mirror of
https://github.com/bulletphysics/bullet3
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5f03b039a5
------------------------------------------------------------------ Parameters such as btVector3/btQuaternion need to be passed as const reference, not by value (it causes SIMD alignnment errors on Windows).
388 lines
14 KiB
C++
388 lines
14 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2015 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 "NewtonsRopeCradle.h"
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#include <vector> // TODO: Should I use another data structure?
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#include <iterator>
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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#include "../CommonInterfaces/CommonParameterInterface.h"
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static btScalar gPendulaQty = 5; // Number of pendula in newton's cradle
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//TODO: This would actually be an Integer, but the Slider does not like integers, so I floor it when changed
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static btScalar gDisplacedPendula = 1; // number of displaced pendula
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//TODO: This is an int as well
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static btScalar gPendulaRestitution = 1; // pendula restition when hitting against each other
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static btScalar gSphereRadius = 1; // pendula radius
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static btScalar gInitialPendulumWidth = 4; // default pendula width
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static btScalar gInitialPendulumHeight = 8; // default pendula height
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static btScalar gRopeResolution = 1; // default rope resolution (number of links as in a chain)
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static btScalar gDisplacementForce = 30; // default force to displace the pendula
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static btScalar gForceScalar = 0; // default force scalar to apply a displacement
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struct NewtonsRopeCradleExample : public CommonRigidBodyBase {
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NewtonsRopeCradleExample(struct GUIHelperInterface* helper) :
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CommonRigidBodyBase(helper) {
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}
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virtual ~NewtonsRopeCradleExample(){}
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virtual void initPhysics();
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virtual void stepSimulation(float deltaTime);
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virtual void renderScene();
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virtual void applyPendulumForce(btScalar pendulumForce);
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void createEmptyDynamicsWorld()
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{
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m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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m_solver = new btSequentialImpulseConstraintSolver;
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m_dynamicsWorld = new btSoftRigidDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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softBodyWorldInfo.m_broadphase = m_broadphase;
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softBodyWorldInfo.m_dispatcher = m_dispatcher;
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softBodyWorldInfo.m_gravity = m_dynamicsWorld->getGravity();
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softBodyWorldInfo.m_sparsesdf.Initialize();
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}
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virtual void createRopePendulum(btSphereShape* colShape,
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const btVector3& position, const btQuaternion& pendulumOrientation, btScalar width, btScalar height, btScalar mass);
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virtual void changePendulaRestitution(btScalar restitution);
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virtual void connectWithRope(btRigidBody* body1, btRigidBody* body2);
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virtual bool keyboardCallback(int key, int state);
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virtual btSoftRigidDynamicsWorld* getSoftDynamicsWorld()
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btSoftRigidDynamicsWorld*) m_dynamicsWorld;
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}
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void resetCamera()
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{
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float dist = 41;
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float pitch = 52;
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float yaw = 35;
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float targetPos[3]={0,0.46,0};
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m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
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}
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std::vector<btSliderConstraint*> constraints;
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std::vector<btRigidBody*> pendula;
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btSoftBodyWorldInfo softBodyWorldInfo;
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};
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static NewtonsRopeCradleExample* nex = NULL;
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void onRopePendulaRestitutionChanged(float pendulaRestitution);
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void floorRSliderValue(float notUsed);
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void applyRForceWithForceScalar(float forceScalar);
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void NewtonsRopeCradleExample::initPhysics()
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{
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{ // create a slider to change the number of pendula
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SliderParams slider("Number of Pendula", &gPendulaQty);
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slider.m_minVal = 1;
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slider.m_maxVal = 50;
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slider.m_callback = floorRSliderValue; // hack to get integer values
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slider.m_clampToNotches = false;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to change the number of displaced pendula
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SliderParams slider("Number of Displaced Pendula", &gDisplacedPendula);
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slider.m_minVal = 0;
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slider.m_maxVal = 49;
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slider.m_callback = floorRSliderValue; // hack to get integer values
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slider.m_clampToNotches = false;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to change the pendula restitution
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SliderParams slider("Pendula Restitution", &gPendulaRestitution);
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slider.m_minVal = 0;
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slider.m_maxVal = 1;
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slider.m_clampToNotches = false;
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slider.m_callback = onRopePendulaRestitutionChanged;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to change the rope resolution
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SliderParams slider("Rope Resolution", &gRopeResolution);
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slider.m_minVal = 1;
