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https://github.com/bulletphysics/bullet3
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add naive implementation of self collision
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233
examples/DeformableDemo/DeformableSelfCollision.cpp
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233
examples/DeformableDemo/DeformableSelfCollision.cpp
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@ -0,0 +1,233 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2019 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "DeformableSelfCollision.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "BulletSoftBody/btDeformableBodySolver.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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#include <stdio.h> //printf debugging
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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///The DeformableSelfCollision shows deformable self collisions
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class DeformableSelfCollision : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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public:
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DeformableSelfCollision(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~DeformableSelfCollision()
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{
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}
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void initPhysics();
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void exitPhysics();
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void resetCamera()
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{
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float dist = 10;
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float pitch = -8;
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float yaw = 100;
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float targetPos[3] = {0, -10, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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void stepSimulation(float deltaTime)
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{
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float internalTimeStep = 1. / 240.f;
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m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep);
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}
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virtual const btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld() const
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld()
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual void renderScene()
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{
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CommonRigidBodyBase::renderScene();
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btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
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for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
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{
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btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i];
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{
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btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer());
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btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
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}
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}
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}
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};
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void DeformableSelfCollision::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
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sol->setDeformableSolver(deformableBodySolver);
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m_solver = sol;
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m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
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// deformableBodySolver->setWorld(getDeformableDynamicsWorld());
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// m_dynamicsWorld->getSolverInfo().m_singleAxisDeformableThreshold = 0.f;//faster but lower quality
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btVector3 gravity = btVector3(0, -100, 0);
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m_dynamicsWorld->setGravity(gravity);
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
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// getDeformableDynamicsWorld()->before_solver_callbacks.push_back(dynamics);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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{
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///create a ground
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(25.), btScalar(150.)));
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, -35, 0));
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groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass, localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(40);
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//add the ground to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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// create a piece of cloth
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{
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const btScalar s = 2;
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const btScalar h = 0;
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btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -4*s),
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btVector3(+s, h, -4*s),
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btVector3(-s, h, +4*s),
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btVector3(+s, h, +4*s),
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10,40,
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0, true, 0.1);
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psb->getCollisionShape()->setMargin(0.2);
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psb->generateBendingConstraints(2);
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psb->setTotalMass(1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 0.02;
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psb->rotate(btQuaternion(0,SIMD_PI / 2, 0));
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(10,0.2, true);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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m_forces.push_back(mass_spring);
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btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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m_forces.push_back(gravity_force);
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}
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getDeformableDynamicsWorld()->setImplicit(true);
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getDeformableDynamicsWorld()->setLineSearch(false);
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void DeformableSelfCollision::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject(obj);
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delete obj;
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}
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// delete forces
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for (int j = 0; j < m_forces.size(); j++)
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{
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btDeformableLagrangianForce* force = m_forces[j];
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delete force;
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}
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m_forces.clear();
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//delete collision shapes
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for (int j = 0; j < m_collisionShapes.size(); j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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}
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class CommonExampleInterface* DeformableSelfCollisionCreateFunc(struct CommonExampleOptions& options)
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{
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return new DeformableSelfCollision(options.m_guiHelper);
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}
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19
examples/DeformableDemo/DeformableSelfCollision.h
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19
examples/DeformableDemo/DeformableSelfCollision.h
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@ -0,0 +1,19 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2019 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef DEFORMABLE_SELF_COLLISION_H
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#define DEFORMABLE_SELF_COLLISION_H
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class CommonExampleInterface* DeformableSelfCollisionCreateFunc(struct CommonExampleOptions& options);
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#endif //_DEFORMABLE_SELF_COLLISION_H
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@ -359,6 +359,8 @@ SET(BulletExampleBrowser_SRCS
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../DeformableDemo/GraspDeformable.h
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../DeformableDemo/Pinch.cpp
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../DeformableDemo/Pinch.h
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../DeformableDemo/DeformableSelfCollision.cpp
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../DeformableDemo/DeformableSelfCollision.h
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../DeformableDemo/PinchFriction.cpp
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../DeformableDemo/PinchFriction.h
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../DeformableDemo/ClothFriction.cpp
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@ -47,6 +47,7 @@
