wrapped up first version of the FractureDemo
move 'split impulse' / position solver before velocity solver, so that applied impulse is available for fracture add btSliderConstraint::getAngularPos see http://code.google.com/p/bullet/issues/detail?id=489
This commit is contained in:
@@ -73,45 +73,37 @@ void FractureDemo::initPhysics()
|
||||
|
||||
//m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
|
||||
|
||||
m_dynamicsWorld = new btFractureDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
|
||||
|
||||
btFractureDynamicsWorld* fractureWorld = new btFractureDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
|
||||
m_dynamicsWorld = fractureWorld;
|
||||
|
||||
m_dynamicsWorld->getDispatchInfo().m_convexMaxDistanceUseCPT = true;
|
||||
m_ShootBoxInitialSpeed=100;
|
||||
|
||||
//m_splitImpulse removes the penetration resolution from the applied impulse, otherwise objects might fracture due to deep penetrations.
|
||||
m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;
|
||||
|
||||
m_dynamicsWorld->setGravity(btVector3(0,-10,0));
|
||||
|
||||
///create a few basic rigid bodies
|
||||
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
|
||||
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
|
||||
|
||||
m_collisionShapes.push_back(groundShape);
|
||||
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0,-50,0));
|
||||
|
||||
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
|
||||
{
|
||||
btScalar mass(0.);
|
||||
|
||||
//rigidbody is dynamic if and only if mass is non zero, otherwise static
|
||||
bool isDynamic = (mass != 0.f);
|
||||
|
||||
btVector3 localInertia(0,0,0);
|
||||
if (isDynamic)
|
||||
groundShape->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
|
||||
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
|
||||
btRigidBody* body = new btRigidBody(rbInfo);
|
||||
|
||||
//add the body to the dynamics world
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
///create a few basic rigid bodies
|
||||
btCollisionShape* groundShape = new btBoxShape(btVector3(50,1,50));
|
||||
/// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),0);
|
||||
m_collisionShapes.push_back(groundShape);
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0,0,0));
|
||||
localCreateRigidBody(0.f,groundTransform,groundShape);
|
||||
}
|
||||
|
||||
{
|
||||
///create a few basic rigid bodies
|
||||
btCollisionShape* shape = new btBoxShape(btVector3(1,1,1));
|
||||
m_collisionShapes.push_back(shape);
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(btVector3(5,2,0));
|
||||
localCreateRigidBody(0.f,tr,shape);
|
||||
}
|
||||
|
||||
|
||||
|
||||
{
|
||||
//create a few dynamic rigidbodies
|
||||
@@ -136,38 +128,45 @@ void FractureDemo::initPhysics()
|
||||
colShape->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
|
||||
int gNumObjects = 10;
|
||||
int gNumObjects = 10;
|
||||
|
||||
for (int i=0;i<gNumObjects;i++)
|
||||
{
|
||||
btTransform trans;
|
||||
trans.setIdentity();
|
||||
for (int i=0;i<gNumObjects;i++)
|
||||
{
|
||||
btTransform trans;
|
||||
trans.setIdentity();
|
||||
|
||||
btVector3 pos(i*2*CUBE_HALF_EXTENTS ,10,0);
|
||||
trans.setOrigin(pos);
|
||||
btVector3 pos(i*2*CUBE_HALF_EXTENTS ,20,0);
|
||||
trans.setOrigin(pos);
|
||||
|
||||
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||
btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
|
||||
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
|
||||
btFractureBody* body = new btFractureBody(rbInfo, m_dynamicsWorld);
|
||||
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||
btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
|
||||
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
|
||||
btFractureBody* body = new btFractureBody(rbInfo, m_dynamicsWorld);
|
||||
body->setLinearVelocity(btVector3(0,-10,0));
|
||||
|
||||
body->setActivationState(ISLAND_SLEEPING);
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
body->setActivationState(ISLAND_SLEEPING);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
fractureWorld->stepSimulation(1./60.,0);
|
||||
fractureWorld->glueCallback();
|
||||
|
||||
clientResetScene();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void FractureDemo::clientResetScene()
|
||||
{
|
||||
exitPhysics();
|
||||
initPhysics();
|
||||
}
|
||||
|
||||
|
||||
