add support for anchor constraint between deformable and rigid
This commit is contained in:
236
examples/DeformableDemo/DeformableClothAnchor.cpp
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236
examples/DeformableDemo/DeformableClothAnchor.cpp
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@@ -0,0 +1,236 @@
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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 "DeformableClothAnchor.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 DeformableClothAnchor shows contact between deformable objects and rigid objects.
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class DeformableClothAnchor : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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public:
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DeformableClothAnchor(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~DeformableClothAnchor()
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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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};
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void DeformableClothAnchor::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, -10, 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, -50, 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);
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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(100,1, 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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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0, h, -(s + 3.5)));
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btRigidBody* body = createRigidBody(2, startTransform, new btBoxShape(btVector3(s, 1, 3)));
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psb->appendDeformableAnchor(0, body);
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psb->appendDeformableAnchor(r - 1, body);
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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 DeformableClothAnchor::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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class CommonExampleInterface* DeformableClothAnchorCreateFunc(struct CommonExampleOptions& options)
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{
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return new DeformableClothAnchor(options.m_guiHelper);
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}
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19
examples/DeformableDemo/DeformableClothAnchor.h
Normal file
19
examples/DeformableDemo/DeformableClothAnchor.h
Normal file
@@ -0,0 +1,19 @@
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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,
|
||||
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.
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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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#ifndef DEFORMABLE_CLOTH_ANCHOR_H
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#define DEFORMABLE_CLOTH_ANCHOR_H
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class CommonExampleInterface* DeformableClothAnchorCreateFunc(struct CommonExampleOptions& options);
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#endif //DEFORMABLE_CLOTH_ANCHOR_H
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@@ -371,6 +371,8 @@ SET(BulletExampleBrowser_SRCS
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../DeformableDemo/DeformableRigid.h
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../DeformableDemo/VolumetricDeformable.cpp
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../DeformableDemo/VolumetricDeformable.h
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../DeformableDemo/DeformableClothAnchor.cpp
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../DeformableDemo/DeformableClothAnchor.h
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../MultiBody/MultiDofDemo.cpp
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../MultiBody/MultiDofDemo.h
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../RigidBody/RigidBodySoftContact.cpp
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@@ -53,6 +53,7 @@
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#include "../DeformableDemo/VolumetricDeformable.h"
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#include "../DeformableDemo/GraspDeformable.h"
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#include "../DeformableDemo/DeformableContact.h"
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#include "../DeformableDemo/DeformableClothAnchor.h"
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#include "../SharedMemory/PhysicsServerExampleBullet2.h"
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#include "../SharedMemory/PhysicsServerExample.h"
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#include "../SharedMemory/PhysicsClientExample.h"
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@@ -198,6 +199,7 @@ static ExampleEntry gDefaultExamples[] =
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ExampleEntry(1, "Grasp Deformable Cube", "Grasping test", PinchCreateFunc),
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ExampleEntry(1, "Grasp Deformable with Motor", "Grasping test", GraspDeformableCreateFunc),
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ExampleEntry(1, "Volumetric Deformable Objects", "Volumetric Deformable test", VolumetricDeformableCreateFunc),
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ExampleEntry(1, "Deformable Cloth Anchor", "Deformable Anchor test", DeformableClothAnchorCreateFunc),
