rename ObsoleteDemos back to Demos
fix some relative path issues for loading assets
This commit is contained in:
70
Demos/FeatherstoneMultiBodyDemo/CMakeLists.txt
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70
Demos/FeatherstoneMultiBodyDemo/CMakeLists.txt
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@@ -0,0 +1,70 @@
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# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
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# For every executable you have with a main method you should have an add_executable line below.
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# For every add executable line you should list every .cpp and .h file you have associated with that executable.
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# This is the variable for Windows. I use this to define the root of my directory structure.
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SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
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# You shouldn't have to modify anything below this line
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########################################################
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INCLUDE_DIRECTORIES(
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${BULLET_PHYSICS_SOURCE_DIR}/src
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../OpenGL
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${GLUT_INCLUDE_DIR}
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)
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IF (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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IF (WIN32)
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ADD_EXECUTABLE(AppFeatherstoneMultiBodyDemo
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main.cpp
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FeatherstoneMultiBodyDemo.cpp
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FeatherstoneMultiBodyDemo.h
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${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
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)
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ELSE()
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ADD_EXECUTABLE(AppFeatherstoneMultiBodyDemo
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main.cpp
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FeatherstoneMultiBodyDemo.cpp
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FeatherstoneMultiBodyDemo.h
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)
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ENDIF()
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ELSE (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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ADD_EXECUTABLE(AppFeatherstoneMultiBodyDemo
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WIN32
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../OpenGL/Win32AppMain.cpp
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Win32FeatherstoneMultiBodyDemo.cpp
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FeatherstoneMultiBodyDemo.cpp
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FeatherstoneMultiBodyDemo.h
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${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
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)
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ENDIF (USE_GLUT)
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IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
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SET_TARGET_PROPERTIES(AppBasicDemo PROPERTIES DEBUG_POSTFIX "_Debug")
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SET_TARGET_PROPERTIES(AppBasicDemo PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")
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SET_TARGET_PROPERTIES(AppBasicDemo PROPERTIES RELWITHDEBINFO_POSTFIX "_RelWithDebugInfo")
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ENDIF(INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
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575
Demos/FeatherstoneMultiBodyDemo/FeatherstoneMultiBodyDemo.cpp
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575
Demos/FeatherstoneMultiBodyDemo/FeatherstoneMultiBodyDemo.cpp
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@@ -0,0 +1,575 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2013 Erwin Coumans 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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///experimental support for Featherstone multi body (articulated hierarchies)
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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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float friction = 1.;
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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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#include "FeatherstoneMultiBodyDemo.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 "GlutStuff.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 <stdio.h> //printf debugging
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#include "GLDebugDrawer.h"
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#include "LinearMath/btAabbUtil2.h"
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static GLDebugDrawer gDebugDraw;
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//btVector3 scaling(0.1,0.1,0.1);
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float scaling = 0.4f;
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void FeatherstoneMultiBodyDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//simple dynamics world doesn't handle fixed-time-stepping
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float ms = getDeltaTimeMicroseconds();
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///step the simulation
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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btVector3 aabbMin(1,1,1);
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btVector3 aabbMax(2,2,2);
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}
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renderme();
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glFlush();
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swapBuffers();
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}
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void FeatherstoneMultiBodyDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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swapBuffers();
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}
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void FeatherstoneMultiBodyDemo::initPhysics()
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{
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//m_idle=true;
