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- #include "MultiDofDemo.h"
- #include "../OpenGLWindow/SimpleOpenGL3App.h"
- #include "btBulletDynamicsCommon.h"
- #include "BulletDynamics/Featherstone/btMultiBody.h"
- #include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
- #include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
- #include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
- #include "BulletDynamics/Featherstone/btMultiBodyLink.h"
- #include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
- #include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
- #include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
- #include "BulletDynamics/Featherstone/btMultiBodyFixedConstraint.h"
- #include "BulletDynamics/Featherstone/btMultiBodySliderConstraint.h"
- #include "../OpenGLWindow/GLInstancingRenderer.h"
- #include "BulletCollision/CollisionShapes/btShapeHull.h"
- #include "../CommonInterfaces/CommonMultiBodyBase.h"
- class MultiDofDemo : public CommonMultiBodyBase
- {
-
- public:
- MultiDofDemo(GUIHelperInterface* helper);
- virtual ~MultiDofDemo();
- virtual void initPhysics();
- virtual void stepSimulation(float deltaTime);
- virtual void resetCamera()
- {
- float dist = 1;
- float pitch = 50;
- float yaw = 35;
- float targetPos[3]={-3,2.8,-2.5};
- m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
- }
- btMultiBody* createFeatherstoneMultiBody_testMultiDof(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents, bool spherical = false, bool floating = false);
- void addColliders_testMultiDof(btMultiBody *pMultiBody, btMultiBodyDynamicsWorld *pWorld, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents);
- void addBoxes_testMultiDof();
- };
- static bool g_floatingBase = false;
- static bool g_firstInit = true;
- static float scaling = 0.4f;
- static float friction = 1.;
- #define ARRAY_SIZE_X 5
- #define ARRAY_SIZE_Y 5
- #define ARRAY_SIZE_Z 5
- //maximum number of objects (and allow user to shoot additional boxes)
- #define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
- #define START_POS_X -5
- //#define START_POS_Y 12
- #define START_POS_Y 2
- #define START_POS_Z -3
- MultiDofDemo::MultiDofDemo(GUIHelperInterface* helper)
- :CommonMultiBodyBase(helper)
- {
- m_guiHelper->setUpAxis(1);
- }
- MultiDofDemo::~MultiDofDemo()
- {
- }
- void MultiDofDemo::stepSimulation(float deltaTime)
- {
- //use a smaller internal timestep, there are stability issues
- float internalTimeStep = 1./240.f;
- m_dynamicsWorld->stepSimulation(deltaTime,10,internalTimeStep);
- }
- void MultiDofDemo::initPhysics()
- {
- m_guiHelper->setUpAxis(1);
- if(g_firstInit)
- {
- m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraDistance(btScalar(10.*scaling));
- m_guiHelper->getRenderInterface()->getActiveCamera()->setCameraPitch(50);
- g_firstInit = false;
- }
- ///collision configuration contains default setup for memory, collision setup
- m_collisionConfiguration = new btDefaultCollisionConfiguration();
- ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
- m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
- m_broadphase = new btDbvtBroadphase();
- //Use the btMultiBodyConstraintSolver for Featherstone btMultiBody support
- btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver;
- m_solver = sol;
- //use btMultiBodyDynamicsWorld for Featherstone btMultiBody support
- btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher,m_broadphase,sol,m_collisionConfiguration);
- m_dynamicsWorld = world;
- // m_dynamicsWorld->setDebugDrawer(&gDebugDraw);
- m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
- m_dynamicsWorld->setGravity(btVector3(0,-10,0));
- ///create a few basic rigid bodies
- btVector3 groundHalfExtents(50,50,50);
- btCollisionShape* groundShape = new btBoxShape(groundHalfExtents);
- //groundShape->initializePolyhedralFeatures();
- // btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
-
- m_collisionShapes.push_back(groundShape);
- btTransform groundTransform;
- groundTransform.setIdentity();
- groundTransform.setOrigin(btVector3(0,-50,00));
- /////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////
-
- bool damping = true;
- bool gyro = true;
- int numLinks = 5;
- bool spherical = true; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
- bool multibodyOnly = false;
- bool canSleep = true;
- bool selfCollide = false;
- bool multibodyConstraint = true;
- btVector3 linkHalfExtents(0.05, 0.37, 0.1);
- btVector3 baseHalfExtents(0.05, 0.37, 0.1);
- btMultiBody* mbC = createFeatherstoneMultiBody_testMultiDof(world, numLinks, btVector3(-0.4f, 3.f, 0.f), linkHalfExtents, baseHalfExtents, spherical, g_floatingBase);
