7515b47e8e
Remove upstreamed patch.
745 lines
23 KiB
C++
745 lines
23 KiB
C++
/*
|
|
Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
|
|
|
|
Bullet Continuous Collision Detection and Physics Library
|
|
Copyright (c) 2019 Google Inc. http://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.
|
|
*/
|
|
|
|
/* ====== Overview of the Deformable Algorithm ====== */
|
|
|
|
/*
|
|
A single step of the deformable body simulation contains the following main components:
|
|
Call internalStepSimulation multiple times, to achieve 240Hz (4 steps of 60Hz).
|
|
1. Deformable maintaintenance of rest lengths and volume preservation. Forces only depend on position: Update velocity to a temporary state v_{n+1}^* = v_n + explicit_force * dt / mass, where explicit forces include gravity and elastic forces.
|
|
2. Detect discrete collisions between rigid and deformable bodies at position x_{n+1}^* = x_n + dt * v_{n+1}^*.
|
|
|
|
3a. Solve all constraints, including LCP. Contact, position correction due to numerical drift, friction, and anchors for deformable.
|
|
|
|
3b. 5 Newton steps (multiple step). Conjugent Gradient solves linear system. Deformable Damping: Then velocities of deformable bodies v_{n+1} are solved in
|
|
M(v_{n+1} - v_{n+1}^*) = damping_force * dt / mass,
|
|
by a conjugate gradient solver, where the damping force is implicit and depends on v_{n+1}.
|
|
Make sure contact constraints are not violated in step b by performing velocity projections as in the paper by Baraff and Witkin https://www.cs.cmu.edu/~baraff/papers/sig98.pdf. Dynamic frictions are treated as a force and added to the rhs of the CG solve, whereas static frictions are treated as constraints similar to contact.
|
|
4. Position is updated via x_{n+1} = x_n + dt * v_{n+1}.
|
|
|
|
|
|
The algorithm also closely resembles the one in http://physbam.stanford.edu/~fedkiw/papers/stanford2008-03.pdf
|
|
*/
|
|
|
|
#include <stdio.h>
|
|
#include "btDeformableMultiBodyDynamicsWorld.h"
|
|
#include "DeformableBodyInplaceSolverIslandCallback.h"
|
|
#include "btDeformableBodySolver.h"
|
|
#include "LinearMath/btQuickprof.h"
|
|
#include "btSoftBodyInternals.h"
|
|
btDeformableMultiBodyDynamicsWorld::btDeformableMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btDeformableMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btDeformableBodySolver* deformableBodySolver)
|
|
: btMultiBodyDynamicsWorld(dispatcher, pairCache, (btMultiBodyConstraintSolver*)constraintSolver, collisionConfiguration),
|
|
m_deformableBodySolver(deformableBodySolver),
|
|
m_solverCallback(0)
|
|
{
|
|
m_drawFlags = fDrawFlags::Std;
|
|
m_drawNodeTree = true;
|
|
m_drawFaceTree = false;
|
|
m_drawClusterTree = false;
|
|
m_sbi.m_broadphase = pairCache;
|
|
m_sbi.m_dispatcher = dispatcher;
|
|
m_sbi.m_sparsesdf.Initialize();
|
|
m_sbi.m_sparsesdf.setDefaultVoxelsz(0.005);
|
|
m_sbi.m_sparsesdf.Reset();
|
|
|
|
m_sbi.air_density = (btScalar)1.2;
|
|
m_sbi.water_density = 0;
|
|
m_sbi.water_offset = 0;
|
|
m_sbi.water_normal = btVector3(0, 0, 0);
|
|
m_sbi.m_gravity.setValue(0, -9.8, 0);
|
|
m_internalTime = 0.0;
|
|
m_implicit = false;
|
|
m_lineSearch = false;
|
|
m_useProjection = false;
|
|
m_ccdIterations = 5;
|
|
m_solverDeformableBodyIslandCallback = new DeformableBodyInplaceSolverIslandCallback(constraintSolver, dispatcher);
|
|
}
|
|
|
|