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setTexturing(true);
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setShadows(true);
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setCameraDistance(btScalar(100.*scaling));
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this->m_azi = 130;
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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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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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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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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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if (1)
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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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btMultiBodySettings settings;
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settings.m_numLinks = 2;
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settings.m_basePosition = btVector3 (60,29.5,-2)*scaling;
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settings.m_isFixedBase = false;
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settings.m_disableParentCollision = true;//the self-collision has conflicting/non-resolvable contact normals
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settings.m_usePrismatic = true;
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settings.m_canSleep = true;
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settings.m_createConstraints = true;
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//btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition,bool isFixedBase, bool usePrismatic, bool canSleep, bool createConstraints);
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btMultiBody* mbA = createFeatherstoneMultiBody(world, settings);
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settings.m_numLinks = 10;
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settings.m_basePosition = btVector3 (0,29.5,-settings.m_numLinks*4.f);
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settings.m_isFixedBase = true;
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settings.m_usePrismatic = false;
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btMultiBody* mbB = createFeatherstoneMultiBody(world, settings);
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settings.m_basePosition = btVector3 (-20*scaling,29.5*scaling,-settings.m_numLinks*4.f*scaling);
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settings.m_isFixedBase = false;
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btMultiBody* mbC = createFeatherstoneMultiBody(world, settings);
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settings.m_basePosition = btVector3 (-20,9.5,-settings.m_numLinks*4.f);
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settings.m_isFixedBase = true;
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settings.m_usePrismatic = true;
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settings.m_disableParentCollision = true;
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btMultiBody* mbPrim= createFeatherstoneMultiBody(world, settings);
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//btMultiBody* mbB = createFeatherstoneMultiBody(world, 15, btVector3 (0,29.5,-2), false,true,true);
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#if 0
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if (0)//!useGroundShape && i==4)
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{
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//attach two multibody using a point2point constraint
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//btVector3 pivotInAworld(0,20,46);
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btVector3 pivotInAworld(-0.3,29,-3.5);
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int linkA = -1;
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int linkB = -1;
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btVector3 pivotInAlocal = mbA->worldPosToLocal(linkA, pivotInAworld);
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btVector3 pivotInBlocal = mbB->worldPosToLocal(linkB, pivotInAworld);
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btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(mbA,linkA,mbB,linkB,pivotInAlocal,pivotInBlocal);
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world->addMultiBodyConstraint(p2p);
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}
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#endif
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bool testRemoveLinks = false;
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if (testRemoveLinks)
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{
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while (mbA->getNumLinks())
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{
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btCollisionObject* col = mbA->getLink(mbA->getNumLinks()-1).m_collider;
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||||
m_dynamicsWorld->removeCollisionObject(col);
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delete col;
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mbA->setNumLinks(mbA->getNumLinks()-1);
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}
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}
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if (1)//useGroundShape
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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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|
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btVector3 localInertia(0,0,0);
|
||||
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
|
||||
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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|
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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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|
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|
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}
|
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|
||||
btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings)
|
||||
{
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int n_links = settings.m_numLinks;
|
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float mass = 13.5*scaling;
|
||||
btVector3 inertia = btVector3 (91,344,253)*scaling*scaling;
|
||||
|
||||
|
||||
bool multiDof = false;
|
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btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep,multiDof);
|
||||
// bod->setHasSelfCollision(false);
|
||||
|
||||
//btQuaternion orn(btVector3(0,0,1),-0.25*SIMD_HALF_PI);//0,0,0,1);
|
||||
