, 0); //par body's COM to cur body's COM offset
btVector3 currentPivotToCurrentCom(-linkHalfExtents[0], 0, 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->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 MultibodyClothAnchor::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()};
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(1);
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(1);
pWorld->addCollisionObject(col, 2, 1+2);
pMultiBody->getLink(i).m_collider = col;
}
}
class CommonExampleInterface* MultibodyClothAnchorCreateFunc(struct CommonExampleOptions& options)
{
return new MultibodyClothAnchor(options.m_guiHelper);
}

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@@ -0,0 +1,19 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2019 Google Inc. http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef MULTIBODY_CLOTH_ANCHOR_H
#define MULTIBODY_CLOTH_ANCHOR_H
class CommonExampleInterface* MultibodyClothAnchorCreateFunc(struct CommonExampleOptions& options);
#endif //MULTIBODY_CLOTH_ANCHOR_H

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@@ -373,6 +373,8 @@ SET(BulletExampleBrowser_SRCS
../DeformableDemo/VolumetricDeformable.h
../DeformableDemo/DeformableClothAnchor.cpp
../DeformableDemo/DeformableClothAnchor.h
../DeformableDemo/MultibodyClothAnchor.cpp
../DeformableDemo/MultibodyClothAnchor.h
../MultiBody/MultiDofDemo.cpp
../MultiBody/MultiDofDemo.h
../RigidBody/RigidBodySoftContact.cpp

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@@ -54,6 +54,7 @@
#include "../DeformableDemo/GraspDeformable.h"
#include "../DeformableDemo/DeformableContact.h"
#include "../DeformableDemo/DeformableClothAnchor.h"
#include "../DeformableDemo/MultibodyClothAnchor.h"
#include "../SharedMemory/PhysicsServerExampleBullet2.h"
#include "../SharedMemory/PhysicsServerExample.h"
#include "../SharedMemory/PhysicsClientExample.h"
@@ -199,7 +200,8 @@ static ExampleEntry gDefaultExamples[] =
ExampleEntry(1, "Grasp Deformable Cube", "Grasping test", PinchCreateFunc),
ExampleEntry(1, "Grasp Deformable with Motor", "Grasping test", GraspDeformableCreateFunc),
ExampleEntry(1, "Volumetric Deformable Objects", "Volumetric Deformable test", VolumetricDeformableCreateFunc),
ExampleEntry(1, "Deformable Cloth Anchor", "Deformable Anchor test", DeformableClothAnchorCreateFunc),
ExampleEntry(1, "Rigid Cloth Anchor", "Deformable Rigid body Anchor test", DeformableClothAnchorCreateFunc),
ExampleEntry(1, "Multibody Cloth Anchor", "Deformable Multibody Anchor test", MultibodyClothAnchorCreateFunc),
ExampleEntry(1, "Deformable-MultiBody Contact", "MultiBody and Deformable contact", DeformableMultibodyCreateFunc),
// ExampleEntry(1, "MultiBody Baseline", "MultiBody Baseline", MultiBodyBaselineCreateFunc),

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@@ -45,8 +45,6 @@ btVector3 btDeformableNodeAnchorConstraint::getVa() const
}
else if (cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
{
// multibody anchor not supported yet
btAssert(false);
multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(cti.m_colObj);
if (multibodyLinkCol)
{

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@@ -33,7 +33,7 @@ The algorithm also closely resembles the one in http://physbam.stanford.edu/~fed
#include "btDeformableMultiBodyDynamicsWorld.h"
#include "btDeformableBodySolver.h"
#include "LinearMath/btQuickprof.h"
#include "btSoftBodyInternals.h"
void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
{
BT_PROFILE("internalSingleStepSimulation");
@@ -146,6 +146,51 @@ void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
btSoftBody::DeformableNodeRigidAnchor& a = psb->m_deformableAnchors[j];
btSoftBody::Node* n = a.m_node;
n->m_x = a.m_cti.m_colObj->getWorldTransform() * a.m_local;
// update multibody anchor info
if (a.m_cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
{
btMultiBodyLinkCollider* multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(a.m_cti.m_colObj);
if (multibodyLinkCol)
{
btVector3 nrm;
const btCollisionShape* shp = multibodyLinkCol->getCollisionShape();
const btTransform& wtr = multibodyLinkCol->getWorldTransform();
psb->m_worldInfo->m_sparsesdf.Evaluate(
wtr.invXform(n->m_x),
shp,
nrm,
0);
a.m_cti.m_normal = wtr.getBasis() * nrm;
btVector3 normal = a.m_cti.m_normal;
btVector3 t1 = generateUnitOrthogonalVector(normal);
btVector3 t2 = btCross(normal, t1);
btMultiBodyJacobianData jacobianData_normal, jacobianData_t1, jacobianData_t2;
findJacobian(multibodyLinkCol, jacobianData_normal, a.m_node->m_x, normal);
findJacobian(multibodyLinkCol, jacobianData_t1, a.m_node->m_x, t1);
findJacobian(multibodyLinkCol, jacobianData_t2, a.m_node->m_x, t2);
btScalar* J_n = &jacobianData_normal.m_jacobians[0];
btScalar* J_t1 = &jacobianData_t1.m_jacobians[0];
btScalar* J_t2 = &jacobianData_t2.m_jacobians[0];
btScalar* u_n = &jacobianData_normal.m_deltaVelocitiesUnitImpulse[0];
btScalar* u_t1 = &jacobianData_t1.m_deltaVelocitiesUnitImpulse[0];
btScalar* u_t2 = &jacobianData_t2.m_deltaVelocitiesUnitImpulse[0];
btMatrix3x3 rot(normal.getX(), normal.getY(), normal.getZ(),
t1.getX(), t1.getY(), t1.getZ(),
t2.getX(), t2.getY(), t2.getZ()); // world frame to local frame
const int ndof = multibodyLinkCol->m_multiBody->getNumDofs() + 6;
btMatrix3x3 local_impulse_matrix = (Diagonal(n->m_im) + OuterProduct(J_n, J_t1, J_t2, u_n, u_t1, u_t2, ndof)).inverse();
a.m_c0 = rot.transpose() * local_impulse_matrix * rot;
a.jacobianData_normal = jacobianData_normal;
a.jacobianData_t1 = jacobianData_t1;
a.jacobianData_t2 = jacobianData_t2;
a.t1 = t1;
a.t2 = t2;
}
}
}
psb->interpolateRenderMesh();
}