btDeformableMultiBodyDynamicsWorld::~btDeformableMultiBodyDynamicsWorld()
|
|
{
|
|
delete m_solverDeformableBodyIslandCallback;
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
|
|
{
|
|
BT_PROFILE("internalSingleStepSimulation");
|
|
if (0 != m_internalPreTickCallback)
|
|
{
|
|
(*m_internalPreTickCallback)(this, timeStep);
|
|
}
|
|
reinitialize(timeStep);
|
|
|
|
// add gravity to velocity of rigid and multi bodys
|
|
applyRigidBodyGravity(timeStep);
|
|
|
|
///apply gravity and explicit force to velocity, predict motion
|
|
predictUnconstraintMotion(timeStep);
|
|
|
|
///perform collision detection that involves rigid/multi bodies
|
|
btMultiBodyDynamicsWorld::performDiscreteCollisionDetection();
|
|
|
|
btMultiBodyDynamicsWorld::calculateSimulationIslands();
|
|
|
|
beforeSolverCallbacks(timeStep);
|
|
|
|
// ///solve contact constraints and then deformable bodies momemtum equation
|
|
solveConstraints(timeStep);
|
|
|
|
afterSolverCallbacks(timeStep);
|
|
|
|
performDeformableCollisionDetection();
|
|
|
|
applyRepulsionForce(timeStep);
|
|
|
|
performGeometricCollisions(timeStep);
|
|
|
|
integrateTransforms(timeStep);
|
|
|
|
///update vehicle simulation
|
|
btMultiBodyDynamicsWorld::updateActions(timeStep);
|
|
|
|
updateActivationState(timeStep);
|
|
// End solver-wise simulation step
|
|
// ///////////////////////////////
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::performDeformableCollisionDetection()
|
|
{
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
m_softBodies[i]->m_softSoftCollision = true;
|
|
}
|
|
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
for (int j = i; j < m_softBodies.size(); ++j)
|
|
{
|
|
m_softBodies[i]->defaultCollisionHandler(m_softBodies[j]);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
m_softBodies[i]->m_softSoftCollision = false;
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::updateActivationState(btScalar timeStep)
|
|
{
|
|
for (int i = 0; i < m_softBodies.size(); i++)
|
|
{
|
|
btSoftBody* psb = m_softBodies[i];
|
|
psb->updateDeactivation(timeStep);
|
|
if (psb->wantsSleeping())
|
|
{
|
|
if (psb->getActivationState() == ACTIVE_TAG)
|
|
psb->setActivationState(WANTS_DEACTIVATION);
|
|
if (psb->getActivationState() == ISLAND_SLEEPING)
|
|
{
|
|
psb->setZeroVelocity();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (psb->getActivationState() != DISABLE_DEACTIVATION)
|
|
psb->setActivationState(ACTIVE_TAG);
|
|
}
|
|
}
|
|
btMultiBodyDynamicsWorld::updateActivationState(timeStep);
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::applyRepulsionForce(btScalar timeStep)
|
|
{
|
|
BT_PROFILE("btDeformableMultiBodyDynamicsWorld::applyRepulsionForce");
|
|
for (int i = 0; i < m_softBodies.size(); i++)
|
|
{
|
|
btSoftBody* psb = m_softBodies[i];
|
|
if (psb->isActive())
|
|
{
|
|
psb->applyRepulsionForce(timeStep, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::performGeometricCollisions(btScalar timeStep)
|
|
{
|
|
BT_PROFILE("btDeformableMultiBodyDynamicsWorld::performGeometricCollisions");
|
|
// refit the BVH tree for CCD
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
btSoftBody* psb = m_softBodies[i];
|
|
if (psb->isActive())
|
|
{
|
|
m_softBodies[i]->updateFaceTree(true, false);
|
|
m_softBodies[i]->updateNodeTree(true, false);
|
|
for (int j = 0; j < m_softBodies[i]->m_faces.size(); ++j)
|
|
{
|
|
btSoftBody::Face& f = m_softBodies[i]->m_faces[j];
