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Bullet 刚体与软体的碰撞 collisions between rigidbody and softbody in Bullet
上一篇文章做了一个bullet刚体自由落体的模拟,这篇文章模拟软体与刚体的碰撞,并且让软体保持碰撞后的形状。关于软体的参数配置如下:
btSoftBody::Config :
btSoftBody::Config::aeromodel; // Aerodynamic model (default: V_Point)
define what kind feature is used to compute aerodynamic forces.
btSoftBody::Config::kVCF; // Velocities correction factor (Baumgarte)
define the amount of correction per time step for drift solver (sometimes referred as ERP in rigid bodies solvers).
btSoftBody::Config::kDP; // Damping coefficient [0,1]
damping, zero = no damping, one= full damping.
btSoftBody::Config::kDG; // Drag coefficient [0,+inf]
[aerodynamic]=> is referred in http://en.wikipedia.org/wiki/Drag_%28force%29 as ‘Cd‘, kDG=0 mean no drag.
btSoftBody::Config::kLF; // Lift coefficient [0,+inf]
[aerodynamic]=> is a factor of the lift force (http://en.wikipedia.org/wiki/Lift_%28force%29) kLF=0 mean no lift
btSoftBody::Config::kPR; // Pressure coefficient [-inf,+inf]
[aerodynamic]=> is a factor of pressure.
btSoftBody::Config::kVC; // Volume conversation coefficient [0,+inf]
when ‘setPose(true,...)‘ as been called, define the magnitude of the force used to conserve volume.
btSoftBody::Config::kDF; // Dynamic friction coefficient [0,1]
friction, kDF=0 mean sliding, kDF=1 mean sticking.
btSoftBody::Config::kMT; // Pose matching coefficient [0,1]
when ‘setPose(...,true)‘ as been called, define the factor used for pose matching.
btSoftBody::Config::kCHR; // Rigid contacts hardness [0,1]
define how ‘soft‘ contact with rigid bodies are, kCHR=0 mean no penetration correction, 1 mean full correction.
btSoftBody::Config::kKHR; // Kinetic contacts hardness [0,1]
define how ‘soft‘ contact with kinetic/static bodies are, kKHR=0 mean no penetration correction, 1 mean full correction.
btSoftBody::Config::kSHR; // Soft contacts hardness [0,1]
define how ‘soft‘ contact with other soft bodies are, kSHR=0 mean no penetration correction, 1 mean full correction.
btSoftBody::Config::kAHR; // Anchors hardness [0,1]
define how ‘soft‘ anchor constraint (joint) are, kAHR=0 mean no drift correction, 1 mean full correction.
btSoftBody::Config::maxvolume; // Maximum volume ratio for pose
--unused--
btSoftBody::Config::timescale; // Time scale
factor of time step, can be used to speed up, or slow down simulation, default=1.
btSoftBody::Config::viterations; // Velocities solver iterations
number of iterations for velocity solvers (if any).
btSoftBody::Config::piterations; // Positions solver iterations
number of iterations for position solvers (if any).
btSoftBody::Config::diterations; // Drift solver iterations
number of iterations for drift solvers (if any).
btSoftBody::Config::collisions; // Collisions flags
see btSoftBody::fCollision.
btSoftBody::Config::m_vsequence,m_psequence,m_dsequence;
define the order and type of solvers to apply for velocities, positions and drift, see btSoftBody::eVSolver for velocities, and btSoftBody::ePSolver for positions and drift.
