OpenVR controller can pick/drag objects. Instructions, Windows only:

Compile using premake+visual studio, and compile App_SharedMemoryPhysics_VR
Compile pybullet using cmake using cmake -DBUILD_PYBULLET=OFF -DCMAKE_BUILD_TYPE=Release ..
Create a symbolic link from c:\python\dlls\pybullet.pyd to C:\develop\bullet3\cmp\lib\Release\pybullet.dll
App_SharedMemoryPhysics_VR
Run Python. Here are some Python lines to get going:
import pybullet as p
p.connect(p.SHARED_MEMORY)
p.loadURDF("cube.urdf")
p.setGravity(0,0,-10)
p.setRealTimeSimulation(1)

Allow real-time simulation in physics server, add pybullet command setRealTimeSimulation to control it
Mesh decimation (reduce number of triangles/vertices) using a Blender modifier for Kuka IIWA and Husky
Disabled the 'glFlush' commands in GLInstancingRenderer.
Add VR controller methods to examples\CommonInterfaces\CommonExampleInterface.h
Use the ANSI version in Windows file/string operations instead of unicode, hope this doesn't break builds.
This commit is contained in:
erwin coumans
2016-07-17 23:50:11 -07:00
parent e1e76c19a3
commit c28cd03fbd
32 changed files with 295 additions and 50 deletions

View File

@@ -46,6 +46,8 @@ public:
virtual bool mouseButtonCallback(int button, int state, float x, float y)=0;
virtual bool keyboardCallback(int key, int state)=0;
virtual void vrControllerMoveCallback(int controllerId, float pos[4], float orientation[4]) {}
virtual void vrControllerButtonCallback(int controllerId, int button, int state, float pos[4], float orientation[4]){}
};
class ExampleEntries

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@@ -16,9 +16,9 @@ subject to the following restrictions:
///todo: make this configurable in the gui
bool useShadowMap=true;//false;//true;
bool useShadowMap = true;// true;//false;//true;
int shadowMapWidth=4096;//8192;
int shadowMapHeight=4096;
int shadowMapHeight= 4096;
float shadowMapWorldSize=25;
#define MAX_POINTS_IN_BATCH 1024
@@ -363,7 +363,7 @@ void GLInstancingRenderer::writeSingleInstanceScaleToCPU(double* scale, int srcI
void GLInstancingRenderer::writeSingleInstanceTransformToGPU(float* position, float* orientation, int objectIndex)
{
glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vbo);
glFlush();
//glFlush();
char* orgBase = (char*)glMapBuffer( GL_ARRAY_BUFFER,GL_READ_WRITE);
//b3GraphicsInstance* gfxObj = m_graphicsInstances[k];
@@ -393,7 +393,7 @@ void GLInstancingRenderer::writeSingleInstanceTransformToGPU(float* position, fl
orientations [objectIndex*4+3] = orientation[3];
glUnmapBuffer( GL_ARRAY_BUFFER);
glFlush();
//glFlush();
}
@@ -500,7 +500,7 @@ void GLInstancingRenderer::writeTransforms()
glUnmapBuffer( GL_ARRAY_BUFFER);
//if this glFinish is removed, the animation is not always working/blocks
//@todo: figure out why
glFlush();
//glFlush();
#endif
@@ -1037,7 +1037,7 @@ void GLInstancingRenderer::renderScene()
//avoid some Intel driver on a Macbook Pro to lock-up
//todo: figure out what is going on on that machine
glFlush();
//glFlush();
if (useShadowMap)
{
@@ -1539,7 +1539,7 @@ b3Assert(glGetError() ==GL_NO_ERROR);
B3_PROFILE("glFlush2");
glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vbo);
glFlush();
//glFlush();
}
b3Assert(glGetError() ==GL_NO_ERROR);
@@ -1730,7 +1730,7 @@ b3Assert(glGetError() ==GL_NO_ERROR);
{
B3_PROFILE("glFlush");
glFlush();
//glFlush();
}
if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
{

