Files
bullet3/Demos3/bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp
erwin coumans d485f2b272 btMultiBodyConstraintSolver writes back the applied impulse for contact points
(added some debugging output for this in the demos, commented-out by default)
2014-02-24 16:55:54 -08:00

1032 lines
32 KiB
C++

#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 <stdio.h>
#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"
#include "OpenGLWindow/GLInstancingRenderer.h"
#include "BulletCollision/CollisionShapes/btShapeHull.h"
#define CONSTRAINT_DEBUG_SIZE 0.2f
static bool prevCanSleep = false;
struct GraphicsVertex
{
float pos[4];
float normal[3];
float texcoord[2];
};
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_collisionConfiguration = 0;
m_dispatcher = 0;
m_broadphase = 0;
m_solver = 0;
m_dynamicsWorld = 0;
}
void Bullet2MultiBodyDemo::initPhysics()
{
m_collisionConfiguration = new btDefaultCollisionConfiguration;
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
m_solver = new btMultiBodyConstraintSolver();
m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
}
void Bullet2MultiBodyDemo::exitPhysics()
{
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;
}
Bullet2MultiBodyDemo::~Bullet2MultiBodyDemo()
{
btAssert(m_collisionConfiguration == 0);
btAssert(m_dispatcher == 0);
btAssert(m_broadphase == 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<btPoint2PointConstraint*>(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)
{
prevCanSleep = multiCol->m_multiBody->getCanSleep();
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(prevCanSleep);
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;
bool isMultiDof = false;
btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep, isMultiDof);
// 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);
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;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);
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;i<m_dynamicsWorld->getNumCollisionObjects();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();
/*
for (int i=0;i<m_dynamicsWorld->getDispatcher()->getNumManifolds();i++)
{
btPersistentManifold* contact = m_dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
for (int c=0;c<contact->getNumContacts();c++)
{
btManifoldPoint& pt = contact->getContactPoint(c);
btScalar dist = pt.getDistance();
if (dist< contact->getContactProcessingThreshold())
{
printf("normalImpulse[%d.%d] = %f\n",i,c,pt.m_appliedImpulse);
} else
{
printf("?\n");
}
}
}
*/
}
FeatherstoneDemo2::FeatherstoneDemo2(SimpleOpenGL3App* app)
:FeatherstoneDemo1(app)
{
}
FeatherstoneDemo2::~FeatherstoneDemo2()
{
}
class RagDoll2
{
enum
{
BODYPART_PELVIS = 0,
BODYPART_SPINE,
BODYPART_HEAD,
BODYPART_LEFT_UPPER_LEG,
BODYPART_LEFT_LOWER_LEG,
BODYPART_RIGHT_UPPER_LEG,
BODYPART_RIGHT_LOWER_LEG,
BODYPART_LEFT_UPPER_ARM,
BODYPART_LEFT_LOWER_ARM,
BODYPART_RIGHT_UPPER_ARM,
BODYPART_RIGHT_LOWER_ARM,
BODYPART_COUNT
};
enum
{
JOINT_PELVIS_SPINE = 0,
JOINT_SPINE_HEAD,
JOINT_LEFT_HIP,
JOINT_LEFT_KNEE,
JOINT_RIGHT_HIP,
JOINT_RIGHT_KNEE,
JOINT_LEFT_SHOULDER,
JOINT_LEFT_ELBOW,
JOINT_RIGHT_SHOULDER,
JOINT_RIGHT_ELBOW,
JOINT_COUNT
};
btDynamicsWorld* m_ownerWorld;
btConvexShape* m_shapes[BODYPART_COUNT];
btRigidBody* m_bodies[BODYPART_COUNT];
btTypedConstraint* m_joints[JOINT_COUNT];
SimpleOpenGL3App* m_app;//used to create graphics shapes
btRigidBody* localCreateRigidBody (btScalar mass, const btTransform& startTransform, btConvexShape* shape, const btVector3& color=btVector3(1,0,0) )
{
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
m_ownerWorld->addRigidBody(body);
btVector3 scaling(1,1,1);
btShapeHull* hull = new btShapeHull(shape);
hull->buildHull(0.01);
{
int strideInBytes = 9*sizeof(float);
int numVertices = hull->numVertices();
