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+/*
+ Bullet Continuous Collision Detection and Physics Library
+ Copyright (c) 2019 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.
+ */
+
+#include "ReducedGrasp.h"
+///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
+#include "btBulletDynamicsCommon.h"
+#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
+#include "BulletSoftBody/BulletReducedDeformableBody/btReducedDeformableBody.h"
+#include "BulletSoftBody/BulletReducedDeformableBody/btReducedDeformableBodyHelpers.h"
+#include "BulletSoftBody/BulletReducedDeformableBody/btReducedDeformableBodySolver.h"
+#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
+#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
+#include "../CommonInterfaces/CommonParameterInterface.h"
+#include <stdio.h> //printf debugging
+
+#include "../CommonInterfaces/CommonDeformableBodyBase.h"
+#include "../Utils/b3ResourcePath.h"
+
+///The BasicTest shows the contact between volumetric deformable objects and rigid objects.
+// static btScalar E = 50;
+// static btScalar nu = 0.3;
+static btScalar damping_alpha = 0.0;
+static btScalar damping_beta = 0.0001;
+static int num_modes = 20;
+
+class ReducedGrasp : public CommonDeformableBodyBase
+{
+public:
+ ReducedGrasp(struct GUIHelperInterface* helper)
+ : CommonDeformableBodyBase(helper)
+ {
+ }
+ virtual ~ReducedGrasp()
+ {
+ }
+ void initPhysics();
+
+ void exitPhysics();
+
+ void resetCamera()
+ {
+ float dist = 10;
+ float pitch = -10;
+ float yaw = 90;
+
+ // float dist = 25;
+ // float pitch = -30;
+ // float yaw = 100;
+ float targetPos[3] = {0, 0, 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);
+ // float internalTimeStep = 1. / 60.f;
+ // m_dynamicsWorld->stepSimulation(deltaTime, 1, internalTimeStep);
+ }
+
+ void createGrip()
+ {
+ int count = 2;
+ float mass = 1e6;
+ btCollisionShape* shape = new btBoxShape(btVector3(1, 1, 0.25));
+ {
+ btTransform startTransform;
+ startTransform.setIdentity();
+ startTransform.setOrigin(btVector3(0,1,0));
+ startTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.));
+ createRigidBody(mass, startTransform, shape);
+ }
+ {
+ btTransform startTransform;
+ startTransform.setIdentity();
+ startTransform.setOrigin(btVector3(0,1,-4));
+ startTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.));
+ createRigidBody(mass, startTransform, shape);
+ }
+
+ }
+
+ void Ctor_RbUpStack()
+ {
+ float mass = 8;
+ btCollisionShape* shape = new btBoxShape(btVector3(0.25, 2, 0.5));
+ btTransform startTransform;
+ startTransform.setIdentity();
+
+ startTransform.setOrigin(btVector3(0,9.5,0));
+ btRigidBody* rb1 = createRigidBody(mass, startTransform, shape);
+ rb1->setLinearVelocity(btVector3(0, 0, 0));
+ rb1->setFriction(0.7);
+ }
+
+ virtual void renderScene()
+ {
+ CommonDeformableBodyBase::renderScene();
+ btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
+
+ for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
+ {
+ // btReducedDeformableBody* rsb = static_cast<btReducedDeformableBody*>(deformableWorld->getSoftBodyArray()[i]);
+ // {
+ // btSoftBodyHelpers::DrawFrame(rsb, deformableWorld->getDebugDrawer());
+ // btSoftBodyHelpers::Draw(rsb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
+ // }
+
+ // for (int p = 0; p < rsb->m_nodeRigidContacts.size(); ++p)
+ // {
+ // deformableWorld->getDebugDrawer()->drawSphere(rsb->m_nodes[rsb->m_contactNodesList[p]].m_x, 0.1, btVector3(0, 1, 0));
+ // }
+
+ btSoftBody* psb = static_cast<btSoftBody*>(deformableWorld->getSoftBodyArray()[i]);
+ {
+ btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer());
+ btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
+ }
+ }
+ }
+
+ static void GripperDynamics(btScalar time, btDeformableMultiBodyDynamicsWorld* world);
+};
+
+void ReducedGrasp::GripperDynamics(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
+{
+ btAlignedObjectArray<btRigidBody*>& rbs = world->getNonStaticRigidBodies();
+ if (rbs.size()<2)
+ return;
+ btRigidBody* rb0 = rbs[0];
+ // btScalar pressTime = 0.9;
+ // btScalar pressTime = 0.96;
+ btScalar pressTime = 1.26;
+ btScalar liftTime = 2.5;
+ btScalar shiftTime = 6;
+ btScalar holdTime = 7;
