Added btMultiBodyPoint2Point, it can be used between btMultiBody vs btMultiBody or btMultiBody vs btRigidBody
Allow picking of btMultiBody, using a btMultiBodyPoint2Point constraint, with limited strength to avoid adding too much energy to the system (= blowup) Add btMultiBodyJointMotor, it can be used in combination with joint limit (just add the joint limit after the motor, to avoid jitter)
This commit is contained in:
@@ -20,12 +20,13 @@ subject to the following restrictions:
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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float friction = 1.;
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1.
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#define START_POS_X -5
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//#define START_POS_Y 12
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#define START_POS_Y 2
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@@ -39,7 +40,8 @@ subject to the following restrictions:
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#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
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#include "BulletDynamics/Featherstone/btMultiBodyLink.h"
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#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
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#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
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#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
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#include "GlutStuff.h"
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@@ -51,6 +53,8 @@ subject to the following restrictions:
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#include "LinearMath/btAabbUtil2.h"
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static GLDebugDrawer gDebugDraw;
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//btVector3 scaling(0.1,0.1,0.1);
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float scaling = 0.4f;
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void FeatherstoneMultiBodyDemo::clientMoveAndDisplay()
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@@ -107,8 +111,8 @@ void FeatherstoneMultiBodyDemo::initPhysics()
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setTexturing(true);
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setShadows(true);
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setCameraDistance(btScalar(SCALING*50.));
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setCameraDistance(btScalar(100.*scaling));
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this->m_azi = 130;
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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@@ -129,7 +133,7 @@ void FeatherstoneMultiBodyDemo::initPhysics()
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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@@ -137,34 +141,15 @@ void FeatherstoneMultiBodyDemo::initPhysics()
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-50,0));
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groundTransform.setOrigin(btVector3(0,-50,00));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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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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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);//,1,1+2);
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}
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if (1)
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
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btBoxShape* colShape = new btBoxShape(btVector3(1,1,1));
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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@@ -191,7 +176,7 @@ void FeatherstoneMultiBodyDemo::initPhysics()
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{
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for(int j = 0;j<ARRAY_SIZE_Z;j++)
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{
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startTransform.setOrigin(SCALING*btVector3(
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startTransform.setOrigin(btVector3(
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btScalar(3.0*i + start_x),
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btScalar(3.0*k + start_y),
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btScalar(3.0*j + start_z)));
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@@ -209,29 +194,73 @@ void FeatherstoneMultiBodyDemo::initPhysics()
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}
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btMultiBody* mb = createFeatherstoneMultiBody(world, 1, btVector3 (20,29.5,-2), true, true,true);
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btMultiBody* mbA = createFeatherstoneMultiBody(world, 4, btVector3 (60,29.5,-2)*scaling, false, true,true,true);
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mb = createFeatherstoneMultiBody(world, 5, btVector3 (0,29.5,-2), false,false,true);
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int numLinks = 10;
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btMultiBody* mbB = createFeatherstoneMultiBody(world, numLinks, btVector3 (0,29.5,-numLinks*4.f), true,false,true,true);
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btMultiBody* mbC = createFeatherstoneMultiBody(world, numLinks, btVector3 (-20*scaling,29.5*scaling,-numLinks*4.f*scaling), false,false,true,true);
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btMultiBody* mbPrim= createFeatherstoneMultiBody(world, numLinks, btVector3 (-20,29.5,-numLinks*4.f), false,true,true,true);
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//btMultiBody* mbB = createFeatherstoneMultiBody(world, 15, btVector3 (0,29.5,-2), false,true,true);
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#if 0
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if (0)//!useGroundShape && i==4)
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{
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//attach two multibody using a point2point constraint
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//btVector3 pivotInAworld(0,20,46);
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btVector3 pivotInAworld(-0.3,29,-3.5);
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int linkA = -1;
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int linkB = -1;
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btVector3 pivotInAlocal = mbA->worldPosToLocal(linkA, pivotInAworld);
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btVector3 pivotInBlocal = mbB->worldPosToLocal(linkB, pivotInAworld);
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btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(mbA,linkA,mbB,linkB,pivotInAlocal,pivotInBlocal);
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world->addMultiBodyConstraint(p2p);
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}
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#endif
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bool testRemoveLinks = false;
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if (testRemoveLinks)
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{
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while (mb->getNumLinks())
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while (mbA->getNumLinks())
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{
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btCollisionObject* col = mb->getLink(mb->getNumLinks()-1).m_collider;
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btCollisionObject* col = mbA->getLink(mbA->getNumLinks()-1).m_collider;
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m_dynamicsWorld->removeCollisionObject(col);
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delete col;
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mb->setNumLinks(mb->getNumLinks()-1);
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mbA->setNumLinks(mbA->getNumLinks()-1);
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}
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}
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if (1)//useGroundShape
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{
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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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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body,1,1+2);//,1,1+2);
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}
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}
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btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition,bool isFixedBase, bool usePrismatic, bool canSleep)
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btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition,bool isFixedBase, bool usePrismatic, bool canSleep, bool createConstraints)
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{
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int n_links = numLinks;
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float mass = 13.5;
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btVector3 inertia(91,344,253);
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float mass = 13.5*scaling;
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btVector3 inertia = btVector3 (91,344,253)*scaling*scaling;
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btMultiBody * bod = new btMultiBody(n_links, mass, inertia, isFixedBase, canSleep);
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@@ -256,9 +285,9 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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btVector3 pos(0,0,9.0500002);
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btVector3 pos = btVector3 (0,0,9.0500002)*scaling;
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btVector3 joint_axis_position(0,0,4.5250001);
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btVector3 joint_axis_position = btVector3 (0,0,4.5250001)*scaling;
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for (int i=0;i<n_links;i++)
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{
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@@ -268,7 +297,7 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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const int child_link_num = link_num_counter++;
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if (usePrismatic && i==(n_links-1))
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if (usePrismatic)// && i==(n_links-1))
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{
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bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
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parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos));
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@@ -280,13 +309,40 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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}
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bod->setJointPos(child_link_num, initial_joint_angle);
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this_link_num = i;
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}
