Merge pull request #648 from benelot/master

Create Inclined Plane, Newton's Cradle and Multi-Pendulum examples for the Bullet Example Browser
This commit is contained in:
erwincoumans 2016-07-11 22:17:31 -07:00 committed by GitHub
commit 787cb0cb17
11 changed files with 1698 additions and 14 deletions

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@ -114,7 +114,10 @@ SET(ExtendedTutorialsSources
../ExtendedTutorials/SimpleCloth.cpp
../ExtendedTutorials/Chain.cpp
../ExtendedTutorials/Bridge.cpp
../ExtendedTutorials/RigidBodyFromObj.cpp
../ExtendedTutorials/RigidBodyFromObj.cpp
../ExtendedTutorials/InclinedPlane.cpp
../ExtendedTutorials/InclinedPlane.h
../ExtendedTutorials/NewtonsCradle.cpp
)
SET(BulletExampleBrowser_SRCS
@ -158,6 +161,22 @@ SET(BulletExampleBrowser_SRCS
../Tutorial/Tutorial.h
../Tutorial/Dof6ConstraintTutorial.cpp
../Tutorial/Dof6ConstraintTutorial.h
../ExtendedTutorials/SimpleBox.cpp
../ExtendedTutorials/SimpleBox.h
../ExtendedTutorials/MultipleBoxes.cpp
../ExtendedTutorials/MultipleBoxes.h
../ExtendedTutorials/SimpleCloth.cpp
../ExtendedTutorials/SimpleCloth.h
../ExtendedTutorials/SimpleJoint.cpp
../ExtendedTutorials/SimpleJoint.h
../ExtendedTutorials/NewtonsCradle.cpp
../ExtendedTutorials/NewtonsCradle.h
../ExtendedTutorials/NewtonsRopeCradle.cpp
../ExtendedTutorials/NewtonsRopeCradle.h
../ExtendedTutorials/InclinedPlane.cpp
../ExtendedTutorials/InclinedPlane.h
../ExtendedTutorials/MultiPendulum.cpp
../ExtendedTutorials/MultiPendulum.h
../Collision/CollisionSdkC_Api.cpp
../Collision/CollisionSdkC_Api.h
../Collision/CollisionTutorialBullet2.cpp

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@ -58,7 +58,7 @@
#endif
#endif //B3_USE_CLEW
//Extended Tutorial Includes Added by Mobeen
//Extended Tutorial Includes Added by Mobeen and Benelot
#include "../ExtendedTutorials/SimpleBox.h"
#include "../ExtendedTutorials/MultipleBoxes.h"
#include "../ExtendedTutorials/SimpleJoint.h"
@ -66,6 +66,10 @@
#include "../ExtendedTutorials/Chain.h"
#include "../ExtendedTutorials/Bridge.h"
#include "../ExtendedTutorials/RigidBodyFromObj.h"
#include "../ExtendedTutorials/InclinedPlane.h"
#include "../ExtendedTutorials/NewtonsCradle.h"
#include "../ExtendedTutorials/NewtonsRopeCradle.h"
#include "../ExtendedTutorials/MultiPendulum.h"
struct ExampleEntry
{
@ -273,11 +277,16 @@ static ExampleEntry gDefaultExamples[]=
//Extended Tutorials Added by Mobeen
ExampleEntry(0,"Extended Tutorials"),
ExampleEntry(1,"Simple Box", "Simplest possible demo creating a single box rigid body that falls under gravity", ET_SimpleBoxCreateFunc),
ExampleEntry(1,"Multiple Boxes", "Adding multiple box rigid bodies that fall under gravity", ET_MultipleBoxesCreateFunc),
ExampleEntry(1,"Simple Joint", "Creating a single distance constraint between two box rigid bodies", ET_SimpleJointCreateFunc),
ExampleEntry(1,"Simple Cloth", "Creating a simple piece of cloth", ET_SimpleClothCreateFunc),
ExampleEntry(1,"Simple Chain", "Creating a simple chain using a pair of point2point/distance constraints. You may click and drag any box to see the chain respond.", ET_ChainCreateFunc),
ExampleEntry(1,"Simple Bridge", "Creating a simple bridge using a pair of point2point/distance constraints. You may click and drag any plank to see the bridge respond.", ET_BridgeCreateFunc),
ExampleEntry(1,"Multiple Boxes", "Add multiple box rigid bodies that fall under gravity", ET_MultipleBoxesCreateFunc),
ExampleEntry(1,"Simple Joint", "Create a single distance constraint between two box rigid bodies", ET_SimpleJointCreateFunc),
ExampleEntry(1,"Simple Cloth", "Create a simple piece of cloth", ET_SimpleClothCreateFunc),
ExampleEntry(1,"Simple Chain", "Create a simple chain using a pair of point2point/distance constraints. You may click and drag any box to see the chain respond.", ET_ChainCreateFunc),
ExampleEntry(1,"Simple Bridge", "Create a simple bridge using a pair of point2point/distance constraints. You may click and drag any plank to see the bridge respond.", ET_BridgeCreateFunc),
ExampleEntry(1,"Inclined Plane", "Create an inclined plane to show restitution and different types of friction. Use the sliders to vary restitution and friction and press space to reset the scene.", ET_InclinedPlaneCreateFunc),
ExampleEntry(1,"Newton's Cradle", "Create a Newton's Cradle using a pair of point2point/slider constraints. Press 1/2 to lengthen/shorten the pendula, press 3 to displace pendula. Use the sliders to select the number (reset simulation), length and restitution of pendula, the number of displaced pendula and apply the displacement force.", ET_NewtonsCradleCreateFunc),
ExampleEntry(1,"Newton's Rope Cradle", "Create a Newton's Cradle using ropes. Press 3 to displace pendula. Use the sliders to select the number (reset simulation), length and restitution of pendula and the number of displaced pendula and apply the displacement force.",ET_NewtonsRopeCradleCreateFunc),
ExampleEntry(1,"Multi-Pendulum", "Create a Multi-Pendulum using point2point/slider constraints. Press 1/2 to lengthen/shorten the pendula, press 3 to displace pendula. Use the sliders to select the number (reset simulation), length and restitution of pendula, the number of displaced pendula and apply the displacement force.",ET_MultiPendulumCreateFunc),
//todo: create a category/tutorial about advanced topics, such as optimizations, using different collision detection algorithm, different constraint solvers etc.
