| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393 |
- #include "SerialChains.h"
- #include "../OpenGLWindow/SimpleOpenGL3App.h"
- #include "btBulletDynamicsCommon.h"
- #include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
- #include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
- #include "BulletDynamics/Featherstone/btMultiBody.h"
- #include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
- #include "BulletDynamics/Featherstone/btMultiBodyMLCPConstraintSolver.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 SerialChains : public CommonMultiBodyBase
- {
- public:
- SerialChains(GUIHelperInterface* helper);
- virtual ~SerialChains();
- virtual void initPhysics();
- virtual void stepSimulation(float deltaTime);
- virtual void resetCamera()
- {
- float dist = 1;
- float pitch = -35;
- float yaw = 50;
- float targetPos[3] = {-3, 2.8, -2.5};
- m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
- }
- btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool fixedBase = false);
- void createGround(const btVector3& halfExtents = btVector3(50, 50, 50), btScalar zOffSet = btScalar(-1.55));
- void addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
- };
- static bool g_fixedBase = true;
- static bool g_firstInit = true;
- static float scaling = 0.4f;
- static float friction = 1.;
- static int g_constraintSolverType = 0;
- SerialChains::SerialChains(GUIHelperInterface* helper)
- : CommonMultiBodyBase(helper)
- {
- m_guiHelper->setUpAxis(1);
- }
- SerialChains::~SerialChains()
- {
- // Do nothing
- }
- void SerialChains::stepSimulation(float deltaTime)
- {
- //use a smaller internal timestep, there are stability issues
- float internalTimeStep = 1. / 240.f;
- m_dynamicsWorld->stepSimulation(deltaTime, 10, internalTimeStep);
- }
- void SerialChains::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();
- if (g_constraintSolverType == 3)
- {
- g_constraintSolverType = 0;
- g_fixedBase = !g_fixedBase;
- }
- btMLCPSolverInterface* mlcp;
- switch (g_constraintSolverType++)
- {
- case 0:
- m_solver = new btMultiBodyConstraintSolver;
- b3Printf("Constraint Solver: Sequential Impulse");
- break;
- case 1:
- mlcp = new btSolveProjectedGaussSeidel();
- m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
- b3Printf("Constraint Solver: MLCP + PGS");
- break;
- default:
- mlcp = new btDantzigSolver();
- m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
- b3Printf("Constraint Solver: MLCP + Dantzig");
- break;
- }
- btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
- m_dynamicsWorld = world;
- m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
- m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
- m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4); //todo: what value is good?
- ///create a few basic rigid bodies
- btVector3 groundHalfExtents(50, 50, 50);
- btCollisionShape* groundShape = new btBoxShape(groundHalfExtents);
- 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 = true; //false
- bool canSleep = true;
- bool selfCollide = true;
- btVector3 linkHalfExtents(0.05, 0.37, 0.1);
- btVector3 baseHalfExtents(0.05, 0.37, 0.1);
- btMultiBody* mbC1 = createFeatherstoneMultiBody(world, numLinks, btVector3(-0.4f, 3.f, 0.f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
- btMultiBody* mbC2 = createFeatherstoneMultiBody(world, numLinks, btVector3(-0.4f, 3.0f, 0.5f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
- mbC1->setCanSleep(canSleep);
- mbC1->setHasSelfCollision(selfCollide);
- mbC1->setUseGyroTerm(gyro);
- if (!damping)
- {
- mbC1->setLinearDamping(0.f);
- mbC1->setAngularDamping(0.f);
- }
- else
- {
- mbC1->setLinearDamping(0.1f);
- mbC1->setAngularDamping(0.9f);
- }
- //
- m_dynamicsWorld->setGravity(btVector3(0, -9.81, 0));
- //////////////////////////////////////////////
- if (numLinks > 0)
- {
- btScalar q0 = 45.f * SIMD_PI / 180.f;
- if (!spherical)
- {
- mbC1->setJointPosMultiDof(0, &q0);
- }
- else
- {
- btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
- quat0.normalize();
- mbC1->setJointPosMultiDof(0, quat0);
- }
- }
- ///
- addColliders(mbC1, world, baseHalfExtents, linkHalfExtents);
- mbC2->setCanSleep(canSleep);
- mbC2->setHasSelfCollision(selfCollide);
- mbC2->setUseGyroTerm(gyro);
- //
- if (!damping)
- {
- mbC2->setLinearDamping(0.f);
- mbC2->setAngularDamping(0.f);
- }
- else
- {
- mbC2->setLinearDamping(0.1f);
- mbC2->setAngularDamping(0.9f);
- }
- //
- m_dynamicsWorld->setGravity(btVector3(0, -9.81, 0));
- //////////////////////////////////////////////
- if (numLinks > 0)
- {
- btScalar q0 = -45.f * SIMD_PI / 180.f;
- if (!spherical)
- {
- mbC2->setJointPosMultiDof(0, &q0);
- }
- else
- {
- btQuaternion quat0(btVector3(1, 1, 0).normalized(), q0);
- quat0.normalize();
- mbC2->setJointPosMultiDof(0, quat0);
- }
- }
- ///
- addColliders(mbC2, world, baseHalfExtents, linkHalfExtents);
- /////////////////////////////////////////////////////////////////
- btScalar groundHeight = -51.55;
- 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);
- /////////////////////////////////////////////////////////////////
- createGround();
- m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
- /////////////////////////////////////////////////////////////////
- }
- btMultiBody* SerialChains::createFeatherstoneMultiBody(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool fixedBase)
- {
- //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, fixedBase, canSleep);
- btQuaternion baseOriQuat(0.f, 0.f, 0.f, 1.f);
- pMultiBody->setBasePos(basePosition);
- pMultiBody->setWorldToBaseRot(baseOriQuat);
- btVector3 vel(0, 0, 0);
- //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, true);
- 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, true);
- }
- pMultiBody->finalizeMultiDof();
- ///
- pWorld->addMultiBody(pMultiBody);
- ///
- return pMultiBody;
- }
- void SerialChains::createGround(const btVector3& halfExtents, btScalar zOffSet)
- {
- btCollisionShape* groundShape = new btBoxShape(halfExtents);
- m_collisionShapes.push_back(groundShape);
- // rigidbody is dynamic if and only if mass is non zero, otherwise static
- btScalar mass(0.);
- const 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
- btTransform groundTransform;
- groundTransform.setIdentity();
- groundTransform.setOrigin(btVector3(0, -halfExtents.z() + zOffSet, 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);
- }
- void SerialChains::addColliders(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();
- {
- 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];
- 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;
- }
- }
- CommonExampleInterface* SerialChainsCreateFunc(CommonExampleOptions& options)
- {
- return new SerialChains(options.m_guiHelper);
- }
|