- //mbC->forceMultiDof(); //if !spherical, you can comment this line to check the 1DoF algorithm
- g_floatingBase = ! g_floatingBase;
- mbC->setCanSleep(canSleep);
- mbC->setHasSelfCollision(selfCollide);
- mbC->setUseGyroTerm(gyro);
- //
- if(!damping)
- {
- mbC->setLinearDamping(0.f);
- mbC->setAngularDamping(0.f);
- }else
- { mbC->setLinearDamping(0.1f);
- mbC->setAngularDamping(0.9f);
- }
- //
- m_dynamicsWorld->setGravity(btVector3(0, -9.81 ,0));
- //////////////////////////////////////////////
- if(numLinks > 0)
- {
- btScalar q0 = 45.f * SIMD_PI/ 180.f;
- if(!spherical)
- {
- mbC->setJointPosMultiDof(0, &q0);
- }
- else
- {
- btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
- quat0.normalize();
- mbC->setJointPosMultiDof(0, quat0);
- }
- }
- ///
- addColliders_testMultiDof(mbC, world, baseHalfExtents, linkHalfExtents);
-
- /////////////////////////////////////////////////////////////////
- btScalar groundHeight = -51.55;
- if (!multibodyOnly)
- {
- btScalar mass(0.);
- //rigidbody is dynamic if and only if mass is non zero, otherwise static
- bool isDynamic = (mass != 0.f);
- btVector3 localInertia(0,0,0);
- if (isDynamic)
- groundShape->calculateLocalInertia(mass,localInertia);
- //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
- groundTransform.setIdentity();
- groundTransform.setOrigin(btVector3(0,groundHeight,0));
- btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
- btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
- btRigidBody* body = new btRigidBody(rbInfo);
- //add the body to the dynamics world
- m_dynamicsWorld->addRigidBody(body,1,1+2);//,1,1+2);
-
- }
- /////////////////////////////////////////////////////////////////
- if(!multibodyOnly)
- {
- btVector3 halfExtents(.5,.5,.5);
- btBoxShape* colShape = new btBoxShape(halfExtents);
- //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
- m_collisionShapes.push_back(colShape);
- /// Create Dynamic Objects
- btTransform startTransform;
- startTransform.setIdentity();
- btScalar mass(1.f);
- //rigidbody is dynamic if and only if mass is non zero, otherwise static
- bool isDynamic = (mass != 0.f);
- btVector3 localInertia(0,0,0);
- if (isDynamic)
- colShape->calculateLocalInertia(mass,localInertia);
- startTransform.setOrigin(btVector3(
- btScalar(0.0),
- 0.0,
- btScalar(0.0)));
-
- //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
- btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
- btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
- btRigidBody* body = new btRigidBody(rbInfo);
-
- m_dynamicsWorld->addRigidBody(body);//,1,1+2);
- if (multibodyConstraint) {
- btVector3 pointInA = -linkHalfExtents;
- btVector3 pointInB = halfExtents;
- btMatrix3x3 frameInA;
- btMatrix3x3 frameInB;
- frameInA.setIdentity();
- frameInB.setIdentity();
- btVector3 jointAxis(1.0,0.0,0.0);
- btMultiBodySliderConstraint* p2p = new btMultiBodySliderConstraint(mbC,numLinks-1,body,pointInA,pointInB,frameInA,frameInB,jointAxis);
- //btMultiBodyFixedConstraint* p2p = new btMultiBodyFixedConstraint(mbC,numLinks-1,mbC,numLinks-4,pointInA,pointInA,frameInA,frameInB);
- p2p->setMaxAppliedImpulse(2.0);
- m_dynamicsWorld->addMultiBodyConstraint(p2p);
- }
- }
- m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
- /////////////////////////////////////////////////////////////////
- }
- btMultiBody* MultiDofDemo::createFeatherstoneMultiBody_testMultiDof(btMultiBodyDynamicsWorld *pWorld, int numLinks, const btVector3 &basePosition, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents, bool spherical, bool floating)
- {
- //init the base
- btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
- float baseMass = 1.f;
-
- if(baseMass)
- {
- btCollisionShape *pTempBox = new btBoxShape(btVector3(baseHalfExtents[0], baseHalfExtents[1], baseHalfExtents[2]));
- pTempBox->calculateLocalInertia(baseMass, baseInertiaDiag);
- delete pTempBox;
- }
- bool canSleep = false;
-
- btMultiBody *pMultiBody = new btMultiBody(numLinks, baseMass, baseInertiaDiag, !floating, canSleep);
- btQuaternion baseOriQuat(0.f, 0.f, 0.f, 1.f);
- pMultiBody->setBasePos(basePosition);
- pMultiBody->setWorldToBaseRot(baseOriQuat);
- btVector3 vel(0, 0, 0);
- // pMultiBody->setBaseVel(vel);
- //init the links
- btVector3 hingeJointAxis(1, 0, 0);
- float linkMass = 1.f;
- btVector3 linkInertiaDiag(0.f, 0.f, 0.f);
- btCollisionShape *pTempBox = new btBoxShape(btVector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));
- pTempBox->calculateLocalInertia(linkMass, linkInertiaDiag);
- delete pTempBox;
- //y-axis assumed up
- btVector3 parentComToCurrentCom(0, -linkHalfExtents[1] * 2.f, 0); //par body's COM to cur body's COM offset