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@@ -115,6 +115,15 @@ int b3PhysicsParamSetGravity(b3SharedMemoryCommandHandle commandHandle, doub
return 0;
}
int b3PhysicsParamSetRealTimeSimulation(b3SharedMemoryCommandHandle commandHandle, int enableRealTimeSimulation)
{
struct SharedMemoryCommand* command = (struct SharedMemoryCommand*) commandHandle;
b3Assert(command->m_type == CMD_SEND_PHYSICS_SIMULATION_PARAMETERS);
command->m_physSimParamArgs.m_allowRealTimeSimulation = enableRealTimeSimulation;
command->m_updateFlags |= SIM_PARAM_UPDATE_REAL_TIME_SIMULATION;
return 0;
}
int b3PhysicsParamSetTimeStep(b3SharedMemoryCommandHandle commandHandle, double timeStep)
{
struct SharedMemoryCommand* command = (struct SharedMemoryCommand*) commandHandle;

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@@ -81,6 +81,7 @@ void b3GetCameraImageData(b3PhysicsClientHandle physClient, struct b3CameraImage
b3SharedMemoryCommandHandle b3InitPhysicsParamCommand(b3PhysicsClientHandle physClient);
int b3PhysicsParamSetGravity(b3SharedMemoryCommandHandle commandHandle, double gravx,double gravy, double gravz);
int b3PhysicsParamSetTimeStep(b3SharedMemoryCommandHandle commandHandle, double timeStep);
int b3PhysicsParamSetRealTimeSimulation(b3SharedMemoryCommandHandle commandHandle, int enableRealTimeSimulation);
b3SharedMemoryCommandHandle b3InitStepSimulationCommand(b3PhysicsClientHandle physClient);

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@@ -374,6 +374,8 @@ struct PhysicsServerCommandProcessorInternalData
///end handle management
bool m_allowRealTimeSimulation;
bool m_hasGround;
CommandLogger* m_commandLogger;
CommandLogPlayback* m_logPlayback;
@@ -417,7 +419,8 @@ struct PhysicsServerCommandProcessorInternalData
TinyRendererVisualShapeConverter m_visualConverter;
PhysicsServerCommandProcessorInternalData()
:
:m_hasGround(false),
m_allowRealTimeSimulation(false),
m_commandLogger(0),
m_logPlayback(0),
m_physicsDeltaTime(1./240.),
@@ -496,6 +499,9 @@ void PhysicsServerCommandProcessor::setGuiHelper(struct GUIHelperInterface* guiH
}
}
m_data->m_guiHelper = guiHelper;
}
@@ -504,6 +510,7 @@ PhysicsServerCommandProcessor::PhysicsServerCommandProcessor()
m_data = new PhysicsServerCommandProcessorInternalData();
createEmptyDynamicsWorld();
}
PhysicsServerCommandProcessor::~PhysicsServerCommandProcessor()
@@ -983,7 +990,7 @@ int PhysicsServerCommandProcessor::createBodyInfoStream(int bodyUniqueId, char*
bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes )
{
bool hasStatus = false;
{
@@ -1768,6 +1775,10 @@ bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryComm
{
m_data->m_physicsDeltaTime = clientCmd.m_physSimParamArgs.m_deltaTime;
}
if (clientCmd.m_updateFlags & SIM_PARAM_UPDATE_REAL_TIME_SIMULATION)
{
m_data->m_allowRealTimeSimulation = clientCmd.m_physSimParamArgs.m_allowRealTimeSimulation;
}
if (clientCmd.m_updateFlags&SIM_PARAM_UPDATE_GRAVITY)
{
btVector3 grav(clientCmd.m_physSimParamArgs.m_gravityAcceleration[0],
@@ -1873,7 +1884,7 @@ bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryComm
SharedMemoryStatus& serverCmd =serverStatusOut;
serverCmd.m_type = CMD_RESET_SIMULATION_COMPLETED;
hasStatus = true;
m_data->m_hasGround = false;
break;
}
case CMD_CREATE_RIGID_BODY:
@@ -2307,6 +2318,26 @@ void PhysicsServerCommandProcessor::replayFromLogFile(const char* fileName)
m_data->m_logPlayback = pb;
}
void PhysicsServerCommandProcessor::stepSimulationRealTime(double dtInSec)
{
if (m_data->m_allowRealTimeSimulation)
{
if (!m_data->m_hasGround)
{
m_data->m_hasGround = true;
int bodyId = 0;
btAlignedObjectArray<char> bufferServerToClient;
bufferServerToClient.resize(32768);
loadUrdf("plane.urdf", btVector3(0, 0, 0), btQuaternion(0, 0, 0, 1), true, true, &bodyId, &bufferServerToClient[0], bufferServerToClient.size());
}
m_data->m_dynamicsWorld->stepSimulation(dtInSec);
}
}
void PhysicsServerCommandProcessor::applyJointDamping(int bodyUniqueId)
{
InteralBodyData* body = m_data->getHandle(bodyUniqueId);