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ExampleEntry(1, "Deformable-MultiBody Contact", "MultiBody and Deformable contact", DeformableMultibodyCreateFunc),
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// ExampleEntry(1, "MultiBody Baseline", "MultiBody Baseline", MultiBodyBaselineCreateFunc),
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@@ -15,6 +15,127 @@
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#include "btDeformableContactConstraint.h"
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/* ================ Deformable Node Anchor =================== */
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btDeformableNodeAnchorConstraint::btDeformableNodeAnchorConstraint(const btSoftBody::DeformableNodeRigidAnchor& a)
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: m_anchor(&a)
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, btDeformableContactConstraint(a.m_cti.m_normal)
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{
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}
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btDeformableNodeAnchorConstraint::btDeformableNodeAnchorConstraint(const btDeformableNodeAnchorConstraint& other)
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: m_anchor(other.m_anchor)
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, btDeformableContactConstraint(other)
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{
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}
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btVector3 btDeformableNodeAnchorConstraint::getVa() const
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{
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const btSoftBody::sCti& cti = m_anchor->m_cti;
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btVector3 va(0, 0, 0);
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if (cti.m_colObj->hasContactResponse())
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{
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btRigidBody* rigidCol = 0;
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btMultiBodyLinkCollider* multibodyLinkCol = 0;
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// grab the velocity of the rigid body
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if (cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY)
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{
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rigidCol = (btRigidBody*)btRigidBody::upcast(cti.m_colObj);
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va = rigidCol ? (rigidCol->getVelocityInLocalPoint(m_anchor->m_c1)) : btVector3(0, 0, 0);
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}
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else if (cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
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{
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// multibody anchor not supported yet
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btAssert(false);
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multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(cti.m_colObj);
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if (multibodyLinkCol)
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{
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const int ndof = multibodyLinkCol->m_multiBody->getNumDofs() + 6;
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const btScalar* J_n = &m_anchor->jacobianData_normal.m_jacobians[0];
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const btScalar* J_t1 = &m_anchor->jacobianData_t1.m_jacobians[0];
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const btScalar* J_t2 = &m_anchor->jacobianData_t2.m_jacobians[0];
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const btScalar* local_v = multibodyLinkCol->m_multiBody->getVelocityVector();
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const btScalar* local_dv = multibodyLinkCol->m_multiBody->getDeltaVelocityVector();
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// add in the normal component of the va
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btScalar vel = 0.0;
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for (int k = 0; k < ndof; ++k)
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{
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vel += (local_v[k]+local_dv[k]) * J_n[k];
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}
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va = cti.m_normal * vel;
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// add in the tangential components of the va
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vel = 0.0;
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for (int k = 0; k < ndof; ++k)
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{
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vel += (local_v[k]+local_dv[k]) * J_t1[k];
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}
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va += m_anchor->t1 * vel;
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vel = 0.0;
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for (int k = 0; k < ndof; ++k)
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{
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vel += (local_v[k]+local_dv[k]) * J_t2[k];
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}
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va += m_anchor->t2 * vel;
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}
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}
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}
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return va;
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}
