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https://github.com/bulletphysics/bullet3
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add demo for deformable contact
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@ -1,8 +1,251 @@
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//
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// DeformableContact.cpp
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// App_BulletExampleBrowser
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//
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// Created by Xuchen Han on 9/16/19.
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//
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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 "DeformableContact.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 DeformableContact shows the use of rolling friction.
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///Spheres will come to a rest on a sloped plane using a constraint. Damping cannot achieve the same.
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///Generally it is best to leave the rolling friction coefficient zero (or close to zero).
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class DeformableContact : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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public:
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DeformableContact(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~DeformableContact()
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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 = 12;
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float pitch = -50;
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float yaw = 120;
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float targetPos[3] = {0, -3, 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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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld()
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{
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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 DeformableContact::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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btVector3 gravity = btVector3(0, -10, 0);
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m_dynamicsWorld->setGravity(gravity);
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
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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, -32, 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(1);
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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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btScalar s = 4;
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btScalar h = 0;
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btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
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btVector3(+s, h, -s),
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btVector3(-s, h, +s),
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btVector3(+s, h, +s),
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20,20,
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1 + 2 + 4 + 8, true);
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psb->getCollisionShape()->setMargin(0.05);
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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 = 2;
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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(20,0.1, 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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h = 2;
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s = 2;
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btSoftBody* psb2 = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
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btVector3(+s, h, -s),
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btVector3(-s, h, +s),
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btVector3(+s, h, +s),
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10,10,
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0, true);
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psb2->getCollisionShape()->setMargin(0.05);
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psb2->generateBendingConstraints(2);
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psb2->setTotalMass(1);
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psb2->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb2->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb2->m_cfg.kDF = 2;
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psb2->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb2->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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psb->translate(btVector3(3,0,0));
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getDeformableDynamicsWorld()->addSoftBody(psb2);
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btDeformableMassSpringForce* mass_spring2 = new btDeformableMassSpringForce(20,0.1, true);
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getDeformableDynamicsWorld()->addForce(psb2, mass_spring2);
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m_forces.push_back(mass_spring2);
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btDeformableGravityForce* gravity_force2 = new btDeformableGravityForce(gravity);
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getDeformableDynamicsWorld()->addForce(psb2, gravity_force2);
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m_forces.push_back(gravity_force2);
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void DeformableContact::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* DeformableContactCreateFunc(struct CommonExampleOptions& options)
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{
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return new DeformableContact(options.m_guiHelper);
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}
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#include "DeformableContact.hpp"
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@ -1,13 +1,19 @@
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//
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// DeformableContact.hpp
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// App_BulletExampleBrowser
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//
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// Created by Xuchen Han on 9/16/19.
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//
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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 DeformableContact_hpp
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#define DeformableContact_hpp