//ExampleEntry(0,"Advanced"),

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@ -86,13 +86,7 @@ project "App_BulletExampleBrowser"
"../InverseDynamics/InverseDynamicsExample.h",
"../BasicDemo/BasicExample.*",
"../Tutorial/*",
"../ExtendedTutorials/SimpleBox.cpp",
"../ExtendedTutorials/MultipleBoxes.cpp",
"../ExtendedTutorials/SimpleJoint.cpp",
"../ExtendedTutorials/SimpleCloth.cpp",
"../ExtendedTutorials/Chain.cpp",
"../ExtendedTutorials/Bridge.cpp",
"../ExtendedTutorials/RigidBodyFromObj.cpp",
"../ExtendedTutorials/*",
"../Collision/*",
"../RoboticsLearning/*",
"../Collision/Internal/*",

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@ -0,0 +1,372 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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 "InclinedPlane.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "../CommonInterfaces/CommonRigidBodyBase.h"
#include "../CommonInterfaces/CommonParameterInterface.h"
static btScalar gTilt = 20.0f/180.0f*SIMD_PI; // tilt the ramp 20 degrees
static btScalar gRampFriction = 1; // set ramp friction to 1
static btScalar gRampRestitution = 0; // set ramp restitution to 0 (no restitution)
static btScalar gBoxFriction = 1; // set box friction to 1
static btScalar gBoxRestitution = 0; // set box restitution to 0
static btScalar gSphereFriction = 1; // set sphere friction to 1
static btScalar gSphereRollingFriction = 1; // set sphere rolling friction to 1
static btScalar gSphereRestitution = 0; // set sphere restitution to 0
// handles for changes
static btRigidBody* ramp = NULL;
static btRigidBody* gBox = NULL;
static btRigidBody* gSphere = NULL;
struct InclinedPlaneExample : public CommonRigidBodyBase
{
InclinedPlaneExample(struct GUIHelperInterface* helper)
:CommonRigidBodyBase(helper)
{
}
virtual ~InclinedPlaneExample(){}
virtual void initPhysics();
virtual void resetScene();
virtual void renderScene();
virtual void stepSimulation(float deltaTime);
virtual bool keyboardCallback(int key, int state);
void resetCamera()
{
float dist = 41;
float pitch = 52;
float yaw = 35;
float targetPos[3]={0,0.46,0};
m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
}
};
void onBoxFrictionChanged(float friction);
void onBoxRestitutionChanged(float restitution);
void onSphereFrictionChanged(float friction);
void onSphereRestitutionChanged(float restitution);
void onRampInclinationChanged(float inclination);
void onRampFrictionChanged(float friction);
void onRampRestitutionChanged(float restitution);
void InclinedPlaneExample::initPhysics()
{
{ // create slider to change the ramp tilt
SliderParams slider("Ramp Tilt",&gTilt);
slider.m_minVal=0;
slider.m_maxVal=SIMD_PI/2.0f;
slider.m_clampToNotches = false;
slider.m_callback = onRampInclinationChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{ // create slider to change the ramp friction
SliderParams slider("Ramp Friction",&gRampFriction);
slider.m_minVal=0;
slider.m_maxVal=10;
slider.m_clampToNotches = false;
slider.m_callback = onRampFrictionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{ // create slider to change the ramp restitution
SliderParams slider("Ramp Restitution",&gRampRestitution);
slider.m_minVal=0;
slider.m_maxVal=1;
slider.m_clampToNotches = false;
slider.m_callback = onRampRestitutionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{ // create slider to change the box friction
SliderParams slider("Box Friction",&gBoxFriction);
slider.m_minVal=0;
slider.m_maxVal=10;
slider.m_clampToNotches = false;
slider.m_callback = onBoxFrictionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{ // create slider to change the box restitution
SliderParams slider("Box Restitution",&gBoxRestitution);
slider.m_minVal=0;
slider.m_maxVal=1;
slider.m_clampToNotches = false;
slider.m_callback = onBoxRestitutionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{ // create slider to change the sphere friction
SliderParams slider("Sphere Friction",&gSphereFriction);
slider.m_minVal=0;
slider.m_maxVal=10;
slider.m_clampToNotches = false;
slider.m_callback = onSphereFrictionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{ // create slider to change the sphere rolling friction
SliderParams slider("Sphere Rolling Friction",&gSphereRollingFriction);
slider.m_minVal=0;
slider.m_maxVal=10;
slider.m_clampToNotches = false;
slider.m_callback = onSphereRestitutionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{ // create slider to change the sphere restitution
SliderParams slider("Sphere Restitution",&gSphereRestitution);
slider.m_minVal=0;
slider.m_maxVal=1;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
m_guiHelper->setUpAxis(1); // set Y axis as up axis
createEmptyDynamicsWorld();
// create debug drawer
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);
{ // create a static ground
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-50,0));
btScalar mass(0.);
createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
}
{ //create a static inclined plane
btBoxShape* inclinedPlaneShape = createBoxShape(btVector3(btScalar(20.),btScalar(1.),btScalar(10.)));
m_collisionShapes.push_back(inclinedPlaneShape);
btTransform startTransform;
startTransform.setIdentity();
// position the inclined plane above ground
startTransform.setOrigin(btVector3(
btScalar(0),
btScalar(15),
btScalar(0)));
btQuaternion incline;
incline.setRotation(btVector3(0,0,1),gTilt);
startTransform.setRotation(incline);
btScalar mass(0.);
ramp = createRigidBody(mass,startTransform,inclinedPlaneShape);
ramp->setFriction(gRampFriction);
ramp->setRestitution(gRampRestitution);
}
{ //create a cube above the inclined plane
btBoxShape* boxShape = createBoxShape(btVector3(1,1,1));
m_collisionShapes.push_back(boxShape);
btTransform startTransform;
startTransform.setIdentity();
btScalar boxMass(1.f);
startTransform.setOrigin(
btVector3(btScalar(0), btScalar(20), btScalar(2)));
gBox = createRigidBody(boxMass, startTransform, boxShape);
gBox->forceActivationState(DISABLE_DEACTIVATION); // to prevent the box on the ramp from disabling
gBox->setFriction(gBoxFriction);
gBox->setRestitution(gBoxRestitution);
}
{ //create a sphere above the inclined plane
btSphereShape* sphereShape = new btSphereShape(btScalar(1));
m_collisionShapes.push_back(sphereShape);
btTransform startTransform;
startTransform.setIdentity();
btScalar sphereMass(1.f);
startTransform.setOrigin(
btVector3(btScalar(0), btScalar(20), btScalar(4)));
gSphere = createRigidBody(sphereMass, startTransform, sphereShape);
gSphere->forceActivationState(DISABLE_DEACTIVATION); // to prevent the sphere on the ramp from disabling
gSphere->setFriction(gSphereFriction);
gSphere->setRestitution(gSphereRestitution);
gSphere->setRollingFriction(gSphereRollingFriction);
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void InclinedPlaneExample::resetScene() {
{ //reset a cube above the inclined plane
btTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(
btVector3(btScalar(0), btScalar(20), btScalar(2)));
gBox->setWorldTransform(startTransform);
btVector3 zero(0, 0, 0);
gBox->setAngularVelocity(zero);
gBox->setLinearVelocity(zero);
gBox->clearForces();
}
{ //reset a sphere above the inclined plane
btTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(
btVector3(btScalar(0), btScalar(20), btScalar(4)));
gSphere->setWorldTransform(startTransform);
btVector3 zero(0, 0, 0);
gSphere->setAngularVelocity(zero);
gSphere->setLinearVelocity(zero);
gSphere->clearForces();
}
}
void InclinedPlaneExample::stepSimulation(float deltaTime)
{
if (m_dynamicsWorld)
{
m_dynamicsWorld->stepSimulation(deltaTime);
}
}
void InclinedPlaneExample::renderScene()
{
CommonRigidBodyBase::renderScene();
}
bool InclinedPlaneExample::keyboardCallback(int key, int state) {
// b3Printf("Key pressed: %d in state %d \n",key,state);
switch (key) {
case 32 /*ASCII for space*/: {
resetScene();
break;
}
}
return false;
}
// GUI parameter modifiers
void onBoxFrictionChanged(float friction){
if(gBox){
gBox->setFriction(friction);
// b3Printf("Friction of box changed to %f",friction );
}
}
void onBoxRestitutionChanged(float restitution){
if(gBox){
gBox->setRestitution(restitution);
//b3Printf("Restitution of box changed to %f",restitution);
}
}
void onSphereFrictionChanged(float friction){
if(gSphere){
gSphere->setFriction(friction);
//b3Printf("Friction of sphere changed to %f",friction );
}
}
void onSphereRestitutionChanged(float restitution){
if(gSphere){
gSphere->setRestitution(restitution);
//b3Printf("Restitution of sphere changed to %f",restitution);
}
}
void onRampInclinationChanged(float inclination){
if(ramp){
btTransform startTransform;
startTransform.setIdentity();
// position the inclined plane above ground
startTransform.setOrigin(
btVector3(btScalar(0), btScalar(15), btScalar(0)));
btQuaternion incline;
incline.setRotation(btVector3(0,0,1),gTilt);
startTransform.setRotation(incline);
ramp->setWorldTransform(startTransform);
//b3Printf("Inclination of ramp changed to %f",inclination );
}
}
void onRampFrictionChanged(float friction){
if(ramp){
ramp->setFriction(friction);
//b3Printf("Friction of ramp changed to %f \n",friction );
}
}
void onRampRestitutionChanged(float restitution){
if(ramp){
ramp->setRestitution(restitution);
//b3Printf("Restitution of ramp changed to %f \n",restitution);
}
}
CommonExampleInterface* ET_InclinedPlaneCreateFunc(CommonExampleOptions& options)
{
return new InclinedPlaneExample(options.m_guiHelper);
}

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@ -0,0 +1,22 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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.