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btScalar btDeformableNodeAnchorConstraint::solveConstraint()
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{
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const btSoftBody::sCti& cti = m_anchor->m_cti;
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btVector3 va = getVa();
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btVector3 vb = getVb();
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btVector3 vr = (vb - va);
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// + (m_anchor->m_node->m_x - cti.m_colObj->getWorldTransform() * m_anchor->m_local) * 10.0
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const btScalar dn = btDot(vr, cti.m_normal);
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// dn is the normal component of velocity diffrerence. Approximates the residual. // todo xuchenhan@: this prob needs to be scaled by dt
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btScalar residualSquare = dn*dn;
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btVector3 impulse = m_anchor->m_c0 * vr;
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// apply impulse to deformable nodes involved and change their velocities
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applyImpulse(impulse);
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// apply impulse to the rigid/multibodies involved and change their velocities
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if (cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY)
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{
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btRigidBody* rigidCol = 0;
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rigidCol = (btRigidBody*)btRigidBody::upcast(cti.m_colObj);
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if (rigidCol)
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{
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rigidCol->applyImpulse(impulse, m_anchor->m_c1);
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}
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}
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else if (cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
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{
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btMultiBodyLinkCollider* multibodyLinkCol = 0;
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multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(cti.m_colObj);
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if (multibodyLinkCol)
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{
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const btScalar* deltaV_normal = &m_anchor->jacobianData_normal.m_deltaVelocitiesUnitImpulse[0];
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// apply normal component of the impulse
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multibodyLinkCol->m_multiBody->applyDeltaVeeMultiDof2(deltaV_normal, impulse.dot(cti.m_normal));
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// apply tangential component of the impulse
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const btScalar* deltaV_t1 = &m_anchor->jacobianData_t1.m_deltaVelocitiesUnitImpulse[0];
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multibodyLinkCol->m_multiBody->applyDeltaVeeMultiDof2(deltaV_t1, impulse.dot(m_anchor->t1));
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const btScalar* deltaV_t2 = &m_anchor->jacobianData_t2.m_deltaVelocitiesUnitImpulse[0];
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multibodyLinkCol->m_multiBody->applyDeltaVeeMultiDof2(deltaV_t2, impulse.dot(m_anchor->t2));
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||||
}
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||||
}
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return residualSquare;
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||||
}
|
||||
|
||||
btVector3 btDeformableNodeAnchorConstraint::getVb() const
|
||||
{
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||||
return m_anchor->m_node->m_v;
|
||||
}
|
||||
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||||
void btDeformableNodeAnchorConstraint::applyImpulse(const btVector3& impulse)
|
||||
{
|
||||
btVector3 dv = impulse * m_anchor->m_c2;
|
||||
m_anchor->m_node->m_v -= dv;
|
||||
}
|
||||
|
||||
/* ================ Deformable vs. Rigid =================== */
|
||||
btDeformableRigidContactConstraint::btDeformableRigidContactConstraint(const btSoftBody::DeformableRigidContact& c)
|
||||
: m_contact(&c)
|
||||
|
||||
@@ -108,6 +108,32 @@ public:
|
||||
virtual void applyImpulse(const btVector3& impulse){}
|
||||
};
|
||||
|
||||
//
|
||||
// Anchor Constraint between rigid and deformable node
|
||||
class btDeformableNodeAnchorConstraint : public btDeformableContactConstraint
|
||||
{
|
||||
public:
|
||||
const btSoftBody::DeformableNodeRigidAnchor* m_anchor;
|
||||
|
||||
btDeformableNodeAnchorConstraint(){}
|
||||
btDeformableNodeAnchorConstraint(const btSoftBody::DeformableNodeRigidAnchor& c);
|
||||
btDeformableNodeAnchorConstraint(const btDeformableNodeAnchorConstraint& other);
|
||||
virtual ~btDeformableNodeAnchorConstraint()
|
||||
{
|
||||
}
|
||||
virtual btScalar solveConstraint();
|
||||
// object A is the rigid/multi body, and object B is the deformable node/face
|
||||
virtual btVector3 getVa() const;
|
||||
// get the velocity of the deformable node in contact
|
||||
virtual btVector3 getVb() const;
|
||||
virtual btVector3 getDv(const btSoftBody::Node* n) const
|
||||
{
|
||||
return btVector3(0,0,0);
|
||||
}
|
||||
virtual void applyImpulse(const btVector3& impulse);
|
||||
};
|
||||
|
||||
|
||||
//
|
||||
// Constraint between rigid/multi body and deformable objects
|
||||