void FractureDemo::clientMoveAndDisplay()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -204,11 +203,10 @@ void FractureDemo::showMessage()
|
||||
glColor3f(0, 0, 0);
|
||||
char buf[124];
|
||||
|
||||
int lineWidth=350;
|
||||
int lineWidth=380;
|
||||
int xStart = m_glutScreenWidth - lineWidth;
|
||||
int yStart = 20;
|
||||
|
||||
glRasterPos3f(xStart, yStart, 0);
|
||||
btFractureDynamicsWorld* world = (btFractureDynamicsWorld*)m_dynamicsWorld;
|
||||
if (world->getFractureMode())
|
||||
{
|
||||
@@ -217,12 +215,14 @@ void FractureDemo::showMessage()
|
||||
{
|
||||
sprintf(buf,"Glue mode");
|
||||
}
|
||||
GLDebugDrawString(xStart,20,buf);
|
||||
yStart+=20;
|
||||
glRasterPos3f(xStart, yStart, 0);
|
||||
GLDebugDrawString(xStart,yStart,buf);
|
||||
sprintf(buf,"f to toggle fracture/glue mode");
|
||||
yStart+=20;
|
||||
GLDebugDrawString(xStart,yStart,buf);
|
||||
sprintf(buf,"space to restart, mouse to pick/shoot");
|
||||
yStart+=20;
|
||||
GLDebugDrawString(xStart,yStart,buf);
|
||||
|
||||
resetPerspectiveProjection();
|
||||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
@@ -246,15 +246,6 @@ void FractureDemo::displayCallback(void) {
|
||||
swapBuffers();
|
||||
}
|
||||
|
||||
void FractureDemo::keyboardCallback(unsigned char key, int x, int y)
|
||||
{
|
||||
if (key=='f')
|
||||
{
|
||||
} else
|
||||
{
|
||||
PlatformDemoApplication::keyboardCallback(key,x,y);
|
||||
}
|
||||
}
|
||||
|
||||
void FractureDemo::keyboardUpCallback(unsigned char key, int x, int y)
|
||||
{
|
||||
@@ -269,17 +260,6 @@ void FractureDemo::keyboardUpCallback(unsigned char key, int x, int y)
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void FractureDemo::shootBox(const btVector3& destination)
|
||||
{
|
||||
|
||||
@@ -359,16 +339,22 @@ void FractureDemo::exitPhysics()
|
||||
delete shape;
|
||||
}
|
||||
|
||||
m_collisionShapes.clear();
|
||||
|
||||
delete m_dynamicsWorld;
|
||||
m_dynamicsWorld=0;
|
||||
|
||||
delete m_solver;
|
||||
m_solver=0;
|
||||
|
||||
delete m_broadphase;
|
||||
m_broadphase=0;
|
||||
|
||||
delete m_dispatcher;
|
||||
m_dispatcher=0;
|
||||
|
||||
delete m_collisionConfiguration;
|
||||
|
||||
m_collisionConfiguration=0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -67,10 +67,10 @@ class FractureDemo : public PlatformDemoApplication
|
||||
|
||||
virtual void displayCallback();
|
||||
|
||||
virtual void keyboardCallback(unsigned char key, int x, int y);
|
||||
|
||||
virtual void keyboardUpCallback(unsigned char key, int x, int y);
|
||||
|
||||
virtual void clientResetScene();
|
||||
|
||||
static DemoApplication* Create()
|
||||
{
|
||||
FractureDemo* demo = new FractureDemo;
|
||||
|
||||
@@ -7,17 +7,19 @@
|
||||
|
||||
btFractureDynamicsWorld::btFractureDynamicsWorld ( btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
|
||||
:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
|
||||
m_fracturingMode(false)
|
||||
m_fracturingMode(true)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::glueCallback(btScalar timeStep)
|
||||
void btFractureDynamicsWorld::glueCallback()
|
||||
{
|
||||
|
||||
int numManifolds = getDispatcher()->getNumManifolds();
|
||||
|
||||
///first build the islands based on axis aligned bounding box overlap
|
||||
|
||||
btUnionFind unionFind;
|
||||
|
||||
int index = 0;
|
||||
@@ -102,7 +104,7 @@ void btFractureDynamicsWorld::glueCallback(btScalar timeStep)
|
||||
|
||||
btAlignedObjectArray<btCollisionObject*> removedObjects;
|
||||
|
||||
//update the sleeping state for bodies, if all are sleeping
|
||||
///iterate over all islands
|
||||
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
|
||||
{
|
||||
int islandId = unionFind.getElement(startIslandIndex).m_id;
|
||||
@@ -129,19 +131,25 @@ void btFractureDynamicsWorld::glueCallback(btScalar timeStep)
|
||||
numObjects++;
|
||||
}
|
||||
|
||||
|
||||
///Then for each island that contains at least two objects and one fracture object
|
||||
if (fractureObjectIndex>=0 && numObjects>1)
|
||||
{
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
btFractureBody* fracObj = (btFractureBody*)getCollisionObjectArray()[fractureObjectIndex];
|
||||
|
||||
///glueing objects means creating a new compound and removing the old objects
|
||||
///delay the removal of old objects to avoid array indexing problems
|
||||
removedObjects.push_back(fracObj);
|
||||
