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https://github.com/bulletphysics/bullet3
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code clean up
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@ -232,7 +232,7 @@ void DeformableRigid::initPhysics()
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psb->setDampingCoefficient(0.05);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 0;
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psb->m_cfg.kDF = 1;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce());
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@ -331,10 +331,10 @@ void GraspDeformable::initPhysics()
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psb->getCollisionShape()->setMargin(0.1);
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psb->setTotalMass(1);
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psb->setSpringStiffness(0);
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psb->setDampingCoefficient(0.02);
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psb->setDampingCoefficient(0.1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 0;
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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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getDeformableDynamicsWorld()->addSoftBody(psb);
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce());
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@ -234,7 +234,7 @@ void VolumetricDeformable::initPhysics()
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psb->getCollisionShape()->setMargin(0.25);
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// psb->generateBendingConstraints(2);
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psb->setTotalMass(1);
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psb->setSpringStiffness(1);
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psb->setSpringStiffness(0);
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psb->setDampingCoefficient(0.01);
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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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@ -242,6 +242,7 @@ void VolumetricDeformable::initPhysics()
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce());
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableGravityForce(gravity));
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableCorotatedForce(.5,.5));
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}
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// add a few rigid bodies
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Ctor_RbUpStack(4);
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@ -53,49 +53,6 @@ struct DeformableContactConstraint
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}
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};
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struct DeformableFrictionConstraint
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{
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btAlignedObjectArray<bool> m_static; // whether the friction is static
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btAlignedObjectArray<btScalar> m_impulse; // the impulse magnitude the node feels
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btAlignedObjectArray<btScalar> m_dv; // the dv magnitude of the node
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btAlignedObjectArray<btVector3> m_direction; // the direction of the friction for the node
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btAlignedObjectArray<bool> m_static_prev;
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btAlignedObjectArray<btScalar> m_impulse_prev;
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btAlignedObjectArray<btScalar> m_dv_prev;
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btAlignedObjectArray<btVector3> m_direction_prev;
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btAlignedObjectArray<bool> m_released; // whether the contact is released
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// the total impulse the node applied to the rb in the tangential direction in the cg solve
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btAlignedObjectArray<btVector3> m_accumulated_tangent_impulse;
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DeformableFrictionConstraint()
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{
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append();
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}
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void append()
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{
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m_static.push_back(false);
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m_static_prev.push_back(false);
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m_direction_prev.push_back(btVector3(0,0,0));
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m_direction.push_back(btVector3(0,0,0));
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m_impulse.push_back(0);
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m_impulse_prev.push_back(0);
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m_dv.push_back(0);
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m_dv_prev.push_back(0);
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m_accumulated_tangent_impulse.push_back(btVector3(0,0,0));
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m_released.push_back(false);
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}
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};
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class btCGProjection
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{
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public:
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@ -104,7 +61,6 @@ public:
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typedef btAlignedObjectArray<btAlignedObjectArray<btScalar> > TArrayStack;
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btAlignedObjectArray<btSoftBody *>& m_softBodies;
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btDeformableRigidDynamicsWorld* m_world;
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// const btAlignedObjectArray<btSoftBody::Node*>* m_nodes;
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const btScalar& m_dt;
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btCGProjection(btAlignedObjectArray<btSoftBody *>& softBodies, const btScalar& dt)
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@ -19,6 +19,7 @@
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btDeformableBodySolver::btDeformableBodySolver()
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: m_numNodes(0)
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, m_cg(10)
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, m_contact_iterations(10)
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{
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m_objective = new btDeformableBackwardEulerObjective(m_softBodySet, m_backupVelocity);
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}
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@ -46,7 +47,7 @@ void btDeformableBodySolver::solveConstraints(float solverdt)
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void btDeformableBodySolver::computeStep(TVStack& dv, const TVStack& residual)
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{
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btScalar tolerance = std::numeric_limits<float>::epsilon() * m_objective->computeNorm(residual);
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btScalar tolerance = std::numeric_limits<float>::epsilon() * 1024 * m_objective->computeNorm(residual);
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m_cg.solve(*m_objective, dv, residual, tolerance);
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}
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@ -76,7 +77,7 @@ void btDeformableBodySolver::setConstraints()
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{
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BT_PROFILE("setConstraint");
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m_objective->setConstraints();
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for (int i = 0; i < 10; ++i)
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for (int i = 0; i < m_contact_iterations; ++i)
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{
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m_objective->projection.update();
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m_objective->enforceConstraint(m_dv);
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@ -37,6 +37,7 @@ protected:
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btAlignedObjectArray<btVector3> m_backupVelocity;
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btScalar m_dt;
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btScalar m_contact_iterations;
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btConjugateGradient<btDeformableBackwardEulerObjective> m_cg;
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