rename btDeformableRigidDynamicsWorld to btDeformableMultiBodyDynamicsWorld
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src/BulletSoftBody/btDeformableMultiBodyDynamicsWorld.cpp
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258
src/BulletSoftBody/btDeformableMultiBodyDynamicsWorld.cpp
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/*
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Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
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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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/* ====== Overview of the Deformable Algorithm ====== */
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/*
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A single step of the deformable body simulation contains the following main components:
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1. Update velocity to a temporary state v_{n+1}^* = v_n + explicit_force * dt / mass, where explicit forces include gravity and elastic forces.
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2. Detect collisions between rigid and deformable bodies at position x_{n+1}^* = x_n + dt * v_{n+1}^*.
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3. Then velocities of deformable bodies v_{n+1} are solved in
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M(v_{n+1} - v_{n+1}^*) = damping_force * dt / mass,
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by a conjugate gradient solver, where the damping force is implicit and depends on v_{n+1}.
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4. Contact constraints are solved as projections as in the paper by Baraff and Witkin https://www.cs.cmu.edu/~baraff/papers/sig98.pdf. Dynamic frictions are treated as a force and added to the rhs of the CG solve, whereas static frictions are treated as constraints similar to contact.
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5. Position is updated via x_{n+1} = x_n + dt * v_{n+1}.
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6. Apply position correction to prevent numerical drift.
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The algorithm also closely resembles the one in http://physbam.stanford.edu/~fedkiw/papers/stanford2008-03.pdf
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*/
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#include <stdio.h>
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#include "btDeformableMultiBodyDynamicsWorld.h"
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#include "btDeformableBodySolver.h"
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#include "LinearMath/btQuickprof.h"
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void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
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{
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BT_PROFILE("internalSingleStepSimulation");
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reinitialize(timeStep);
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// add gravity to velocity of rigid and multi bodys
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applyRigidBodyGravity(timeStep);
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///apply gravity and explicit force to velocity, predict motion
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predictUnconstraintMotion(timeStep);
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///perform collision detection
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btMultiBodyDynamicsWorld::performDiscreteCollisionDetection();
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btMultiBodyDynamicsWorld::calculateSimulationIslands();
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beforeSolverCallbacks(timeStep);
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///solve deformable bodies constraints
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solveDeformableBodiesConstraints(timeStep);
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afterSolverCallbacks(timeStep);
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integrateTransforms(timeStep);
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///update vehicle simulation
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btMultiBodyDynamicsWorld::updateActions(timeStep);
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btMultiBodyDynamicsWorld::updateActivationState(timeStep);
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// End solver-wise simulation step
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// ///////////////////////////////
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}
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void btDeformableMultiBodyDynamicsWorld::positionCorrection(btScalar timeStep)
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{
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// perform position correction for all constraints
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BT_PROFILE("positionCorrection");
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for (int index = 0; index < m_deformableBodySolver->m_objective->projection.m_constraints.size(); ++index)
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{
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DeformableContactConstraint& constraint = *m_deformableBodySolver->m_objective->projection.m_constraints.getAtIndex(index);
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for (int j = 0; j < constraint.m_contact.size(); ++j)
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{
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const btSoftBody::RContact* c = constraint.m_contact[j];
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// skip anchor points
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if (c == NULL || c->m_node->m_im == 0)
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continue;
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const btSoftBody::sCti& cti = c->m_cti;
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btVector3 va(0, 0, 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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btRigidBody* rigidCol = (btRigidBody*)btRigidBody::upcast(cti.m_colObj);
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va = rigidCol ? (rigidCol->getVelocityInLocalPoint(c->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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btMultiBodyLinkCollider* 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 = &c->jacobianData_normal.m_jacobians[0];
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const btScalar* J_t1 = &c->jacobianData_t1.m_jacobians[0];
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const btScalar* J_t2 = &c->jacobianData_t2.m_jacobians[0];
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const btScalar* local_v = multibodyLinkCol->m_multiBody->getVelocityVector();
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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] * J_n[k];
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}
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va = cti.m_normal * 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] * J_t1[k];
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}
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va += c->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] * J_t2[k];
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}
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va += c->t2 * vel;
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}
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}
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else
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{
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// The object interacting with deformable node is not supported for position correction
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btAssert(false);
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}
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if (cti.m_colObj->hasContactResponse())
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{
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btScalar dp = cti.m_offset;
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// only perform position correction when penetrating
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if (dp < 0)
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{
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c->m_node->m_v -= dp * cti.m_normal / timeStep;
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}
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}
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}