|
|
f.m_n0 = (f.m_n[1]->m_x - f.m_n[0]->m_x).cross(f.m_n[2]->m_x - f.m_n[0]->m_x);
|
|
}
|
|
}
|
|
}
|
|
|
|
// clear contact points & update DBVT
|
|
for (int r = 0; r < m_ccdIterations; ++r)
|
|
{
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
btSoftBody* psb = m_softBodies[i];
|
|
if (psb->isActive())
|
|
{
|
|
// clear contact points in the previous iteration
|
|
psb->m_faceNodeContactsCCD.clear();
|
|
|
|
// update m_q and normals for CCD calculation
|
|
for (int j = 0; j < psb->m_nodes.size(); ++j)
|
|
{
|
|
psb->m_nodes[j].m_q = psb->m_nodes[j].m_x + timeStep * psb->m_nodes[j].m_v;
|
|
}
|
|
for (int j = 0; j < psb->m_faces.size(); ++j)
|
|
{
|
|
btSoftBody::Face& f = psb->m_faces[j];
|
|
f.m_n1 = (f.m_n[1]->m_q - f.m_n[0]->m_q).cross(f.m_n[2]->m_q - f.m_n[0]->m_q);
|
|
f.m_vn = (f.m_n[1]->m_v - f.m_n[0]->m_v).cross(f.m_n[2]->m_v - f.m_n[0]->m_v) * timeStep * timeStep;
|
|
}
|
|
}
|
|
}
|
|
|
|
// apply CCD to register new contact points
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
for (int j = i; j < m_softBodies.size(); ++j)
|
|
{
|
|
btSoftBody* psb1 = m_softBodies[i];
|
|
btSoftBody* psb2 = m_softBodies[j];
|
|
if (psb1->isActive() && psb2->isActive())
|
|
{
|
|
m_softBodies[i]->geometricCollisionHandler(m_softBodies[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
int penetration_count = 0;
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
btSoftBody* psb = m_softBodies[i];
|
|
if (psb->isActive())
|
|
{
|
|
penetration_count += psb->m_faceNodeContactsCCD.size();
|
|
;
|
|
}
|
|
}
|
|
if (penetration_count == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// apply inelastic impulse
|
|
for (int i = 0; i < m_softBodies.size(); ++i)
|
|
{
|
|
btSoftBody* psb = m_softBodies[i];
|
|
if (psb->isActive())
|
|
{
|
|
psb->applyRepulsionForce(timeStep, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::softBodySelfCollision()
|
|
{
|
|
BT_PROFILE("btDeformableMultiBodyDynamicsWorld::softBodySelfCollision");
|
|
for (int i = 0; i < m_softBodies.size(); i++)
|
|
{
|
|
btSoftBody* psb = m_softBodies[i];
|
|
if (psb->isActive())
|
|
{
|
|
psb->defaultCollisionHandler(psb);
|
|
}
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::positionCorrection(btScalar timeStep)
|
|
{
|
|
// correct the position of rigid bodies with temporary velocity generated from split impulse
|
|
btContactSolverInfo infoGlobal;
|
|
btVector3 zero(0, 0, 0);
|
|
for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
|
|
{
|
|
btRigidBody* rb = m_nonStaticRigidBodies[i];
|
|
//correct the position/orientation based on push/turn recovery
|
|
btTransform newTransform;
|
|
btVector3 pushVelocity = rb->getPushVelocity();
|
|
btVector3 turnVelocity = rb->getTurnVelocity();
|
|
if (pushVelocity[0] != 0.f || pushVelocity[1] != 0 || pushVelocity[2] != 0 || turnVelocity[0] != 0.f || turnVelocity[1] != 0 || turnVelocity[2] != 0)
|
|
{
|
|
btTransformUtil::integrateTransform(rb->getWorldTransform(), pushVelocity, turnVelocity * infoGlobal.m_splitImpulseTurnErp, timeStep, newTransform);
|
|
rb->setWorldTransform(newTransform);
|
|
rb->setPushVelocity(zero);
|
|
rb->setTurnVelocity(zero);
|
|
}
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
|
|
{
|
|
BT_PROFILE("integrateTransforms");
|
|
positionCorrection(timeStep);
|
|
btMultiBodyDynamicsWorld::integrateTransforms(timeStep);
|
|
