summaryrefslogtreecommitdiff
path: root/src/BulletSoftBody/btDeformableRigidDynamicsWorld.cpp
blob: b91d9d2c495827a1430d949a2cf86725ed61de8b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
//
//  btDeformableRigidDynamicsWorld.cpp
//  BulletSoftBody
//
//  Created by Xuchen Han on 7/1/19.
//

#include <stdio.h>
#include "btDeformableRigidDynamicsWorld.h"
#include "btDeformableBodySolver.h"


void btDeformableRigidDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
{
    reinitialize(timeStep);
//    beforeSolverCallbacks(timeStep);
    // add gravity to velocity of rigid and multi bodys
    applyRigidBodyGravity(timeStep);
    
    ///apply gravity and explicit force to velocity, predict motion
    predictUnconstraintMotion(timeStep);
    
    ///perform collision detection
    btMultiBodyDynamicsWorld::performDiscreteCollisionDetection();
    
    btMultiBodyDynamicsWorld::calculateSimulationIslands();
    
    beforeSolverCallbacks(timeStep);
    
    ///solve deformable bodies constraints
    solveDeformableBodiesConstraints(timeStep);
    
    afterSolverCallbacks(timeStep);
    
    integrateTransforms(timeStep);
    
    ///update vehicle simulation
    btMultiBodyDynamicsWorld::updateActions(timeStep);
    
    btMultiBodyDynamicsWorld::updateActivationState(timeStep);
    // End solver-wise simulation step
    // ///////////////////////////////
}

void btDeformableRigidDynamicsWorld::positionCorrection(btScalar dt)
{
    // perform position correction for all constraints 
    for (auto& it : m_deformableBodySolver->m_objective->projection.m_constraints)
    {
        btAlignedObjectArray<DeformableFrictionConstraint>& frictions = m_deformableBodySolver->m_objective->projection.m_frictions[it.first];
        btAlignedObjectArray<DeformableContactConstraint>& constraints = it.second;
        for (int i = 0; i < constraints.size(); ++i)
        {
            DeformableContactConstraint& constraint = constraints[i];
            DeformableFrictionConstraint& friction = frictions[i];
            for (int j = 0; j < constraint.m_contact.size(); ++j)
            {
                const btSoftBody::RContact* c = constraint.m_contact[j];
                // skip anchor points
                if (c == nullptr || c->m_node->m_im == 0)
                    continue;
                const btSoftBody::sCti& cti = c->m_cti;
                btVector3 va(0, 0, 0);
                
                // grab the velocity of the rigid body
                if (cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY)
                {
                    btRigidBody* rigidCol = (btRigidBody*)btRigidBody::upcast(cti.m_colObj);
                    va = rigidCol ? (rigidCol->getVelocityInLocalPoint(c->m_c1)): btVector3(0, 0, 0);
                }
                else if (cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
                {
                    btMultiBodyLinkCollider* multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(cti.m_colObj);
                    if (multibodyLinkCol)
                    {
                        const int ndof = multibodyLinkCol->m_multiBody->getNumDofs() + 6;
                        const btScalar* J_n = &c->jacobianData_normal.m_jacobians[0];
                        const btScalar* J_t1 = &c->jacobianData_t1.m_jacobians[0];
                        const btScalar* J_t2 = &c->jacobianData_t2.m_jacobians[0];
                        const btScalar* local_v = multibodyLinkCol->m_multiBody->getVelocityVector();
                        // add in the normal component of the va
                        btScalar vel = 0.0;
                        for (int k = 0; k < ndof; ++k)
                        {
                            vel += local_v[k] * J_n[k];
                        }
                        va = cti.m_normal * vel;
                        
                        vel = 0.0;
                        for (int k = 0; k < ndof; ++k)
                        {
                            vel += local_v[k] * J_t1[k];
                        }
                        va += c->t1 * vel;
                        vel = 0.0;
                        for (int k = 0; k < ndof; ++k)
                        {
                            vel += local_v[k] * J_t2[k];
                        }
                        va += c->t2 * vel;
                    }
                }
                else
                {
                    // The object interacting with deformable node is not supported for position correction
                    btAssert(false);
                }
                