btQuaternion orn(0,0,0,1);
|
||||
bod->setBasePos(settings.m_basePosition);
|
||||
bod->setWorldToBaseRot(orn);
|
||||
btVector3 vel(0,0,0);
|
||||
bod->setBaseVel(vel);
|
||||
|
||||
{
|
||||
|
||||
btVector3 joint_axis_hinge(1,0,0);
|
||||
btVector3 joint_axis_prismatic(0,0,1);
|
||||
btQuaternion parent_to_child = orn.inverse();
|
||||
btVector3 joint_axis_child_prismatic = quatRotate(parent_to_child ,joint_axis_prismatic);
|
||||
btVector3 joint_axis_child_hinge = quatRotate(parent_to_child , joint_axis_hinge);
|
||||
|
||||
int this_link_num = -1;
|
||||
int link_num_counter = 0;
|
||||
|
||||
|
||||
|
||||
btVector3 pos = btVector3 (0,0,9.0500002)*scaling;
|
||||
|
||||
btVector3 joint_axis_position = btVector3 (0,0,4.5250001)*scaling;
|
||||
|
||||
for (int i=0;i<n_links;i++)
|
||||
{
|
||||
float initial_joint_angle=0.3;
|
||||
if (i>0)
|
||||
initial_joint_angle = -0.06f;
|
||||
|
||||
const int child_link_num = link_num_counter++;
|
||||
|
||||
|
||||
|
||||
if (settings.m_usePrismatic)// && i==(n_links-1))
|
||||
{
|
||||
bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
|
||||
parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),settings.m_disableParentCollision);
|
||||
|
||||
} else
|
||||
{
|
||||
bod->setupRevolute(child_link_num, mass, inertia, this_link_num,parent_to_child, joint_axis_child_hinge,
|
||||
joint_axis_position,quatRotate(parent_to_child , (pos - joint_axis_position)),settings.m_disableParentCollision);
|
||||
}
|
||||
bod->setJointPos(child_link_num, initial_joint_angle);
|
||||
this_link_num = i;
|
||||
|
||||
if (0)//!useGroundShape && i==4)
|
||||
{
|
||||
btVector3 pivotInAworld(0,20,46);
|
||||
btVector3 pivotInAlocal = bod->worldPosToLocal(i, pivotInAworld);
|
||||
btVector3 pivotInBworld = pivotInAworld;
|
||||
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(bod,i,&btTypedConstraint::getFixedBody(),pivotInAlocal,pivotInBworld);
|
||||
world->addMultiBodyConstraint(p2p);
|
||||
}
|
||||
//add some constraint limit
|
||||
if (settings.m_usePrismatic)
|
||||
{
|
||||
// btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
|
||||
|
||||
if (settings.m_createConstraints)
|
||||
{
|
||||
btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
} else
|
||||
{
|
||||
if (settings.m_createConstraints)
|
||||
{
|
||||
if (1)
|
||||
{
|
||||
btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,0,0,500000);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//add a collider for the base
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btQuaternion> world_to_local;
|
||||
world_to_local.resize(n_links+1);
|
||||
|
||||
btAlignedObjectArray<btVector3> local_origin;
|
||||
local_origin.resize(n_links+1);
|
||||
world_to_local[0] = bod->getWorldToBaseRot();
|
||||
local_origin[0] = bod->getBasePos();
|
||||
//float halfExtents[3]={7.5,0.05,4.5};
|
||||
float halfExtents[3]={7.5,0.45,4.5};
|
||||
{
|
||||
|
||||
float pos[4]={local_origin[0].x(),local_origin[0].y(),local_origin[0].z(),1};
|
||||
float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
|
||||
|
||||
|
||||
if (1)
|
||||
{
|
||||
btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
|
||||
btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(bod,-1);
|
||||
col->setCollisionShape(box);
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(local_origin[0]);
|
||||
tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
|
||||
col->setWorldTransform(tr);
|
||||
world->addCollisionObject(col, 2,1+2);
|
||||
col->setFriction(friction);
|
||||
bod->setBaseCollider(col);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (int i=0;i<bod->getNumLinks();i++)
|
||||
{
|
||||
const int parent = bod->getParent(i);
|
||||
world_to_local[i+1] = bod->getParentToLocalRot(i) * world_to_local[parent+1];
|
||||
local_origin[i+1] = local_origin[parent+1] + (quatRotate(world_to_local[i+1].inverse() , bod->getRVector(i)));
|
||||
}
|
||||
|
||||
|
||||
for (int i=0;i<bod->getNumLinks();i++)
|
||||
{
|
||||
|
||||
btVector3 posr = local_origin[i+1];
|
||||
float pos[4]={posr.x(),posr.y(),posr.z(),1};
|
||||
|
||||
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()};
|
||||
|
||||
btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
|
||||
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(bod,i);
|
||||
|
||||
col->setCollisionShape(box);
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(posr);
|
||||
tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
|
||||
col->setWorldTransform(tr);
|
||||
col->setFriction(friction);
|
||||
world->addCollisionObject(col,2,1+2);
|
||||
|
||||
bod->getLink(i).m_collider=col;
|
||||
//app->drawBox(halfExtents, pos,quat);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
world->addMultiBody(bod);
|
||||
|
||||
return bod;
|
||||
}
|
||||
|
||||
extern btScalar gOldPickingDist;
|
||||
void FeatherstoneMultiBodyDemo::mouseMotionFunc(int x,int y)
|
||||
{
|
||||
if (m_pickingMultiBodyPoint2Point)
|
||||
{
|
||||
//keep it at the same picking distance
|
||||
|
||||
btVector3 newRayTo = getRayTo(x,y);
|
||||
btVector3 rayFrom;
|
||||
btVector3 oldPivotInB = m_pickingMultiBodyPoint2Point->getPivotInB();
|
||||
btVector3 newPivotB;
|
||||
if (m_ortho)
|
||||
{
|
||||
newPivotB = oldPivotInB;
|
||||
newPivotB.setX(newRayTo.getX());
|
||||
newPivotB.setY(newRayTo.getY());
|
||||
} else
|
||||
{
|
||||
rayFrom = m_cameraPosition;
|
||||
btVector3 dir = newRayTo-rayFrom;
|
||||
dir.normalize();
|
||||
dir *= gOldPickingDist;
|
||||
|
||||
newPivotB = rayFrom + dir;
|
||||
}
|
||||
m_pickingMultiBodyPoint2Point->setPivotInB(newPivotB);
|
||||
}
|
||||
DemoApplication::mouseMotionFunc(x,y);
|
||||
}
|
||||
|
||||
void FeatherstoneMultiBodyDemo::removePickingConstraint()
|
||||
{
|
||||
if (m_pickingMultiBodyPoint2Point)
|
||||
{
|
||||
m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(true);
|
||||
|
||||
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
||||
world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point);
|
||||
delete m_pickingMultiBodyPoint2Point;
|
||||
m_pickingMultiBodyPoint2Point = 0;
|
||||
}
|
||||
|
||||
DemoApplication::removePickingConstraint();
|
||||
|
||||
}
|
||||
|
||||
void FeatherstoneMultiBodyDemo::pickObject(const btVector3& pickPos, const class btCollisionObject* hitObj)
|
||||
{
|
||||
btVector3 pivotInA(0,0,0);
|
||||
btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(hitObj);
|
||||
if (multiCol && multiCol->m_multiBody)
|
||||
{
|
||||
multiCol->m_multiBody->setCanSleep(false);
|
||||
|
||||
btVector3 pivotInA = multiCol->m_multiBody->worldPosToLocal(multiCol->m_link, pickPos);
|
||||
|
||||
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(multiCol->m_multiBody,multiCol->m_link,0,pivotInA,pickPos);
|
||||
//if you add too much energy to the system, causing high angular velocities, simulation 'explodes'
|
||||
//see also http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=949
|
||||
//so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply
|
||||
//it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?)