*/
#ifndef ET_INCLINED_PLANE_EXAMPLE_H
#define ET_INCLINED_PLANE_EXAMPLE_H
class CommonExampleInterface* ET_InclinedPlaneCreateFunc(struct CommonExampleOptions& options);
#endif //ET_INCLINED_PLANE_EXAMPLE_H

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@ -0,0 +1,435 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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 "MultiPendulum.h"
#include <vector> // TODO: Should I use another data structure?
#include <iterator>
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "../CommonInterfaces/CommonRigidBodyBase.h"
#include "../CommonInterfaces/CommonParameterInterface.h"
static btScalar gPendulaQty = 2; //TODO: This would actually be an Integer, but the Slider does not like integers, so I floor it when changed
static btScalar gDisplacedPendula = 1; //TODO: This is an int as well
static btScalar gPendulaRestitution = 1; // Default pendulum restitution is 1 to restore all force
static btScalar gSphereRadius = 1; // The sphere radius
static btScalar gCurrentPendulumLength = 8;
static btScalar gInitialPendulumLength = 8; // Default pendulum length (distance between two spheres)
static btScalar gDisplacementForce = 30; // The default force with which we move the pendulum
static btScalar gForceScalar = 0; // default force scalar to apply a displacement
struct MultiPendulumExample: public CommonRigidBodyBase {
MultiPendulumExample(struct GUIHelperInterface* helper) :
CommonRigidBodyBase(helper) {
}
virtual ~MultiPendulumExample() {
}
virtual void initPhysics(); // build a multi pendulum
virtual void renderScene(); // render the scene to screen
virtual void createMultiPendulum(btSphereShape* colShape, btScalar pendulaQty, const btVector3& position, btScalar length, btScalar mass); // create a multi pendulum at the indicated x and y position, the specified number of pendula formed into a chain, each with indicated length and mass
virtual void changePendulaLength(btScalar length); // change the pendulum length
virtual void changePendulaRestitution(btScalar restitution); // change the pendula restitution
virtual void stepSimulation(float deltaTime); // step the simulation
virtual bool keyboardCallback(int key, int state); // handle keyboard callbacks
virtual void applyPendulumForce(btScalar pendulumForce);
void resetCamera() {
float dist = 41;
float pitch = 52;
float yaw = 35;
float targetPos[3] = { 0, 0.46, 0 };
m_guiHelper->resetCamera(dist, pitch, yaw, targetPos[0], targetPos[1],
targetPos[2]);
}
std::vector<btSliderConstraint*> constraints; // keep a handle to the slider constraints
std::vector<btRigidBody*> pendula; // keep a handle to the pendula
};
static MultiPendulumExample* mex = NULL; // Handle to the example to access it via functions. Do not use this in your simulation!
void onMultiPendulaLengthChanged(float pendulaLength); // Change the pendula length
void onMultiPendulaRestitutionChanged(float pendulaRestitution); // change the pendula restitution
void floorMSliderValue(float notUsed); // floor the slider values which should be integers
void applyMForceWithForceScalar(float forceScalar);
void MultiPendulumExample::initPhysics() { // Setup your physics scene
{ // create a slider to change the number of pendula
SliderParams slider("Number of Pendula", &gPendulaQty);
slider.m_minVal = 1;
slider.m_maxVal = 50;
slider.m_callback = floorMSliderValue; // hack to get integer values
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the number of displaced pendula
SliderParams slider("Number of Displaced Pendula", &gDisplacedPendula);
slider.m_minVal = 0;
slider.m_maxVal = 49;
slider.m_callback = floorMSliderValue; // hack to get integer values
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the pendula restitution
SliderParams slider("Pendula Restitution", &gPendulaRestitution);
slider.m_minVal = 0;
slider.m_maxVal = 1;
slider.m_clampToNotches = false;
slider.m_callback = onMultiPendulaRestitutionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the pendulum length
SliderParams slider("Pendula Length", &gCurrentPendulumLength);
slider.m_minVal = 0;
slider.m_maxVal = 49;
slider.m_clampToNotches = false;
slider.m_callback = onMultiPendulaLengthChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the force to displace the lowest pendulum
SliderParams slider("Displacement force", &gDisplacementForce);
slider.m_minVal = 0.1;
slider.m_maxVal = 200;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to apply the force by slider
SliderParams slider("Apply displacement force", &gForceScalar);
slider.m_minVal = -1;
slider.m_maxVal = 1;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
m_guiHelper->setUpAxis(1);
createEmptyDynamicsWorld();
// create a debug drawer
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(
btIDebugDraw::DBG_DrawWireframe
+ btIDebugDraw::DBG_DrawContactPoints
+ btIDebugDraw::DBG_DrawConstraints
+ btIDebugDraw::DBG_DrawConstraintLimits);
{ // create the multipendulum starting at the indicated position below and where each pendulum has the following mass
btScalar pendulumMass(1.f);
btVector3 position(0.0f,15.0f,0.0f); // initial top-most pendulum position
// Re-using the same collision is better for memory usage and performance
btSphereShape* pendulumShape = new btSphereShape(gSphereRadius);
m_collisionShapes.push_back(pendulumShape);
// create multi-pendulum
createMultiPendulum(pendulumShape, floor(gPendulaQty), position,
gInitialPendulumLength, pendulumMass);
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void MultiPendulumExample::stepSimulation(float deltaTime) {
applyMForceWithForceScalar(gForceScalar); // apply force defined by apply force slider
if (m_dynamicsWorld) {
m_dynamicsWorld->stepSimulation(deltaTime);
}
}
void MultiPendulumExample::createMultiPendulum(btSphereShape* colShape,
btScalar pendulaQty, const btVector3& position,
btScalar length, btScalar mass) {
// The multi-pendulum looks like this (names when built):
//..........0......./.......1...../.......2......./..etc...:pendulum build iterations
// O parentSphere
// |
// O childSphere / parentSphere
// |
// O ............./ childSphere / parentSphere
// |
// O .........................../ childSphere
// etc.