                if (cti.m_colObj->hasContactResponse())
                {
                    btScalar dp = cti.m_offset;
                    if (friction.m_static[j] == true)
                    {
                        c->m_node->m_v = va;
                    }
                    if (dp < 0)
                    {
                        c->m_node->m_v -= dp * cti.m_normal / dt;
                    }
                }
            }
        }
    }
}


void btDeformableRigidDynamicsWorld::integrateTransforms(btScalar dt)
{
    m_deformableBodySolver->backupVelocity();
    positionCorrection(dt);
    btMultiBodyDynamicsWorld::integrateTransforms(dt);
    for (int i = 0; i < m_softBodies.size(); ++i)
    {
        btSoftBody* psb = m_softBodies[i];
        for (int j = 0; j < psb->m_nodes.size(); ++j)
        {
            auto& node = psb->m_nodes[j];
            node.m_x  =  node.m_q + dt * node.m_v;
        }
    }
    m_deformableBodySolver->revertVelocity();
}

void btDeformableRigidDynamicsWorld::solveDeformableBodiesConstraints(btScalar timeStep)
{
    m_deformableBodySolver->solveConstraints(timeStep);
}

void btDeformableRigidDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
{
    m_softBodies.push_back(body);
    
    // Set the soft body solver that will deal with this body
    // to be the world's solver
    body->setSoftBodySolver(m_deformableBodySolver);
    
    btCollisionWorld::addCollisionObject(body,
                                         collisionFilterGroup,
                                         collisionFilterMask);
}

void btDeformableRigidDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
    btDiscreteDynamicsWorld::predictUnconstraintMotion(timeStep);
    m_deformableBodySolver->predictMotion(float(timeStep));
}

void btDeformableRigidDynamicsWorld::reinitialize(btScalar timeStep)
{
    m_internalTime += timeStep;
    m_deformableBodySolver->reinitialize(m_softBodies);
    btDispatcherInfo& dispatchInfo = btMultiBodyDynamicsWorld::getDispatchInfo();
    dispatchInfo.m_timeStep = timeStep;
    dispatchInfo.m_stepCount = 0;
    dispatchInfo.m_debugDraw = btMultiBodyDynamicsWorld::getDebugDrawer();
    btMultiBodyDynamicsWorld::getSolverInfo().m_timeStep = timeStep;
}

void btDeformableRigidDynamicsWorld::applyRigidBodyGravity(btScalar timeStep)
{
    // TODO: This is an ugly hack to get the desired gravity behavior.
    // gravity is applied in stepSimulation and then cleared here and then applied here and then cleared here again
    // so that 1) gravity is applied to velocity before constraint solve and 2) gravity is applied in each substep
    // when there are multiple substeps
    clearForces();
    clearMultiBodyForces();
    btMultiBodyDynamicsWorld::applyGravity();
    // integrate rigid body gravity
    for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
    {
        btRigidBody* rb = m_nonStaticRigidBodies[i];
        rb->integrateVelocities(timeStep);
    }
    // integrate multibody gravity
    btMultiBodyDynamicsWorld::solveExternalForces(btMultiBodyDynamicsWorld::getSolverInfo());
    clearForces();
    clearMultiBodyForces();
}

void btDeformableRigidDynamicsWorld::beforeSolverCallbacks(btScalar timeStep)
{
    if (0 != m_internalTickCallback)
    {
        (*m_internalTickCallback)(this, timeStep);
    }
    for (int i = 0; i < m_beforeSolverCallbacks.size(); ++i)
        m_beforeSolverCallbacks[i](m_internalTime, this);
}

void btDeformableRigidDynamicsWorld::afterSolverCallbacks(btScalar timeStep)
{
    for (int i = 0; i < m_beforeSolverCallbacks.size(); ++i)
        m_beforeSolverCallbacks[i](m_internalTime, this);
}

void btDeformableRigidDynamicsWorld::addForce(btSoftBody* psb, btDeformableLagrangianForce* force)
{
    btAlignedObjectArray<btDeformableLagrangianForce*>& forces = m_deformableBodySolver->m_objective->m_lf;
    bool added = false;
    for (int i = 0; i < forces.size(); ++i)
    {
        if (forces[i]->getForceType() == force->getForceType())
        {
            forces[i]->addSoftBody(psb);
            added = true;
            break;
        }
    }
    if (!added)
    {
        force->addSoftBody(psb);
        force->setIndices(m_deformableBodySolver->m_objective->getIndices());
        forces.push_back(force);
    }
}