#define ARRAY_SIZE_X 5 #define ARRAY_SIZE_Y 5 #define ARRAY_SIZE_Z 5 static float scaling = 1.f; static float friction = 1.; #include "BulletMultiBodyDemos.h" #include "OpenGLWindow/SimpleOpenGL3App.h" #include "Bullet3Common/b3Vector3.h" #include "assert.h" #include #include "btBulletDynamicsCommon.h" #include "BulletDynamics/Featherstone/btMultiBody.h" #include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h" #include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h" #include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h" #include "BulletDynamics/Featherstone/btMultiBodyLink.h" #include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h" #include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h" #include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h" static b3Vector4 colors[4] = { b3MakeVector4(1,0,0,1), b3MakeVector4(0,1,0,1), b3MakeVector4(0,1,1,1), b3MakeVector4(1,1,0,1), }; Bullet2MultiBodyDemo::Bullet2MultiBodyDemo(SimpleOpenGL3App* app) :m_glApp(app), m_pickedBody(0), m_pickedConstraint(0), m_pickingMultiBodyPoint2Point(0) { m_config = 0; m_dispatcher = 0; m_bp = 0; m_solver = 0; m_dynamicsWorld = 0; } void Bullet2MultiBodyDemo::initPhysics() { m_config = new btDefaultCollisionConfiguration; m_dispatcher = new btCollisionDispatcher(m_config); m_bp = new btDbvtBroadphase(); m_solver = new btMultiBodyConstraintSolver(); m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_dispatcher,m_bp,m_solver,m_config); } void Bullet2MultiBodyDemo::exitPhysics() { delete m_dynamicsWorld; m_dynamicsWorld=0; delete m_solver; m_solver=0; delete m_bp; m_bp=0; delete m_dispatcher; m_dispatcher=0; delete m_config; m_config=0; } Bullet2MultiBodyDemo::~Bullet2MultiBodyDemo() { btAssert(m_config == 0); btAssert(m_dispatcher == 0); btAssert(m_bp == 0); btAssert(m_solver == 0); btAssert(m_dynamicsWorld == 0); } btVector3 Bullet2MultiBodyDemo::getRayTo(int x,int y) { if (!m_glApp->m_instancingRenderer) { btAssert(0); return btVector3(0,0,0); } float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top-bottom)*0.5f / nearPlane; float fov = b3Scalar(2.0) * b3Atan(tanFov); btVector3 camPos,camTarget; m_glApp->m_instancingRenderer->getCameraPosition(camPos); m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget); btVector3 rayFrom = camPos; btVector3 rayForward = (camTarget-camPos); rayForward.normalize(); float farPlane = 10000.f; rayForward*= farPlane; btVector3 rightOffset; btVector3 m_cameraUp=btVector3(0,1,0); btVector3 vertical = m_cameraUp; btVector3 hor; hor = rayForward.cross(vertical); hor.normalize(); vertical = hor.cross(rayForward); vertical.normalize(); float tanfov = tanf(0.5f*fov); hor *= 2.f * farPlane * tanfov; vertical *= 2.f * farPlane * tanfov; b3Scalar aspect; float width = m_glApp->m_instancingRenderer->getScreenWidth(); float height = m_glApp->m_instancingRenderer->getScreenHeight(); aspect = width / height; hor*=aspect; btVector3 rayToCenter = rayFrom + rayForward; btVector3 dHor = hor * 1.f/width; btVector3 dVert = vertical * 1.f/height; btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical; rayTo += btScalar(x) * dHor; rayTo -= btScalar(y) * dVert; return rayTo; } bool Bullet2MultiBodyDemo::mouseMoveCallback(float x,float y) { // if (m_data->m_altPressed!=0 || m_data->m_controlPressed!=0) // return false; if (m_pickedBody && m_pickedConstraint) { btPoint2PointConstraint* pickCon = static_cast(m_pickedConstraint); if (pickCon) { //keep it at the same picking distance btVector3 newRayTo = getRayTo(x,y); btVector3 rayFrom; btVector3 oldPivotInB = pickCon->getPivotInB(); btVector3 newPivotB; m_glApp->m_instancingRenderer->getCameraPosition(rayFrom); btVector3 dir = newRayTo-rayFrom; dir.normalize(); dir *= m_oldPickingDist; newPivotB = rayFrom + dir; pickCon->setPivotB(newPivotB); } } if (m_pickingMultiBodyPoint2Point) { //keep it at the same picking distance btVector3 newRayTo = getRayTo(x,y); btVector3 rayFrom; btVector3 oldPivotInB = m_pickingMultiBodyPoint2Point->getPivotInB(); btVector3 newPivotB; btVector3 camPos; m_glApp->m_instancingRenderer->getCameraPosition(camPos); rayFrom = camPos; btVector3 dir = newRayTo-rayFrom; dir.normalize(); dir *= m_oldPickingDist; newPivotB = rayFrom + dir; m_pickingMultiBodyPoint2Point->setPivotInB(newPivotB); } return false; } bool Bullet2MultiBodyDemo::mouseButtonCallback(int button, int state, float x, float y) { if (state==1) { if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0)) { btVector3 camPos; m_glApp->m_instancingRenderer->getCameraPosition(camPos); btVector3 rayFrom = camPos; btVector3 rayTo = getRayTo(x,y); btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo); m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback); if (rayCallback.hasHit()) { btVector3 pickPos = rayCallback.m_hitPointWorld; btRigidBody* body = (btRigidBody*)btRigidBody::upcast(rayCallback.m_collisionObject); if (body) { //other exclusions? if (!(body->isStaticObject() || body->isKinematicObject())) { m_pickedBody = body; m_pickedBody->setActivationState(DISABLE_DEACTIVATION); //printf("pickPos=%f,%f,%f\n",pickPos.getX(),pickPos.getY(),pickPos.getZ()); btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos; btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot); m_dynamicsWorld->addConstraint(p2p,true); m_pickedConstraint = p2p; btScalar mousePickClamping = 30.f; p2p->m_setting.m_impulseClamp = mousePickClamping; //very weak constraint for picking p2p->m_setting.m_tau = 0.001f; } } else { btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(rayCallback.m_collisionObject); 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(20*scaling); btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld; world->addMultiBodyConstraint(p2p); m_pickingMultiBodyPoint2Point =p2p; } } // pickObject(pickPos, rayCallback.m_collisionObject); m_oldPickingPos = rayTo; m_hitPos = pickPos; m_oldPickingDist = (pickPos-rayFrom).length(); // printf("hit !