support anchor constraint between deformable and multibody
This commit is contained in:
@@ -145,7 +145,6 @@ void DeformableMultibody::initPhysics()
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m_dynamicsWorld->addRigidBody(body,1,1+2);
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}
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{
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bool damping = true;
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bool gyro = false;
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395
examples/DeformableDemo/MultibodyClothAnchor.cpp
Normal file
395
examples/DeformableDemo/MultibodyClothAnchor.cpp
Normal file
@@ -0,0 +1,395 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2019 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "MultibodyClothAnchor.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "BulletSoftBody/btDeformableBodySolver.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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#include <stdio.h> //printf debugging
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The MultibodyClothAnchor shows contact between deformable objects and rigid objects.
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class MultibodyClothAnchor : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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public:
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MultibodyClothAnchor(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~MultibodyClothAnchor()
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{
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}
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void initPhysics();
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void exitPhysics();
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void resetCamera()
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{
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float dist = 20;
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float pitch = -45;
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float yaw = 100;
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float targetPos[3] = {0, -3, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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void stepSimulation(float deltaTime)
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{
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//use a smaller internal timestep, there are stability issues
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float internalTimeStep = 1. / 240.f;
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m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep);
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}
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virtual const btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld() const
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld()
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual void renderScene()
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{
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CommonRigidBodyBase::renderScene();
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btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
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for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
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{
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btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i];
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//if (softWorld->getDebugDrawer() && !(softWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
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{
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btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer());
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btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
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}
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}
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}
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btMultiBody* createMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool floating = false);
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void addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
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};
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void MultibodyClothAnchor::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
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sol->setDeformableSolver(deformableBodySolver);
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m_solver = sol;
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m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
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// deformableBodySolver->setWorld(getDeformableDynamicsWorld());
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// m_dynamicsWorld->getSolverInfo().m_singleAxisDeformableThreshold = 0.f;//faster but lower quality
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btVector3 gravity = btVector3(0, -20, 0);
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m_dynamicsWorld->setGravity(gravity);
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
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// getDeformableDynamicsWorld()->before_solver_callbacks.push_back(dynamics);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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{
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///create a ground
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(25.), btScalar(150.)));
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, -35, 0));
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groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass, localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(1);
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//add the ground to the dynamics world
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m_dynamicsWorld->addRigidBody(body,1,1+2);
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}
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// create a piece of cloth
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{
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const btScalar s = 4;
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const btScalar h = 6;
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const int r = 9;
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btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
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btVector3(+s, h, -s),
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btVector3(-s, h, +s),
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btVector3(+s, h, +s), r, r, 4 + 8, true);
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psb->getCollisionShape()->setMargin(0.1);
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psb->generateBendingConstraints(2);
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psb->setTotalMass(1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 2;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(30,1, true);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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m_forces.push_back(mass_spring);
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btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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m_forces.push_back(gravity_force);
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bool damping = true;
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bool gyro = false;
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int numLinks = 5;
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bool spherical = false; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
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bool canSleep = false;
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bool selfCollide = true;
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btVector3 linkHalfExtents(1.5, .5, .5);
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btVector3 baseHalfExtents(1.5, .5, .5);
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btMultiBody* mbC = createMultiBody(getDeformableDynamicsWorld(), numLinks, btVector3(s+3.5f, h, -s-0.6f), linkHalfExtents, baseHalfExtents, spherical, true);
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mbC->setCanSleep(canSleep);
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mbC->setHasSelfCollision(selfCollide);
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mbC->setUseGyroTerm(gyro);
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//
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if (!damping)
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{
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mbC->setLinearDamping(0.0f);
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mbC->setAngularDamping(0.0f);
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}
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else
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{
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mbC->setLinearDamping(0.04f);
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mbC->setAngularDamping(0.04f);
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}
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if (numLinks > 0)
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{
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btScalar q0 = 0.f * SIMD_PI / 180.f;
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if (!spherical)
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{
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mbC->setJointPosMultiDof(0, &q0);
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}
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else
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{
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btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
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quat0.normalize();
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mbC->setJointPosMultiDof(0, quat0);
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}
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}
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///
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addColliders(mbC, getDeformableDynamicsWorld(), baseHalfExtents, linkHalfExtents);
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// quick hack: advance time to populate the variables in multibody