- btVector3 currentPivotToCurrentCom(0, -linkHalfExtents[1], 0); //cur body's COM to cur body's PIV offset
- btVector3 parentComToCurrentPivot = parentComToCurrentCom - currentPivotToCurrentCom; //par body's COM to cur body's PIV offset
- //////
- btScalar q0 = 0.f * SIMD_PI/ 180.f;
- btQuaternion quat0(btVector3(0, 1, 0).normalized(), q0);
- quat0.normalize();
- /////
- for(int i = 0; i < numLinks; ++i)
- {
- if(!spherical)
- pMultiBody->setupRevolute(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, parentComToCurrentPivot, currentPivotToCurrentCom, false);
- else
- //pMultiBody->setupPlanar(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f)/*quat0*/, btVector3(1, 0, 0), parentComToCurrentPivot*2, false);
- pMultiBody->setupSpherical(i, linkMass, linkInertiaDiag, i - 1, btQuaternion(0.f, 0.f, 0.f, 1.f), parentComToCurrentPivot, currentPivotToCurrentCom, false);
- }
- pMultiBody->finalizeMultiDof();
- ///
- pWorld->addMultiBody(pMultiBody);
- ///
- return pMultiBody;
- }
- void MultiDofDemo::addColliders_testMultiDof(btMultiBody *pMultiBody, btMultiBodyDynamicsWorld *pWorld, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents)
- {
-
- btAlignedObjectArray<btQuaternion> world_to_local;
- world_to_local.resize(pMultiBody->getNumLinks() + 1);
- btAlignedObjectArray<btVector3> local_origin;
- local_origin.resize(pMultiBody->getNumLinks() + 1);
- world_to_local[0] = pMultiBody->getWorldToBaseRot();
- local_origin[0] = pMultiBody->getBasePos();
-
- {
-
- // float pos[4]={local_origin[0].x(),local_origin[0].y(),local_origin[0].z(),1};
- btScalar quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
-
- if (1)
- {
- btCollisionShape* box = new btBoxShape(baseHalfExtents);
- btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(pMultiBody, -1);
- col->setCollisionShape(box);
-
- btTransform tr;
- tr.setIdentity();
- tr.setOrigin(local_origin[0]);
- tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
- col->setWorldTransform(tr);
-
- pWorld->addCollisionObject(col, 2,1+2);
-
- col->setFriction(friction);
- pMultiBody->setBaseCollider(col);
-
- }
- }
- for (int i=0; i < pMultiBody->getNumLinks(); ++i)
- {
- const int parent = pMultiBody->getParent(i);
- world_to_local[i+1] = pMultiBody->getParentToLocalRot(i) * world_to_local[parent+1];
- local_origin[i+1] = local_origin[parent+1] + (quatRotate(world_to_local[i+1].inverse() , pMultiBody->getRVector(i)));
- }
-
- for (int i=0; i < pMultiBody->getNumLinks(); ++i)
- {
-
- btVector3 posr = local_origin[i+1];
- // float pos[4]={posr.x(),posr.y(),posr.z(),1};
-
- btScalar quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
- btCollisionShape* box = new btBoxShape(linkHalfExtents);
- btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(pMultiBody, i);
- col->setCollisionShape(box);
- btTransform tr;
- tr.setIdentity();
- tr.setOrigin(posr);
- tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
- col->setWorldTransform(tr);
- col->setFriction(friction);
- pWorld->addCollisionObject(col,2,1+2);
-
-
- pMultiBody->getLink(i).m_collider=col;
- }
- }
- void MultiDofDemo::addBoxes_testMultiDof()
- {
- //create a few dynamic rigidbodies
- // Re-using the same collision is better for memory usage and performance
- btBoxShape* colShape = new btBoxShape(btVector3(1,1,1));
- //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
- m_collisionShapes.push_back(colShape);
- /// Create Dynamic Objects
- btTransform startTransform;
- startTransform.setIdentity();
- btScalar mass(1.f);
- //rigidbody is dynamic if and only if mass is non zero, otherwise static
- bool isDynamic = (mass != 0.f);
- btVector3 localInertia(0,0,0);
- if (isDynamic)
- colShape->calculateLocalInertia(mass,localInertia);
- float start_x = START_POS_X - ARRAY_SIZE_X/2;
- float start_y = START_POS_Y;
- float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
- for (int k=0;k<ARRAY_SIZE_Y;k++)
- {
- for (int i=0;i<ARRAY_SIZE_X;i++)
- {
- for(int j = 0;j<ARRAY_SIZE_Z;j++)
- {
- startTransform.setOrigin(btVector3(
- btScalar(3.0*i + start_x),
- btScalar(3.0*k + start_y),
- btScalar(3.0*j + start_z)));
-
- //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
- btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
- btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
- btRigidBody* body = new btRigidBody(rbInfo);
-
- m_dynamicsWorld->addRigidBody(body);//,1,1+2);
- }
- }
- }
- }
- class CommonExampleInterface* MultiDofCreateFunc(struct CommonExampleOptions& options)
- {
- return new MultiDofDemo(options.m_guiHelper);
- }
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