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slider.m_maxVal = 20;
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slider.m_clampToNotches = false;
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slider.m_callback = floorRSliderValue;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to change the pendulum width
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SliderParams slider("Pendulum Width", &gInitialPendulumWidth);
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slider.m_minVal = 0;
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slider.m_maxVal = 40;
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slider.m_clampToNotches = false;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to change the pendulum height
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SliderParams slider("Pendulum Height", &gInitialPendulumHeight);
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slider.m_minVal = 0;
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slider.m_maxVal = 40;
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slider.m_clampToNotches = false;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to change the force to displace the lowest pendulum
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SliderParams slider("Displacement force", &gDisplacementForce);
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slider.m_minVal = 0.1;
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slider.m_maxVal = 200;
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slider.m_clampToNotches = false;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to apply the force by slider
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SliderParams slider("Apply displacement force", &gForceScalar);
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slider.m_minVal = -1;
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slider.m_maxVal = 1;
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slider.m_clampToNotches = false;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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m_guiHelper->setUpAxis(1);
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createEmptyDynamicsWorld();
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// create a debug drawer
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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if (m_dynamicsWorld->getDebugDrawer())
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m_dynamicsWorld->getDebugDrawer()->setDebugMode(
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btIDebugDraw::DBG_DrawWireframe
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+ btIDebugDraw::DBG_DrawContactPoints
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+ btIDebugDraw::DBG_DrawConstraints
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+ btIDebugDraw::DBG_DrawConstraintLimits);
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{ // create the pendula starting at the indicated position below and where each pendulum has the following mass
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btScalar pendulumMass(1.0f);
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btVector3 position(0.0f,15.0f,0.0f); // initial left-most pendulum position
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btQuaternion orientation(0,0,0,1); // orientation of the pendula
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// Re-using the same collision is better for memory usage and performance
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btSphereShape* pendulumShape = new btSphereShape(gSphereRadius);
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m_collisionShapes.push_back(pendulumShape);
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for (int i = 0; i < floor(gPendulaQty); i++) {
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// create pendulum
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createRopePendulum(pendulumShape, position, orientation,gInitialPendulumWidth,
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gInitialPendulumHeight, pendulumMass);
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// displace the pendula 1.05 sphere size, so that they all nearly touch (small spacings in between)
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position.setX(position.x()-2.1f * gSphereRadius);
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}
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void NewtonsRopeCradleExample::connectWithRope(btRigidBody* body1, btRigidBody* body2)
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{
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btSoftBody* softBodyRope0 = btSoftBodyHelpers::CreateRope(softBodyWorldInfo,body1->getWorldTransform().getOrigin(),body2->getWorldTransform().getOrigin(),gRopeResolution,0);
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softBodyRope0->setTotalMass(0.1f);
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softBodyRope0->appendAnchor(0,body1);
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softBodyRope0->appendAnchor(softBodyRope0->m_nodes.size()-1,body2);
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softBodyRope0->m_cfg.piterations = 5;
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softBodyRope0->m_cfg.kDP = 0.005f;
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softBodyRope0->m_cfg.kSHR = 1;
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softBodyRope0->m_cfg.kCHR = 1;
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softBodyRope0->m_cfg.kKHR = 1;
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getSoftDynamicsWorld()->addSoftBody(softBodyRope0);
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}
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void NewtonsRopeCradleExample::stepSimulation(float deltaTime) {
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applyRForceWithForceScalar(gForceScalar); // apply force defined by apply force slider
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if (m_dynamicsWorld) {
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m_dynamicsWorld->stepSimulation(deltaTime);
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}
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}
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void NewtonsRopeCradleExample::createRopePendulum(btSphereShape* colShape,
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const btVector3& position, const btQuaternion& pendulumOrientation, btScalar width, btScalar height, btScalar mass) {
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// The pendulum looks like this (names when built):
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// O O topSphere1 topSphere2
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// \ /
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// O bottomSphere
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//create a dynamic pendulum
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btTransform startTransform;
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startTransform.setIdentity();
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// calculate sphere positions
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btVector3 topSphere1RelPosition(0,0,width);
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btVector3 topSphere2RelPosition(0,0,-width);
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btVector3 bottomSphereRelPosition(0,-height,0);
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// position the top sphere above ground with appropriate orientation
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startTransform.setOrigin(btVector3(0,0,0)); // no translation intitially
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startTransform.setRotation(pendulumOrientation); // pendulum rotation
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startTransform.setOrigin(startTransform * topSphere1RelPosition); // rotate this position
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startTransform.setOrigin(position + startTransform.getOrigin()); // add non-rotated position to the relative position
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btRigidBody* topSphere1 = createRigidBody(0, startTransform, colShape); // make top sphere static
