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Diffstat (limited to 'examples/DeformableDemo/DeformableRigid.cpp')
-rw-r--r-- | examples/DeformableDemo/DeformableRigid.cpp | 291 |
1 files changed, 291 insertions, 0 deletions
diff --git a/examples/DeformableDemo/DeformableRigid.cpp b/examples/DeformableDemo/DeformableRigid.cpp new file mode 100644 index 000000000..c26bcc7d5 --- /dev/null +++ b/examples/DeformableDemo/DeformableRigid.cpp @@ -0,0 +1,291 @@ +/* + Bullet Continuous Collision Detection and Physics Library + Copyright (c) 2016 Google Inc. 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. + */ + +///create 125 (5x5x5) dynamic object +#define ARRAY_SIZE_X 5 +#define ARRAY_SIZE_Y 5 +#define ARRAY_SIZE_Z 5 + +//maximum number of objects (and allow user to shoot additional boxes) +#define MAX_PROXIES (ARRAY_SIZE_X * ARRAY_SIZE_Y * ARRAY_SIZE_Z + 1024) + +///scaling of the objects (0.1 = 20 centimeter boxes ) +#define SCALING 1. +#define START_POS_X -5 +#define START_POS_Y -5 +#define START_POS_Z -3 + +#include "DeformableRigid.h" +///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files. +#include "btBulletDynamicsCommon.h" +#include "BulletSoftBody/btDeformableRigidDynamicsWorld.h" +#include "BulletSoftBody/btSoftBody.h" +#include "BulletSoftBody/btSoftBodyHelpers.h" +#include "BulletSoftBody/btDeformableBodySolver.h" +#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h" +#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h" +#include <stdio.h> //printf debugging + +#include "../CommonInterfaces/CommonRigidBodyBase.h" +#include "../Utils/b3ResourcePath.h" + +///The DeformableRigid shows the use of rolling friction. +///Spheres will come to a rest on a sloped plane using a constraint. Damping cannot achieve the same. +///Generally it is best to leave the rolling friction coefficient zero (or close to zero). +class DeformableRigid : public CommonRigidBodyBase +{ +public: + DeformableRigid(struct GUIHelperInterface* helper) + : CommonRigidBodyBase(helper) + { + } + virtual ~DeformableRigid() + { + } + void initPhysics(); + + void exitPhysics(); + + void resetCamera() + { + float dist = 20; + float pitch = -45; + float yaw = 100; + float targetPos[3] = {0, -3, 0}; + m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]); + } + + void stepSimulation(float deltaTime) + { + //use a smaller internal timestep, there are stability issues + float internalTimeStep = 1. / 240.f; + m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep); + } + + void Ctor_RbUpStack(int count) + { + float mass = 0.2; + + btCompoundShape* cylinderCompound = new btCompoundShape; + btCollisionShape* cylinderShape = new btCylinderShapeX(btVector3(2, .5, .5)); + btCollisionShape* boxShape = new btBoxShape(btVector3(2, .5, .5)); + btTransform localTransform; + localTransform.setIdentity(); + cylinderCompound->addChildShape(localTransform, boxShape); + btQuaternion orn(SIMD_HALF_PI, 0, 0); + localTransform.setRotation(orn); + // localTransform.setOrigin(btVector3(1,1,1)); + cylinderCompound->addChildShape(localTransform, cylinderShape); + + btCollisionShape* shape[] = { + new btBoxShape(btVector3(1, 1, 1)), +// new btSphereShape(0.75), +// cylinderCompound + }; +// static const int nshapes = sizeof(shape) / sizeof(shape[0]); +// for (int i = 0; i < count; ++i) +// { +// btTransform startTransform; +// startTransform.setIdentity(); +// startTransform.setOrigin(btVector3(0, 2+ 2 * i, 0)); +// startTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.)); +// createRigidBody(mass, startTransform, shape[i % nshapes]); +// } + btTransform startTransform; + startTransform.setIdentity(); + startTransform.setOrigin(btVector3(1, 1.5, 1)); + createRigidBody(mass, startTransform, shape[0]); + startTransform.setOrigin(btVector3(1, 1.5, -1)); + createRigidBody(mass, startTransform, shape[0]); + startTransform.setOrigin(btVector3(-1, 1.5, 1)); + createRigidBody(mass, startTransform, shape[0]); + startTransform.setOrigin(btVector3(-1, 1.5, -1)); + createRigidBody(mass, startTransform, shape[0]); + startTransform.setOrigin(btVector3(0, 3.5, 