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m_dynamicsWorld->stepSimulation(SIMD_EPSILON, 0);
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btAlignedObjectArray<btQuaternion> scratch_q;
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btAlignedObjectArray<btVector3> scratch_m;
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mbC->forwardKinematics(scratch_q, scratch_m);
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psb->appendDeformableAnchor(0, mbC->getLink(3).m_collider);
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psb->appendDeformableAnchor(r - 1, mbC->getLink(0).m_collider);
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}
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getDeformableDynamicsWorld()->setImplicit(false);
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getDeformableDynamicsWorld()->setLineSearch(false);
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void MultibodyClothAnchor::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject(obj);
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delete obj;
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}
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// delete forces
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for (int j = 0; j < m_forces.size(); j++)
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{
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btDeformableLagrangianForce* force = m_forces[j];
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delete force;
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}
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m_forces.clear();
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//delete collision shapes
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for (int j = 0; j < m_collisionShapes.size(); j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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}
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btMultiBody* MultibodyClothAnchor::createMultiBody(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool floating)
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{
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//init the base
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btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
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float baseMass = 1.f;
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if (baseMass)
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{
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btCollisionShape* pTempBox = new btBoxShape(btVector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
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pTempBox->calculateLocalInertia(baseMass, baseInertiaDiag);
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delete pTempBox;
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}
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bool canSleep = false;
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btMultiBody* pMultiBody = new btMultiBody(numLinks, baseMass, baseInertiaDiag, !floating, canSleep);
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btQuaternion baseOriQuat(0.f, 0.f, 0.f, 1.f);
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pMultiBody->setBasePos(basePosition);
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pMultiBody->setWorldToBaseRot(baseOriQuat);
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btVector3 vel(0, 0, 0);
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//init the links
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btVector3 hingeJointAxis(0, 1, 0);
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float linkMass = 1.f;
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btVector3 linkInertiaDiag(0.f, 0.f, 0.f);
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btCollisionShape* pTempBox = new btBoxShape(btVector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));
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pTempBox->calculateLocalInertia(linkMass, linkInertiaDiag);
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delete pTempBox;
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//y-axis assumed up
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btVector3 parentComToCurrentCom(-linkHalfExtents[0] * 2.f, 0, 0); //par body's COM to cur body's COM offset
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btVector3 currentPivotToCurrentCom(-linkHalfExtents[0], 0, 0); //cur body's COM to cur body's PIV offset
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btVector3 parentComToCurrentPivot = parentComToCurrentCom - currentPivotToCurrentCom; //par body's COM to cur body's PIV offset
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//////
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btScalar q0 = 0.f * SIMD_PI / 180.f;
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btQuaternion quat0(btVector3(0, 1, 0).normalized(), q0);
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quat0.normalize();
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/////
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for (int i = 0; i < numLinks; ++i)
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{
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if (!spherical)
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pMultiBody->setupRevolute(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, true);
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else
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pMultiBody->setupSpherical(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), parentComToCurrentPivot, currentPivotToCurrentCom, true);
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}
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pMultiBody->finalizeMultiDof();
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///
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pWorld->addMultiBody(pMultiBody);
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///
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return pMultiBody;
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}
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void MultibodyClothAnchor::addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents)
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{
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btAlignedObjectArray<btQuaternion> world_to_local;
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world_to_local.resize(pMultiBody->getNumLinks() + 1);
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btAlignedObjectArray<btVector3> local_origin;
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local_origin.resize(pMultiBody->getNumLinks() + 1);
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world_to_local[0] = pMultiBody->getWorldToBaseRot();
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local_origin[0] = pMultiBody->getBasePos();
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{
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btScalar quat[4] = {-world_to_local[0].x(), -world_to_local[0].y(), -world_to_local[0].z(), world_to_local[0].w()};
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btCollisionShape* box = new btBoxShape(baseHalfExtents);
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btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, -1);
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col->setCollisionShape(box);
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(local_origin[0]);
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tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
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col->setWorldTransform(tr);
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pWorld->addCollisionObject(col, 2, 1+2);
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col->setFriction(1);
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pMultiBody->setBaseCollider(col);
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}
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for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
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{
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const int parent = pMultiBody->getParent(i);
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world_to_local[i + 1] = pMultiBody->getParentToLocalRot(i) * world_to_local[parent + 1];
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local_origin[i + 1] = local_origin[parent + 1] + (quatRotate(world_to_local[i + 1].inverse(), pMultiBody->getRVector(i)));
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}
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for (int i = 0; i < pMultiBody->getNumLinks(); ++i)
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{
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btVector3 posr = local_origin[i + 1];
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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()};
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btCollisionShape* box = new btBoxShape(linkHalfExtents);
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btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, i);
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col->setCollisionShape(box);
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(posr);
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tr.setRotation(btQuaternion(quat[0], quat[1], quat[2], quat[3]));
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col->setWorldTransform(tr);
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col->setFriction(1);
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pWorld->addCollisionObject(col, 2, 1+2);
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pMultiBody->getLink(i).m_collider = col;
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}
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}
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class CommonExampleInterface* MultibodyClothAnchorCreateFunc(struct CommonExampleOptions& options)
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{
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return new MultibodyClothAnchor(options.m_guiHelper);
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}
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19
examples/DeformableDemo/MultibodyClothAnchor.h
Normal file
19
examples/DeformableDemo/MultibodyClothAnchor.h
Normal file
@@ -0,0 +1,19 @@
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/*
|
||||
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
|
||||
@@ -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
|
||||
|
||||
@@ -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),
|
||||
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user