Load bunny to to the world in the grasp demo.
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@@ -5,7 +5,7 @@
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#include "../Importers/ImportURDFDemo/URDF2Bullet.h"
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#include "../Extras/InverseDynamics/btMultiBodyTreeCreator.hpp"
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#include "TinyRendererVisualShapeConverter.h"
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#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
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#include "BulletDynamics/Featherstone/btSoftMultiBodyDynamicsWorld.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
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#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
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@@ -26,6 +26,10 @@
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#include "Bullet3Common/b3Logging.h"
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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#include "SharedMemoryCommands.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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#include "BulletSoftBody/btSoftBodySolvers.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "../SoftDemo/BunnyMesh.h"
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//@todo(erwincoumans) those globals are hacks for a VR demo, move this to Python/pybullet!
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btVector3 gLastPickPos(0, 0, 0);
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@@ -421,8 +425,9 @@ struct PhysicsServerCommandProcessorInternalData
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btBroadphaseInterface* m_broadphase;
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btCollisionDispatcher* m_dispatcher;
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btMultiBodyConstraintSolver* m_solver;
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btSoftBodySolver* m_softbodySolver;
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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btMultiBodyDynamicsWorld* m_dynamicsWorld;
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btSoftMultiBodyDynamicsWorld* m_dynamicsWorld;
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SharedMemoryDebugDrawer* m_remoteDebugDrawer;
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btAlignedObjectArray<b3ContactPointData> m_cachedContactPoints;
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@@ -596,8 +601,9 @@ PhysicsServerCommandProcessor::~PhysicsServerCommandProcessor()
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void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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{
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///collision configuration contains default setup for memory, collision setup
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m_data->m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_data->m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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m_data->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_data->m_dispatcher = new btCollisionDispatcher(m_data->m_collisionConfiguration);
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@@ -605,8 +611,10 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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m_data->m_broadphase = new btDbvtBroadphase();
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m_data->m_solver = new btMultiBodyConstraintSolver;
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m_data->m_softbodySolver = 0;
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m_data->m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_data->m_dispatcher, m_data->m_broadphase, m_data->m_solver, m_data->m_collisionConfiguration);
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m_data->m_dynamicsWorld = new btSoftMultiBodyDynamicsWorld(m_data->m_dispatcher, m_data->m_broadphase, m_data->m_solver, m_data->m_collisionConfiguration, m_data->m_softbodySolver);
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//Workaround: in a VR application, where we avoid synchronizaing between GFX/Physics threads, we don't want to resize this array, so pre-allocate it
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m_data->m_dynamicsWorld->getCollisionObjectArray().reserve(8192);
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@@ -616,6 +624,29 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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m_data->m_dynamicsWorld->setGravity(btVector3(0, 0, 0));
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m_data->m_dynamicsWorld->getSolverInfo().m_erp2 = 0.08;
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btSoftBodyWorldInfo softBodyWorldInfo;
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softBodyWorldInfo.air_density = (btScalar)1.2;
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softBodyWorldInfo.water_density = 0;
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softBodyWorldInfo.water_offset = 0;
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softBodyWorldInfo.water_normal = btVector3(0,0,0);
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softBodyWorldInfo.m_gravity.setValue(0,0,0);
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btSoftBody* psb=btSoftBodyHelpers::CreateFromTriMesh(softBodyWorldInfo,gVerticesBunny,
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&gIndicesBunny[0][0],
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BUNNY_NUM_TRIANGLES);
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btSoftBody::Material* pm=psb->appendMaterial();
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pm->m_kLST = 0.5;
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pm->m_flags -= btSoftBody::fMaterial::DebugDraw;
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psb->generateBendingConstraints(2,pm);
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psb->m_cfg.piterations = 2;
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psb->m_cfg.kDF = 0.5;
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psb->randomizeConstraints();
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psb->rotate(btQuaternion(0.70711,0,0,0.70711));
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psb->translate(btVector3(0,0,1.0));
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psb->scale(btVector3(0.1,0.1,0.1));
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psb->setTotalMass(1,true);
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m_data->m_dynamicsWorld->addSoftBody(psb);
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}
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@@ -2766,6 +2797,15 @@ void PhysicsServerCommandProcessor::renderScene()
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m_data->m_guiHelper->render(m_data->m_dynamicsWorld);
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}
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for ( int i=0;i<m_data->m_dynamicsWorld->getSoftBodyArray().size();i++)
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{
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btSoftBody* psb=(btSoftBody*)m_data->m_dynamicsWorld->getSoftBodyArray()[i];
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if (m_data->m_dynamicsWorld->getDebugDrawer() && !(m_data->m_dynamicsWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
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{
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btSoftBodyHelpers::DrawFrame(psb,m_data->m_dynamicsWorld->getDebugDrawer());
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btSoftBodyHelpers::Draw(psb,m_data->m_dynamicsWorld->getDebugDrawer(),m_data->m_dynamicsWorld->getDrawFlags());
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}
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}
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}
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void PhysicsServerCommandProcessor::physicsDebugDraw(int debugDrawFlags)
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