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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- ///create 125 (5x5x5) dynamic object
- #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)
- ///scaling of the objects (0.1 = 20 centimeter boxes )
- #define SCALING 1.
- #define START_POS_X -5
- #define START_POS_Y -5
- #define START_POS_Z -3
- #include "MultiBodyBaseline.h"
- ///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
- #include "btBulletDynamicsCommon.h"
- #include "BulletSoftBody/btDeformableRigidDynamicsWorld.h"
- #include "BulletSoftBody/btSoftBody.h"
- #include "BulletSoftBody/btSoftBodyHelpers.h"
- #include "BulletSoftBody/btDeformableBodySolver.h"
- #include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
- #include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
- #include <stdio.h> //printf debugging
- #include "../CommonInterfaces/CommonRigidBodyBase.h"
- #include "../Utils/b3ResourcePath.h"
- #include "../SoftDemo/BunnyMesh.h"
- #include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
- #include "BulletDynamics/Featherstone/btMultiBodyJointFeedback.h"
- #include "../CommonInterfaces/CommonMultiBodyBase.h"
- #include "../Utils/b3ResourcePath.h"
- ///The MultiBodyBaseline demo deformable bodies self-collision
- static bool g_floatingBase = true;
- static float friction = 1.;
- class MultiBodyBaseline : public CommonMultiBodyBase
- {
- btMultiBody* m_multiBody;
- btAlignedObjectArray<btMultiBodyJointFeedback*> m_jointFeedbacks;
- public:
- MultiBodyBaseline(struct GUIHelperInterface* helper)
- : CommonMultiBodyBase(helper)
- {
- }
-
- virtual ~MultiBodyBaseline()
- {
- }
-
- void initPhysics();
- void exitPhysics();
- void resetCamera()
- {
- float dist = 30;
- float pitch = -30;
- float yaw = 100;
- float targetPos[3] = {0, -10, 0};
- m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
- }
-
- virtual void stepSimulation(float deltaTime);
-
- 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 MultiBodyBaseline::initPhysics()
- {
- m_guiHelper->setUpAxis(1);
- ///collision configuration contains default setup for memory, collision setup
- m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
- ///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();
- btMultiBodyConstraintSolver* sol;
- sol = new btMultiBodyConstraintSolver;
- m_solver = sol;
-
- 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 ground
- btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(25.), btScalar(150.)));
- m_collisionShapes.push_back(groundShape);
- btTransform groundTransform;
- groundTransform.setIdentity();
- groundTransform.setOrigin(btVector3(0, -40, 0));
- groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.));
- //We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
- 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
- btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
- btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
- btRigidBody* body = new btRigidBody(rbInfo);
- body->setFriction(0.5);
- //add the ground to the dynamics world
- m_dynamicsWorld->addRigidBody(body,1,1+2);
- }
-
- {
- bool damping = true;
- bool gyro = false;
- int numLinks = 4;
- bool spherical = false; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
- bool canSleep = false;
- bool selfCollide = true;
- btVector3 linkHalfExtents(1, 1, 1);
- btVector3 baseHalfExtents(1, 1, 1);
-
- btMultiBody* mbC = createFeatherstoneMultiBody_testMultiDof(m_dynamicsWorld, numLinks, btVector3(0.f, 10.f,0.f), linkHalfExtents, baseHalfExtents, spherical, g_floatingBase);
-
- mbC->setCanSleep(canSleep);
- mbC->setHasSelfCollision(selfCollide);
- mbC->setUseGyroTerm(gyro);
- //
- if (!damping)
- {
- mbC->setLinearDamping(0.0f);
- mbC->setAngularDamping(0.0f);
- }
- else
- {
- mbC->setLinearDamping(0.04f);
- mbC->setAngularDamping(0.04f);
- }
- if (numLinks > 0)
- {
- btScalar q0 = 0.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, m_dynamicsWorld, baseHalfExtents, linkHalfExtents);
- }
- m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
- }
- void MultiBodyBaseline::exitPhysics()
- {
- //cleanup in the reverse order of creation/initialization
- //remove the rigidbodies from the dynamics world and delete them
- int i;
- for (i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
- {
- btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
- btRigidBody* body = btRigidBody::upcast(obj);
- if (body && body->getMotionState())
- {
- delete body->getMotionState();
- }
- m_dynamicsWorld->removeCollisionObject(obj);
- delete obj;
- }
- //delete collision shapes
- for (int j = 0; j < m_collisionShapes.size(); j++)
- {
- btCollisionShape* shape = m_collisionShapes[j];
- delete shape;
- }
- m_collisionShapes.clear();
- delete m_dynamicsWorld;
- delete m_solver;
- delete m_broadphase;
- delete m_dispatcher;
- delete m_collisionConfiguration;
- }
- void MultiBodyBaseline::stepSimulation(float deltaTime)
- {
- // getDeformableDynamicsWorld()->getMultiBodyDynamicsWorld()->stepSimulation(deltaTime);
- m_dynamicsWorld->stepSimulation(deltaTime, 5, 1./250.);
- }
- btMultiBody* MultiBodyBaseline::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 = .1f;
-
- 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 = .1f;
- 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 MultiBodyBaseline::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;
- }
- }
- class CommonExampleInterface* MultiBodyBaselineCreateFunc(struct CommonExampleOptions& options)
- {
- return new MultiBodyBaseline(options.m_guiHelper);
- }
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