//create the top element of the pendulum
btTransform startTransform;
startTransform.setIdentity();
// position the top sphere
startTransform.setOrigin(position);
startTransform.setRotation(btQuaternion(0, 0, 0, 1)); // zero rotation
btRigidBody* topSphere = createRigidBody(mass, startTransform, colShape);
// disable the deactivation when object does not move anymore
topSphere->setActivationState(DISABLE_DEACTIVATION);
//make top sphere position "fixed" in the world by attaching it to a the world with a point to point constraint
// The pivot is defined in the reference frame of topSphere, so the attachment should be exactly at the center of topSphere
btVector3 constraintPivot(0.0f, 0.0f, 0.0f);
btPoint2PointConstraint* p2pconst = new btPoint2PointConstraint(
*topSphere, constraintPivot);
p2pconst->setDbgDrawSize(btScalar(5.f)); // set the size of the debug drawing
// add the constraint to the world
m_dynamicsWorld->addConstraint(p2pconst, true);
btRigidBody* parentSphere = topSphere; // set the top sphere as the parent sphere for the next sphere to be created
for (int i = 0; i < pendulaQty; i++) { // produce the number of pendula
// create joint element to make the pendulum rotate it
// position the joint sphere at the same position as the top sphere
startTransform.setOrigin(position - btVector3(0,length*(i),0));
startTransform.setRotation(btQuaternion(0, 0, 0, 1)); // zero rotation
btRigidBody* jointSphere = createRigidBody(mass, startTransform,
colShape);
jointSphere->setFriction(0); // we do not need friction here
// disable the deactivation when object does not move anymore
jointSphere->setActivationState(DISABLE_DEACTIVATION);
//create constraint between parentSphere and jointSphere
// this is represented by the constraint pivot in the local frames of reference of both constrained spheres
btTransform constraintPivotInParentSphereRF, constraintPivotInJointSphereRF;
constraintPivotInParentSphereRF.setIdentity();
constraintPivotInJointSphereRF.setIdentity();
// the orientation of a point-to-point constraint does not matter, as is has no rotational limits
//Obtain the position of parentSphere in local reference frame of the jointSphere (the pivot is therefore in the center of parentSphere)
btVector3 parentSphereInJointSphereRF =
(jointSphere->getWorldTransform().inverse()(
parentSphere->getWorldTransform().getOrigin()));
constraintPivotInJointSphereRF.setOrigin(parentSphereInJointSphereRF);
btPoint2PointConstraint* p2pconst = new btPoint2PointConstraint(
*parentSphere,*jointSphere,constraintPivotInParentSphereRF.getOrigin(), constraintPivotInJointSphereRF.getOrigin());
p2pconst->setDbgDrawSize(btScalar(5.f)); // set the size of the debug drawing
// add the constraint to the world
m_dynamicsWorld->addConstraint(p2pconst, true);
// create a slider constraint to change the length of the pendula while it swings
startTransform.setIdentity(); // reset start transform
// position the child sphere below the joint sphere
startTransform.setOrigin(position - btVector3(0,length*(i+1),0));
startTransform.setRotation(btQuaternion(0, 0, 0, 1)); // zero rotation
btRigidBody* childSphere = createRigidBody(mass, startTransform,
colShape);
childSphere->setFriction(0); // we do not need friction here
pendula.push_back(childSphere);
// disable the deactivation when object does not move anymore
childSphere->setActivationState(DISABLE_DEACTIVATION);
//create slider constraint between jointSphere and childSphere
// this is represented by the constraint pivot in the local frames of reference of both constrained spheres
// furthermore we need to rotate the constraint appropriately to orient it correctly in space
btTransform constraintPivotInChildSphereRF;
constraintPivotInJointSphereRF.setIdentity();
constraintPivotInChildSphereRF.setIdentity();
// the orientation of a point-to-point constraint does not matter, as is has no rotational limits
//Obtain the position of jointSphere in local reference frame of the childSphere (the pivot is therefore in the center of jointSphere)
btVector3 jointSphereInChildSphereRF =
(childSphere->getWorldTransform().inverse()(
jointSphere->getWorldTransform().getOrigin()));
constraintPivotInChildSphereRF.setOrigin(jointSphereInChildSphereRF);
// the slider constraint is x aligned per default, but we want it to be y aligned, therefore we rotate it
btQuaternion qt;
qt.setEuler(0, 0, -SIMD_HALF_PI);
constraintPivotInJointSphereRF.setRotation(qt); //we use Y like up Axis
constraintPivotInChildSphereRF.setRotation(qt); //we use Y like up Axis
btSliderConstraint* sliderConst = new btSliderConstraint(*jointSphere,
*childSphere, constraintPivotInJointSphereRF, constraintPivotInChildSphereRF, true);
sliderConst->setDbgDrawSize(btScalar(5.f)); // set the size of the debug drawing
// set limits
// the initial setup of the constraint defines the origins of the limit dimensions,
// therefore we set both limits directly to the current position of the parentSphere
sliderConst->setLowerLinLimit(btScalar(0));
sliderConst->setUpperLinLimit(btScalar(0));
sliderConst->setLowerAngLimit(btScalar(0));
sliderConst->setUpperAngLimit(btScalar(0));
constraints.push_back(sliderConst);
// add the constraint to the world
m_dynamicsWorld->addConstraint(sliderConst, true);
parentSphere = childSphere;
}
}
void MultiPendulumExample::changePendulaLength(btScalar length) {
btScalar lowerLimit = -gInitialPendulumLength;
for (std::vector<btSliderConstraint*>::iterator sit = constraints.begin();
sit != constraints.end(); sit++) {
btAssert((*sit) && "Null constraint");
// if the pendulum is being shortened beyond it's own length, we don't let the lower sphere to go past the upper one
if (lowerLimit <= length) {
(*sit)->setLowerLinLimit(length + lowerLimit);
(*sit)->setUpperLinLimit(length + lowerLimit);
}
}
}
void MultiPendulumExample::changePendulaRestitution(btScalar restitution) {
for (std::vector<btRigidBody*>::iterator rit = pendula.begin();
rit != pendula.end(); rit++) {
btAssert((*rit) && "Null constraint");
(*rit)->setRestitution(restitution);
}
}
void MultiPendulumExample::renderScene() {
CommonRigidBodyBase::renderScene();
}
bool MultiPendulumExample::keyboardCallback(int key, int state) {
//b3Printf("Key pressed: %d in state %d \n",key,state);
//key 1, key 2, key 3
switch (key) {
case '1' /*ASCII for 1*/: {
//assumption: Sphere are aligned in Z axis
btScalar newLimit = btScalar(gCurrentPendulumLength + 0.1);
changePendulaLength(newLimit);
gCurrentPendulumLength = newLimit;
b3Printf("Increase pendulum length to %f", gCurrentPendulumLength);
return true;
}
case '2' /*ASCII for 2*/: {
//assumption: Sphere are aligned in Z axis
btScalar newLimit = btScalar(gCurrentPendulumLength - 0.1);
//is being shortened beyond it's own length, we don't let the lower sphere to go over the upper one