|
||||
|
||||
p2p->setMaxAppliedImpulse(200*scaling);
|
||||
|
||||
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
||||
world->addMultiBodyConstraint(p2p);
|
||||
m_pickingMultiBodyPoint2Point =p2p;
|
||||
} else
|
||||
{
|
||||
DemoApplication::pickObject(pickPos,hitObj);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void FeatherstoneMultiBodyDemo::clientResetScene()
|
||||
{
|
||||
exitPhysics();
|
||||
initPhysics();
|
||||
}
|
||||
|
||||
|
||||
void FeatherstoneMultiBodyDemo::exitPhysics()
|
||||
{
|
||||
|
||||
//cleanup in the reverse order of creation/initialization
|
||||
|
||||
//remove the rigidbodies from the dynamics world and delete them
|
||||
int i;
|
||||
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
|
||||
{
|
||||
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
||||
btRigidBody* body = btRigidBody::upcast(obj);
|
||||
if (body && body->getMotionState())
|
||||
{
|
||||
delete body->getMotionState();
|
||||
}
|
||||
m_dynamicsWorld->removeCollisionObject( obj );
|
||||
delete obj;
|
||||
}
|
||||
|
||||
//delete collision shapes
|
||||
for (int j=0;j<m_collisionShapes.size();j++)
|
||||
{
|
||||
btCollisionShape* shape = m_collisionShapes[j];
|
||||
delete shape;
|
||||
}
|
||||
m_collisionShapes.clear();
|
||||
|
||||
delete m_dynamicsWorld;
|
||||
|
||||
delete m_solver;
|
||||
|
||||
delete m_broadphase;
|
||||
|
||||
delete m_dispatcher;
|
||||
|
||||
delete m_collisionConfiguration;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
115
Demos/FeatherstoneMultiBodyDemo/FeatherstoneMultiBodyDemo.h
Normal file
115
Demos/FeatherstoneMultiBodyDemo/FeatherstoneMultiBodyDemo.h
Normal file
@@ -0,0 +1,115 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
///experimental support for Featherstone multi body (articulated hierarchies)
|
||||
|
||||
#ifndef FEATHERSTONE_MULTIBODY_DEMO_H
|
||||
#define FEATHERSTONE_MULTIBODY_DEMO_H
|
||||
|
||||
#ifdef _WINDOWS
|
||||
#include "Win32DemoApplication.h"
|
||||
#define PlatformDemoApplication Win32DemoApplication
|
||||
#else
|
||||
#include "GlutDemoApplication.h"
|
||||
#define PlatformDemoApplication GlutDemoApplication
|
||||
#endif
|
||||
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
class btMultiBody;
|
||||
class btBroadphaseInterface;
|
||||
class btCollisionShape;
|
||||
class btOverlappingPairCache;
|
||||
class btCollisionDispatcher;
|
||||
class btConstraintSolver;
|
||||
struct btCollisionAlgorithmCreateFunc;
|
||||
class btDefaultCollisionConfiguration;
|
||||
|
||||
///FeatherstoneMultiBodyDemo is good starting point for learning the code base and porting.
