add MultiDofDemo (Featherstone 3DOF spherical joint)
minor prettify of BasicDemo,RagdollDemo. require 'multiDof' argument in btMultiBody.h (not default=false)
This commit is contained in:
402
Demos3/bullet2/FeatherstoneMultiBodyDemo/MultiDofDemo.cpp
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402
Demos3/bullet2/FeatherstoneMultiBodyDemo/MultiDofDemo.cpp
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#include "MultiDofDemo.h"
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#include "OpenGLWindow/SimpleOpenGL3App.h"
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#include "btBulletDynamicsCommon.h"
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#include "BulletDynamics/Featherstone/btMultiBody.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
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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 "OpenGLWindow/GLInstancingRenderer.h"
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#include "BulletCollision/CollisionShapes/btShapeHull.h"
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static bool g_firstInit = true;
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static float scaling = 0.4f;
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static float friction = 1.;
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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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//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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#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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#define START_POS_Z -3
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MultiDofDemo::MultiDofDemo(SimpleOpenGL3App* app)
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:FeatherstoneDemo1(app)
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{
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}
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MultiDofDemo::~MultiDofDemo()
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{
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}
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void MultiDofDemo::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,10,internalTimeStep);
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// CProfileManager::dumpAll();
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}
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void MultiDofDemo::initPhysics()
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{
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if(g_firstInit)
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{
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this->m_glApp->m_instancingRenderer->setCameraDistance(btScalar(10.*scaling));
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this->m_glApp->m_instancingRenderer->setCameraPitch(50);
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g_firstInit = false;
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}
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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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///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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//Use the btMultiBodyConstraintSolver for Featherstone btMultiBody support
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btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver;
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m_solver = sol;
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//use btMultiBodyDynamicsWorld for Featherstone btMultiBody support
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btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher,m_broadphase,sol,m_collisionConfiguration);
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m_dynamicsWorld = world;
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// m_dynamicsWorld->setDebugDrawer(&gDebugDraw);
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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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btVector3 groundHalfExtents(50,50,50);
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btCollisionShape* groundShape = new btBoxShape(groundHalfExtents);
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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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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,-50,00));
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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bool floating = false;
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bool damping = true;
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bool gyro = true;
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int numLinks = 5;
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bool spherical = true; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
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bool multibodyOnly = false;
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bool canSleep = true;
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bool selfCollide = false;
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btVector3 linkHalfExtents(0.05, 0.37, 0.1);
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btVector3 baseHalfExtents(0.05, 0.37, 0.1);
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btMultiBody* mbC = createFeatherstoneMultiBody_testMultiDof(world, numLinks, btVector3(-0.4f, 3.f, 0.f), linkHalfExtents, baseHalfExtents, spherical, floating);
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//mbC->forceMultiDof(); //if !spherical, you can comment this line to check the 1DoF algorithm
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mbC->setCanSleep(canSleep);
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mbC->setHasSelfCollision(selfCollide);
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mbC->setUseGyroTerm(gyro);
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//
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if(!damping)
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{
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mbC->setLinearDamping(0.f);
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mbC->setAngularDamping(0.f);
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}else
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{ mbC->setLinearDamping(0.1f);
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mbC->setAngularDamping(0.9f);
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}
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//
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m_dynamicsWorld->setGravity(btVector3(0, -9.81 ,0));
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//////////////////////////////////////////////
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if(numLinks > 0)
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{
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btScalar q0 = 45.f * SIMD_PI/ 180.f;
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if(!spherical)
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if(mbC->isMultiDof())
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mbC->setJointPosMultiDof(0, &q0);
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else
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mbC->setJointPos(0, q0);
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else
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{
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btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
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quat0.normalize();
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mbC->setJointPosMultiDof(0, quat0);
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}
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}
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///
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addColliders_testMultiDof(mbC, world, baseHalfExtents, linkHalfExtents);
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int cubeShapeId = m_glApp->registerCubeShape();
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/////////////////////////////////////////////////////////////////
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btScalar groundHeight = -51.55;
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if (!multibodyOnly)
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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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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,groundHeight,0));
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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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int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),btVector4(0,1,0,1),groundHalfExtents);
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body->setUserIndex(index);
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}
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/////////////////////////////////////////////////////////////////
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if(!multibodyOnly)
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{
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btVector3 halfExtents(.5,.5,.5);
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btBoxShape* colShape = new btBoxShape(halfExtents);
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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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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colShape->calculateLocalInertia(mass,localInertia);
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startTransform.setOrigin(btVector3(
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btScalar(0.0),
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-0.95,
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btScalar(0.0)));
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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(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);//,1,1+2);
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int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),btVector4(1,1,0,1),halfExtents);
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body->setUserIndex(index);
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}
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m_glApp->m_instancingRenderer->writeTransforms();
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/////////////////////////////////////////////////////////////////