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}
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}
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void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
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{
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BT_PROFILE("integrateTransforms");
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m_deformableBodySolver->backupVelocity();
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positionCorrection(timeStep);
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btMultiBodyDynamicsWorld::integrateTransforms(timeStep);
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for (int i = 0; i < m_softBodies.size(); ++i)
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{
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btSoftBody* psb = m_softBodies[i];
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for (int j = 0; j < psb->m_nodes.size(); ++j)
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{
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btSoftBody::Node& node = psb->m_nodes[j];
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node.m_x = node.m_q + timeStep * node.m_v;
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}
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}
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m_deformableBodySolver->revertVelocity();
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}
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void btDeformableMultiBodyDynamicsWorld::solveDeformableBodiesConstraints(btScalar timeStep)
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{
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m_deformableBodySolver->solveConstraints(timeStep);
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}
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void btDeformableMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
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{
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m_softBodies.push_back(body);
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// Set the soft body solver that will deal with this body
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// to be the world's solver
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body->setSoftBodySolver(m_deformableBodySolver);
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btCollisionWorld::addCollisionObject(body,
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collisionFilterGroup,
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collisionFilterMask);
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}
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void btDeformableMultiBodyDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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{
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BT_PROFILE("predictUnconstraintMotion");
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btMultiBodyDynamicsWorld::predictUnconstraintMotion(timeStep);
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m_deformableBodySolver->predictMotion(timeStep);
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}
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void btDeformableMultiBodyDynamicsWorld::reinitialize(btScalar timeStep)
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{
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m_internalTime += timeStep;
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m_deformableBodySolver->reinitialize(m_softBodies, timeStep);
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btDispatcherInfo& dispatchInfo = btMultiBodyDynamicsWorld::getDispatchInfo();
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dispatchInfo.m_timeStep = timeStep;
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_debugDraw = btMultiBodyDynamicsWorld::getDebugDrawer();
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btMultiBodyDynamicsWorld::getSolverInfo().m_timeStep = timeStep;
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}
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void btDeformableMultiBodyDynamicsWorld::applyRigidBodyGravity(btScalar timeStep)
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{
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// Gravity is applied in stepSimulation and then cleared here and then applied here and then cleared here again
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// so that 1) gravity is applied to velocity before constraint solve and 2) gravity is applied in each substep
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// when there are multiple substeps
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clearForces();
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clearMultiBodyForces();
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btMultiBodyDynamicsWorld::applyGravity();
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// integrate rigid body gravity
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for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
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{
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btRigidBody* rb = m_nonStaticRigidBodies[i];
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rb->integrateVelocities(timeStep);
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}
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// integrate multibody gravity
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btMultiBodyDynamicsWorld::solveExternalForces(btMultiBodyDynamicsWorld::getSolverInfo());
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clearForces();
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clearMultiBodyForces();
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}
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void btDeformableMultiBodyDynamicsWorld::beforeSolverCallbacks(btScalar timeStep)
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{
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if (0 != m_internalTickCallback)
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{
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(*m_internalTickCallback)(this, timeStep);
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}
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if (0 != m_solverCallback)
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{
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(*m_solverCallback)(m_internalTime, this);
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}
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}
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void btDeformableMultiBodyDynamicsWorld::afterSolverCallbacks(btScalar timeStep)
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{
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if (0 != m_solverCallback)
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{
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(*m_solverCallback)(m_internalTime, this);
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}
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}
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void btDeformableMultiBodyDynamicsWorld::addForce(btSoftBody* psb, btDeformableLagrangianForce* force)
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{
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btAlignedObjectArray<btDeformableLagrangianForce*>& forces = m_deformableBodySolver->m_objective->m_lf;
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bool added = false;
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for (int i = 0; i < forces.size(); ++i)
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{
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if (forces[i]->getForceType() == force->getForceType())
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{
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forces[i]->addSoftBody(psb);
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added = true;
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break;
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}
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}
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if (!added)
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{
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force->addSoftBody(psb);
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force->setIndices(m_deformableBodySolver->m_objective->getIndices());
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forces.push_back(force);
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}
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}
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