if (0 <= newLimit) {
changePendulaLength(newLimit);
gCurrentPendulumLength = newLimit;
}
b3Printf("Decrease pendulum length to %f", gCurrentPendulumLength);
return true;
}
case '3' /*ASCII for 3*/: {
applyPendulumForce(gDisplacementForce);
return true;
}
}
return false;
}
void MultiPendulumExample::applyPendulumForce(btScalar pendulumForce){
if(pendulumForce != 0){
b3Printf("Apply %f to pendulum",pendulumForce);
for (int i = 0; i < gDisplacedPendula; i++) {
if (gDisplacedPendula >= 0 && gDisplacedPendula <= gPendulaQty)
pendula[i]->applyCentralForce(btVector3(pendulumForce, 0, 0));
}
}
}
// GUI parameter modifiers
void onMultiPendulaLengthChanged(float pendulaLength) { // Change the pendula length
if (mex){
mex->changePendulaLength(pendulaLength);
}
//b3Printf("Pendula length changed to %f \n",sliderValue );
}
void onMultiPendulaRestitutionChanged(float pendulaRestitution) { // change the pendula restitution
if (mex){
mex->changePendulaRestitution(pendulaRestitution);
}
}
void floorMSliderValue(float notUsed) { // floor the slider values which should be integers
gPendulaQty = floor(gPendulaQty);
gDisplacedPendula = floor(gDisplacedPendula);
}
void applyMForceWithForceScalar(float forceScalar) {
if(mex){
btScalar appliedForce = forceScalar * gDisplacementForce;
if(fabs(gForceScalar) < 0.2f)
gForceScalar = 0;
mex->applyPendulumForce(appliedForce);
}
}
CommonExampleInterface* ET_MultiPendulumCreateFunc(
CommonExampleOptions& options) {
mex = new MultiPendulumExample(options.m_guiHelper);
return mex;
}

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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.
*/
#ifndef ET_MULTI_PENDULUM_EXAMPLE_H
#define ET_MULTI_PENDULUM_EXAMPLE_H
class CommonExampleInterface* ET_MultiPendulumCreateFunc(struct CommonExampleOptions& options);
#endif //ET_MULTI_PENDULUM_EXAMPLE_H

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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 "NewtonsCradle.h"
#include <vector> // TODO: Should I use another data structure?
#include <iterator>
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "../CommonInterfaces/CommonRigidBodyBase.h"
#include "../CommonInterfaces/CommonParameterInterface.h"
static btScalar gPendulaQty = 5; // Number of pendula in newton's cradle
//TODO: This would actually be an Integer, but the Slider does not like integers, so I floor it when changed
static btScalar gDisplacedPendula = 1; // number of displaced pendula
//TODO: This is an int as well
static btScalar gPendulaRestitution = 1; // pendula restitution when hitting against each other
static btScalar gSphereRadius = 1; // pendula radius
static btScalar gCurrentPendulumLength = 8; // current pendula length
static btScalar gInitialPendulumLength = 8; // default pendula length
static btScalar gDisplacementForce = 30; // default force to displace the pendula
static btScalar gForceScalar = 0; // default force scalar to apply a displacement
struct NewtonsCradleExample: public CommonRigidBodyBase {
NewtonsCradleExample(struct GUIHelperInterface* helper) :
CommonRigidBodyBase(helper) {
}
virtual ~NewtonsCradleExample() {
}
virtual void initPhysics();
virtual void renderScene();
virtual void createPendulum(btSphereShape* colShape, const btVector3& position, btScalar length, btScalar mass);
virtual void changePendulaLength(btScalar length);
virtual void changePendulaRestitution(btScalar restitution);
virtual void stepSimulation(float deltaTime);
virtual bool keyboardCallback(int key, int state);
virtual void applyPendulumForce(btScalar pendulumForce);
void resetCamera() {
float dist = 41;
float pitch = 52;
float yaw = 35;
float targetPos[3] = { 0, 0.46, 0 };
m_guiHelper->resetCamera(dist, pitch, yaw, targetPos[0], targetPos[1],
targetPos[2]);
}
std::vector<btSliderConstraint*> constraints; // keep a handle to the slider constraints
std::vector<btRigidBody*> pendula; // keep a handle to the pendula
};
static NewtonsCradleExample* nex = NULL;
void onPendulaLengthChanged(float pendulaLength); // Change the pendula length
void onPendulaRestitutionChanged(float pendulaRestitution); // change the pendula restitution
void floorSliderValue(float notUsed); // floor the slider values which should be integers
void applyForceWithForceScalar(float forceScalar);
void NewtonsCradleExample::initPhysics() {
{ // create a slider to change the number of pendula
SliderParams slider("Number of Pendula", &gPendulaQty);
slider.m_minVal = 1;
slider.m_maxVal = 50;
slider.m_callback = floorSliderValue; // hack to get integer values
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the number of displaced pendula
SliderParams slider("Number of Displaced Pendula", &gDisplacedPendula);
slider.m_minVal = 0;
slider.m_maxVal = 49;
slider.m_callback = floorSliderValue; // hack to get integer values
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the pendula restitution
SliderParams slider("Pendula Restitution", &gPendulaRestitution);
slider.m_minVal = 0;
slider.m_maxVal = 1;
slider.m_clampToNotches = false;
slider.m_callback = onPendulaRestitutionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the pendulum length
SliderParams slider("Pendula Length", &gCurrentPendulumLength);
slider.m_minVal = 0;
slider.m_maxVal = 49;
slider.m_clampToNotches = false;
slider.m_callback = onPendulaLengthChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the force to displace the lowest pendulum
SliderParams slider("Displacement force", &gDisplacementForce);
slider.m_minVal = 0.1;
slider.m_maxVal = 200;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to apply the force by slider
SliderParams slider("Apply displacement force", &gForceScalar);
slider.m_minVal = -1;
slider.m_maxVal = 1;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
m_guiHelper->setUpAxis(1);
createEmptyDynamicsWorld();
// create a debug drawer
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(
btIDebugDraw::DBG_DrawWireframe
+ btIDebugDraw::DBG_DrawContactPoints
+ btIDebugDraw::DBG_DrawConstraints
+ btIDebugDraw::DBG_DrawConstraintLimits);
{ // create the pendula starting at the indicated position below and where each pendulum has the following mass
btScalar pendulumMass(1.f);
btVector3 position(0.0f,15.0f,0.0f); // initial left-most pendulum position
btQuaternion orientation(0,0,0,1); // orientation of the pendula
// Re-using the same collision is better for memory usage and performance
btSphereShape* pendulumShape = new btSphereShape(gSphereRadius);
m_collisionShapes.push_back(pendulumShape);
for (int i = 0; i < floor(gPendulaQty); i++) {
// create pendulum
createPendulum(pendulumShape, position, gInitialPendulumLength, pendulumMass);
// displace the pendula 1.05 sphere size, so that they all nearly touch (small spacings in between
position.setX(position.x()-2.1f * gSphereRadius);