|
||||
|
||||
struct btMultiBodySettings
|
||||
{
|
||||
btMultiBodySettings()
|
||||
{
|
||||
m_numLinks = 0;
|
||||
m_basePosition.setZero();
|
||||
m_isFixedBase = true;
|
||||
m_usePrismatic = false;
|
||||
m_canSleep = true;
|
||||
m_createConstraints = false;
|
||||
m_disableParentCollision = false;
|
||||
}
|
||||
int m_numLinks;
|
||||
btVector3 m_basePosition;
|
||||
bool m_isFixedBase;
|
||||
bool m_usePrismatic;
|
||||
bool m_canSleep;
|
||||
bool m_createConstraints;
|
||||
bool m_disableParentCollision;
|
||||
};
|
||||
|
||||
class FeatherstoneMultiBodyDemo : public PlatformDemoApplication
|
||||
{
|
||||
|
||||
//keep the collision shapes, for deletion/cleanup
|
||||
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
|
||||
|
||||
btBroadphaseInterface* m_broadphase;
|
||||
|
||||
btCollisionDispatcher* m_dispatcher;
|
||||
|
||||
btConstraintSolver* m_solver;
|
||||
|
||||
btDefaultCollisionConfiguration* m_collisionConfiguration;
|
||||
|
||||
virtual void mouseMotionFunc(int x,int y);
|
||||
virtual void removePickingConstraint();
|
||||
virtual void pickObject(const btVector3& pickPos, const class btCollisionObject* hitObj);
|
||||
class btMultiBodyPoint2Point* m_pickingMultiBodyPoint2Point;
|
||||
|
||||
btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings);
|
||||
|
||||
public:
|
||||
|
||||
FeatherstoneMultiBodyDemo()
|
||||
:m_pickingMultiBodyPoint2Point(0)
|
||||
{
|
||||
}
|
||||
virtual ~FeatherstoneMultiBodyDemo()
|
||||
{
|
||||
exitPhysics();
|
||||
}
|
||||
void initPhysics();
|
||||
|
||||
void exitPhysics();
|
||||
|
||||
virtual void clientMoveAndDisplay();
|
||||
|
||||
virtual void displayCallback();
|
||||
virtual void clientResetScene();
|
||||
|
||||
static DemoApplication* Create()
|
||||
{
|
||||
FeatherstoneMultiBodyDemo* demo = new FeatherstoneMultiBodyDemo;
|
||||
demo->myinit();
|
||||
demo->initPhysics();
|
||||
return demo;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //FEATHERSTONE_MULTIBODY_DEMO_H
|
||||
|
||||
5
Demos/FeatherstoneMultiBodyDemo/Makefile.am
Normal file
5
Demos/FeatherstoneMultiBodyDemo/Makefile.am
Normal file
@@ -0,0 +1,5 @@
|
||||
noinst_PROGRAMS=FeatherstoneMultiBodyDemo
|
||||
|
||||
FeatherstoneMultiBodyDemo_SOURCES=FeatherstoneMultiBodyDemo.cpp FeatherstoneMultiBodyDemo.h main.cpp
|
||||
FeatherstoneMultiBodyDemo_CXXFLAGS=-I@top_builddir@/src -I@top_builddir@/Demos/OpenGL $(CXXFLAGS)
|
||||
FeatherstoneMultiBodyDemo_LDADD=-L../OpenGL -lbulletopenglsupport -L../../src -lBulletDynamics -lBulletCollision -lLinearMath @opengl_LIBS@
|
||||
@@ -0,0 +1,28 @@
|
||||
#ifdef _WINDOWS
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
///experimental support for Featherstone multi body (articulated hierarchies)
|
||||
|
||||
|
||||
#include "FeatherstoneMultiBodyDemo.h"
|
||||
|
||||
///The 'createDemo' function is called from Bullet/Demos/OpenGL/Win32AppMain.cpp to instantiate this particular demo
|
||||
DemoApplication* createDemo()
|
||||
{
|
||||
return new FeatherstoneMultiBodyDemo();
|
||||
}
|
||||
|
||||
#endif
|
||||
42
Demos/FeatherstoneMultiBodyDemo/main.cpp
Normal file
42
Demos/FeatherstoneMultiBodyDemo/main.cpp
Normal file
@@ -0,0 +1,42 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
///experimental support for Featherstone multi body (articulated hierarchies)
|
||||
|
||||
|
||||
#include "FeatherstoneMultiBodyDemo.h"
|
||||
#include "GlutStuff.h"
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#include "LinearMath/btHashMap.h"
|
||||
|
||||
|
||||
|
||||
int main(int argc,char** argv)
|
||||
{
|
||||
|
||||
FeatherstoneMultiBodyDemo demo;
|
||||
demo.initPhysics();
|
||||
|
||||
|
||||
#ifdef CHECK_MEMORY_LEAKS
|
||||
ccdDemo.exitPhysics();
|
||||
#else
|
||||
return glutmain(argc, argv,1024,600,"Bullet Physics Demo. http://bulletphysics.org",&demo);
|
||||
#endif
|
||||
|
||||
//default glut doesn't return from mainloop
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user