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:
erwin.coumans@gmail.com
2013-10-05 01:46:32 +00:00
parent 2fb686b937
commit 488dd44835
18 changed files with 1418 additions and 475 deletions

View File

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