View File

@@ -53,7 +53,8 @@ public:
void enableCommandLogging(bool enable, const char* fileName);
void replayFromLogFile(const char* fileName);
void replayLogCommand(char* bufferServerToClient, int bufferSizeInBytes );
void replayLogCommand(char* bufferServerToClient, int bufferSizeInBytes );
void stepSimulationRealTime(double dtInSec);
void applyJointDamping(int bodyUniqueId);
};

View File

@@ -9,11 +9,12 @@
#include "PhysicsServerSharedMemory.h"
#include "SharedMemoryCommon.h"
#include "Bullet3Common/b3Matrix3x3.h"
#include "../Utils/b3Clock.h"
#include "../MultiThreading/b3ThreadSupportInterface.h"
void MotionThreadFunc(void* userPtr,void* lsMemory);
void* MotionlsMemoryFunc();
#define MAX_MOTION_NUM_THREADS 1
@@ -80,13 +81,23 @@ b3ThreadSupportInterface* createMotionThreadSupport(int numThreads)
struct MotionArgs
{
MotionArgs()
:m_physicsServerPtr(0)
:m_physicsServerPtr(0),
m_isPicking(false),
m_isDragging(false),
m_isReleasing(false)
{
}
b3CriticalSection* m_cs;
PhysicsServerSharedMemory* m_physicsServerPtr;
b3AlignedObjectArray<b3Vector3> m_positions;
btVector3 m_pos;
btQuaternion m_orn;
bool m_isPicking;
bool m_isDragging;
bool m_isReleasing;
};
struct MotionThreadLocalStorage
@@ -113,23 +124,58 @@ void MotionThreadFunc(void* userPtr,void* lsMemory)
args->m_cs->setSharedParam(0,eMotionIsInitialized);
args->m_cs->unlock();
do
{
//todo(erwincoumans): do we want some sleep to reduce CPU resources in this thread?
#if 0
double deltaTimeInSeconds = double(clock.getTimeMicroseconds())/1000000.;
if (deltaTimeInSeconds<(1./260.))
if (deltaTimeInSeconds<(1./5000.))
{
skip++;
if (deltaTimeInSeconds<.001)
continue;
} else
{
//process special controller commands, such as
//VR controller button press/release and controller motion
btVector3 from = args->m_pos;
btMatrix3x3 mat(args->m_orn);
btVector3 toX = args->m_pos+mat.getColumn(0);
btVector3 toY = args->m_pos+mat.getColumn(1);
btVector3 toZ = args->m_pos+mat.getColumn(2)*50.;
if (args->m_isPicking)
{
args->m_isPicking = false;
args->m_isDragging = true;
args->m_physicsServerPtr->pickBody(from,-toZ);
//printf("PICK!\n");
}
if (args->m_isDragging)
{
args->m_physicsServerPtr->movePickedBody(from,-toZ);
// printf(".");
}
if (args->m_isReleasing)
{
args->m_isDragging = false;
args->m_isReleasing = false;
args->m_physicsServerPtr->removePickingConstraint();
//printf("Release pick\n");
}
//don't simulate over a huge timestep if we had some interruption (debugger breakpoint etc)
btClamp(deltaTimeInSeconds,0.,0.1);
args->m_physicsServerPtr->stepSimulationRealTime(deltaTimeInSeconds);
clock.reset();
}
clock.reset();
#endif
args->m_physicsServerPtr->processClientCommands();
} while (args->m_cs->getSharedParam(0)!=eRequestTerminateMotion);
} else
{