\n"); //add p2p } } } else { if (button==0) { if (m_pickedConstraint) { m_dynamicsWorld->removeConstraint(m_pickedConstraint); delete m_pickedConstraint; m_pickedConstraint=0; m_pickedBody = 0; } if (m_pickingMultiBodyPoint2Point) { m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(true); btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld; world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point); delete m_pickingMultiBodyPoint2Point; m_pickingMultiBodyPoint2Point = 0; } //remove p2p } } //printf("button=%d, state=%d\n",button,state); return false; } FeatherstoneDemo1::FeatherstoneDemo1(SimpleOpenGL3App* app) :Bullet2MultiBodyDemo(app) { } FeatherstoneDemo1::~FeatherstoneDemo1() { } btMultiBody* FeatherstoneDemo1::createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings) { int curColor=0; int cubeShapeId = m_glApp->registerCubeShape(); int n_links = settings.m_numLinks; float mass = 13.5*scaling; btVector3 inertia = btVector3 (91,344,253)*scaling*scaling; btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep); // 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;i0) 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,0,500000); world->addMultiBodyConstraint(con); } btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1); world->addMultiBodyConstraint(con); } } } } //add a collider for the base { btAlignedObjectArray world_to_local; world_to_local.resize(n_links+1); btAlignedObjectArray 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); btRigidBody* body = new btRigidBody(mass,0,box,inertia); btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(bod,-1); body->setCollisionShape(box); col->setCollisionShape(box); btTransform tr; tr.setIdentity(); tr.setOrigin(local_origin[0]); tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3])); body->setWorldTransform(tr); col->setWorldTransform(tr); b3Vector4 color = colors[curColor++]; curColor&=3; int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents); col->setUserIndex(index); world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter)); col->setFriction(friction); bod->setBaseCollider(col); } } for (int i=0;igetNumLinks();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;igetNumLinks();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); b3Vector4 color = colors[curColor++]; curColor&=3; int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents); col->setUserIndex(index); world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter)); bod->getLink(i).m_collider=col; //app->drawBox(halfExtents, pos,quat); } } world->addMultiBody(bod); return bod; } void FeatherstoneDemo1::addColliders_testMultiDof(btMultiBody *pMultiBody, btMultiBodyDynamicsWorld *pWorld, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents) { } void FeatherstoneDemo1::addBoxes_testMultiDof() { } void FeatherstoneDemo1::createGround() { //create ground int cubeShapeId = m_glApp->registerCubeShape(); float pos[]={0,0,0}; float orn[]={0,0,0,1}; { float color[]={0.3,0.3,1,1}; float halfExtents[]={50,50,50,1}; btTransform groundTransform; groundTransform.setIdentity(); groundTransform.setOrigin(btVector3(0,-50,0)); btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(halfExtents[0]),btScalar(halfExtents[1]),btScalar(halfExtents[2]))); //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); int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents); body ->setUserIndex(index); //add the body to the dynamics world m_dynamicsWorld->addRigidBody(body); } } } void FeatherstoneDemo1::initPhysics() { Bullet2MultiBodyDemo::initPhysics(); createGround(); btMultiBodySettings settings; settings.m_isFixedBase = false; settings.m_basePosition.setValue(0,10,0); settings.m_numLinks = 10; btMultiBody* mb = createFeatherstoneMultiBody(m_dynamicsWorld,settings); m_glApp->m_instancingRenderer->writeTransforms(); } void FeatherstoneDemo1::exitPhysics() { Bullet2MultiBodyDemo::exitPhysics(); } void FeatherstoneDemo1::renderScene() { //sync graphics -> physics world transforms { for (int i=0;igetNumCollisionObjects();i++) { btCollisionObject* col = m_dynamicsWorld->getCollisionObjectArray()[i]; btVector3 pos = col->getWorldTransform().getOrigin(); btQuaternion orn = col->getWorldTransform().getRotation(); int index = col->getUserIndex(); m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,index); } m_glApp->m_instancingRenderer->writeTransforms(); } m_glApp->m_instancingRenderer->renderScene(); } void FeatherstoneDemo1::stepSimulation(float deltaTime) { m_dynamicsWorld->stepSimulation(deltaTime,0); // CProfileManager::dumpAll(); } FeatherstoneDemo2::FeatherstoneDemo2(SimpleOpenGL3App* app) :FeatherstoneDemo1(app) { } FeatherstoneDemo2::~FeatherstoneDemo2() { } void FeatherstoneDemo2::initPhysics() { Bullet2MultiBodyDemo::initPhysics(); createGround(); btMultiBodySettings settings; settings.m_isFixedBase = false; settings.m_basePosition.setValue(0,20,0); settings.m_numLinks = 3; settings.m_usePrismatic = true; btMultiBody* mb = createFeatherstoneMultiBody(m_dynamicsWorld,settings); m_glApp->m_instancingRenderer->writeTransforms(); }