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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 "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);
+}
+
+