int numIndices =hull->numIndices();
btAlignedObjectArray<GraphicsVertex> gvertices;
for (int i=0;i<numVertices;i++)
{
GraphicsVertex vtx;
btVector3 pos =hull->getVertexPointer()[i];
vtx.pos[0] = pos.x();
vtx.pos[1] = pos.y();
vtx.pos[2] = pos.z();
vtx.pos[3] = 1.f;
pos.normalize();
vtx.normal[0] =pos.x();
vtx.normal[1] =pos.y();
vtx.normal[2] =pos.z();
vtx.texcoord[0] = 0.5f;
vtx.texcoord[1] = 0.5f;
gvertices.push_back(vtx);
}
btAlignedObjectArray<int> indices;
for (int i=0;i<numIndices;i++)
indices.push_back(hull->getIndexPointer()[i]);
int shapeId = m_app->m_instancingRenderer->registerShape(&gvertices[0].pos[0],numVertices,&indices[0],numIndices);
int index = m_app->m_instancingRenderer->registerGraphicsInstance(shapeId,body->getWorldTransform().getOrigin(),body->getWorldTransform().getRotation(),color,scaling);
body ->setUserIndex(index);
}
delete hull;
return body;
}
public:
RagDoll2 (btDynamicsWorld* ownerWorld, const btVector3& positionOffset,SimpleOpenGL3App* app)
: m_ownerWorld (ownerWorld),
m_app(app)
{
// Setup the geometry
m_shapes[BODYPART_PELVIS] = new btCapsuleShape(btScalar(0.15), btScalar(0.20));
m_shapes[BODYPART_SPINE] = new btCapsuleShape(btScalar(0.15), btScalar(0.28));
m_shapes[BODYPART_HEAD] = new btCapsuleShape(btScalar(0.10), btScalar(0.05));
m_shapes[BODYPART_LEFT_UPPER_LEG] = new btCapsuleShape(btScalar(0.07), btScalar(0.45));
m_shapes[BODYPART_LEFT_LOWER_LEG] = new btCapsuleShape(btScalar(0.05), btScalar(0.37));
m_shapes[BODYPART_RIGHT_UPPER_LEG] = new btCapsuleShape(btScalar(0.07), btScalar(0.45));
m_shapes[BODYPART_RIGHT_LOWER_LEG] = new btCapsuleShape(btScalar(0.05), btScalar(0.37));
m_shapes[BODYPART_LEFT_UPPER_ARM] = new btCapsuleShape(btScalar(0.05), btScalar(0.33));
m_shapes[BODYPART_LEFT_LOWER_ARM] = new btCapsuleShape(btScalar(0.04), btScalar(0.25));
m_shapes[BODYPART_RIGHT_UPPER_ARM] = new btCapsuleShape(btScalar(0.05), btScalar(0.33));
m_shapes[BODYPART_RIGHT_LOWER_ARM] = new btCapsuleShape(btScalar(0.04), btScalar(0.25));
// Setup all the rigid bodies
btTransform offset; offset.setIdentity();
offset.setOrigin(positionOffset);
btTransform transform;
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(0.), btScalar(1.), btScalar(0.)));
//m_bodies[BODYPART_PELVIS] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_PELVIS], btVector3(0,1,0));
// btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep);
int n_links = 0;
float mass = 1.f;
btVector3 localInertia;
m_shapes[BODYPART_PELVIS]->calculateLocalInertia(mass,localInertia);
bool isFixedBase = true;
bool canSleep = true;
bool isMultiDof = false;
btMultiBody * bod = new btMultiBody(n_links, mass, localInertia, isFixedBase, canSleep, isMultiDof);
btTransform tr;
tr = offset*transform;
bod->setBasePos(tr.getOrigin());
bod->setWorldToBaseRot(tr.getRotation());
btVector3 vel(0,0,0);
bod->setBaseVel(vel);
#if 0
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(0.), btScalar(1.2), btScalar(0.)));
m_bodies[BODYPART_SPINE] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_SPINE],btVector3(0,0,1));
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(0.), btScalar(1.6), btScalar(0.)));
m_bodies[BODYPART_HEAD] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_HEAD]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(-0.18), btScalar(0.65), btScalar(0.)));
m_bodies[BODYPART_LEFT_UPPER_LEG] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_LEFT_UPPER_LEG]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(-0.18), btScalar(0.2), btScalar(0.)));
m_bodies[BODYPART_LEFT_LOWER_LEG] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_LEFT_LOWER_LEG]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(0.18), btScalar(0.65), btScalar(0.)));
