add options to toggle between whether line search is used & add more documentation
This commit is contained in:
@@ -25,9 +25,7 @@
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The ClothFriction 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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///The ClothFriction shows the use of deformable friction.
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class ClothFriction : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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@@ -197,6 +195,7 @@ void ClothFriction::initPhysics()
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getDeformableDynamicsWorld()->addForce(psb2, gravity_force2);
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m_forces.push_back(gravity_force2);
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}
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getDeformableDynamicsWorld()->setImplicit(false);
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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@@ -25,9 +25,7 @@
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The DeformableContact 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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///The DeformableContact shows the contact between deformable objects
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class DeformableContact : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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@@ -11,20 +11,6 @@
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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 "DeformableMultibody.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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@@ -10,21 +10,6 @@
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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 "DeformableRigid.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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@@ -39,9 +24,7 @@
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The DeformableRigid 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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///The DeformableRigid shows contact between deformable objects and rigid objects.
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class DeformableRigid : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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@@ -34,9 +34,7 @@
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#include "../CommonInterfaces/CommonFileIOInterface.h"
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#include "Bullet3Common/b3FileUtils.h"
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///The GraspDeformable 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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///The GraspDeformable shows grasping a volumetric deformable objects with multibody gripper with moter constraints.
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static btScalar sGripperVerticalVelocity = 0.f;
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static btScalar sGripperClosingTargetVelocity = 0.f;
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static float friction = 1.;
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@@ -11,20 +11,6 @@
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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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@@ -39,21 +25,13 @@
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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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///The Pinch shows the frictional contact between kinematic rigid objects with deformable objects
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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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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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@@ -24,9 +24,7 @@
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The PinchFriction 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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///The PinchFriction shows the frictional contacts among volumetric deformable objects
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struct TetraCube
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{
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@@ -11,20 +11,6 @@
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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 "VolumetricDeformable.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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@@ -39,10 +25,7 @@
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The VolumetricDeformable 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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///The VolumetricDeformable shows the contact between volumetric deformable objects and rigid objects.
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struct TetraCube
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{
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@@ -429,3 +429,8 @@ void btDeformableBodySolver::setImplicit(bool implicit)
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m_implicit = implicit;
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m_objective->setImplicit(implicit);
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}
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void btDeformableBodySolver::setLineSearch(bool lineSearch)
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{
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m_lineSearch = lineSearch;
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}
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@@ -103,16 +103,38 @@ public:
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virtual bool checkInitialized(){return true;}
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// If true, implicit time stepping scheme is used.
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// Otherwise, explicit time stepping scheme is used
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void setImplicit(bool implicit);
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// If true, newton's method with line search is used when implicit time stepping scheme is turned on
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void setLineSearch(bool lineSearch);
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// set temporary position x^* = x_n + dt * v
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// update the deformation gradient at position x^*
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void updateState();
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// set dv = dv + scale * ddv
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void updateDv(btScalar scale = 1);
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// set temporary position x^* = x_n + dt * v^*
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void updateTempPosition();
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// save the current dv to m_backup_dv;
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void backupDv();
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// set dv to the backed-up value
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void revertDv();
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// set dv = dv + scale * ddv
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// set v^* = v_n + dv
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// set temporary position x^* = x_n + dt * v^*
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// update the deformation gradient at position x^*
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void updateEnergy(btScalar scale);
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// calculates the appropriately scaled kinetic energy in the system, which is
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// 1/2 * dv^T * M * dv
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// used in line search
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btScalar kineticEnergy();
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};
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@@ -69,14 +69,14 @@ void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar t
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// End solver-wise simulation step
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// ///////////////////////////////
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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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// // 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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// for (int index = 0; index < m_deformableBodySolver->m_objective->m_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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// DeformableContactConstraint& constraint = *m_deformableBodySolver->m_objective->m_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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@@ -144,16 +144,11 @@ void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar t
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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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}
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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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//positionCorrection(timeStep); // looks like position correction is no longer necessary
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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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@@ -329,6 +324,7 @@ void btDeformableMultiBodyDynamicsWorld::reinitialize(btScalar timeStep)
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{
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m_internalTime += timeStep;
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m_deformableBodySolver->setImplicit(m_implicit);
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m_deformableBodySolver->setLineSearch(m_lineSearch);
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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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@@ -47,6 +47,7 @@ class btDeformableMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld
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btScalar m_internalTime;
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int m_contact_iterations;
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bool m_implicit;
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bool m_lineSearch;
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typedef void (*btSolverCallback)(btScalar time, btDeformableMultiBodyDynamicsWorld* world);
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btSolverCallback m_solverCallback;
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@@ -159,6 +160,11 @@ public:
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{
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m_implicit = implicit;
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}
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void setLineSearch(bool lineSearch)
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{
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m_lineSearch = lineSearch;
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}
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};
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#endif //BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD_H
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