class btDeformableRigidContactConstraint : public btDeformableContactConstraint
|
||||
|
||||
@@ -32,6 +32,14 @@ btScalar btDeformableContactProjection::update()
|
||||
}
|
||||
}
|
||||
|
||||
// anchor constraints
|
||||
for (int index = 0; index < m_nodeAnchorConstraints.size(); ++index)
|
||||
{
|
||||
btDeformableNodeAnchorConstraint& constraint = *m_nodeAnchorConstraints.getAtIndex(index);
|
||||
btScalar localResidualSquare = constraint.solveConstraint();
|
||||
residualSquare = btMax(residualSquare, localResidualSquare);
|
||||
}
|
||||
|
||||
// face constraints
|
||||
for (int index = 0; index < m_allFaceConstraints.size(); ++index)
|
||||
{
|
||||
@@ -73,6 +81,24 @@ void btDeformableContactProjection::setConstraints()
|
||||
continue;
|
||||
}
|
||||
|
||||
// set up deformable anchors
|
||||
for (int j = 0; j < psb->m_deformableAnchors.size(); ++j)
|
||||
{
|
||||
btSoftBody::DeformableNodeRigidAnchor& anchor = psb->m_deformableAnchors[j];
|
||||
// skip fixed points
|
||||
if (anchor.m_node->m_im == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_nodeAnchorConstraints.find(anchor.m_node->index) == NULL)
|
||||
{
|
||||
anchor.m_c1 = anchor.m_cti.m_colObj->getWorldTransform().getBasis() * anchor.m_local;
|
||||
btDeformableNodeAnchorConstraint constraint(anchor);
|
||||
m_nodeAnchorConstraints.insert(anchor.m_node->index, constraint);
|
||||
}
|
||||
}
|
||||
|
||||
// set Deformable Node vs. Rigid constraint
|
||||
for (int j = 0; j < psb->m_nodeRigidContacts.size(); ++j)
|
||||
{
|
||||
@@ -262,7 +288,7 @@ void btDeformableContactProjection::setProjection()
|
||||
bool existStaticConstraint = false;
|
||||
btVector3 averagedNormal(0,0,0);
|
||||
btAlignedObjectArray<btVector3> normals;
|
||||
if (m_staticConstraints.find(index) != NULL)
|
||||
if (m_staticConstraints.find(index) != NULL || m_nodeAnchorConstraints.find(index) != NULL)
|
||||
{
|
||||
existStaticConstraint = true;
|
||||
hasConstraint = true;
|
||||
@@ -451,6 +477,7 @@ void btDeformableContactProjection::applyDynamicFriction(TVStack& f)
|
||||
void btDeformableContactProjection::reinitialize(bool nodeUpdated)
|
||||
{
|
||||
m_staticConstraints.clear();
|
||||
m_nodeAnchorConstraints.clear();
|
||||
m_nodeRigidConstraints.clear();
|
||||
m_faceRigidConstraints.clear();
|
||||
m_deformableConstraints.clear();
|
||||
|
||||
@@ -36,6 +36,8 @@ public:
|
||||
btHashMap<btHashInt, btAlignedObjectArray<btDeformableFaceRigidContactConstraint*> > m_faceRigidConstraints;
|
||||
// map from node index to deformable constraint
|
||||
btHashMap<btHashInt, btAlignedObjectArray<btDeformableFaceNodeContactConstraint*> > m_deformableConstraints;
|
||||
// map from node index to node anchor constraint
|
||||
btHashMap<btHashInt, btDeformableNodeAnchorConstraint> m_nodeAnchorConstraints;
|
||||
|
||||
// all constraints involving face
|
||||
btAlignedObjectArray<btDeformableContactConstraint*> m_allFaceConstraints;
|
||||
|
||||
@@ -140,6 +140,13 @@ void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
|
||||
node.m_q = node.m_x;
|
||||
node.m_vn = node.m_v;
|
||||
}
|
||||
// enforce anchor constraints
|
||||
for (int j = 0; j < psb->m_deformableAnchors.size();++j)
|
||||
{
|
||||
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;
|
||||
}
|
||||
psb->interpolateRenderMesh();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -411,6 +411,41 @@ void btSoftBody::appendAnchor(int node, btRigidBody* body, const btVector3& loca
|
||||
m_anchors.push_back(a);
|
||||
}
|
||||
|
||||
//
|
||||
void btSoftBody::appendDeformableAnchor(int node, btRigidBody* body)
|
||||
{
|
||||
DeformableNodeRigidAnchor c;
|
||||
btSoftBody::Node& n = m_nodes[node];
|
||||
const btScalar ima = n.m_im;
|
||||
const btScalar imb = body->getInvMass();
|
||||
btVector3 nrm;
|
||||
const btCollisionShape* shp = body->getCollisionShape();
|
||||
const btTransform& wtr = body->getWorldTransform();
|
||||
btScalar dst =
|
||||
m_worldInfo->m_sparsesdf.Evaluate(
|
||||
wtr.invXform(m_nodes[node].m_x),
|
||||
shp,
|
||||
nrm,
|
||||
0);
|
||||
|
||||
c.m_cti.m_colObj = body;
|
||||
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 * body->getFriction();
|
||||
c.m_c2 = ima;
|
||||
c.m_c3 = fc;
|
||||
c.m_c4 = body->isStaticOrKinematicObject() ? m_cfg.kKHR : m_cfg.kCHR;
|
||||
static const btMatrix3x3 iwiStatic(0, 0, 0, 0, 0, 0, 0, 0, 0);
|
||||
const btMatrix3x3& iwi = body->getInvInertiaTensorWorld();
|
||||
const btVector3 ra = n.m_x - wtr.getOrigin();
|
||||
|
||||
c.m_c0 = ImpulseMatrix(1, ima, imb, iwi, ra);
|
||||
c.m_c1 = ra;
|
||||
c.m_local = body->getWorldTransform().inverse() * m_nodes[node].m_x;
|
||||
m_deformableAnchors.push_back(c);
|
||||
}
|
||||
|
||||
//
|
||||
void btSoftBody::appendLinearJoint(const LJoint::Specs& specs, Cluster* body0, Body body1)
|
||||
{
|
||||
|
||||
@@ -354,6 +354,12 @@ public:
|
||||
Node* m_node; // Owner node
|
||||
};
|
||||
|
||||
class DeformableNodeRigidAnchor : public DeformableNodeRigidContact
|
||||
{
|
||||
public:
|
||||
btVector3 m_local; // Anchor position in body space
|
||||
};
|
||||
|
||||
class DeformableFaceRigidContact : public DeformableRigidContact
|
||||
{
|
||||
public:
|
||||
@@ -774,6 +780,7 @@ public:
|
||||
btAlignedObjectArray<TetraScratch> m_tetraScratches;
|
||||
btAlignedObjectArray<TetraScratch> m_tetraScratchesTn;
|
||||
tAnchorArray m_anchors; // Anchors
|
||||
btAlignedObjectArray<DeformableNodeRigidAnchor> m_deformableAnchors;
|
||||
tRContactArray m_rcontacts; // Rigid contacts
|
||||
btAlignedObjectArray<DeformableNodeRigidContact> m_nodeRigidContacts;
|
||||
btAlignedObjectArray<DeformableFaceNodeContact> m_faceNodeContacts;
|
||||
@@ -897,6 +904,7 @@ public:
|
||||
Material* mat = 0);
|
||||
|
||||
/* Append anchor */
|
||||
void appendDeformableAnchor(int node, btRigidBody* body);
|
||||
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