}
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void NewtonsCradleExample::stepSimulation(float deltaTime) {
applyForceWithForceScalar(gForceScalar); // apply force defined by apply force slider
if (m_dynamicsWorld) {
m_dynamicsWorld->stepSimulation(deltaTime);
}
}
void NewtonsCradleExample::createPendulum(btSphereShape* colShape, const btVector3& position, btScalar length, btScalar mass) {
// The pendulum looks like this (names when built):
// O topSphere
// |
// O bottomSphere
//create a dynamic pendulum
btTransform startTransform;
startTransform.setIdentity();
// position the top sphere above ground with a moving x position
startTransform.setOrigin(position);
startTransform.setRotation(btQuaternion(0, 0, 0, 1)); // zero rotation
btRigidBody* topSphere = createRigidBody(mass, startTransform, colShape);
// position the bottom sphere below the top sphere
startTransform.setOrigin(
btVector3(position.x(), btScalar(position.y() - length),
position.z()));
startTransform.setRotation(btQuaternion(0, 0, 0, 1)); // zero rotation
btRigidBody* bottomSphere = createRigidBody(mass, startTransform, colShape);
bottomSphere->setFriction(0); // we do not need friction here
pendula.push_back(bottomSphere);
// disable the deactivation when objects do not move anymore
topSphere->setActivationState(DISABLE_DEACTIVATION);
bottomSphere->setActivationState(DISABLE_DEACTIVATION);
bottomSphere->setRestitution(gPendulaRestitution); // set pendula restitution
//make the top sphere position "fixed" to the world by attaching with a point to point constraint
// The pivot is defined in the reference frame of topSphere, so the attachment is exactly at the center of the topSphere
btVector3 constraintPivot(btVector3(0.0f, 0.0f, 0.0f));
btPoint2PointConstraint* p2pconst = new btPoint2PointConstraint(*topSphere,
constraintPivot);
p2pconst->setDbgDrawSize(btScalar(5.f)); // set the size of the debug drawing
// add the constraint to the world
m_dynamicsWorld->addConstraint(p2pconst, true);
//create constraint between spheres
// this is represented by the constraint pivot in the local frames of reference of both constrained spheres
// furthermore we need to rotate the constraint appropriately to orient it correctly in space
btTransform constraintPivotInTopSphereRF, constraintPivotInBottomSphereRF;
constraintPivotInTopSphereRF.setIdentity();
constraintPivotInBottomSphereRF.setIdentity();
// the slider constraint is x aligned per default, but we want it to be y aligned, therefore we rotate it
btQuaternion qt;
qt.setEuler(0, 0, -SIMD_HALF_PI);
constraintPivotInTopSphereRF.setRotation(qt); //we use Y like up Axis
constraintPivotInBottomSphereRF.setRotation(qt); //we use Y like up Axis
//Obtain the position of topSphere in local reference frame of bottomSphere (the pivot is therefore in the center of topSphere)
btVector3 topSphereInBottomSphereRF =
(bottomSphere->getWorldTransform().inverse()(
topSphere->getWorldTransform().getOrigin()));
constraintPivotInBottomSphereRF.setOrigin(topSphereInBottomSphereRF);
btSliderConstraint* sliderConst = new btSliderConstraint(*topSphere,
*bottomSphere, constraintPivotInTopSphereRF, constraintPivotInBottomSphereRF, true);
sliderConst->setDbgDrawSize(btScalar(5.f)); // set the size of the debug drawing
// set limits
// the initial setup of the constraint defines the origins of the limit dimensions,
// therefore we set both limits directly to the current position of the topSphere
sliderConst->setLowerLinLimit(btScalar(0));
sliderConst->setUpperLinLimit(btScalar(0));
sliderConst->setLowerAngLimit(btScalar(0));
sliderConst->setUpperAngLimit(btScalar(0));
constraints.push_back(sliderConst);
// add the constraint to the world
m_dynamicsWorld->addConstraint(sliderConst, true);
}
void NewtonsCradleExample::changePendulaLength(btScalar length) {
btScalar lowerLimit = -gInitialPendulumLength;
for (std::vector<btSliderConstraint*>::iterator sit = constraints.begin();
sit != constraints.end(); sit++) {
btAssert((*sit) && "Null constraint");
//if the pendulum is being shortened beyond it's own length, we don't let the lower sphere to go past the upper one
if (lowerLimit <= length) {
(*sit)->setLowerLinLimit(length + lowerLimit);
(*sit)->setUpperLinLimit(length + lowerLimit);
}
}
}
void NewtonsCradleExample::changePendulaRestitution(btScalar restitution) {
for (std::vector<btRigidBody*>::iterator rit = pendula.begin();
rit != pendula.end(); rit++) {
btAssert((*rit) && "Null constraint");
(*rit)->setRestitution(restitution);
}
}
void NewtonsCradleExample::renderScene() {
CommonRigidBodyBase::renderScene();
}
bool NewtonsCradleExample::keyboardCallback(int key, int state) {
//b3Printf("Key pressed: %d in state %d \n",key,state);
//key 1, key 2, key 3
switch (key) {
case '1' /*ASCII for 1*/: {
//assumption: Sphere are aligned in Z axis
btScalar newLimit = btScalar(gCurrentPendulumLength + 0.1);
changePendulaLength(newLimit);
gCurrentPendulumLength = newLimit;
b3Printf("Increase pendulum length to %f", gCurrentPendulumLength);
return true;
}
case '2' /*ASCII for 2*/: {
//assumption: Sphere are aligned in Z axis
btScalar newLimit = btScalar(gCurrentPendulumLength - 0.1);
//is being shortened beyond it's own length, we don't let the lower sphere to go over the upper one
if (0 <= newLimit) {
changePendulaLength(newLimit);
gCurrentPendulumLength = newLimit;
}
b3Printf("Decrease pendulum length to %f", gCurrentPendulumLength);
return true;
}
case '3' /*ASCII for 3*/: {
applyPendulumForce(gDisplacementForce);
return true;
}
}
return false;
}
void NewtonsCradleExample::applyPendulumForce(btScalar pendulumForce){
if(pendulumForce != 0){
b3Printf("Apply %f to pendulum",pendulumForce);
for (int i = 0; i < gDisplacedPendula; i++) {
if (gDisplacedPendula >= 0 && gDisplacedPendula <= gPendulaQty)
pendula[i]->applyCentralForce(btVector3(pendulumForce, 0, 0));
}
}
}
// GUI parameter modifiers
void onPendulaLengthChanged(float pendulaLength) {
if (nex){
nex->changePendulaLength(pendulaLength);
//b3Printf("Pendula length changed to %f \n",sliderValue );
}
}
void onPendulaRestitutionChanged(float pendulaRestitution) {
if (nex){
nex->changePendulaRestitution(pendulaRestitution);
}
}
void floorSliderValue(float notUsed) {
gPendulaQty = floor(gPendulaQty);
gDisplacedPendula = floor(gDisplacedPendula);
}
void applyForceWithForceScalar(float forceScalar) {
if(nex){
btScalar appliedForce = forceScalar * gDisplacementForce;
if(fabs(gForceScalar) < 0.2f)
gForceScalar = 0;
nex->applyPendulumForce(appliedForce);
}
}
CommonExampleInterface* ET_NewtonsCradleCreateFunc(
CommonExampleOptions& options) {
nex = new NewtonsCradleExample(options.m_guiHelper);
return nex;
}

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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.
