#include "Dof6ConstraintTutorial.h" #include "btBulletDynamicsCommon.h" #include "BulletDynamics/ConstraintSolver/btNNCGConstraintSolver.h" #include "BulletDynamics/MLCPSolvers/btMLCPSolver.h" #include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h" #include "BulletDynamics/MLCPSolvers/btLemkeSolver.h" #include "BulletDynamics/MLCPSolvers/btDantzigSolver.h" #include "../RenderingExamples/TimeSeriesCanvas.h" #include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h" #ifndef M_PI #define M_PI 3.14159265358979323846 #endif #ifndef M_PI_2 #define M_PI_2 1.57079632679489661923 #endif #ifndef M_PI_4 #define M_PI_4 0.785398163397448309616 #endif extern float g_additionalBodyMass; //comment this out to compare with original spring constraint #define USE_6DOF2 #ifdef USE_6DOF2 #define CONSTRAINT_TYPE btGeneric6DofSpring2Constraint #define EXTRAPARAMS #else #define CONSTRAINT_TYPE btGeneric6DofSpringConstraint #define EXTRAPARAMS ,true #endif #include "../CommonInterfaces/CommonRigidBodyBase.h" struct Dof6ConstraintTutorial : public CommonRigidBodyBase { struct Dof6ConstraintTutorialInternalData* m_data; Dof6ConstraintTutorial(struct GUIHelperInterface* helper); virtual ~Dof6ConstraintTutorial(); virtual void initPhysics(); virtual void stepSimulation(float deltaTime); void animate(); virtual void resetCamera() { float dist = 5; float pitch = -35; float yaw = 722; float targetPos[3]={4,2,-11}; m_guiHelper->resetCamera(dist,yaw,pitch,targetPos[0],targetPos[1],targetPos[2]); } }; struct Dof6ConstraintTutorialInternalData { btRigidBody* m_TranslateSpringBody; btRigidBody* m_TranslateSpringBody2; btRigidBody* m_RotateSpringBody; btRigidBody* m_RotateSpringBody2; btRigidBody* m_BouncingTranslateBody; btRigidBody* m_MotorBody; btRigidBody* m_ServoMotorBody; btRigidBody* m_ChainLeftBody; btRigidBody* m_ChainRightBody; CONSTRAINT_TYPE* m_ServoMotorConstraint; CONSTRAINT_TYPE* m_ChainLeftConstraint; CONSTRAINT_TYPE* m_ChainRightConstraint; TimeSeriesCanvas* m_timeSeriesCanvas; float mDt; unsigned int frameID; Dof6ConstraintTutorialInternalData() : mDt(1./60.),frameID(0) { } }; Dof6ConstraintTutorial::Dof6ConstraintTutorial(struct GUIHelperInterface* helper) :CommonRigidBodyBase(helper) { m_data = new Dof6ConstraintTutorialInternalData; m_data->m_timeSeriesCanvas = new TimeSeriesCanvas(helper->get2dCanvasInterface(),256,256,"Position and Velocity"); m_data->m_timeSeriesCanvas ->setupTimeSeries(20,100, 0); m_data->m_timeSeriesCanvas->addDataSource("X position (m)", 255,0,0); m_data->m_timeSeriesCanvas->addDataSource("X velocity (m/s)", 0,0,255); m_data->m_timeSeriesCanvas->addDataSource("dX/dt (m/s)", 0,0,0); } Dof6ConstraintTutorial::~Dof6ConstraintTutorial() { delete m_data->m_timeSeriesCanvas; m_data->m_timeSeriesCanvas = 0; exitPhysics(); delete m_data; } void Dof6ConstraintTutorial::initPhysics() { // Setup the basic world m_guiHelper->setUpAxis(1); m_collisionConfiguration = new btDefaultCollisionConfiguration(); m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); btVector3 worldAabbMin(-10000,-10000,-10000); btVector3 worldAabbMax(10000,10000,10000); m_broadphase = new btAxisSweep3 (worldAabbMin, worldAabbMax); /////// uncomment the corresponding line to test a solver. //m_solver = new btSequentialImpulseConstraintSolver; m_solver = new btNNCGConstraintSolver; //m_solver = new btMLCPSolver(new btSolveProjectedGaussSeidel()); //m_solver = new btMLCPSolver(new btDantzigSolver()); //m_solver = new btMLCPSolver(new btLemkeSolver()); m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration); m_dynamicsWorld->getDispatchInfo().m_useContinuous = true; m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld); m_dynamicsWorld->setGravity(btVector3(0,0,0)); // Setup