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if (0)//!useGroundShape && i==4)
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{
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btVector3 pivotInAworld(0,20,46);
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btVector3 pivotInAlocal = bod->worldPosToLocal(i, pivotInAworld);
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btVector3 pivotInBworld = pivotInAworld;
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btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(bod,i,&btTypedConstraint::getFixedBody(),pivotInAlocal,pivotInBworld);
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world->addMultiBodyConstraint(p2p);
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}
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//add some constraint limit
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if (usePrismatic)
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{
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// btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
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if (0)
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{
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btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,1,500000);
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world->addMultiBodyConstraint(con);
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}
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if (createConstraints)
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{
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btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
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world->addMultiBodyConstraint(con);
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}
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} else
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{
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if (createConstraints)
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{
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btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
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world->addMultiBodyConstraint(con);
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}
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//add some constraint limit
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if (usePrismatic)
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{
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btMultiBodyConstraint* limit = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
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world->addMultiBodyConstraint(limit);
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}
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}
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}
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@@ -310,7 +366,7 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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if (1)
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{
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btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2]));
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btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
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btRigidBody* body = new btRigidBody(mass,0,box,inertia);
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btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(bod,-1);
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@@ -324,8 +380,8 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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body->setWorldTransform(tr);
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col->setWorldTransform(tr);
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world->addCollisionObject(col, btBroadphaseProxy::DefaultFilter, btBroadphaseProxy::AllFilter);
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col->setFriction(1);
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world->addCollisionObject(col, 2,1);
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col->setFriction(friction);
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bod->setBaseCollider(col);
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}
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@@ -348,7 +404,7 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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float 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(btVector3(halfExtents[0],halfExtents[1],halfExtents[2]));
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btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
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btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(bod,i);
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col->setCollisionShape(box);
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@@ -357,8 +413,8 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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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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world->addCollisionObject(col,btBroadphaseProxy::DefaultFilter, btBroadphaseProxy::AllFilter);//,2,1);
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col->setFriction(friction);
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world->addCollisionObject(col,2,1);
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bod->getLink(i).m_collider=col;
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//app->drawBox(halfExtents, pos,quat);
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@@ -370,6 +426,80 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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return bod;
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}
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extern btScalar gOldPickingDist;
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void FeatherstoneMultiBodyDemo::mouseMotionFunc(int x,int y)
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{
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if (m_pickingMultiBodyPoint2Point)
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{
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//keep it at the same picking distance
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btVector3 newRayTo = getRayTo(x,y);
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btVector3 rayFrom;
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btVector3 oldPivotInB = m_pickingMultiBodyPoint2Point->getPivotInB();
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btVector3 newPivotB;
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if (m_ortho)
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{
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newPivotB = oldPivotInB;
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newPivotB.setX(newRayTo.getX());
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newPivotB.setY(newRayTo.getY());
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} else
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{
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rayFrom = m_cameraPosition;
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btVector3 dir = newRayTo-rayFrom;
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dir.normalize();
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dir *= gOldPickingDist;
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newPivotB = rayFrom + dir;
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}
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m_pickingMultiBodyPoint2Point->setPivotInB(newPivotB);
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}
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DemoApplication::mouseMotionFunc(x,y);
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}
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void FeatherstoneMultiBodyDemo::removePickingConstraint()
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{
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if (m_pickingMultiBodyPoint2Point)
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{
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m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(true);
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btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
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world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point);
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delete m_pickingMultiBodyPoint2Point;
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m_pickingMultiBodyPoint2Point = 0;
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}
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DemoApplication::removePickingConstraint();
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}
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void FeatherstoneMultiBodyDemo::pickObject(const btVector3& pickPos, const class btCollisionObject* hitObj)
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{
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btVector3 pivotInA(0,0,0);
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btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(hitObj);
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if (multiCol && multiCol->m_multiBody)
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{
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multiCol->m_multiBody->setCanSleep(false);
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btVector3 pivotInA = multiCol->m_multiBody->worldPosToLocal(multiCol->m_link, pickPos);
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btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(multiCol->m_multiBody,multiCol->m_link,0,pivotInA,pickPos);
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//if you add too much energy to the system, causing high angular velocities, simulation 'explodes'
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//see also http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=949
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//so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply
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//it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?)
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p2p->setMaxAppliedImpulse(200*scaling);
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btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
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world->addMultiBodyConstraint(p2p);
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m_pickingMultiBodyPoint2Point =p2p;
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} else
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{
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DemoApplication::pickObject(pickPos,hitObj);
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}
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}
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void FeatherstoneMultiBodyDemo::clientResetScene()
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{
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Block a user