m_deformableBodySolver->applyTransforms(timeStep);
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::solveConstraints(btScalar timeStep)
|
|
{
|
|
BT_PROFILE("btDeformableMultiBodyDynamicsWorld::solveConstraints");
|
|
// save v_{n+1}^* velocity after explicit forces
|
|
m_deformableBodySolver->backupVelocity();
|
|
|
|
// set up constraints among multibodies and between multibodies and deformable bodies
|
|
setupConstraints();
|
|
|
|
// solve contact constraints
|
|
solveContactConstraints();
|
|
|
|
// set up the directions in which the velocity does not change in the momentum solve
|
|
if (m_useProjection)
|
|
m_deformableBodySolver->setProjection();
|
|
else
|
|
m_deformableBodySolver->setLagrangeMultiplier();
|
|
|
|
// for explicit scheme, m_backupVelocity = v_{n+1}^*
|
|
// for implicit scheme, m_backupVelocity = v_n
|
|
// Here, set dv = v_{n+1} - v_n for nodes in contact
|
|
m_deformableBodySolver->setupDeformableSolve(m_implicit);
|
|
|
|
// At this point, dv should be golden for nodes in contact
|
|
// proceed to solve deformable momentum equation
|
|
m_deformableBodySolver->solveDeformableConstraints(timeStep);
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::setupConstraints()
|
|
{
|
|
// set up constraints between multibody and deformable bodies
|
|
m_deformableBodySolver->setConstraints(m_solverInfo);
|
|
|
|
// set up constraints among multibodies
|
|
{
|
|
sortConstraints();
|
|
// setup the solver callback
|
|
btMultiBodyConstraint** sortedMultiBodyConstraints = m_sortedMultiBodyConstraints.size() ? &m_sortedMultiBodyConstraints[0] : 0;
|
|
btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0;
|
|
m_solverDeformableBodyIslandCallback->setup(&m_solverInfo, constraintsPtr, m_sortedConstraints.size(), sortedMultiBodyConstraints, m_sortedMultiBodyConstraints.size(), getDebugDrawer());
|
|
|
|
// build islands
|
|
m_islandManager->buildIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld());
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::sortConstraints()
|
|
{
|
|
m_sortedConstraints.resize(m_constraints.size());
|
|
int i;
|
|
for (i = 0; i < getNumConstraints(); i++)
|
|
{
|
|
m_sortedConstraints[i] = m_constraints[i];
|
|
}
|
|
m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate2());
|
|
|
|
m_sortedMultiBodyConstraints.resize(m_multiBodyConstraints.size());
|
|
for (i = 0; i < m_multiBodyConstraints.size(); i++)
|
|
{
|
|
m_sortedMultiBodyConstraints[i] = m_multiBodyConstraints[i];
|
|
}
|
|
m_sortedMultiBodyConstraints.quickSort(btSortMultiBodyConstraintOnIslandPredicate());
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::solveContactConstraints()
|
|
{
|
|
// process constraints on each island
|
|
m_islandManager->processIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_solverDeformableBodyIslandCallback);
|
|
|
|
// process deferred
|
|
m_solverDeformableBodyIslandCallback->processConstraints();
|
|
m_constraintSolver->allSolved(m_solverInfo, m_debugDrawer);
|
|
|
|
// write joint feedback
|
|
{
|
|
for (int i = 0; i < this->m_multiBodies.size(); i++)
|
|
{
|
|
btMultiBody* bod = m_multiBodies[i];
|
|
|
|
bool isSleeping = false;
|
|
|
|
if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
|
|
{
|
|
isSleeping = true;
|
|
}
|
|
for (int b = 0; b < bod->getNumLinks(); b++)
|
|
{
|
|
if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
|
|
isSleeping = true;