a big ground box if (0) { btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(200.),btScalar(5.),btScalar(200.))); btTransform groundTransform; groundTransform.setIdentity(); groundTransform.setOrigin(btVector3(0,-10,0)); #define CREATE_GROUND_COLLISION_OBJECT 1 #ifdef CREATE_GROUND_COLLISION_OBJECT btCollisionObject* fixedGround = new btCollisionObject(); fixedGround->setCollisionShape(groundShape); fixedGround->setWorldTransform(groundTransform); m_dynamicsWorld->addCollisionObject(fixedGround); #else localCreateRigidBody(btScalar(0.),groundTransform,groundShape); #endif //CREATE_GROUND_COLLISION_OBJECT } m_dynamicsWorld->getSolverInfo().m_numIterations = 100; btCollisionShape* shape; btVector3 localInertia(0,0,0); btDefaultMotionState* motionState; btTransform bodyTransform; btScalar mass; btTransform localA; btTransform localB; CONSTRAINT_TYPE* constraint; //static body centered in the origo mass = 0.0; shape= new btBoxShape(btVector3(0.5,0.5,0.5)); localInertia = btVector3(0,0,0); bodyTransform.setIdentity(); motionState = new btDefaultMotionState(bodyTransform); btRigidBody* staticBody = new btRigidBody(mass,motionState,shape,localInertia); m_dynamicsWorld->addRigidBody(staticBody); /////////// box with undamped translate spring attached to static body /////////// the box should oscillate left-to-right forever { mass = 1.0; shape= new btBoxShape(btVector3(0.5,0.5,0.5)); shape->calculateLocalInertia(mass,localInertia); bodyTransform.setIdentity(); bodyTransform.setOrigin(btVector3(-2,0,-5)); motionState = new btDefaultMotionState(bodyTransform); m_data->m_TranslateSpringBody = new btRigidBody(mass,motionState,shape,localInertia); m_data->m_TranslateSpringBody->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(m_data->m_TranslateSpringBody); localA.setIdentity();localA.getOrigin() = btVector3(0,0,-5); localB.setIdentity(); constraint = new CONSTRAINT_TYPE(*staticBody, *m_data->m_TranslateSpringBody, localA, localB EXTRAPARAMS); constraint->setLimit(0, 1,-1); constraint->setLimit(1, 0, 0); constraint->setLimit(2, 0, 0); constraint->setLimit(3, 0, 0); constraint->setLimit(4, 0, 0); constraint->setLimit(5, 0, 0); constraint->enableSpring(0, true); constraint->setStiffness(0, 100); #ifdef USE_6DOF2 constraint->setDamping(0, 0); #else constraint->setDamping(0, 1); #endif constraint->setEquilibriumPoint(0, 0); constraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(constraint, true); } #if 0 /////////// box with rotate spring, attached to static body /////////// box should swing (rotate) left-to-right forever { mass = 1.0; shape= new btBoxShape(btVector3(0.5,0.5,0.5)); shape->calculateLocalInertia(mass,localInertia); bodyTransform.setIdentity(); bodyTransform.getBasis().setEulerZYX(0,0,M_PI_2); motionState = new btDefaultMotionState(bodyTransform); m_data->m_RotateSpringBody = new btRigidBody(mass,motionState,shape,localInertia); m_data->m_RotateSpringBody->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(m_data->m_RotateSpringBody); localA.setIdentity();localA.getOrigin() = btVector3(0,0,0); localB.setIdentity();localB.setOrigin(btVector3(0,0.5,0)); constraint = new CONSTRAINT_TYPE(*staticBody, *m_data->m_RotateSpringBody, localA, localB EXTRAPARAMS); constraint->setLimit(0, 0, 0); constraint->setLimit(1, 0, 0); constraint->setLimit(2, 0, 0); constraint->setLimit(3, 0, 0); constraint->setLimit(4, 0, 0); constraint->setLimit(5, 1, -1); constraint->enableSpring(5, true); constraint->setStiffness(5, 100); #ifdef USE_6DOF2 constraint->setDamping(5, 0); #else constraint->setDamping(5, 1); #endif constraint->setEquilibriumPoint(0, 0); constraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(constraint, true); } /////////// box