*/
#ifndef ET_NEWTONS_CRADLE_EXAMPLE_H
#define ET_NEWTONS_CRADLE_EXAMPLE_H
class CommonExampleInterface* ET_NewtonsCradleCreateFunc(struct CommonExampleOptions& options);
#endif //ET_NEWTONS_CRADLE_EXAMPLE_H

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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 "NewtonsRopeCradle.h"
#include <vector> // TODO: Should I use another data structure?
#include <iterator>
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "../CommonInterfaces/CommonRigidBodyBase.h"
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
#include "../CommonInterfaces/CommonParameterInterface.h"
static btScalar gPendulaQty = 5; // Number of pendula in newton's cradle
//TODO: This would actually be an Integer, but the Slider does not like integers, so I floor it when changed
static btScalar gDisplacedPendula = 1; // number of displaced pendula
//TODO: This is an int as well
static btScalar gPendulaRestitution = 1; // pendula restition when hitting against each other
static btScalar gSphereRadius = 1; // pendula radius
static btScalar gInitialPendulumWidth = 4; // default pendula width
static btScalar gInitialPendulumHeight = 8; // default pendula height
static btScalar gRopeResolution = 1; // default rope resolution (number of links as in a chain)
static btScalar gDisplacementForce = 30; // default force to displace the pendula
static btScalar gForceScalar = 0; // default force scalar to apply a displacement
struct NewtonsRopeCradleExample : public CommonRigidBodyBase {
NewtonsRopeCradleExample(struct GUIHelperInterface* helper) :
CommonRigidBodyBase(helper) {
}
virtual ~NewtonsRopeCradleExample(){}
virtual void initPhysics();
virtual void stepSimulation(float deltaTime);
virtual void renderScene();
virtual void applyPendulumForce(btScalar pendulumForce);
void createEmptyDynamicsWorld()
{
m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
m_solver = new btSequentialImpulseConstraintSolver;
m_dynamicsWorld = new btSoftRigidDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
softBodyWorldInfo.m_broadphase = m_broadphase;
softBodyWorldInfo.m_dispatcher = m_dispatcher;
softBodyWorldInfo.m_gravity = m_dynamicsWorld->getGravity();
softBodyWorldInfo.m_sparsesdf.Initialize();
}
virtual void createRopePendulum(btSphereShape* colShape,
const btVector3& position, const btQuaternion& pendulumOrientation, btScalar width, btScalar height, btScalar mass);
virtual void changePendulaRestitution(btScalar restitution);
virtual void connectWithRope(btRigidBody* body1, btRigidBody* body2);
virtual bool keyboardCallback(int key, int state);
virtual btSoftRigidDynamicsWorld* getSoftDynamicsWorld()
{
///just make it a btSoftRigidDynamicsWorld please
///or we will add type checking
return (btSoftRigidDynamicsWorld*) m_dynamicsWorld;
}
void resetCamera()
{
float dist = 41;
float pitch = 52;
float yaw = 35;
float targetPos[3]={0,0.46,0};
m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
}
std::vector<btSliderConstraint*> constraints;
std::vector<btRigidBody*> pendula;
btSoftBodyWorldInfo softBodyWorldInfo;
};
static NewtonsRopeCradleExample* nex = NULL;
void onRopePendulaRestitutionChanged(float pendulaRestitution);
void floorRSliderValue(float notUsed);
void applyRForceWithForceScalar(float forceScalar);
void NewtonsRopeCradleExample::initPhysics()
{
{ // create a slider to change the number of pendula
SliderParams slider("Number of Pendula", &gPendulaQty);
slider.m_minVal = 1;
slider.m_maxVal = 50;
slider.m_callback = floorRSliderValue; // hack to get integer values
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the number of displaced pendula
SliderParams slider("Number of Displaced Pendula", &gDisplacedPendula);
slider.m_minVal = 0;
slider.m_maxVal = 49;
slider.m_callback = floorRSliderValue; // hack to get integer values
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the pendula restitution
SliderParams slider("Pendula Restitution", &gPendulaRestitution);
slider.m_minVal = 0;
slider.m_maxVal = 1;
slider.m_clampToNotches = false;
slider.m_callback = onRopePendulaRestitutionChanged;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the rope resolution
SliderParams slider("Rope Resolution", &gRopeResolution);
slider.m_minVal = 1;
slider.m_maxVal = 20;
slider.m_clampToNotches = false;
slider.m_callback = floorRSliderValue;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the pendulum width
SliderParams slider("Pendulum Width", &gInitialPendulumWidth);
slider.m_minVal = 0;
slider.m_maxVal = 40;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the pendulum height
SliderParams slider("Pendulum Height", &gInitialPendulumHeight);
slider.m_minVal = 0;
slider.m_maxVal = 40;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to change the force to displace the lowest pendulum
SliderParams slider("Displacement force", &gDisplacementForce);
slider.m_minVal = 0.1;
slider.m_maxVal = 200;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
{ // create a slider to apply the force by slider
SliderParams slider("Apply displacement force", &gForceScalar);
slider.m_minVal = -1;
slider.m_maxVal = 1;
slider.m_clampToNotches = false;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
slider);
}
m_guiHelper->setUpAxis(1);
createEmptyDynamicsWorld();
// create a debug drawer
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(
btIDebugDraw::DBG_DrawWireframe
+ btIDebugDraw::DBG_DrawContactPoints
+ btIDebugDraw::DBG_DrawConstraints
+ btIDebugDraw::DBG_DrawConstraintLimits);
{ // create the pendula starting at the indicated position below and where each pendulum has the following mass
btScalar pendulumMass(1.0f);
btVector3 position(0.0f,15.0f,0.0f); // initial left-most pendulum position
btQuaternion orientation(0,0,0,1); // orientation of the pendula
// Re-using the same collision is better for memory usage and performance
btSphereShape* pendulumShape = new btSphereShape(gSphereRadius);
m_collisionShapes.push_back(pendulumShape);
for (int i = 0; i < floor(gPendulaQty); i++) {
// create pendulum
createRopePendulum(pendulumShape, position, orientation,gInitialPendulumWidth,
