code clean up + check in examples
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297
examples/Pinch/Pinch.cpp
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297
examples/Pinch/Pinch.cpp
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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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///create 125 (5x5x5) dynamic object
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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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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1.
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#define START_POS_X -5
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#define START_POS_Y -5
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#define START_POS_Z -3
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#include "Pinch.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/btDeformableRigidDynamicsWorld.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 Pinch shows the use of rolling friction.
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///Spheres will come to a rest on a sloped plane using a constraint. Damping cannot achieve the same.
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///Generally it is best to leave the rolling friction coefficient zero (or close to zero).
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struct TetraCube
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{
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#include "../SoftDemo/cube.inl"
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};
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struct TetraBunny
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{
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#include "../SoftDemo/bunny.inl"
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};
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class Pinch : public CommonRigidBodyBase
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{
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public:
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Pinch(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~Pinch()
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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 = 25;
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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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void createGrip()
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{
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int count = 2;
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float mass = 2;
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btCollisionShape* shape[] = {
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new btBoxShape(btVector3(3, 3, 0.5)),
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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(10, 0, 0));
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startTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 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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return (btDeformableRigidDynamicsWorld*)m_dynamicsWorld;
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}
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virtual btDeformableRigidDynamicsWorld* getDeformableDynamicsWorld()
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{
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return (btDeformableRigidDynamicsWorld*)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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btDeformableRigidDynamicsWorld* 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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{
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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 dynamics(btScalar time, btDeformableRigidDynamicsWorld* world)
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{
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btAlignedObjectArray<btRigidBody*>& rbs = world->getNonStaticRigidBodies();
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if (rbs.size()<2)
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return;
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btRigidBody* rb0 = rbs[0];
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btScalar pressTime = 0.9;
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btTransform rbTransform;
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rbTransform.setIdentity();
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btVector3 translation = btVector3(0.5,3,4);
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btVector3 velocity = btVector3(0,5,0);
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if (time < pressTime)
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{
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velocity = btVector3(0,0,-2);
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translation += velocity * time;
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}
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else
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translation += btVector3(0,0,-2) * pressTime + (time-pressTime)*velocity;
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rbTransform.setOrigin(translation);
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rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
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rb0->setCenterOfMassTransform(rbTransform);
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rb0->setAngularVelocity(btVector3(0,0,0));
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rb0->setLinearVelocity(velocity);
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btRigidBody* rb1 = rbs[1];
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translation = btVector3(0.5,3,-4);
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velocity = btVector3(0,5,0);
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if (time < pressTime)
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{
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velocity = btVector3(0,0,2);
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translation += velocity * time;
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}
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else
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translation += btVector3(0,0,2) * pressTime + (time-pressTime)*velocity;
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rbTransform.setOrigin(translation);
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rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
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rb1->setCenterOfMassTransform(rbTransform);
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rb1->setAngularVelocity(btVector3(0,0,0));
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rb1->setLinearVelocity(velocity);
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rb0->setFriction(2);
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rb1->setFriction(2);
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}
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void Pinch::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
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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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btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver();
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m_solver = sol;
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m_dynamicsWorld = new btDeformableRigidDynamicsWorld(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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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity.setValue(0, -10, 0);
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getDeformableDynamicsWorld()->before_solver_callbacks.push_back(dynamics);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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//create a ground
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{
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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, -25, 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(0.5);
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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 soft block
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{
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btSoftBody* psb = btSoftBodyHelpers::CreateFromTetGenData(getDeformableDynamicsWorld()->getWorldInfo(),
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TetraCube::getElements(),
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0,
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TetraCube::getNodes(),
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false, true, true);
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getDeformableDynamicsWorld()->addSoftBody(psb);
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psb->scale(btVector3(2, 2, 2));
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psb->translate(btVector3(0, 4, 0));
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psb->getCollisionShape()->setMargin(0.1);
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psb->setTotalMass(1);
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psb->setSpringStiffness(10);
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psb->setDampingCoefficient(0.01);
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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 = 0.5;
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// add a grippers
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createGrip();
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void Pinch::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 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* PinchCreateFunc(struct CommonExampleOptions& options)
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{
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return new Pinch(options.m_guiHelper);
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}
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