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}
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btMultiBody* MultiDofDemo::createFeatherstoneMultiBody_testMultiDof(btMultiBodyDynamicsWorld *pWorld, int numLinks, const btVector3 &basePosition, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents, bool spherical, bool floating)
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{
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//init the base
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btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
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float baseMass = 1.f;
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if(baseMass)
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{
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btCollisionShape *pTempBox = new btBoxShape(btVector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
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pTempBox->calculateLocalInertia(baseMass, baseInertiaDiag);
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delete pTempBox;
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}
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bool canSleep = false;
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bool isMultiDof = true;
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btMultiBody *pMultiBody = new btMultiBody(numLinks, baseMass, baseInertiaDiag, !floating, canSleep, isMultiDof);
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btQuaternion baseOriQuat(0.f, 0.f, 0.f, 1.f);
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pMultiBody->setBasePos(basePosition);
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pMultiBody->setWorldToBaseRot(baseOriQuat);
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btVector3 vel(0, 0, 0);
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// pMultiBody->setBaseVel(vel);
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//init the links
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btVector3 hingeJointAxis(1, 0, 0);
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float linkMass = 1.f;
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btVector3 linkInertiaDiag(0.f, 0.f, 0.f);
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btCollisionShape *pTempBox = new btBoxShape(btVector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));
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pTempBox->calculateLocalInertia(linkMass, linkInertiaDiag);
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delete pTempBox;
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//y-axis assumed up
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btVector3 parentComToCurrentCom(0, -linkHalfExtents[1] * 2.f, 0); //par body's COM to cur body's COM offset
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btVector3 currentPivotToCurrentCom(0, -linkHalfExtents[1], 0); //cur body's COM to cur body's PIV offset
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btVector3 parentComToCurrentPivot = parentComToCurrentCom - currentPivotToCurrentCom; //par body's COM to cur body's PIV offset
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//////
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btScalar q0 = 0.f * SIMD_PI/ 180.f;
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btQuaternion quat0(btVector3(0, 1, 0).normalized(), q0);
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quat0.normalize();
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/////
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for(int i = 0; i < numLinks; ++i)
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{
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if(!spherical)
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pMultiBody->setupRevolute(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, false);
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else
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//pMultiBody->setupPlanar(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f)/*quat0*/, btVector3(1, 0, 0), parentComToCurrentPivot*2, false);
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pMultiBody->setupSpherical(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), parentComToCurrentPivot, currentPivotToCurrentCom, false);
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}
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pMultiBody->finalizeMultiDof();
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///
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pWorld->addMultiBody(pMultiBody);
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///
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return pMultiBody;
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}
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void MultiDofDemo::addColliders_testMultiDof(btMultiBody *pMultiBody, btMultiBodyDynamicsWorld *pWorld, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents)
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{
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int cubeShapeId = m_glApp->registerCubeShape();
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btAlignedObjectArray<btQuaternion> world_to_local;
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world_to_local.resize(pMultiBody->getNumLinks() + 1);
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btAlignedObjectArray<btVector3> local_origin;
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local_origin.resize(pMultiBody->getNumLinks() + 1);
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world_to_local[0] = pMultiBody->getWorldToBaseRot();
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local_origin[0] = pMultiBody->getBasePos();
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{
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float pos[4]={local_origin[0].x(),local_origin[0].y(),local_origin[0].z(),1};
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float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
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if (1)
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{
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btCollisionShape* box = new btBoxShape(baseHalfExtents);
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btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(pMultiBody, -1);
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col->setCollisionShape(box);
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(local_origin[0]);
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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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pWorld->addCollisionObject(col, 2,1+2);
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int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),btVector4(0,0,1,1),baseHalfExtents);
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col->setUserIndex(index);
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col->setFriction(friction);
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pMultiBody->setBaseCollider(col);
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}
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}
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for (int i=0; i < pMultiBody->getNumLinks(); ++i)
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{
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const int parent = pMultiBody->getParent(i);
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world_to_local[i+1] = pMultiBody->getParentToLocalRot(i) * world_to_local[parent+1];
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local_origin[i+1] = local_origin[parent+1] + (quatRotate(world_to_local[i+1].inverse() , pMultiBody->getRVector(i)));
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}
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for (int i=0; i < pMultiBody->getNumLinks(); ++i)
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{
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btVector3 posr = local_origin[i+1];
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float pos[4]={posr.x(),posr.y(),posr.z(),1};
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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(linkHalfExtents);
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btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, i);
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col->setCollisionShape(box);
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btTransform tr;
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tr.setIdentity();
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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(friction);
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pWorld->addCollisionObject(col,2,1+2);
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int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),btVector4(0,0,1,1),linkHalfExtents);
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col->setUserIndex(index);
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pMultiBody->getLink(i).m_collider=col;
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}
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}
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void MultiDofDemo::addBoxes_testMultiDof()
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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(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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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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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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colShape->calculateLocalInertia(mass,localInertia);
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float start_x = START_POS_X - ARRAY_SIZE_X/2;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
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for (int k=0;k<ARRAY_SIZE_Y;k++)
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{
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for (int i=0;i<ARRAY_SIZE_X;i++)
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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(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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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);//,1,1+2);
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}
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}
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}
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}
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