@@ -375,7 +421,7 @@ class PhysicsServerExample : public SharedMemoryCommon
btClock m_clock;
bool m_replay;
int m_options;
public:
PhysicsServerExample(MultiThreadedOpenGLGuiHelper* helper, SharedMemoryInterface* sharedMem=0, int options=0);
@@ -417,6 +463,9 @@ public:
btVector3 getRayTo(int x,int y);
virtual void vrControllerButtonCallback(int controllerId, int button, int state, float pos[4], float orientation[4]);
virtual void vrControllerMoveCallback(int controllerId, float pos[4], float orientation[4]);
virtual bool mouseMoveCallback(float x,float y)
{
if (m_replay)
@@ -720,6 +769,28 @@ void PhysicsServerExample::renderScene()
//m_args[0].m_cs->lock();
m_physicsServer.renderScene();
if (m_args[0].m_isPicking || m_args[0].m_isDragging)
{
btVector3 from = m_args[0].m_pos;
btMatrix3x3 mat(m_args[0].m_orn);
btVector3 toX = m_args[0].m_pos+mat.getColumn(0);
btVector3 toY = m_args[0].m_pos+mat.getColumn(1);
btVector3 toZ = m_args[0].m_pos+mat.getColumn(2);
int width = 2;
btVector4 color;
color=btVector4(1,0,0,1);
m_guiHelper->getAppInterface()->m_renderer->drawLine(from,toX,color,width);
color=btVector4(0,1,0,1);
m_guiHelper->getAppInterface()->m_renderer->drawLine(from,toY,color,width);
color=btVector4(0,0,1,1);
m_guiHelper->getAppInterface()->m_renderer->drawLine(from,toZ,color,width);
}
if (m_guiHelper->getAppInterface()->m_renderer->getActiveCamera()->isVRCamera())
{
@@ -856,4 +927,17 @@ class CommonExampleInterface* PhysicsServerCreateFunc(struct CommonExampleOpt
}
B3_STANDALONE_EXAMPLE(PhysicsServerCreateFunc)
void PhysicsServerExample::vrControllerButtonCallback(int controllerId, int button, int state, float pos[4], float orn[4])
{
m_args[0].m_isPicking = (state!=0);
m_args[0].m_isReleasing = (state==0);
m_args[0].m_pos.setValue(pos[0],pos[1],pos[2]);
m_args[0].m_orn.setValue(orn[0],orn[1],orn[2],orn[3]);
}
void PhysicsServerExample::vrControllerMoveCallback(int controllerId, float pos[4], float orn[4])
{
m_args[0].m_pos.setValue(pos[0],pos[1],pos[2]);
m_args[0].m_orn.setValue(orn[0],orn[1],orn[2],orn[3]);
}
B3_STANDALONE_EXAMPLE(PhysicsServerCreateFunc)

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@@ -236,8 +236,10 @@ void PhysicsServerSharedMemory::releaseSharedMemory()
}
void PhysicsServerSharedMemory::stepSimulationRealTime(double dtInSec)
{
m_data->m_commandProcessor->stepSimulationRealTime(dtInSec);
}
void PhysicsServerSharedMemory::processClientCommands()

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@@ -26,6 +26,8 @@ public:
virtual void processClientCommands();
virtual void stepSimulationRealTime(double dtInSec);
//bool supportsJointMotor(class btMultiBody* body, int linkIndex);
//@todo(erwincoumans) Should we have shared memory commands for picking objects?