m_fractureBodies.remove(fracObj);
|
||||
|
||||
btAlignedObjectArray<btScalar> massArray;
|
||||
|
||||
btAlignedObjectArray<btVector3> oldImpulses;
|
||||
btAlignedObjectArray<btVector3> oldCenterOfMassesWS;
|
||||
|
||||
oldImpulses.push_back(fracObj->getLinearVelocity()/1./fracObj->getInvMass());
|
||||
oldCenterOfMassesWS.push_back(fracObj->getCenterOfMassPosition());
|
||||
|
||||
btScalar totalMass = 0.f;
|
||||
|
||||
|
||||
@@ -178,9 +186,15 @@ void btFractureDynamicsWorld::glueCallback(btScalar timeStep)
|
||||
btCollisionObject* otherCollider = getCollisionObjectArray()[i];
|
||||
|
||||
btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
|
||||
//don't glue/merge with static objects right now, otherwise everything gets stuck to the ground
|
||||
///todo: expose this as a callback
|
||||
if (!otherObject || !otherObject->getInvMass())
|
||||
continue;
|
||||
|
||||
|
||||
oldImpulses.push_back(otherObject->getLinearVelocity()*(1.f/otherObject->getInvMass()));
|
||||
oldCenterOfMassesWS.push_back(otherObject->getCenterOfMassPosition());
|
||||
|
||||
removedObjects.push_back(otherObject);
|
||||
m_fractureBodies.remove((btFractureBody*)otherObject);
|
||||
|
||||
@@ -221,6 +235,16 @@ void btFractureDynamicsWorld::glueCallback(btScalar timeStep)
|
||||
btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, &massArray[0], numChildren,this);
|
||||
newBody->recomputeConnectivity(this);
|
||||
newBody->setWorldTransform(fracObj->getWorldTransform()*shift);
|
||||
|
||||
//now the linear/angular velocity is still zero, apply the impulses
|
||||
|
||||
for (int i=0;i<oldImpulses.size();i++)
|
||||
{
|
||||
btVector3 rel_pos = oldCenterOfMassesWS[i]-newBody->getCenterOfMassPosition();
|
||||
const btVector3& imp = oldImpulses[i];
|
||||
newBody->applyImpulse(imp, rel_pos);
|
||||
}
|
||||
|
||||
addRigidBody(newBody);
|
||||
|
||||
|
||||
@@ -255,21 +279,19 @@ struct btFracturePair
|
||||
|
||||
void btFractureDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
|
||||
{
|
||||
//todo: add some logic
|
||||
|
||||
// save all velocities
|
||||
// 1) that if a fracture object break
|
||||
// 2) revert all velocties
|
||||
// 3) apply impulses for the fracture bodies at the contact locations
|
||||
// 4)and run the constaint solver again
|
||||
// todo: after fracture we should run the solver again for better realism
|
||||
// for example
|
||||
// save all velocities and if one or more objects fracture:
|
||||
// 1) revert all velocties
|
||||
// 2) apply impulses for the fracture bodies at the contact locations
|
||||
// 3)and run the constaint solver again
|
||||
|
||||
btDiscreteDynamicsWorld::solveConstraints(solverInfo);
|
||||
|
||||
fractureCallback(solverInfo.m_timeStep);
|
||||
fractureCallback();
|
||||
}
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound)
|
||||
btFractureBody* btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound)
|
||||
{
|
||||
int i;
|
||||
|
||||
@@ -288,6 +310,7 @@ void btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform,btScala
|
||||
newBody->setCollisionFlags(newBody->getCollisionFlags()|btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
||||
newBody->setWorldTransform(oldTransform*shift);
|
||||
addRigidBody(newBody);
|
||||
return newBody;
|
||||
}
|
||||
|
||||
void btFractureDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
@@ -398,7 +421,10 @@ void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
|
||||
}
|
||||
if (numShapes)
|
||||
{
|
||||
addNewBody(fracObj->getWorldTransform(),&masses[0],newCompound);
|
||||
btFractureBody* newBody = addNewBody(fracObj->getWorldTransform(),&masses[0],newCompound);
|
||||
newBody->setLinearVelocity(fracObj->getLinearVelocity());
|
||||
newBody->setAngularVelocity(fracObj->getAngularVelocity());
|
||||
|
||||
numIslands++;
|
||||
}
|
||||
}
|
||||
@@ -412,16 +438,17 @@ void btFractureDynamicsWorld::breakDisconnectedParts( btFractureBody* fracObj)
|
||||
|
||||
}
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
void btFractureDynamicsWorld::fractureCallback( )
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btFracturePair> sFracturePairs;
|
||||
|
||||
if (!m_fracturingMode)
|
||||
{
|
||||
glueCallback(timeStep);
|
||||
glueCallback();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -442,15 +469,18 @@ void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
