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https://github.com/bulletphysics/bullet3
synced 2024-12-13 21:30:09 +00:00
Simulate bunny in grasp demo and set collision margin.
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379f2ac933
commit
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@ -2,7 +2,7 @@
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<sdf version='1.6'>
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<world name='default'>
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<model name='wsg50_with_gripper'>
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<pose frame=''>0 0 0.6 3.14 0 0</pose>
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<pose frame=''>0 0 0.7 3.14 0 0</pose>
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<link name='world'>
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</link>
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@ -401,7 +401,6 @@ public:
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}
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}
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/*
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if ((m_options & eONE_MOTOR_GRASP)!=0)
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{
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int fingerJointIndices[2]={0,1};
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@ -417,9 +416,8 @@ public:
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m_robotSim.setJointMotorControl(m_gripperIndex,fingerJointIndices[i],controlArgs);
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}
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}
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*/
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//m_robotSim.stepSimulation();
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m_robotSim.stepSimulation();
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}
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virtual void renderScene()
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{
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@ -429,6 +429,7 @@ struct PhysicsServerCommandProcessorInternalData
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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btSoftMultiBodyDynamicsWorld* m_dynamicsWorld;
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SharedMemoryDebugDrawer* m_remoteDebugDrawer;
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btSoftBodyWorldInfo m_softBodyWorldInfo;
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btAlignedObjectArray<b3ContactPointData> m_cachedContactPoints;
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@ -607,8 +608,14 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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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_data->m_dispatcher = new btCollisionDispatcher(m_data->m_collisionConfiguration);
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m_data->m_softBodyWorldInfo.m_dispatcher = m_data->m_dispatcher;
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m_data->m_broadphase = new btDbvtBroadphase();
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//m_data->m_broadphase = new btDbvtBroadphase();
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btVector3 worldAabbMin(-1000,-1000,-1000);
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btVector3 worldAabbMax(1000,1000,1000);
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int maxProxies = 32766;
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m_data->m_broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
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m_data->m_solver = new btMultiBodyConstraintSolver;
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@ -622,30 +629,34 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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m_data->m_remoteDebugDrawer = new SharedMemoryDebugDrawer();
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m_data->m_dynamicsWorld->setGravity(btVector3(0, 0, 0));
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m_data->m_dynamicsWorld->setGravity(btVector3(0, 0, -10));
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m_data->m_dynamicsWorld->getSolverInfo().m_erp2 = 0.08;
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btSoftBodyWorldInfo softBodyWorldInfo;
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softBodyWorldInfo.air_density = (btScalar)1.2;
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softBodyWorldInfo.water_density = 0;
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softBodyWorldInfo.water_offset = 0;
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softBodyWorldInfo.water_normal = btVector3(0,0,0);
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softBodyWorldInfo.m_gravity.setValue(0,0,0);
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m_data->m_softBodyWorldInfo.air_density = (btScalar)1.2;
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m_data->m_softBodyWorldInfo.water_density = 0;
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m_data->m_softBodyWorldInfo.water_offset = 0;
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m_data->m_softBodyWorldInfo.water_normal = btVector3(0,0,0);
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m_data->m_softBodyWorldInfo.m_gravity.setValue(0,0,-10);
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m_data->m_softBodyWorldInfo.m_broadphase = m_data->m_broadphase;
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m_data->m_softBodyWorldInfo.m_sparsesdf.Initialize();
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btSoftBody* psb=btSoftBodyHelpers::CreateFromTriMesh(softBodyWorldInfo,gVerticesBunny,
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btSoftBody* psb=btSoftBodyHelpers::CreateFromTriMesh(m_data->m_softBodyWorldInfo,gVerticesBunny,
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&gIndicesBunny[0][0],
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BUNNY_NUM_TRIANGLES);
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btSoftBody::Material* pm=psb->appendMaterial();
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pm->m_kLST = 0.5;
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pm->m_kLST = 1.0
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;
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pm->m_flags -= btSoftBody::fMaterial::DebugDraw;
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psb->generateBendingConstraints(2,pm);
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psb->m_cfg.piterations = 2;
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psb->m_cfg.kDF = 0.5;
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psb->randomizeConstraints();
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psb->rotate(btQuaternion(0.70711,0,0,0.70711));
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psb->translate(btVector3(0,0,1.0));
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psb->translate(btVector3(0,0,3.0));
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psb->scale(btVector3(0.1,0.1,0.1));
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psb->setTotalMass(1,true);
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psb->setTotalMass(1,true);
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psb->getCollisionShape()->setMargin(0.01);
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m_data->m_dynamicsWorld->addSoftBody(psb);
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}
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