+ btScalar dropTime = 10;
+ // btScalar holdTime = 500;
+ // btScalar dropTime = 1000;
+ btTransform rbTransform;
+ rbTransform.setIdentity();
+ btVector3 translation;
+ btVector3 velocity;
+
+ btVector3 initialTranslationLeft = btVector3(0,1,0); // inner face has z=2
+ btVector3 initialTranslationRight = btVector3(0,1,-4); // inner face has z=-2
+ btVector3 pinchVelocityLeft = btVector3(0,0,-1);
+ btVector3 pinchVelocityRight = btVector3(0,0,1);
+ btVector3 liftVelocity = btVector3(0,4,0);
+ btVector3 shiftVelocity = btVector3(0,0,2);
+ btVector3 holdVelocity = btVector3(0,0,0);
+ btVector3 openVelocityLeft = btVector3(0,0,4);
+ btVector3 openVelocityRight = btVector3(0,0,-4);
+
+ if (time < pressTime)
+ {
+ velocity = pinchVelocityLeft;
+ translation = initialTranslationLeft + pinchVelocityLeft * time;
+ }
+ // else
+ // {
+ // velocity = btVector3(0, 0, 0);
+ // translation = initialTranslationLeft + pinchVelocityLeft * pressTime;
+ // }
+ else if (time < liftTime)
+ {
+ velocity = liftVelocity;
+ translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (time - pressTime);
+ }
+ else if (time < shiftTime)
+ {
+ velocity = shiftVelocity;
+ translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
+ }
+ else if (time < holdTime)
+ {
+ velocity = btVector3(0,0,0);
+ translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
+ }
+ else if (time < dropTime)
+ {
+ velocity = openVelocityLeft;
+ translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (time - holdTime);
+ }
+ else
+ {
+ velocity = holdVelocity;
+ translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (dropTime - holdTime);
+ }
+ rbTransform.setOrigin(translation);
+ rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
+ rb0->setCenterOfMassTransform(rbTransform);
+ rb0->setAngularVelocity(btVector3(0,0,0));
+ rb0->setLinearVelocity(velocity);
+
+ btRigidBody* rb1 = rbs[1];
+ if (time < pressTime)
+ {
+ velocity = pinchVelocityRight;
+ translation = initialTranslationRight + pinchVelocityRight * time;
+ }
+ // else
+ // {
+ // velocity = btVector3(0, 0, 0);
+ // translation = initialTranslationRight + pinchVelocityRight * pressTime;
+ // }
+ else if (time < liftTime)
+ {
+ velocity = liftVelocity;
+ translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (time - pressTime);
+ }
+ else if (time < shiftTime)
+ {
+ velocity = shiftVelocity;
+ translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
+ }
+ else if (time < holdTime)
+ {
+ velocity = btVector3(0,0,0);
+ translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
+ }
+ else if (time < dropTime)
+ {
+ velocity = openVelocityRight;
+ translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (time - holdTime);
+ }
+ else
+ {
+ velocity = holdVelocity;
+ translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (dropTime - holdTime);
+ }
+ rbTransform.setOrigin(translation);
+ rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
+ rb1->setCenterOfMassTransform(rbTransform);
+ rb1->setAngularVelocity(btVector3(0,0,0));
+ rb1->setLinearVelocity(velocity);
+
+ rb0->setFriction(20);
+ rb1->setFriction(20);
+}
+
+void ReducedGrasp::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* solver = new btDeformableBodySolver();
+ btReducedDeformableBodySolver* solver = new btReducedDeformableBodySolver();
+
+ btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
+ sol->setDeformableSolver(solver);
+ m_solver = sol;
+
+ m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, solver);
+ btVector3 gravity = btVector3(0, -10, 0);
+ m_dynamicsWorld->setGravity(gravity);
+ getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
+ getDeformableDynamicsWorld()->getWorldInfo().m_sparsesdf.setDefaultVoxelsz(0.25);
+ getDeformableDynamicsWorld()->setSolverCallback(GripperDynamics);
+ m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
+
+ // create volumetric reduced deformable body
+ {
+ std::string file_path("../../../data/reduced_cube/");
+ std::string vtk_file("cube_mesh.vtk");
+ btReducedDeformableBody* rsb = btReducedDeformableBodyHelpers::createReducedDeformableObject(
+ getDeformableDynamicsWorld()->getWorldInfo(),
+ file_path,
+ vtk_file,
+ num_modes,
+ false);
+