totalImpact += manifold->getContactPoint(p).m_appliedImpulse;
|
||||
}
|
||||
|
||||
|
||||
// printf("totalImpact=%f\n",totalImpact);
|
||||
|
||||
static float maxImpact = 0;
|
||||
if (totalImpact>maxImpact)
|
||||
maxImpact = totalImpact;
|
||||
|
||||
//some threshold otherwise resting contact would break objects after a while
|
||||
if (totalImpact < 10)
|
||||
if (totalImpact < 40.f)
|
||||
continue;
|
||||
|
||||
// printf("strong impact\n");
|
||||
// printf("strong impact\n");
|
||||
|
||||
|
||||
//@todo: add better logic to decide what parts to fracture
|
||||
@@ -479,8 +509,8 @@ void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
|
||||
btCollisionObject* colOb = (btCollisionObject*)manifold->getBody1();
|
||||
btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
int pi=-1;
|
||||
|
||||
@@ -512,8 +542,8 @@ void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
{
|
||||
btCollisionObject* colOb = (btCollisionObject*)manifold->getBody0();
|
||||
btRigidBody* otherOb = btRigidBody::upcast(colOb);
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
// if (!otherOb->getInvMass())
|
||||
// continue;
|
||||
|
||||
|
||||
int pi=-1;
|
||||
@@ -549,7 +579,7 @@ void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
|
||||
|
||||
{
|
||||
// printf("fracturing\n");
|
||||
// printf("fracturing\n");
|
||||
|
||||
for (int i=0;i<sFracturePairs.size();i++)
|
||||
{
|
||||
@@ -585,7 +615,7 @@ void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
{
|
||||
btConnection& connection = sFracturePairs[i].m_fracObj->m_connections[f];
|
||||
if ( (connection.m_childIndex0 == pt.m_index0) ||
|
||||
(connection.m_childIndex1 == pt.m_index0)
|
||||
(connection.m_childIndex1 == pt.m_index0)
|
||||
)
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
@@ -603,7 +633,7 @@ void btFractureDynamicsWorld::fractureCallback( btScalar timeStep)
|
||||
{
|
||||
btConnection& connection = sFracturePairs[i].m_fracObj->m_connections[f];
|
||||
if ( (connection.m_childIndex0 == pt.m_index1) ||
|
||||
(connection.m_childIndex1 == pt.m_index1)
|
||||
(connection.m_childIndex1 == pt.m_index1)
|
||||
)
|
||||
{
|
||||
connection.m_strength -= pt.m_appliedImpulse;
|
||||
|
||||
@@ -17,11 +17,7 @@ class btFractureDynamicsWorld : public btDiscreteDynamicsWorld
|
||||
|
||||
bool m_fracturingMode;
|
||||
|
||||
void glueCallback(btScalar timeStep);
|
||||
|
||||
void fractureCallback( btScalar timeStep);
|
||||
|
||||
void addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound);
|
||||
btFractureBody* addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound);
|
||||
|
||||
void breakDisconnectedParts( btFractureBody* fracObj);
|
||||
|
||||
@@ -42,6 +38,13 @@ public:
|
||||
}
|
||||
|
||||
bool getFractureMode() const { return m_fracturingMode;}
|
||||
|
||||
///normally those callbacks are called internally by the 'solveConstraints'
|
||||
void glueCallback();
|
||||
|
||||
///normally those callbacks are called internally by the 'solveConstraints'
|
||||
void fractureCallback();
|
||||
|
||||
};
|
||||
|
||||
#endif //_BT_FRACTURE_DYNAMICS_WORLD_H
|
||||
|
||||
@@ -1115,12 +1115,13 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(
|
||||
//should traverse the contacts random order...
|
||||
int iteration;
|
||||
{
|
||||
solveGroupCacheFriendlySplitImpulseIterations(bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc);
|
||||
|
||||
for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++)
|
||||
{
|
||||
solveSingleIteration(iteration, bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc);
|
||||
}
|
||||
|
||||
solveGroupCacheFriendlySplitImpulseIterations(bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc);
|
||||
}
|
||||
return 0.f;
|
||||
}
|
||||
|
||||
@@ -236,7 +236,10 @@ public:
|
||||
btScalar getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; }
|
||||
void setMaxAngMotorForce(btScalar maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; }
|
||||
btScalar getMaxAngMotorForce() { return m_maxAngMotorForce; }
|
||||
btScalar getLinearPos() { return m_linPos; }
|
||||
|
||||
btScalar getLinearPos() const { return m_linPos; }
|
||||
btScalar getAngularPos() const { return m_angPos; }
|
||||
|
||||
|
||||
|
||||
// access for ODE solver
|
||||
|
||||
Reference in New Issue
Block a user