fixed gravity issue in rigid body and deformable body contact solve
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@@ -59,16 +59,45 @@ public:
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void resetCamera()
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{
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// float dist = 30;
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// float pitch = -14;
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// float yaw = 0;
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// float targetPos[3] = {0, 0, 0};
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float dist = 45;
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float dist = 15;
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float pitch = -45;
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float yaw = 100;
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float targetPos[3] = {0,0, 0};
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float targetPos[3] = {0, -5, 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 Ctor_RbUpStack(int count)
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{
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float mass = 1;
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btCompoundShape* cylinderCompound = new btCompoundShape;
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btCollisionShape* cylinderShape = new btCylinderShapeX(btVector3(2, .5, .5));
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btCollisionShape* boxShape = new btBoxShape(btVector3(2, .5, .5));
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btTransform localTransform;
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localTransform.setIdentity();
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cylinderCompound->addChildShape(localTransform, boxShape);
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btQuaternion orn(SIMD_HALF_PI, 0, 0);
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localTransform.setRotation(orn);
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// localTransform.setOrigin(btVector3(1,1,1));
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cylinderCompound->addChildShape(localTransform, cylinderShape);
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btCollisionShape* shape[] = {
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new btBoxShape(btVector3(1, 1, 1)),
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cylinderCompound,
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new btSphereShape(0.75)
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};
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static const int nshapes = sizeof(shape) / sizeof(shape[0]);
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for (int i = 0; i < count; ++i)
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{
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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0, 3 + 3 * i, 0));
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createRigidBody(mass, startTransform, shape[i % nshapes]);
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}
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}
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virtual const btDeformableRigidDynamicsWorld* getDeformableDynamicsWorld() const
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{
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///just make it a btSoftRigidDynamicsWorld please
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@@ -105,7 +134,6 @@ void DeformableDemo::initPhysics()
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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 btDefaultCollisionConfiguration();
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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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@@ -119,22 +147,22 @@ void DeformableDemo::initPhysics()
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m_solver = sol;
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m_dynamicsWorld = new btDeformableRigidDynamicsWorld(m_dispatcher, m_broadphase, m_solver, 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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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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getDeformableDynamicsWorld()->getSoftDynamicsWorld()->getWorldInfo().m_gravity.setValue(0, -10, 0);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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{
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///create a few basic rigid bodies
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// btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(10.), btScalar(5.), btScalar(25.)));
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.), btScalar(25.), btScalar(50.)));
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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, -30, 0));
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// groundTransform.setRotation(btQuaternion(btVector3(0, 1, 0), SIMD_PI * 0.03));
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groundTransform.setOrigin(btVector3(0, -50, 0));
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groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.0));
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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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@@ -151,76 +179,30 @@ void DeformableDemo::initPhysics()
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(.5);
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//add the body to the dynamics world
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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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//
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// {
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// ///create a few basic rigid bodies
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// btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(100.), btScalar(100.), btScalar(50.)));
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//
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// m_collisionShapes.push_back(groundShape);
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//
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// btTransform groundTransform;
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// groundTransform.setIdentity();
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// groundTransform.setOrigin(btVector3(0, 0, -54));
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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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//
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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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//
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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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//
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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 body to the dynamics world
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// m_dynamicsWorld->addRigidBody(body);
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// }
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//
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// {
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// // add a simple deformable body
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// const btVector3 s(3,2,1); // side length
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// const btVector3 p(0,30,0); // origin;
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// const btVector3 h = s * 0.5;
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// const btVector3 c[] = {p + h * btVector3(-1, -1, -1),
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// p + h * btVector3(+1, -1, -1),
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// p + h * btVector3(-1, +1, -1),
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// p + h * btVector3(+1, +1, -1),
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// p + h * btVector3(-1, -1, +1),
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// p + h * btVector3(+1, -1, +1),
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// p + h * btVector3(-1, +1, +1),
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// p + h * btVector3(+1, +1, +1)};
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// btSoftBody* psb = btSoftBodyHelpers::CreateFromConvexHull(getDeformableDynamicsWorld()->getSoftDynamicsWorld()->getWorldInfo(), c, 8);
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// psb->generateBendingConstraints(2);
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// psb->m_cfg.collisions |= btSoftBody::fCollision::VF_SS;
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// psb->setTotalMass(150);
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// getDeformableDynamicsWorld()->addSoftBody(psb);
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// }
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// create a piece of cloth
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{
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const btScalar s = 8;
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const btScalar s = 4;
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btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getSoftDynamicsWorld()->getWorldInfo(), btVector3(-s, 0, -s),
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btVector3(+s, 0, -s),
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btVector3(-s, 0, +s),
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btVector3(+s, 0, +s),
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10, 10,
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// 31,31,
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// 3, 3,
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20,20,
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1 + 2 + 4 + 8, true);
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// 0, true);
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psb->getCollisionShape()->setMargin(0.5);
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// btSoftBody::Material* pm = psb->appendMaterial();
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// pm->m_kLST = 0.4 * 1000;
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// pm->m_flags -= btSoftBody::fMaterial::DebugDraw;
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psb->getCollisionShape()->setMargin(0.25);
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psb->generateBendingConstraints(2);
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psb->setTotalMass(1);
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psb->setDampingCoefficient(0.01);
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psb->setTotalMass(2);
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psb->setDampingCoefficient(0.02);
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getDeformableDynamicsWorld()->addSoftBody(psb);
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// add a few rigid bodies
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Ctor_RbUpStack(10);
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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@@ -263,7 +245,10 @@ void DeformableDemo::exitPhysics()
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}
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class CommonExampleInterface* DeformableCreateFunc(struct CommonExampleOptions& options)
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{
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return new DeformableDemo(options.m_guiHelper);
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}
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