+ getDeformableDynamicsWorld()->addSoftBody(rsb);
+ rsb->getCollisionShape()->setMargin(0.015);
+
+ btTransform init_transform;
+ init_transform.setIdentity();
+ init_transform.setOrigin(btVector3(0, 1, -2));
+ // init_transform.setRotation(btQuaternion(0, SIMD_PI / 2.0, SIMD_PI / 2.0));
+ // init_transform.setRotation(btQuaternion(btVector3(0, 1, 0), SIMD_PI / 2.0));
+ rsb->transform(init_transform);
+
+ rsb->setStiffnessScale(100);
+ rsb->setDamping(damping_alpha, damping_beta);
+
+ rsb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
+ rsb->m_cfg.kCHR = 1; // collision hardness with rigid body
+ rsb->m_cfg.kDF = 0;
+ rsb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
+ rsb->m_cfg.collisions |= btSoftBody::fCollision::SDF_RDN;
+ rsb->m_sleepingThreshold = 0;
+ btSoftBodyHelpers::generateBoundaryFaces(rsb);
+ }
+
+ // create full deformable cube
+ {
+ // std::string filepath("../../../examples/SoftDemo/cube/");
+ // std::string filename = filepath + "mesh.vtk";
+ // btSoftBody* psb = btSoftBodyHelpers::CreateFromVtkFile(getDeformableDynamicsWorld()->getWorldInfo(), filename.c_str());
+
+ // // psb->scale(btVector3(2, 2, 2));
+ // psb->translate(btVector3(0, 1, -2));
+ // psb->getCollisionShape()->setMargin(0.05);
+ // psb->setTotalMass(28.6);
+ // psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
+ // psb->m_cfg.kCHR = 1; // collision hardness with rigid body
+ // psb->m_cfg.kDF = .5;
+ // psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
+ // psb->m_cfg.collisions |= btSoftBody::fCollision::SDF_RDN;
+ // getDeformableDynamicsWorld()->addSoftBody(psb);
+ // btSoftBodyHelpers::generateBoundaryFaces(psb);
+
+ // btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
+ // getDeformableDynamicsWorld()->addForce(psb, gravity_force);
+ // m_forces.push_back(gravity_force);
+
+ // btScalar E = 10000;
+ // btScalar nu = 0.3;
+ // btScalar lambda = E * nu / ((1 + nu) * (1 - 2 * nu));
+ // btScalar mu = E / (2 * (1 + nu));
+ // btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(lambda, mu, 0.02);
+ // // neohookean->setPoissonRatio(0.3);
+ // // neohookean->setYoungsModulus(25);
+ // neohookean->setDamping(0.01);
+ // psb->m_cfg.drag = 0.001;
+ // getDeformableDynamicsWorld()->addForce(psb, neohookean);
+ // m_forces.push_back(neohookean);
+ }
+
+ getDeformableDynamicsWorld()->setImplicit(false);
+ getDeformableDynamicsWorld()->setLineSearch(false);
+ getDeformableDynamicsWorld()->setUseProjection(false);
+ getDeformableDynamicsWorld()->getSolverInfo().m_deformable_erp = 0.2;
+ getDeformableDynamicsWorld()->getSolverInfo().m_deformable_cfm = 0.2;
+ getDeformableDynamicsWorld()->getSolverInfo().m_friction = 1;
+ getDeformableDynamicsWorld()->getSolverInfo().m_deformable_maxErrorReduction = btScalar(200);
+ getDeformableDynamicsWorld()->getSolverInfo().m_leastSquaresResidualThreshold = 1e-3;
+ getDeformableDynamicsWorld()->getSolverInfo().m_splitImpulse = false;
+ getDeformableDynamicsWorld()->getSolverInfo().m_numIterations = 100;
+
+ // grippers
+ createGrip();
+
+ // rigid block
+ // Ctor_RbUpStack();
+
+ // {
+ // float mass = 10;
+ // btCollisionShape* shape = new btBoxShape(btVector3(0.25, 2, 0.5));
+ // btTransform startTransform;
+ // startTransform.setIdentity();
+ // startTransform.setOrigin(btVector3(0,4,0));
+ // btRigidBody* rb1 = createRigidBody(mass, startTransform, shape);
+ // rb1->setLinearVelocity(btVector3(0, 0, 0));
+ // }
+
+ //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, -25, 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(0.5);
+
+ //add the ground to the dynamics world
+ m_dynamicsWorld->addRigidBody(body);
+ }
+
+ m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
+}
+
+void ReducedGrasp::exitPhysics()
+{
+ //cleanup in the reverse order of creation/initialization
+ removePickingConstraint();
+ //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 forces
+ for (int j = 0; j < m_forces.size(); j++)
+ {
+ btDeformableLagrangianForce* force = m_forces[j];
+ delete force;
+ }
+ m_forces.clear();
+ //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* ReducedGraspCreateFunc(struct CommonExampleOptions& options)
+{
+ return new ReducedGrasp(options.m_guiHelper);
+}
+
+