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#include "../DeformableDemo/DeformableRigid.h"
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#include "../DeformableDemo/ClothFriction.h"
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#include "../DeformableDemo/Pinch.h"
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#include "../DeformableDemo/DeformableSelfCollision.h"
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#include "../DeformableDemo/PinchFriction.h"
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#include "../DeformableDemo/DeformableMultibody.h"
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#include "../DeformableDemo/VolumetricDeformable.h"
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@ -189,6 +190,7 @@ static ExampleEntry gDefaultExamples[] =
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//ExampleEntry(1, "Spheres & Plane C-API (Bullet3)", "Collision C-API using Bullet 3.x backend", CollisionTutorialBullet2CreateFunc,TUT_SPHERE_PLANE_RTB3),
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ExampleEntry(0, "Deformabe Body"),
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ExampleEntry(1, "Deformable Self Collision", "Deformable Self Collision", DeformableSelfCollisionCreateFunc),
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ExampleEntry(1, "Deformable-Deformable Contact", "Deformable contact", DeformableContactCreateFunc),
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ExampleEntry(1, "Cloth Friction", "Cloth friction contact", ClothFrictionCreateFunc),
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ExampleEntry(1, "Deformable-Deformable Friction Contact", "Deformable friction contact", PinchFrictionCreateFunc),
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@ -22,7 +22,7 @@
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btDeformableBodySolver::btDeformableBodySolver()
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: m_numNodes(0)
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, m_cg(20)
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, m_maxNewtonIterations(3)
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, m_maxNewtonIterations(10)
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, m_newtonTolerance(1e-4)
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, m_lineSearch(true)
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{
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@ -23,7 +23,7 @@ btScalar btDeformableMultiBodyConstraintSolver::solveGroupCacheFriendlyIteration
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///this is a special step to resolve penetrations (just for contacts)
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solveGroupCacheFriendlySplitImpulseIterations(bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
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m_maxOverrideNumSolverIterations = 150;
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m_maxOverrideNumSolverIterations = 50;
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int maxIterations = m_maxOverrideNumSolverIterations > infoGlobal.m_numIterations ? m_maxOverrideNumSolverIterations : infoGlobal.m_numIterations;
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for (int iteration = 0; iteration < maxIterations; iteration++)
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{
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@ -51,6 +51,11 @@ void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar t
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///perform collision detection
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btMultiBodyDynamicsWorld::performDiscreteCollisionDetection();
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if (m_selfCollision)
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{
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softBodySelfCollision();
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}
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btMultiBodyDynamicsWorld::calculateSimulationIslands();
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beforeSolverCallbacks(timeStep);
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@ -70,6 +75,15 @@ void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar t
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// ///////////////////////////////
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}
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void btDeformableMultiBodyDynamicsWorld::softBodySelfCollision()
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{
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for (int i = 0; i < m_softBodies.size(); i++)
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{
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btSoftBody* psb = (btSoftBody*)m_softBodies[i];
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psb->defaultCollisionHandler(psb);
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}
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}
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void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
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{
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BT_PROFILE("integrateTransforms");
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@ -48,6 +48,7 @@ class btDeformableMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld
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int m_contact_iterations;
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bool m_implicit;
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bool m_lineSearch;
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bool m_selfCollision;
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typedef void (*btSolverCallback)(btScalar time, btDeformableMultiBodyDynamicsWorld* world);
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btSolverCallback m_solverCallback;
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@ -83,6 +84,7 @@ public:
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m_sbi.m_gravity.setValue(0, -10, 0);
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m_internalTime = 0.0;
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m_implicit = true;
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m_selfCollision = true;
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}
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void setSolverCallback(btSolverCallback cb)
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@ -156,6 +158,8 @@ public:
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void sortConstraints();
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void softBodySelfCollision();
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void setImplicit(bool implicit)
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{
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m_implicit = implicit;
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@ -3515,6 +3515,18 @@ void btSoftBody::defaultCollisionHandler(btSoftBody* psb)
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docollide.psb[1]->m_fdbvt.m_root,
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docollide);
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}
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else
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{
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btSoftColliders::CollideVF_DD docollide;
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docollide.mrg = getCollisionShape()->getMargin() +
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psb->getCollisionShape()->getMargin();
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/* psb0 nodes vs psb0 faces */
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docollide.psb[0] = this;
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docollide.psb[1] = psb;
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docollide.psb[0]->m_ndbvt.collideTT(docollide.psb[0]->m_ndbvt.m_root,
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docollide.psb[1]->m_fdbvt.m_root,
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docollide);
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}
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}
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break;
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default:
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@ -1255,6 +1255,12 @@ struct btSoftColliders
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{
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btSoftBody::Node* node = (btSoftBody::Node*)lnode->data;
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btSoftBody::Face* face = (btSoftBody::Face*)lface->data;
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for (int i = 0; i < 3; ++i)
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{
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if (face->m_n[i] == node)
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continue;
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}
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btVector3 o = node->m_x;
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btVector3 p;
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btScalar d = SIMD_INFINITY;
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@ -1318,7 +1324,8 @@ struct btSoftColliders
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btVector3 v1 = face->m_n[1]->m_x;
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btVector3 v2 = face->m_n[2]->m_x;
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btVector3 vc = (v0+v1+v2)/3.;
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btScalar scale = 2;
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btScalar scale = 1;
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// enlarge the triangle to catch collision on the edge
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btVector3 u0 = vc + (v0-vc)*scale;
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btVector3 u1 = vc + (v1-vc)*scale;
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btVector3 u2 = vc + (v2-vc)*scale;
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