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@@ -215,6 +215,7 @@ enum EnumSimParamUpdateFlags
SIM_PARAM_UPDATE_GRAVITY=2,
SIM_PARAM_UPDATE_NUM_SOLVER_ITERATIONS=4,
SIM_PARAM_UPDATE_NUM_SIMULATION_SUB_STEPS=8,
SIM_PARAM_UPDATE_REAL_TIME_SIMULATION = 16,
};
///Controlling a robot involves sending the desired state to its joint motor controllers.
@@ -225,6 +226,7 @@ struct SendPhysicsSimulationParameters
double m_gravityAcceleration[3];
int m_numSimulationSubSteps;
int m_numSolverIterations;
bool m_allowRealTimeSimulation;
};
struct RequestActualStateArgs

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@@ -4,6 +4,8 @@
#include "../OpenGLWindow/SimpleOpenGL3App.h"
#include "../OpenGLWindow/OpenGLInclude.h"
#include "Bullet3Common/b3Quaternion.h"
#include "Bullet3Common/b3Transform.h"
#include "../ExampleBrowser/OpenGLGuiHelper.h"
#include "../CommonInterfaces/CommonExampleInterface.h"
#include "../CommonInterfaces/CommonGUIHelperInterface.h"
@@ -28,6 +30,8 @@ int gSharedMemoryKey = -1;
#include "pathtools.h"
CommonExampleInterface* sExample;
int sIsPressed=-1;
int sPrevPacketNum=0;
GUIHelperInterface* sGuiPtr = 0;
@@ -82,7 +86,7 @@ public:
bool BInit();
bool BInitGL();
bool BInitCompositor();
void getControllerTransform(int unDevice, b3Transform& tr);
void SetupRenderModels();
void Shutdown();
@@ -619,6 +623,26 @@ void CMainApplication::Shutdown()
}
void CMainApplication::getControllerTransform(int unDevice, b3Transform& tr)
{
const Matrix4 & matOrg = m_rmat4DevicePose[unDevice];
tr.setIdentity();
tr.setOrigin(b3MakeVector3(matOrg[12],matOrg[13],matOrg[14]));//pos[1]));
b3Matrix3x3 bmat;
for (int i=0;i<3;i++)
{
for (int j=0;j<3;j++)
{
bmat[i][j] = matOrg[i+4*j];
}
}
tr.setBasis(bmat);
b3Transform y2z;
y2z.setIdentity();
y2z.setRotation(b3Quaternion(0,B3_HALF_PI,0));
tr = y2z*tr;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@@ -639,14 +663,61 @@ bool CMainApplication::HandleInput()
vr::VRControllerState_t state;
if( m_pHMD->GetControllerState( unDevice, &state ) )
{
if (state.ulButtonPressed)
uint64_t trigger = vr::ButtonMaskFromId(vr::k_EButton_SteamVR_Trigger);
if (sPrevPacketNum != state.unPacketNum)
{
b3Printf("state.ulButtonPressed=%d\n",state.ulButtonPressed);
sExample->exitPhysics();
m_app->m_instancingRenderer->removeAllInstances();
sExample->initPhysics();
static int counter=0;
sPrevPacketNum = state.unPacketNum;
//b3Printf(".");
bool isTrigger = (state.ulButtonPressed&trigger)!=0;
if (isTrigger)
{
//printf("unDevice=%d\n",unDevice);
b3Transform tr;
getControllerTransform(unDevice,tr);
float pos[3] = {tr.getOrigin()[0],tr.getOrigin()[1],tr.getOrigin()[2]};
b3Quaternion born = tr.getRotation();
float orn[4] = {born[0],born[1],born[2],born[3]};
if (sIsPressed!=unDevice)
{
b3Printf("trigger pressed %d, %d\n",counter++, unDevice);
sIsPressed=unDevice;
sExample->vrControllerButtonCallback(unDevice,1,1,pos, orn);
//
//virtual void vrControllerMoveCallback(int controllerId, float pos[4], float orientation[4]) {}
//virtual void vrControllerButtonCallback(int controllerId, int button, int state, float pos[4], float orientation[4]){}
//sExample->start
} else
{
sExample->vrControllerMoveCallback(unDevice,pos,orn);
}
//sExample->exitPhysics();
//m_app->m_instancingRenderer->removeAllInstances();
///sExample->initPhysics();
} else
{
if (unDevice==sIsPressed)
{
b3Transform tr;
getControllerTransform(unDevice,tr);
float pos[3] = {tr.getOrigin()[0],tr.getOrigin()[1],tr.getOrigin()[2]};
b3Quaternion born = tr.getRotation();
float orn[4] = {born[0],born[1],born[2],born[3]};
sIsPressed=-1;
printf("device released: %d",unDevice);
sExample->vrControllerButtonCallback(unDevice,1,0,pos, orn);
}
}
}
}
m_rbShowTrackedDevice[ unDevice ] = state.ulButtonPressed == 0;
}
}
@@ -1480,7 +1551,7 @@ void CMainApplication::RenderStereoTargets()
rotYtoZ.rotateX(-90);
}
RenderScene( vr::Eye_Left );
// Left Eye
{
@@ -1527,7 +1598,7 @@ void CMainApplication::RenderStereoTargets()
m_app->m_window->startRendering();
RenderScene( vr::Eye_Left );
@@ -1560,7 +1631,7 @@ void CMainApplication::RenderStereoTargets()
// Right Eye
RenderScene( vr::Eye_Right );
{
Matrix4 viewMatRight = m_mat4eyePosRight * m_mat4HMDPose * rotYtoZ;
@@ -1573,7 +1644,7 @@ void CMainApplication::RenderStereoTargets()
m_app->m_window->startRendering();
RenderScene( vr::Eye_Right );
m_app->m_instancingRenderer->setRenderFrameBuffer((unsigned int)rightEyeDesc.m_nRenderFramebufferId);
//m_app->m_renderer->renderScene();