0)); + createRigidBody(mass, startTransform, shape[0]); + } + + virtual const btDeformableRigidDynamicsWorld* getDeformableDynamicsWorld() const + { + ///just make it a btSoftRigidDynamicsWorld please + ///or we will add type checking + return (btDeformableRigidDynamicsWorld*)m_dynamicsWorld; + } + + virtual btDeformableRigidDynamicsWorld* getDeformableDynamicsWorld() + { + ///just make it a btSoftRigidDynamicsWorld please + ///or we will add type checking + return (btDeformableRigidDynamicsWorld*)m_dynamicsWorld; + } + + virtual void renderScene() + { + CommonRigidBodyBase::renderScene(); + btDeformableRigidDynamicsWorld* deformableWorld = getDeformableDynamicsWorld(); + + for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++) + { + btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i]; + //if (softWorld->getDebugDrawer() && !(softWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe))) + { + btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer()); + btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags()); + } + } + } +}; + +void DeformableRigid::initPhysics() +{ + m_guiHelper->setUpAxis(1); + + ///collision configuration contains default setup for memory, collision setup + m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration(); + + ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded) + m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); + + m_broadphase = new btDbvtBroadphase(); + btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver(); + + ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) + btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver(); + m_solver = sol; + + m_dynamicsWorld = new btDeformableRigidDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver); + deformableBodySolver->setWorld(getDeformableDynamicsWorld()); + // m_dynamicsWorld->getSolverInfo().m_singleAxisDeformableThreshold = 0.f;//faster but lower quality + btVector3 gravity = btVector3(0, -10, 0); + m_dynamicsWorld->setGravity(gravity); + getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity; + +// getDeformableDynamicsWorld()->before_solver_callbacks.push_back(dynamics); + m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld); + + { + ///create a ground + btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(25.), btScalar(150.))); + + m_collisionShapes.push_back(groundShape); + + btTransform groundTransform; + groundTransform.setIdentity(); + groundTransform.setOrigin(btVector3(0, -32, 0)); + groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 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); + body->setFriction(1); + + //add the ground to the dynamics world + m_dynamicsWorld->addRigidBody(body); + } + + // create a piece of cloth + { + bool onGround = false; + const btScalar s = 4; + btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, 0, -s), + btVector3(+s, 0, -s), + btVector3(-s, 0, +s), + btVector3(+s, 0, +s), +// 3,3, + 20,20, + 1 + 2 + 4 + 8, true); +// 0, true); + + if (onGround) + psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, 0, -s), + btVector3(+s, 0, -s), + btVector3(-s, 0, +s), + btVector3(+s, 0, +s), +// 20,20, + 2,2, + 0, true); + + psb->getCollisionShape()->setMargin(0.1); + psb->generateBendingConstraints(2); + psb->setTotalMass(1); + psb->setSpringStiffness(1); + psb->setDampingCoefficient(0.01); + psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects + psb->m_cfg.kCHR = 1; // collision hardness with rigid body + psb->m_cfg.kDF = 1; + psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD; + getDeformableDynamicsWorld()->addSoftBody(psb); + getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce()); + getDeformableDynamicsWorld()->addForce(psb, new btDeformableGravityForce(gravity)); + + // add a few rigid bodies + Ctor_RbUpStack(1); + } + m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld); +} + +void DeformableRigid::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; +} + + + +class CommonExampleInterface* DeformableRigidCreateFunc(struct CommonExampleOptions& options) +{ + return new DeformableRigid(options.m_guiHelper); +} + + |