|
|
}
|
|
|
|
if (!isSleeping)
|
|
{
|
|
//useless? they get resized in stepVelocities once again (AND DIFFERENTLY)
|
|
m_scratch_r.resize(bod->getNumLinks() + 1); //multidof? ("Y"s use it and it is used to store qdd)
|
|
m_scratch_v.resize(bod->getNumLinks() + 1);
|
|
m_scratch_m.resize(bod->getNumLinks() + 1);
|
|
|
|
if (bod->internalNeedsJointFeedback())
|
|
{
|
|
if (!bod->isUsingRK4Integration())
|
|
{
|
|
if (bod->internalNeedsJointFeedback())
|
|
{
|
|
bool isConstraintPass = true;
|
|
bod->computeAccelerationsArticulatedBodyAlgorithmMultiDof(m_solverInfo.m_timeStep, m_scratch_r, m_scratch_v, m_scratch_m, isConstraintPass,
|
|
getSolverInfo().m_jointFeedbackInWorldSpace,
|
|
getSolverInfo().m_jointFeedbackInJointFrame);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < this->m_multiBodies.size(); i++)
|
|
{
|
|
btMultiBody* bod = m_multiBodies[i];
|
|
bod->processDeltaVeeMultiDof2();
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
|
|
{
|
|
m_softBodies.push_back(body);
|
|
|
|
// Set the soft body solver that will deal with this body
|
|
// to be the world's solver
|
|
body->setSoftBodySolver(m_deformableBodySolver);
|
|
|
|
btCollisionWorld::addCollisionObject(body,
|
|
collisionFilterGroup,
|
|
collisionFilterMask);
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
|
|
{
|
|
BT_PROFILE("predictUnconstraintMotion");
|
|
btMultiBodyDynamicsWorld::predictUnconstraintMotion(timeStep);
|
|
m_deformableBodySolver->predictMotion(timeStep);
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::setGravity(const btVector3& gravity)
|
|
{
|
|
btDiscreteDynamicsWorld::setGravity(gravity);
|
|
m_deformableBodySolver->setGravity(gravity);
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::reinitialize(btScalar timeStep)
|
|
{
|
|
m_internalTime += timeStep;
|
|
m_deformableBodySolver->setImplicit(m_implicit);
|
|
m_deformableBodySolver->setLineSearch(m_lineSearch);
|
|
m_deformableBodySolver->reinitialize(m_softBodies, timeStep);
|
|
btDispatcherInfo& dispatchInfo = btMultiBodyDynamicsWorld::getDispatchInfo();
|
|
dispatchInfo.m_timeStep = timeStep;
|
|
dispatchInfo.m_stepCount = 0;
|
|
dispatchInfo.m_debugDraw = btMultiBodyDynamicsWorld::getDebugDrawer();
|
|
btMultiBodyDynamicsWorld::getSolverInfo().m_timeStep = timeStep;
|
|
if (m_useProjection)
|
|
{
|
|
m_deformableBodySolver->m_useProjection = true;
|
|
m_deformableBodySolver->setStrainLimiting(true);
|
|
m_deformableBodySolver->setPreconditioner(btDeformableBackwardEulerObjective::Mass_preconditioner);
|
|
}
|
|
else
|
|
{
|
|
m_deformableBodySolver->m_useProjection = false;
|
|
m_deformableBodySolver->setStrainLimiting(false);
|
|
m_deformableBodySolver->setPreconditioner(btDeformableBackwardEulerObjective::KKT_preconditioner);
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::debugDrawWorld()
|
|
{
|
|
btMultiBodyDynamicsWorld::debugDrawWorld();
|
|
|
|
for (int i = 0; i < getSoftBodyArray().size(); i++)
|
|
{
|
|
btSoftBody* psb = (btSoftBody*)getSoftBodyArray()[i];
|
|
{
|
|
btSoftBodyHelpers::DrawFrame(psb, getDebugDrawer());
|
|
btSoftBodyHelpers::Draw(psb, getDebugDrawer(), getDrawFlags());
|
|
}
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::applyRigidBodyGravity(btScalar timeStep)
|
|
{
|
|
// Gravity is applied in stepSimulation and then cleared here and then applied here and then cleared here again
|
|