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#ifndef DEFORMABLE_CONTACT_H
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#define DEFORMABLE_CONTACT_H
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#include <stdio.h>
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class CommonExampleInterface* DeformableContactCreateFunc(struct CommonExampleOptions& options);
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#endif /* DeformableContact_hpp */
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#endif //_DEFORMABLE_CONTACT_H
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@ -103,11 +103,6 @@ public:
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btMultiBodyJointMotor* motor = (btMultiBodyJointMotor*)mb->getLink(link).m_userPtr;
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if (motor)
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{
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// if (dofIndex == 10 || dofIndex == 11)
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// {
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// motor->setVelocityTarget(fingerTargetVelocities[1], 1);
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// motor->setMaxAppliedImpulse(1);
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// }
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if (dofIndex == 6)
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{
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motor->setVelocityTarget(-fingerTargetVelocities[1], 1);
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@ -118,7 +113,6 @@ public:
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motor->setVelocityTarget(fingerTargetVelocities[1], 1);
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motor->setMaxAppliedImpulse(2);
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}
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// motor->setRhsClamp(SIMD_INFINITY);
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motor->setMaxAppliedImpulse(1);
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}
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}
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@ -127,9 +121,8 @@ public:
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}
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//use a smaller internal timestep, there are stability issues
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float internalTimeStep = 1. / 250.f;
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float internalTimeStep = 1. / 240.f;
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m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep);
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btSoftBodyHelpers::writeObj("/Users/xuchenhan/Desktop/paper.obj", getDeformableDynamicsWorld()->getSoftBodyArray()[0]);
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}
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void createGrip()
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@ -193,54 +186,11 @@ void GraspDeformable::initPhysics()
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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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btVector3 gravity = btVector3(0, -9.81, 0);
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m_dynamicsWorld->setGravity(gravity);
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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// // load a gripper
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// {
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// btTransform rootTrans;
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// rootTrans.setIdentity();
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// BulletURDFImporter u2b(m_guiHelper,0,0,50,0);
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// bool forceFixedBase = false;
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// bool loadOk = u2b.loadSDF("gripper/wsg50_one_motor_gripper_new.sdf", forceFixedBase);
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// if (loadOk)
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// {
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// for (int m = 0; m < u2b.getNumModels(); m++)
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// {
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// u2b.activateModel(m);
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//
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// btMultiBody* mb = 0;
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//
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// MyMultiBodyCreator creation(m_guiHelper);
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//
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// u2b.getRootTransformInWorld(rootTrans);
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// ConvertURDF2Bullet(u2b, creation, rootTrans, getDeformableDynamicsWorld(), true, u2b.getPathPrefix(), CUF_USE_SDF+CUF_RESERVED);
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// mb = creation.getBulletMultiBody();
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//
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// int numLinks = mb->getNumLinks();
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// for (int i = 0; i < numLinks; i++)
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// {
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// int mbLinkIndex = i;
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// float maxMotorImpulse = 1.f;
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//
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// if (supportsJointMotor(mb, mbLinkIndex))
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// {
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// int dof = 0;
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// btScalar desiredVelocity = 0.f;
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// btMultiBodyJointMotor* motor = new btMultiBodyJointMotor(mb, mbLinkIndex, dof, desiredVelocity, maxMotorImpulse);
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// motor->setPositionTarget(0, 0);
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// motor->setVelocityTarget(0, 1);
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// mb->getLink(mbLinkIndex).m_userPtr = motor;
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// getDeformableDynamicsWorld()->addMultiBodyConstraint(motor);
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// motor->finalizeMultiDof();
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// }
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// }
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// }
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// }
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// }
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// build a gripper
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{