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@@ -443,9 +443,66 @@ void btSoftBody::appendDeformableAnchor(int node, btRigidBody* body)
c.m_c0 = ImpulseMatrix(1, ima, imb, iwi, ra);
c.m_c1 = ra;
c.m_local = body->getWorldTransform().inverse() * m_nodes[node].m_x;
c.m_node->m_battach = 1;
m_deformableAnchors.push_back(c);
}
//
void btSoftBody::appendDeformableAnchor(int node, btMultiBodyLinkCollider* link)
{
DeformableNodeRigidAnchor c;
btSoftBody::Node& n = m_nodes[node];
const btScalar ima = n.m_im;
btVector3 nrm;
const btCollisionShape* shp = link->getCollisionShape();
const btTransform& wtr = link->getWorldTransform();
btScalar dst =
m_worldInfo->m_sparsesdf.Evaluate(
wtr.invXform(m_nodes[node].m_x),
shp,
nrm,
0);
c.m_cti.m_colObj = link;
c.m_cti.m_normal = wtr.getBasis() * nrm;
c.m_cti.m_offset = dst;
c.m_node = &m_nodes[node];
const btScalar fc = m_cfg.kDF * link->getFriction();
c.m_c2 = ima;
c.m_c3 = fc;
c.m_c4 = link->isStaticOrKinematicObject() ? m_cfg.kKHR : m_cfg.kCHR;
btVector3 normal = c.m_cti.m_normal;
btVector3 t1 = generateUnitOrthogonalVector(normal);
btVector3 t2 = btCross(normal, t1);
btMultiBodyJacobianData jacobianData_normal, jacobianData_t1, jacobianData_t2;
findJacobian(link, jacobianData_normal, c.m_node->m_x, normal);
findJacobian(link, jacobianData_t1, c.m_node->m_x, t1);
findJacobian(link, jacobianData_t2, c.m_node->m_x, t2);
btScalar* J_n = &jacobianData_normal.m_jacobians[0];
btScalar* J_t1 = &jacobianData_t1.m_jacobians[0];
btScalar* J_t2 = &jacobianData_t2.m_jacobians[0];
btScalar* u_n = &jacobianData_normal.m_deltaVelocitiesUnitImpulse[0];
btScalar* u_t1 = &jacobianData_t1.m_deltaVelocitiesUnitImpulse[0];
btScalar* u_t2 = &jacobianData_t2.m_deltaVelocitiesUnitImpulse[0];
btMatrix3x3 rot(normal.getX(), normal.getY(), normal.getZ(),
t1.getX(), t1.getY(), t1.getZ(),
t2.getX(), t2.getY(), t2.getZ()); // world frame to local frame
const int ndof = link->m_multiBody->getNumDofs() + 6;
btMatrix3x3 local_impulse_matrix = (Diagonal(n.m_im) + OuterProduct(J_n, J_t1, J_t2, u_n, u_t1, u_t2, ndof)).inverse();
c.m_c0 = rot.transpose() * local_impulse_matrix * rot;
c.jacobianData_normal = jacobianData_normal;
c.jacobianData_t1 = jacobianData_t1;
c.jacobianData_t2 = jacobianData_t2;
c.t1 = t1;
c.t2 = t2;
const btVector3 ra = n.m_x - wtr.getOrigin();
c.m_c1 = ra;
c.m_local = link->getWorldTransform().inverse() * m_nodes[node].m_x;
c.m_node->m_battach = 1;
m_deformableAnchors.push_back(c);
}
//
void btSoftBody::appendLinearJoint(const LJoint::Specs& specs, Cluster* body0, Body body1)
{

View File

@@ -905,6 +905,7 @@ public:
/* Append anchor */
void appendDeformableAnchor(int node, btRigidBody* body);
void appendDeformableAnchor(int node, btMultiBodyLinkCollider* link);
void appendAnchor(int node,
btRigidBody* body, bool disableCollisionBetweenLinkedBodies = false, btScalar influence = 1);
void appendAnchor(int node, btRigidBody* body, const btVector3& localPivot, bool disableCollisionBetweenLinkedBodies = false, btScalar influence = 1);