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// position the top sphere above ground with appropriate orientation
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startTransform.setOrigin(btVector3(0,0,0)); // no translation intitially
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startTransform.setRotation(pendulumOrientation); // pendulum rotation
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startTransform.setOrigin(startTransform * topSphere2RelPosition); // rotate this position
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startTransform.setOrigin(position + startTransform.getOrigin()); // add non-rotated position to the relative position
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btRigidBody* topSphere2 = createRigidBody(0, startTransform, colShape); // make top sphere static
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// position the bottom sphere below the top sphere
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startTransform.setOrigin(btVector3(0,0,0)); // no translation intitially
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startTransform.setRotation(pendulumOrientation); // pendulum rotation
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startTransform.setOrigin(startTransform * bottomSphereRelPosition); // rotate this position
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startTransform.setOrigin(position + startTransform.getOrigin()); // add non-rotated position to the relative position
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btRigidBody* bottomSphere = createRigidBody(mass, startTransform, colShape);
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bottomSphere->setFriction(0); // we do not need friction here
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pendula.push_back(bottomSphere);
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// disable the deactivation when objects do not move anymore
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topSphere1->setActivationState(DISABLE_DEACTIVATION);
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topSphere2->setActivationState(DISABLE_DEACTIVATION);
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bottomSphere->setActivationState(DISABLE_DEACTIVATION);
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bottomSphere->setRestitution(gPendulaRestitution); // set pendula restitution
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// add ropes between spheres
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connectWithRope(topSphere1, bottomSphere);
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connectWithRope(topSphere2, bottomSphere);
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}
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void NewtonsRopeCradleExample::renderScene()
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{
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CommonRigidBodyBase::renderScene();
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btSoftRigidDynamicsWorld* softWorld = getSoftDynamicsWorld();
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for ( int i=0;i<softWorld->getSoftBodyArray().size();i++)
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{
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btSoftBody* psb=(btSoftBody*)softWorld->getSoftBodyArray()[i];
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//if (softWorld->getDebugDrawer() && !(softWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
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{
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btSoftBodyHelpers::DrawFrame(psb,softWorld->getDebugDrawer());
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btSoftBodyHelpers::Draw(psb,softWorld->getDebugDrawer(),softWorld->getDrawFlags());
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}
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}
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}
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void NewtonsRopeCradleExample::changePendulaRestitution(btScalar restitution) {
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for (std::vector<btRigidBody*>::iterator rit = pendula.begin();
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rit != pendula.end(); rit++) {
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btAssert((*rit) && "Null constraint");
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(*rit)->setRestitution(restitution);
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}
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}
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bool NewtonsRopeCradleExample::keyboardCallback(int key, int state) {
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//b3Printf("Key pressed: %d in state %d \n",key,state);
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// key 3
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switch (key) {
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case '3' /*ASCII for 3*/: {
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applyPendulumForce(gDisplacementForce);
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return true;
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}
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}
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return false;
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}
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void NewtonsRopeCradleExample::applyPendulumForce(btScalar pendulumForce){
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if(pendulumForce != 0){
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b3Printf("Apply %f to pendulum",pendulumForce);
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for (int i = 0; i < gDisplacedPendula; i++) {
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if (gDisplacedPendula >= 0 && gDisplacedPendula <= gPendulaQty)
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pendula[i]->applyCentralForce(btVector3(pendulumForce, 0, 0));
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}
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}
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}
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// GUI parameter modifiers
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void onRopePendulaRestitutionChanged(float pendulaRestitution) {
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if (nex){
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nex->changePendulaRestitution(pendulaRestitution);
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}
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}
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void floorRSliderValue(float notUsed) {
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gPendulaQty = floor(gPendulaQty);
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gDisplacedPendula = floor(gDisplacedPendula);
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gRopeResolution = floor(gRopeResolution);
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}
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void applyRForceWithForceScalar(float forceScalar) {
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if(nex){
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btScalar appliedForce = forceScalar * gDisplacementForce;
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if(fabs(gForceScalar) < 0.2f)
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gForceScalar = 0;
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nex->applyPendulumForce(appliedForce);
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}
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}
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CommonExampleInterface* ET_NewtonsRopeCradleCreateFunc(
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CommonExampleOptions& options) {
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nex = new NewtonsRopeCradleExample(options.m_guiHelper);
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return nex;
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}
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