// so that 1) gravity is applied to velocity before constraint solve and 2) gravity is applied in each substep
|
|
// when there are multiple substeps
|
|
btMultiBodyDynamicsWorld::applyGravity();
|
|
// integrate rigid body gravity
|
|
for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
|
|
{
|
|
btRigidBody* rb = m_nonStaticRigidBodies[i];
|
|
rb->integrateVelocities(timeStep);
|
|
}
|
|
|
|
// integrate multibody gravity
|
|
{
|
|
forwardKinematics();
|
|
clearMultiBodyConstraintForces();
|
|
{
|
|
for (int i = 0; i < this->m_multiBodies.size(); i++)
|
|
{
|
|
btMultiBody* bod = m_multiBodies[i];
|
|
|
|
bool isSleeping = false;
|
|
|
|
if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
|
|
{
|
|
isSleeping = true;
|
|
}
|
|
for (int b = 0; b < bod->getNumLinks(); b++)
|
|
{
|
|
if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
|
|
isSleeping = true;
|
|
}
|
|
|
|
if (!isSleeping)
|
|
{
|
|
m_scratch_r.resize(bod->getNumLinks() + 1);
|
|
m_scratch_v.resize(bod->getNumLinks() + 1);
|
|
m_scratch_m.resize(bod->getNumLinks() + 1);
|
|
bool isConstraintPass = false;
|
|
{
|
|
if (!bod->isUsingRK4Integration())
|
|
{
|
|
bod->computeAccelerationsArticulatedBodyAlgorithmMultiDof(m_solverInfo.m_timeStep,
|
|
m_scratch_r, m_scratch_v, m_scratch_m, isConstraintPass,
|
|
getSolverInfo().m_jointFeedbackInWorldSpace,
|
|
getSolverInfo().m_jointFeedbackInJointFrame);
|
|
}
|
|
else
|
|
{
|
|
btAssert(" RK4Integration is not supported");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
clearGravity();
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::clearGravity()
|
|
{
|
|
BT_PROFILE("btMultiBody clearGravity");
|
|
// clear rigid body gravity
|
|
for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
|
|
{
|
|
btRigidBody* body = m_nonStaticRigidBodies[i];
|
|
if (body->isActive())
|
|
{
|
|
body->clearGravity();
|
|
}
|
|
}
|
|
// clear multibody gravity
|
|
for (int i = 0; i < this->m_multiBodies.size(); i++)
|
|
{
|
|
btMultiBody* bod = m_multiBodies[i];
|
|
|
|
bool isSleeping = false;
|
|
|
|
if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
|
|
{
|
|
isSleeping = true;
|
|
}
|
|
for (int b = 0; b < bod->getNumLinks(); b++)
|
|
{
|
|
if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
|
|
isSleeping = true;
|
|
}
|
|
|
|
if (!isSleeping)
|
|
{
|
|
bod->addBaseForce(-m_gravity * bod->getBaseMass());
|
|
|
|
for (int j = 0; j < bod->getNumLinks(); ++j)
|
|
{
|
|
bod->addLinkForce(j, -m_gravity * bod->getLinkMass(j));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::beforeSolverCallbacks(btScalar timeStep)
|
|
{
|
|
if (0 != m_internalTickCallback)
|
|
{
|
|
(*m_internalTickCallback)(this, timeStep);
|
|
}
|
|
|
|
if (0 != m_solverCallback)
|
|
{
|
|
(*m_solverCallback)(m_internalTime, this);
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::afterSolverCallbacks(btScalar timeStep)
|
|
{
|
|
if (0 != m_solverCallback)
|
|
{
|
|
(*m_solverCallback)(m_internalTime, this);
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::addForce(btSoftBody* psb, btDeformableLagrangianForce* force)
|
|
{
|
|
btAlignedObjectArray<btDeformableLagrangianForce*>& forces = *m_deformableBodySolver->getLagrangianForceArray();
|
|
bool added = false;
|
|
for (int i = 0; i < forces.size(); ++i)
|
|
{
|
|
if (forces[i]->getForceType() == force->getForceType())
|
|
{
|
|
forces[i]->addSoftBody(psb);
|
|
added = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!added)
|
|
{
|
|
force->addSoftBody(psb);
|
|
force->setIndices(m_deformableBodySolver->getIndices());
|
|
forces.push_back(force);
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::removeForce(btSoftBody* psb, btDeformableLagrangianForce* force)
|
|
{
|
|
btAlignedObjectArray<btDeformableLagrangianForce*>& forces = *m_deformableBodySolver->getLagrangianForceArray();
|
|
int removed_index = -1;
|
|
for (int i = 0; i < forces.size(); ++i)
|
|
{
|
|
if (forces[i]->getForceType() == force->getForceType())
|
|
{
|
|
forces[i]->removeSoftBody(psb);
|
|
if (forces[i]->m_softBodies.size() == 0)
|
|
removed_index = i;
|
|
break;
|
|
}
|
|
}
|
|
if (removed_index >= 0)
|
|
forces.removeAtIndex(removed_index);
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::removeSoftBodyForce(btSoftBody* psb)
|
|
{
|
|
btAlignedObjectArray<btDeformableLagrangianForce*>& forces = *m_deformableBodySolver->getLagrangianForceArray();
|
|
for (int i = 0; i < forces.size(); ++i)
|
|
{
|
|
forces[i]->removeSoftBody(psb);
|
|
}
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::removeSoftBody(btSoftBody* body)
|
|
{
|
|
removeSoftBodyForce(body);
|
|
m_softBodies.remove(body);
|
|
btCollisionWorld::removeCollisionObject(body);
|
|
// force a reinitialize so that node indices get updated.
|
|
m_deformableBodySolver->reinitialize(m_softBodies, btScalar(-1));
|
|
}
|
|
|
|
void btDeformableMultiBodyDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
|
|
{
|
|
btSoftBody* body = btSoftBody::upcast(collisionObject);
|
|
if (body)
|
|
removeSoftBody(body);
|
|
else
|
|
btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
|
|
}
|
|
|
|
int btDeformableMultiBodyDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
|
|
{
|
|
startProfiling(timeStep);
|
|
|
|
int numSimulationSubSteps = 0;
|
|
|
|
if (maxSubSteps)
|
|
{
|
|
//fixed timestep with interpolation
|
|
m_fixedTimeStep = fixedTimeStep;
|
|
m_localTime += timeStep;
|
|
if (m_localTime >= fixedTimeStep)
|
|
{
|
|
numSimulationSubSteps = int(m_localTime / fixedTimeStep);
|
|
m_localTime -= numSimulationSubSteps * fixedTimeStep;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//variable timestep
|
|
fixedTimeStep = timeStep;
|
|
m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
|
|
m_fixedTimeStep = 0;
|
|
if (btFuzzyZero(timeStep))
|
|
{
|
|
numSimulationSubSteps = 0;
|
|
maxSubSteps = 0;
|
|
}
|
|
else
|
|
{
|
|
numSimulationSubSteps = 1;
|
|
maxSubSteps = 1;
|
|
}
|
|
}
|
|
|
|
//process some debugging flags
|
|
if (getDebugDrawer())
|
|
{
|
|
btIDebugDraw* debugDrawer = getDebugDrawer();
|
|
gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
|
|
}
|
|
if (numSimulationSubSteps)
|
|
{
|
|
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
|
|
int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps) ? maxSubSteps : numSimulationSubSteps;
|
|
|
|
saveKinematicState(fixedTimeStep * clampedSimulationSteps);
|
|
|
|
for (int i = 0; i < clampedSimulationSteps; i++)
|
|
{
|
|
internalSingleStepSimulation(fixedTimeStep);
|
|
synchronizeMotionStates();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
synchronizeMotionStates();
|
|
}
|
|
|
|
clearForces();
|
|
|
|
#ifndef BT_NO_PROFILE
|
|
CProfileManager::Increment_Frame_Counter();
|
|
#endif //BT_NO_PROFILE
|
|
|
|
return numSimulationSubSteps;
|
|
}
|