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bool damping = true;
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@ -274,7 +224,6 @@ void GraspDeformable::initPhysics()
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}
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}
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if (!damping)
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{
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mbC->setLinearDamping(0.0f);
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@ -288,10 +237,9 @@ void GraspDeformable::initPhysics()
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btScalar q0 = 0.f * SIMD_PI / 180.f;
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if (numLinks > 0)
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mbC->setJointPosMultiDof(0, &q0);
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///
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addColliders(mbC, getDeformableDynamicsWorld(), baseHalfExtents, linkHalfExtents);
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}
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//create a ground
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{
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(25.), btScalar(150.)));
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@ -326,13 +274,13 @@ void GraspDeformable::initPhysics()
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{
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char relative_path[1024];
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// b3FileUtils::findFile("banana.vtk", relative_path, 1024);
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// b3FileUtils::findFile("ball.vtk", relative_path, 1024);
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b3FileUtils::findFile("paper_collision.vtk", relative_path, 1024);
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b3FileUtils::findFile("ball.vtk", relative_path, 1024);
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// b3FileUtils::findFile("paper_collision.vtk", relative_path, 1024);
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// b3FileUtils::findFile("single_tet.vtk", relative_path, 1024);
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// b3FileUtils::findFile("tube.vtk", relative_path, 1024);
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// b3FileUtils::findFile("torus.vtk", relative_path, 1024);
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// b3FileUtils::findFile("paper_roll.vtk", relative_path, 1024);
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// b3FileUtils::findFile("bread.vtk", relative_path, 1024);
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// b3FileUtils::findFile("tube.vtk", relative_path, 1024);
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// b3FileUtils::findFile("torus.vtk", relative_path, 1024);
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// b3FileUtils::findFile("paper_roll.vtk", relative_path, 1024);
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// b3FileUtils::findFile("bread.vtk", relative_path, 1024);
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// b3FileUtils::findFile("ditto.vtk", relative_path, 1024);
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// b3FileUtils::findFile("boot.vtk", relative_path, 1024);
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// btSoftBody* psb = btSoftBodyHelpers::CreateFromTetGenData(getDeformableDynamicsWorld()->getWorldInfo(),
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@ -343,28 +291,24 @@ void GraspDeformable::initPhysics()
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btSoftBody* psb = btSoftBodyHelpers::CreateFromVtkFile(getDeformableDynamicsWorld()->getWorldInfo(), relative_path);
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// psb->scale(btVector3(30, 30, 30)); // for banana
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// psb->scale(btVector3(.25, .25, .25));
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// psb->scale(btVector3(2, 2, 2));
|
||||
psb->scale(btVector3(.05, .05, .05));
|
||||
// psb->scale(btVector3(2, 2, 2));
|
||||
// psb->scale(btVector3(.3, .3, .3)); // for tube, torus, boot
|
||||
// psb->scale(btVector3(1, 1, 1)); // for ditto
|
||||
// psb->translate(btVector3(.25, 0, 0.4));
|
||||
psb->translate(btVector3(.25, 2, 0.4));
|
||||
psb->getCollisionShape()->setMargin(0.02);
|
||||
psb->setTotalMass(.1);
|
||||
psb->setTotalMass(.01);
|
||||
psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
|
||||
psb->m_cfg.kCHR = 1; // collision hardness with rigid body
|
||||
psb->m_cfg.kDF = 2;
|
||||
psb->m_cfg.kDF = 20;
|
||||
psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
|
||||
getDeformableDynamicsWorld()->addSoftBody(psb);
|
||||
|
||||
// btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(.0,.04, true);
|
||||
// getDeformableDynamicsWorld()->addForce(psb, mass_spring);
|
||||
// m_forces.push_back(mass_spring);
|
||||
|
||||
btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
|
||||
getDeformableDynamicsWorld()->addForce(psb, gravity_force);
|
||||
m_forces.push_back(gravity_force);
|
||||
|
||||
btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(5,10);
|
||||
btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(250,500);
|
||||
getDeformableDynamicsWorld()->addForce(psb, neohookean);
|
||||
m_forces.push_back(neohookean);
|
||||
}
|
||||
|
@ -353,6 +353,8 @@ SET(BulletExampleBrowser_SRCS
|
||||
../MultiBody/MultiBodyConstraintFeedback.cpp
|
||||
../SoftDemo/SoftDemo.cpp
|
||||
../SoftDemo/SoftDemo.h
|
||||
../DeformableDemo/DeformableContact.cpp
|
||||
../DeformableDemo/DeformableContact.h
|
||||
../DeformableDemo/GraspDeformable.cpp
|
||||
../DeformableDemo/GraspDeformable.h
|
||||
../DeformableDemo/Pinch.cpp
|
||||
|
@ -49,6 +49,7 @@
|
||||
#include "../DeformableDemo/DeformableMultibody.h"
|
||||
#include "../DeformableDemo/VolumetricDeformable.h"
|
||||
#include "../DeformableDemo/GraspDeformable.h"
|
||||
#include "../DeformableDemo/DeformableContact.h"
|
||||
#include "../SharedMemory/PhysicsServerExampleBullet2.h"
|
||||
#include "../SharedMemory/PhysicsServerExample.h"
|
||||
#include "../SharedMemory/PhysicsClientExample.h"
|
||||
@ -186,6 +187,7 @@ static ExampleEntry gDefaultExamples[] =
|
||||
//ExampleEntry(1, "Spheres & Plane C-API (Bullet3)", "Collision C-API using Bullet 3.x backend", CollisionTutorialBullet2CreateFunc,TUT_SPHERE_PLANE_RTB3),
|
||||
|
||||
ExampleEntry(0, "Deformabe Body"),
|
||||
ExampleEntry(1, "Deformable-Deformable Contact", "Deformable contact", DeformableContactCreateFunc),
|
||||
ExampleEntry(1, "Deformable-RigidBody Contact", "Deformable test", DeformableRigidCreateFunc),
|
||||
ExampleEntry(1, "Grasp Deformable Cube", "Grasping test", PinchCreateFunc),
|
||||
ExampleEntry(1, "Grasp Deformable with Motor", "Grasping test", GraspDeformableCreateFunc),
|
||||
|
Loading…
Reference in New Issue
Block a user