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Diffstat (limited to 'examples/ReducedDeformableDemo/Springboard.cpp')
-rw-r--r-- | examples/ReducedDeformableDemo/Springboard.cpp | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/examples/ReducedDeformableDemo/Springboard.cpp b/examples/ReducedDeformableDemo/Springboard.cpp new file mode 100644 index 000000000..58641365e --- /dev/null +++ b/examples/ReducedDeformableDemo/Springboard.cpp @@ -0,0 +1,264 @@ +/* + 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 "Springboard.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" + +static btScalar damping_alpha = 0.0; +static btScalar damping_beta = 0.0001; +static int num_modes = 20; + +class Springboard : public CommonDeformableBodyBase +{ + btScalar sim_time; + bool first_step; + +public: + Springboard(struct GUIHelperInterface* helper) + : CommonDeformableBodyBase(helper) + { + sim_time = 0; + first_step = true; + } + virtual ~Springboard() + { + } + void initPhysics(); + + void exitPhysics(); + + // TODO: disable pick force, non-interactive for now. + bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { + return false; + } + + void resetCamera() + { + float dist = 10; + float pitch = 0; + float yaw = 90; + float targetPos[3] = {0, 3, 0}; + m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]); + } + + void Ctor_RbUpStack() + { + float mass = 2; + btCollisionShape* shape = new btBoxShape(btVector3(1, 1, 1)); + btTransform startTransform; + startTransform.setIdentity(); + startTransform.setOrigin(btVector3(0,8,1)); + btRigidBody* rb1 = createRigidBody(mass, startTransform, shape); + rb1->setActivationState(DISABLE_DEACTIVATION); + } + + void stepSimulation(float deltaTime) + { + float internalTimeStep = 1. / 60.f; + m_dynamicsWorld->stepSimulation(deltaTime, 1, internalTimeStep); + + { + sim_time += internalTimeStep; + btReducedDeformableBody* rsb = static_cast<btReducedDeformableBody*>(getDeformableDynamicsWorld()->getSoftBodyArray()[0]); + + // std::ofstream myfile("fixed_node.txt", std::ios_base::app); + // myfile << sim_time << "\t" << rsb->m_nodes[0].m_x[0] - rsb->m_x0[0][0] << "\t" + // << rsb->m_nodes[0].m_x[1] - rsb->m_x0[0][1] << "\t" + // << rsb->m_nodes[0].m_x[2] - rsb->m_x0[0][2] << "\n"; + // myfile.close(); + } + } + + 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_fixedNodes.size(); ++p) + { + deformableWorld->getDebugDrawer()->drawSphere(rsb->m_nodes[rsb->m_fixedNodes[p]].m_x, 0.2, btVector3(1, 0, 0)); + // std::cout << rsb->m_nodes[rsb->m_fixedNodes[p]].m_x[0] << "\t" << rsb->m_nodes[rsb->m_fixedNodes[p]].m_x[1] << "\t" << rsb->m_nodes[rsb->m_fixedNodes[p]].m_x[2] << "\n"; + } + // deformableWorld->getDebugDrawer()->drawSphere(btVector3(0, 0, 0), 0.1, btVector3(1, 1, 1)); + // deformableWorld->getDebugDrawer()->drawSphere(btVector3(0, 2, 0), 0.1, btVector3(1, 1, 1)); + // deformableWorld->getDebugDrawer()->drawSphere(btVector3(0, 4, 0), 0.1, btVector3(1, 1, 1)); + } + } + } +}; + +void Springboard::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(); + btReducedDeformableBodySolver* reducedSoftBodySolver = new btReducedDeformableBodySolver(); + btVector3 gravity = btVector3(0, -10, 0); + reducedSoftBodySolver->setGravity(gravity); + + btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver(); + sol->setDeformableSolver(reducedSoftBodySolver); + m_solver = sol; + + m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, reducedSoftBodySolver); + m_dynamicsWorld->setGravity(gravity); + m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld); + + // create volumetric reduced deformable body + { + std::string file_path("../../../data/reduced_beam/"); + std::string vtk_file("beam_mesh_origin.vtk"); + btReducedDeformableBody* rsb = btReducedDeformableBodyHelpers::createReducedDeformableObject( + getDeformableDynamicsWorld()->getWorldInfo(), + file_path, + vtk_file, + num_modes, + false); + + getDeformableDynamicsWorld()->addSoftBody(rsb); + rsb->getCollisionShape()->setMargin(0.1); + + btTransform init_transform; + init_transform.setIdentity(); + init_transform.setOrigin(btVector3(0, 4, 0)); + // init_transform.setRotation(btQuaternion(btVector3(0, 1, 0), SIMD_PI / 2.0)); + rsb->transform(init_transform); + + rsb->setStiffnessScale(200); + rsb->setDamping(damping_alpha, damping_beta); + + // set fixed nodes + rsb->setFixedNodes(0); + rsb->setFixedNodes(1); + rsb->setFixedNodes(2); + rsb->setFixedNodes(3); + + 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); + + // rsb->setVelocity(btVector3(0, -COLLIDING_VELOCITY, 0)); + // rsb->setRigidVelocity(btVector3(0, 1, 0)); + // rsb->setRigidAngularVelocity(btVector3(1, 0, 0)); + } + getDeformableDynamicsWorld()->setImplicit(false); + getDeformableDynamicsWorld()->setLineSearch(false); + getDeformableDynamicsWorld()->setUseProjection(false); + getDeformableDynamicsWorld()->getSolverInfo().m_deformable_erp = 0.3; + getDeformableDynamicsWorld()->getSolverInfo().m_deformable_cfm = 0.2; + getDeformableDynamicsWorld()->getSolverInfo().m_deformable_maxErrorReduction = btScalar(200); + getDeformableDynamicsWorld()->getSolverInfo().m_leastSquaresResidualThreshold = 1e-3; + getDeformableDynamicsWorld()->getSolverInfo().m_splitImpulse = false; + getDeformableDynamicsWorld()->getSolverInfo().m_numIterations = 100; + // add a few rigid bodies + Ctor_RbUpStack(); + + // create a static rigid box as the ground + { + // btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50), btScalar(50), btScalar(50))); + btBoxShape* groundShape = createBoxShape(btVector3(btScalar(10), btScalar(2), btScalar(10))); + m_collisionShapes.push_back(groundShape); + + btTransform groundTransform; + groundTransform.setIdentity(); + groundTransform.setOrigin(btVector3(0, 0, 0)); + { + btScalar mass(0.); + createRigidBody(mass, groundTransform, groundShape, btVector4(0,0,0,0)); + } + } + + m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld); +} + +void Springboard::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* ReducedSpringboardCreateFunc(struct CommonExampleOptions& options) +{ + return new Springboard(options.m_guiHelper); +} + + |