m_bodies[BODYPART_RIGHT_UPPER_LEG] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_RIGHT_UPPER_LEG]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(0.18), btScalar(0.2), btScalar(0.)));
m_bodies[BODYPART_RIGHT_LOWER_LEG] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_RIGHT_LOWER_LEG]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(-0.35), btScalar(1.45), btScalar(0.)));
transform.getBasis().setEulerZYX(0,0,M_PI_2);
m_bodies[BODYPART_LEFT_UPPER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_LEFT_UPPER_ARM]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(-0.7), btScalar(1.45), btScalar(0.)));
transform.getBasis().setEulerZYX(0,0,M_PI_2);
m_bodies[BODYPART_LEFT_LOWER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_LEFT_LOWER_ARM]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(0.35), btScalar(1.45), btScalar(0.)));
transform.getBasis().setEulerZYX(0,0,-M_PI_2);
m_bodies[BODYPART_RIGHT_UPPER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_RIGHT_UPPER_ARM]);
transform.setIdentity();
transform.setOrigin(btVector3(btScalar(0.7), btScalar(1.45), btScalar(0.)));
transform.getBasis().setEulerZYX(0,0,-M_PI_2);
m_bodies[BODYPART_RIGHT_LOWER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_RIGHT_LOWER_ARM]);
// Setup some damping on the m_bodies
for (int i = 0; i < BODYPART_COUNT; ++i)
{
m_bodies[i]->setDamping(0.05, 0.85);
m_bodies[i]->setDeactivationTime(0.8);
m_bodies[i]->setSleepingThresholds(1.6, 2.5);
}
#endif
#if 0
// Now setup the constraints
btHingeConstraint* hingeC;
btConeTwistConstraint* coneC;
btTransform localA, localB;
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,M_PI_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.15), btScalar(0.)));
localB.getBasis().setEulerZYX(0,M_PI_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.15), btScalar(0.)));
hingeC = new btHingeConstraint(*m_bodies[BODYPART_PELVIS], *m_bodies[BODYPART_SPINE], localA, localB);
hingeC->setLimit(btScalar(-M_PI_4), btScalar(M_PI_2));
m_joints[JOINT_PELVIS_SPINE] = hingeC;
hingeC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_PELVIS_SPINE], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,0,M_PI_2); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.30), btScalar(0.)));
localB.getBasis().setEulerZYX(0,0,M_PI_2); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.14), btScalar(0.)));
coneC = new btConeTwistConstraint(*m_bodies[BODYPART_SPINE], *m_bodies[BODYPART_HEAD], localA, localB);
coneC->setLimit(M_PI_4, M_PI_4, M_PI_2);
m_joints[JOINT_SPINE_HEAD] = coneC;
coneC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_SPINE_HEAD], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,0,-M_PI_4*5); localA.setOrigin(btVector3(btScalar(-0.18), btScalar(-0.10), btScalar(0.)));
localB.getBasis().setEulerZYX(0,0,-M_PI_4*5); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.225), btScalar(0.)));
coneC = new btConeTwistConstraint(*m_bodies[BODYPART_PELVIS], *m_bodies[BODYPART_LEFT_UPPER_LEG], localA, localB);
coneC->setLimit(M_PI_4, M_PI_4, 0);
m_joints[JOINT_LEFT_HIP] = coneC;
coneC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_LEFT_HIP], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,M_PI_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(-0.225), btScalar(0.)));
localB.getBasis().setEulerZYX(0,M_PI_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.185), btScalar(0.)));
hingeC = new btHingeConstraint(*m_bodies[BODYPART_LEFT_UPPER_LEG], *m_bodies[BODYPART_LEFT_LOWER_LEG], localA, localB);
hingeC->setLimit(btScalar(0), btScalar(M_PI_2));
m_joints[JOINT_LEFT_KNEE] = hingeC;
hingeC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_LEFT_KNEE], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,0,M_PI_4); localA.setOrigin(btVector3(btScalar(0.18), btScalar(-0.10), btScalar(0.)));