gInitialPendulumHeight, pendulumMass);
// displace the pendula 1.05 sphere size, so that they all nearly touch (small spacings in between)
position.setX(position.x()-2.1f * gSphereRadius);
}
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void NewtonsRopeCradleExample::connectWithRope(btRigidBody* body1, btRigidBody* body2)
{
btSoftBody* softBodyRope0 = btSoftBodyHelpers::CreateRope(softBodyWorldInfo,body1->getWorldTransform().getOrigin(),body2->getWorldTransform().getOrigin(),gRopeResolution,0);
softBodyRope0->setTotalMass(0.1f);
softBodyRope0->appendAnchor(0,body1);
softBodyRope0->appendAnchor(softBodyRope0->m_nodes.size()-1,body2);
softBodyRope0->m_cfg.piterations = 5;
softBodyRope0->m_cfg.kDP = 0.005f;
softBodyRope0->m_cfg.kSHR = 1;
softBodyRope0->m_cfg.kCHR = 1;
softBodyRope0->m_cfg.kKHR = 1;
getSoftDynamicsWorld()->addSoftBody(softBodyRope0);
}
void NewtonsRopeCradleExample::stepSimulation(float deltaTime) {
applyRForceWithForceScalar(gForceScalar); // apply force defined by apply force slider
if (m_dynamicsWorld) {
m_dynamicsWorld->stepSimulation(deltaTime);
}
}
void NewtonsRopeCradleExample::createRopePendulum(btSphereShape* colShape,
const btVector3& position, const btQuaternion& pendulumOrientation, btScalar width, btScalar height, btScalar mass) {
// The pendulum looks like this (names when built):
// O O topSphere1 topSphere2
// \ /
// O bottomSphere
//create a dynamic pendulum
btTransform startTransform;
startTransform.setIdentity();
// calculate sphere positions
btVector3 topSphere1RelPosition(0,0,width);
btVector3 topSphere2RelPosition(0,0,-width);
btVector3 bottomSphereRelPosition(0,-height,0);
// position the top sphere above ground with appropriate orientation
startTransform.setOrigin(btVector3(0,0,0)); // no translation intitially
startTransform.setRotation(pendulumOrientation); // pendulum rotation
startTransform.setOrigin(startTransform * topSphere1RelPosition); // rotate this position
startTransform.setOrigin(position + startTransform.getOrigin()); // add non-rotated position to the relative position
btRigidBody* topSphere1 = createRigidBody(0, startTransform, colShape); // make top sphere static
// position the top sphere above ground with appropriate orientation
startTransform.setOrigin(btVector3(0,0,0)); // no translation intitially
startTransform.setRotation(pendulumOrientation); // pendulum rotation
startTransform.setOrigin(startTransform * topSphere2RelPosition); // rotate this position
startTransform.setOrigin(position + startTransform.getOrigin()); // add non-rotated position to the relative position
btRigidBody* topSphere2 = createRigidBody(0, startTransform, colShape); // make top sphere static
// position the bottom sphere below the top sphere
startTransform.setOrigin(btVector3(0,0,0)); // no translation intitially
startTransform.setRotation(pendulumOrientation); // pendulum rotation
startTransform.setOrigin(startTransform * bottomSphereRelPosition); // rotate this position
startTransform.setOrigin(position + startTransform.getOrigin()); // add non-rotated position to the relative position
btRigidBody* bottomSphere = createRigidBody(mass, startTransform, colShape);
bottomSphere->setFriction(0); // we do not need friction here
pendula.push_back(bottomSphere);
// disable the deactivation when objects do not move anymore
topSphere1->setActivationState(DISABLE_DEACTIVATION);
topSphere2->setActivationState(DISABLE_DEACTIVATION);
bottomSphere->setActivationState(DISABLE_DEACTIVATION);
bottomSphere->setRestitution(gPendulaRestitution); // set pendula restitution
// add ropes between spheres
connectWithRope(topSphere1, bottomSphere);
connectWithRope(topSphere2, bottomSphere);
}
void NewtonsRopeCradleExample::renderScene()
{
CommonRigidBodyBase::renderScene();
btSoftRigidDynamicsWorld* softWorld = getSoftDynamicsWorld();
for ( int i=0;i<softWorld->getSoftBodyArray().size();i++)
{
btSoftBody* psb=(btSoftBody*)softWorld->getSoftBodyArray()[i];
//if (softWorld->getDebugDrawer() && !(softWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
{
btSoftBodyHelpers::DrawFrame(psb,softWorld->getDebugDrawer());
btSoftBodyHelpers::Draw(psb,softWorld->getDebugDrawer(),softWorld->getDrawFlags());
}
}
}
void NewtonsRopeCradleExample::changePendulaRestitution(btScalar restitution) {
for (std::vector<btRigidBody*>::iterator rit = pendula.begin();
rit != pendula.end(); rit++) {
btAssert((*rit) && "Null constraint");
(*rit)->setRestitution(restitution);
}
}
bool NewtonsRopeCradleExample::keyboardCallback(int key, int state) {
//b3Printf("Key pressed: %d in state %d \n",key,state);
// key 3
switch (key) {
case '3' /*ASCII for 3*/: {
applyPendulumForce(gDisplacementForce);
return true;
}
}
return false;
}
void NewtonsRopeCradleExample::applyPendulumForce(btScalar pendulumForce){
if(pendulumForce != 0){
b3Printf("Apply %f to pendulum",pendulumForce);
for (int i = 0; i < gDisplacedPendula; i++) {
if (gDisplacedPendula >= 0 && gDisplacedPendula <= gPendulaQty)
pendula[i]->applyCentralForce(btVector3(pendulumForce, 0, 0));
}
}
}
// GUI parameter modifiers
void onRopePendulaRestitutionChanged(float pendulaRestitution) {
if (nex){
nex->changePendulaRestitution(pendulaRestitution);
}
}
void floorRSliderValue(float notUsed) {
gPendulaQty = floor(gPendulaQty);
gDisplacedPendula = floor(gDisplacedPendula);
gRopeResolution = floor(gRopeResolution);
}
void applyRForceWithForceScalar(float forceScalar) {
if(nex){
btScalar appliedForce = forceScalar * gDisplacementForce;
if(fabs(gForceScalar) < 0.2f)
gForceScalar = 0;
nex->applyPendulumForce(appliedForce);
}
}
CommonExampleInterface* ET_NewtonsRopeCradleCreateFunc(
CommonExampleOptions& options) {
nex = new NewtonsRopeCradleExample(options.m_guiHelper);
return nex;
}

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2015 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.
*/
#ifndef ET_NEWTONS_ROPE_CRADLE_EXAMPLE_H
#define ET_NEWTONS_ROPE_CRADLE_EXAMPLE_H
class CommonExampleInterface* ET_NewtonsRopeCradleCreateFunc(struct CommonExampleOptions& options);
#endif //ET_NEWTONS_ROPE_CRADLE_EXAMPLE_H