with bouncing constraint, translation is bounced at the positive x limit, but not at the negative limit /////////// bouncing can not be set independently at low and high limits, so two constraints will be created: one that defines the low (non bouncing) limit, and one that defines the high (bouncing) limit /////////// the box should move to the left (as an impulse will be applied to it periodically) until it reaches its limit, then bounce back { mass = 1.0; shape= new btBoxShape(btVector3(0.5,0.5,0.5)); shape->calculateLocalInertia(mass,localInertia); bodyTransform.setIdentity(); bodyTransform.setOrigin(btVector3(0,0,-3)); motionState = new btDefaultMotionState(bodyTransform); m_data->m_BouncingTranslateBody = new btRigidBody(mass,motionState,shape,localInertia); m_data->m_BouncingTranslateBody->setActivationState(DISABLE_DEACTIVATION); m_data->m_BouncingTranslateBody->setDeactivationTime(btScalar(20000000)); m_dynamicsWorld->addRigidBody(m_data->m_BouncingTranslateBody); localA.setIdentity();localA.getOrigin() = btVector3(0,0,0); localB.setIdentity(); constraint = new CONSTRAINT_TYPE(*staticBody, *m_data->m_BouncingTranslateBody, localA, localB EXTRAPARAMS); constraint->setLimit(0, -2, SIMD_INFINITY); constraint->setLimit(1, 0, 0); constraint->setLimit(2, -3, -3); constraint->setLimit(3, 0, 0); constraint->setLimit(4, 0, 0); constraint->setLimit(5, 0, 0); #ifdef USE_6DOF2 constraint->setBounce(0,0); #else //bounce is named restitution in 6dofspring, but not implemented for translational limit motor, so the following line has no effect constraint->getTranslationalLimitMotor()->m_restitution = 0.0; #endif constraint->setParam(BT_CONSTRAINT_STOP_ERP,0.995,0); constraint->setParam(BT_CONSTRAINT_STOP_CFM,0.0,0); constraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(constraint, true); constraint = new CONSTRAINT_TYPE(*staticBody, *m_data->m_BouncingTranslateBody, localA, localB EXTRAPARAMS); constraint->setLimit(0, -SIMD_INFINITY, 2); constraint->setLimit(1, 0, 0); constraint->setLimit(2, -3, -3); constraint->setLimit(3, 0, 0); constraint->setLimit(4, 0, 0); constraint->setLimit(5, 0, 0); #ifdef USE_6DOF2 constraint->setBounce(0,1); #else //bounce is named restitution in 6dofspring, but not implemented for translational limit motor, so the following line has no effect constraint->getTranslationalLimitMotor()->m_restitution = 1.0; #endif constraint->setParam(BT_CONSTRAINT_STOP_ERP,0.995,0); constraint->setParam(BT_CONSTRAINT_STOP_CFM,0.0,0); constraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(constraint, true); } /////////// box with rotational motor, attached to static body /////////// the box should rotate around the y axis { mass = 1.0; shape= new btBoxShape(btVector3(0.5,0.5,0.5)); shape->calculateLocalInertia(mass,localInertia); bodyTransform.setIdentity(); bodyTransform.setOrigin(btVector3(4,0,0)); motionState = new btDefaultMotionState(bodyTransform); m_data->m_MotorBody = new btRigidBody(mass,motionState,shape,localInertia); m_data->m_MotorBody->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(m_data->m_MotorBody); localA.setIdentity();localA.getOrigin() = btVector3(4,0,0); localB.setIdentity(); constraint = new CONSTRAINT_TYPE(*staticBody, *m_data->m_MotorBody, localA, localB EXTRAPARAMS); constraint->setLimit(0, 0, 0); constraint->setLimit(1, 0, 0); constraint->setLimit(2, 0, 0); constraint->setLimit(3, 0, 0); constraint->setLimit(4, 0, 0); constraint->setLimit(5, 1,-1); #ifdef USE_6DOF2 constraint->enableMotor(5,true); constraint->setTargetVelocity(5,3.f); constraint->setMaxMotorForce(5,600.f); #else constraint->getRotationalLimitMotor(2)->m_enableMotor = true; constraint->getRotationalLimitMotor(2)->m_targetVelocity = 3.f; constraint->getRotationalLimitMotor(2)->m_maxMotorForce = 600.f; #endif constraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(constraint, true); } /////////// box with rotational servo motor, attached to static body /////////// the box should rotate around the y axis until it reaches its target /////////// the target will be negated periodically { mass = 1.0; shape= new btBoxShape(btVector3(0.5,0.5,0.5)); shape->calculateLocalInertia(mass,localInertia); bodyTransform.setIdentity(); bodyTransform.setOrigin(btVector3(7,0,0)); motionState = new btDefaultMotionState(bodyTransform); m_data->m_ServoMotorBody = new btRigidBody(mass,motionState,shape,localInertia); m_data->m_ServoMotorBody->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(m_data->m_ServoMotorBody); localA.setIdentity();localA.getOrigin() = btVector3(7,0,0); localB.setIdentity(); constraint = new CONSTRAINT_TYPE(*staticBody, *m_data->m_ServoMotorBody, localA, localB EXTRAPARAMS); constraint->setLimit(0, 0, 0); constraint->setLimit(1, 0, 0); constraint->setLimit(2, 0, 0); constraint->setLimit(3, 0, 0); constraint->setLimit(4, 0, 0); constraint->setLimit(5, 1,-1); #ifdef USE_6DOF2 constraint->enableMotor(5,true); constraint->setTargetVelocity(5,3.f); constraint->setMaxMotorForce(5,600.f); constraint->setServo(5,true); constraint->setServoTarget(5, M_PI_2); #else constraint->getRotationalLimitMotor(2)->m_enableMotor = true; constraint->getRotationalLimitMotor(2)->m_targetVelocity = 3.f; constraint->getRotationalLimitMotor(2)->m_maxMotorForce = 600.f; //servo motor is not implemented in 6dofspring constraint #endif constraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(constraint, true); m_data->m_ServoMotorConstraint = constraint; } ////////// chain of boxes linked together with fully limited rotational and translational constraints ////////// the chain will be pulled to the left and to the right periodically. They should strictly stick together. { btScalar limitConstraintStrength = 0.6; int bodycount = 10; btRigidBody* prevBody = 0; for(int i = 0; i < bodycount; ++i) { mass = 1.0; shape= new btBoxShape(btVector3(0.5,0.5,0.5)); shape->calculateLocalInertia(mass,localInertia); bodyTransform.setIdentity(); bodyTransform.setOrigin(btVector3(- i,0,3)); motionState = new btDefaultMotionState(bodyTransform); btRigidBody* body = new btRigidBody(mass,motionState,shape,localInertia); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); if(prevBody != 0) { localB.setIdentity(); localB.setOrigin(btVector3(0.5,0,0)); btTransform localA; localA.setIdentity(); localA.setOrigin(btVector3(-0.5,0,0)); CONSTRAINT_TYPE* constraint = new CONSTRAINT_TYPE(*prevBody, *body, localA, localB EXTRAPARAMS); constraint->setLimit(0, -0.01, 0.01); constraint->setLimit(1, 0, 0); constraint->setLimit(2, 0, 0); constraint->setLimit(3, 0, 0); constraint->setLimit(4, 0, 0); constraint->setLimit(5, 0, 0); for(int a = 0; a < 6; ++a) { constraint->setParam(BT_CONSTRAINT_STOP_ERP,0.9,a); constraint->setParam(BT_CONSTRAINT_STOP_CFM,0.0,a); } constraint->setDbgDrawSize(btScalar(1.f)); m_dynamicsWorld->addConstraint(constraint, true); if(i < bodycount - 1) { localA.setIdentity();localA.getOrigin() = btVector3(0,0,3); localB.setIdentity(); CONSTRAINT_TYPE* constraintZY = new CONSTRAINT_TYPE(*staticBody, *body, localA, localB EXTRAPARAMS); constraintZY->setLimit(0, 1, -1); constraintZY->setDbgDrawSize(btScalar(1.f)); m_dynamicsWorld->addConstraint(constraintZY, true); } } else { localA.setIdentity();localA.getOrigin() = btVector3(bodycount,0,3); localB.setIdentity(); localB.setOrigin(btVector3(0,0,0)); m_data->m_ChainLeftBody = body; m_data->m_ChainLeftConstraint = new CONSTRAINT_TYPE(*staticBody, *body, localA, localB EXTRAPARAMS); m_data->m_ChainLeftConstraint->setLimit(3,0,0); m_data->m_ChainLeftConstraint->setLimit(4,0,0); m_data->m_ChainLeftConstraint->setLimit(5,0,0); for(int a = 0; a < 6; ++a) { m_data->m_ChainLeftConstraint->setParam(BT_CONSTRAINT_STOP_ERP,limitConstraintStrength,a); m_data->m_ChainLeftConstraint->setParam(BT_CONSTRAINT_STOP_CFM,0.0,a); } m_data->m_ChainLeftConstraint->setDbgDrawSize(btScalar(1.f)); m_dynamicsWorld->addConstraint(m_data->m_ChainLeftConstraint, true); } prevBody = body; } m_data->m_ChainRightBody = prevBody; localA.setIdentity();localA.getOrigin() = btVector3(-bodycount,0,3); localB.setIdentity(); localB.setOrigin(btVector3(0,0,0)); m_data->m_ChainRightConstraint = new CONSTRAINT_TYPE(*staticBody, *m_data->m_ChainRightBody, localA, localB EXTRAPARAMS); m_data->m_ChainRightConstraint->setLimit(3,0,0); m_data->m_ChainRightConstraint->setLimit(4,0,0); m_data->m_ChainRightConstraint->setLimit(5,0,0); for(int a = 0; a < 6; ++a) { m_data->m_ChainRightConstraint->setParam(BT_CONSTRAINT_STOP_ERP,limitConstraintStrength,a); m_data->m_ChainRightConstraint->setParam(BT_CONSTRAINT_STOP_CFM,0.0,a); } } #endif m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld); } void Dof6ConstraintTutorial::animate() { /////// servo motor: flip its target periodically #ifdef USE_6DOF2 static float servoNextFrame = -1; //btScalar pos = m_data->m_ServoMotorConstraint->getRotationalLimitMotor(2)->m_currentPosition; //btScalar target = m_data->m_ServoMotorConstraint->getRotationalLimitMotor(2)->m_servoTarget; if(servoNextFrame < 0) { m_data->m_ServoMotorConstraint->getRotationalLimitMotor(2)->m_servoTarget *= -1; servoNextFrame = 3.0; } servoNextFrame -= m_data->mDt; #endif /////// constraint chain: pull the chain left and right periodically static float chainNextFrame = -1; static bool left = true; if(chainNextFrame < 0) { if(!left) { m_data->m_ChainRightBody->setActivationState(ACTIVE_TAG); m_dynamicsWorld->removeConstraint(m_data->m_ChainRightConstraint); m_data->m_ChainLeftConstraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(m_data->m_ChainLeftConstraint, true); } else { m_data->m_ChainLeftBody->setActivationState(ACTIVE_TAG); m_dynamicsWorld->removeConstraint(m_data->m_ChainLeftConstraint); m_data->m_ChainRightConstraint->setDbgDrawSize(btScalar(2.f)); m_dynamicsWorld->addConstraint(m_data->m_ChainRightConstraint, true); } chainNextFrame = 3.0; left = !left; } chainNextFrame -= m_data->mDt; /////// bouncing constraint: push the box periodically m_data->m_BouncingTranslateBody->setActivationState(ACTIVE_TAG); static float bounceNextFrame = -1; if(bounceNextFrame < 0) { m_data->m_BouncingTranslateBody->applyCentralImpulse(btVector3(10,0,0)); bounceNextFrame = 3.0; } bounceNextFrame -= m_data->mDt; m_data->frameID++; } void Dof6ConstraintTutorial::stepSimulation(float deltaTime) { //animate(); //float time = m_data->m_timeSeriesCanvas->getCurrentTime(); float prevPos = m_data->m_TranslateSpringBody->getWorldTransform().getOrigin().x(); m_dynamicsWorld->stepSimulation(deltaTime); float xPos = m_data->m_TranslateSpringBody->getWorldTransform().getOrigin().x(); m_data->m_timeSeriesCanvas->insertDataAtCurrentTime(xPos,0,true); m_data->m_timeSeriesCanvas->insertDataAtCurrentTime(m_data->m_TranslateSpringBody->getLinearVelocity().x(),1,true); if (deltaTime>0) { m_data->m_timeSeriesCanvas->insertDataAtCurrentTime((xPos-prevPos)/deltaTime,2,true); } prevPos = xPos; m_data->m_timeSeriesCanvas->nextTick(); } class CommonExampleInterface* Dof6ConstraintTutorialCreateFunc( CommonExampleOptions& options) { return new Dof6ConstraintTutorial(options.m_guiHelper); }