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@@ -33,8 +33,10 @@ int b3ResourcePath::getExePath(char* path, int maxPathLenInBytes)
#else
#ifdef _WIN32
//https://msdn.microsoft.com/en-us/library/windows/desktop/ms683197(v=vs.85).aspx
HMODULE hModule = GetModuleHandle(NULL);
numBytes = GetModuleFileName(hModule, path, maxPathLenInBytes);
numBytes = GetModuleFileNameA(hModule, path, maxPathLenInBytes);
#else
///http://stackoverflow.com/questions/933850/how-to-find-the-location-of-the-executable-in-c
numBytes = (int)readlink("/proc/self/exe", path, maxPathLenInBytes-1);

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@@ -410,6 +410,41 @@ static PyObject* pybullet_setJointMotorControl(PyObject* self, PyObject* args)
}
static PyObject *
pybullet_setRealTimeSimulation(PyObject* self, PyObject* args)
{
if (0 == sm)
{
PyErr_SetString(SpamError, "Not connected to physics server.");
return NULL;
}
{
int enableRealTimeSimulation = 0;
int ret;
b3SharedMemoryCommandHandle command = b3InitPhysicsParamCommand(sm);
b3SharedMemoryStatusHandle statusHandle;
if (!PyArg_ParseTuple(args, "i", &enableRealTimeSimulation))
{
PyErr_SetString(SpamError, "setRealTimeSimulation expected a single value (integer).");
return NULL;
}
ret = b3PhysicsParamSetRealTimeSimulation(command, enableRealTimeSimulation);
statusHandle = b3SubmitClientCommandAndWaitStatus(sm, command);
//ASSERT_EQ(b3GetStatusType(statusHandle), CMD_CLIENT_COMMAND_COMPLETED);
}
Py_INCREF(Py_None);
return Py_None;
}
// Set the gravity of the world with (x, y, z) arguments
static PyObject *
pybullet_setGravity(PyObject* self, PyObject* args)
@@ -1453,6 +1488,9 @@ static PyMethodDef SpamMethods[] = {
{"setTimeStep", pybullet_setTimeStep, METH_VARARGS,
"Set the amount of time to proceed at each call to stepSimulation. (unit is seconds, typically range is 0.01 or 0.001)"},
{ "setRealTimeSimulation", pybullet_setRealTimeSimulation, METH_VARARGS,
"Enable or disable real time simulation (using the real time clock, RTC) in the physics server. Expects one integer argument, 0 or 1" },
{"loadURDF", pybullet_loadURDF, METH_VARARGS,
"Create a multibody by loading a URDF file."},