localB.getBasis().setEulerZYX(0,0,M_PI_4); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.225), btScalar(0.)));
coneC = new btConeTwistConstraint(*m_bodies[BODYPART_PELVIS], *m_bodies[BODYPART_RIGHT_UPPER_LEG], localA, localB);
coneC->setLimit(M_PI_4, M_PI_4, 0);
m_joints[JOINT_RIGHT_HIP] = coneC;
coneC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_RIGHT_HIP], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,M_PI_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(-0.225), btScalar(0.)));
localB.getBasis().setEulerZYX(0,M_PI_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.185), btScalar(0.)));
hingeC = new btHingeConstraint(*m_bodies[BODYPART_RIGHT_UPPER_LEG], *m_bodies[BODYPART_RIGHT_LOWER_LEG], localA, localB);
hingeC->setLimit(btScalar(0), btScalar(M_PI_2));
m_joints[JOINT_RIGHT_KNEE] = hingeC;
hingeC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_RIGHT_KNEE], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,0,M_PI); localA.setOrigin(btVector3(btScalar(-0.2), btScalar(0.15), btScalar(0.)));
localB.getBasis().setEulerZYX(0,0,M_PI_2); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.18), btScalar(0.)));
coneC = new btConeTwistConstraint(*m_bodies[BODYPART_SPINE], *m_bodies[BODYPART_LEFT_UPPER_ARM], localA, localB);
coneC->setLimit(M_PI_2, M_PI_2, 0);
coneC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_joints[JOINT_LEFT_SHOULDER] = coneC;
m_ownerWorld->addConstraint(m_joints[JOINT_LEFT_SHOULDER], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,M_PI_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.18), btScalar(0.)));
localB.getBasis().setEulerZYX(0,M_PI_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.14), btScalar(0.)));
hingeC = new btHingeConstraint(*m_bodies[BODYPART_LEFT_UPPER_ARM], *m_bodies[BODYPART_LEFT_LOWER_ARM], localA, localB);
// hingeC->setLimit(btScalar(-M_PI_2), btScalar(0));
hingeC->setLimit(btScalar(0), btScalar(M_PI_2));
m_joints[JOINT_LEFT_ELBOW] = hingeC;
hingeC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_LEFT_ELBOW], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,0,0); localA.setOrigin(btVector3(btScalar(0.2), btScalar(0.15), btScalar(0.)));
localB.getBasis().setEulerZYX(0,0,M_PI_2); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.18), btScalar(0.)));
coneC = new btConeTwistConstraint(*m_bodies[BODYPART_SPINE], *m_bodies[BODYPART_RIGHT_UPPER_ARM], localA, localB);
coneC->setLimit(M_PI_2, M_PI_2, 0);
m_joints[JOINT_RIGHT_SHOULDER] = coneC;
coneC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_RIGHT_SHOULDER], true);
localA.setIdentity(); localB.setIdentity();
localA.getBasis().setEulerZYX(0,M_PI_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.18), btScalar(0.)));
localB.getBasis().setEulerZYX(0,M_PI_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.14), btScalar(0.)));
hingeC = new btHingeConstraint(*m_bodies[BODYPART_RIGHT_UPPER_ARM], *m_bodies[BODYPART_RIGHT_LOWER_ARM], localA, localB);
// hingeC->setLimit(btScalar(-M_PI_2), btScalar(0));
hingeC->setLimit(btScalar(0), btScalar(M_PI_2));
m_joints[JOINT_RIGHT_ELBOW] = hingeC;
hingeC->setDbgDrawSize(CONSTRAINT_DEBUG_SIZE);
m_ownerWorld->addConstraint(m_joints[JOINT_RIGHT_ELBOW], true);
#endif
}
virtual ~RagDoll2 ()
{
int i;
/*
// Remove all constraints
for ( i = 0; i < JOINT_COUNT; ++i)
{
m_ownerWorld->removeConstraint(m_joints[i]);
delete m_joints[i]; m_joints[i] = 0;
}
*/
/*
// Remove all bodies and shapes
for ( i = 0; i < BODYPART_COUNT; ++i)
{
m_ownerWorld->removeRigidBody(m_bodies[i]);
delete m_bodies[i]->getMotionState();
delete m_bodies[i]; m_bodies[i] = 0;
delete m_shapes[i]; m_shapes[i] = 0;
}
*/
}
};
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);
*/
btVector3 offset(0,2,0);
RagDoll2* doll = new RagDoll2(m_dynamicsWorld,offset,m_glApp);
m_glApp->m_instancingRenderer->writeTransforms();
}