为了达到该效果,软体部分主要的参数设置是
m_softBodyWorldInfo.m_gravity.setValue(0,0,0); 把软体世界的重力设为(0,0,0),如果不设为0,又想达到上述效果,目前还不知道可行办法。
sphere->setPose(true, true); 两个参数分别为,是否维持软体的体积和形状
sphere->m_cfg.kVC = 0.001; //Volume conversation,当打开维持体积参数后,该参数用于设置维持系数,[0,1],越大表示维持程度越大
sphere->m_cfg.kMT = 0.0; //pose matching 当打开维持形状参数后,该参数用于设置维持系数,[0,1],越大表示维持程度越大
Bullet.cpp
#include <GLUT/glut.h> #include <cstdlib> /* for exit */ #include <vector> #include <btBulletDynamicsCommon.h> #include "BulletSoftBody/btSoftRigidDynamicsWorld.h" #include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h" #include "BulletSoftBody/btSoftBodyHelpers.h" #include "BulletSoftBody/btSoftBody.h" #include "BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h" #include "BulletCollision/NarrowPhaseCollision/btGjkEpa2.h" #include "LinearMath/btQuickprof.h" #include "LinearMath/btIDebugDraw.h" #include "LinearMath/btConvexHull.h" #include "LinearMath/btAlignedObjectArray.h" using namespace std; float zoom = 800.f; float rotx = 20; float roty = 0; float tx = 0; float ty = 0; int lastx=0; int lasty=0; unsigned char Buttons[3] = {0}; float lightPosition[] = { -200, 300, 300, 1.0f}; float ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f }; float specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f }; btSoftRigidDynamicsWorld* mp_btDynamicsWorld = NULL; btRigidBody *rigid = NULL; btRigidBody *ground = NULL; btSoftBodyWorldInfo m_softBodyWorldInfo; btSoftBody *sphere = NULL; void InitWorld() { btVector3 worldAabbMin(-10000,-10000,-10000); btVector3 worldAabbMax(10000,10000,10000); int maxProxies = 100000; btAxisSweep3* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies); m_softBodyWorldInfo.m_broadphase = broadphase; // btDefaultCollisionConfiguration* collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration(); btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration); m_softBodyWorldInfo.m_dispatcher = dispatcher; btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver; mp_btDynamicsWorld = new btSoftRigidDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration); m_softBodyWorldInfo.m_sparsesdf.Initialize(); m_softBodyWorldInfo.air_density = (btScalar)1.2; m_softBodyWorldInfo.water_density = 0; m_softBodyWorldInfo.water_offset = 0; m_softBodyWorldInfo.water_normal = btVector3(0,0,0); mp_btDynamicsWorld->setGravity(btVector3(0,-500,0)); m_softBodyWorldInfo.m_gravity.setValue(0,0,0); } void InitObject() { //init rigid //btCollisionShape *collisionShape = new btBoxShape(btVector3(50,50,50)); btCollisionShape *collisionShape = new btSphereShape(50); //initial position btVector3 pos = btVector3(40, 300, 40); btQuaternion qrot(0, 0, 0, 1); btDefaultMotionState* motion_state = new btDefaultMotionState(btTransform(qrot, pos)); btScalar mass = btScalar(100000); btVector3 inertia = btVector3(0, 0, 0);//guan xing collisionShape->calculateLocalInertia(mass, inertia); rigid = new btRigidBody(mass, motion_state, collisionShape, inertia); btScalar restitution = btScalar(0.5); rigid->setRestitution(restitution); //default 0.5 btScalar friction = btScalar(1); rigid->setFriction(friction); mp_btDynamicsWorld->addRigidBody(rigid); //init ground btCollisionShape *groundShape = new btBoxShape(btVector3(500,5,500)); //half size btVector3 groundpos = btVector3(0,0,0); btQuaternion groundrot(0, 0, 0, 1); btDefaultMotionState* groundMotion = new btDefaultMotionState(btTransform(groundrot, groundpos)); ground = new btRigidBody(0.0, groundMotion, groundShape);//mass = 0 means it is a static object btScalar rest = btScalar(1); ground->setRestitution(rest); mp_btDynamicsWorld->addRigidBody(ground); //softbody sphere = btSoftBodyHelpers::CreateEllipsoid(m_softBodyWorldInfo, btVector3(0, 60, 0), btVector3(1, 1, 1)*60, 10000); sphere->m_cfg.collisions|=btSoftBody::fCollision::VF_SS; sphere->setTotalMass(1000000,true); sphere->setPose(true, true); sphere->m_materials[0]->m_kLST = 1; //sphere->m_cfg.kVCF = 0; sphere->m_cfg.kDP = 1; sphere->m_cfg.kDG = 0; sphere->m_cfg.kLF = 0; sphere->m_cfg.kPR = 100; sphere->m_cfg.kVC = 0.001; //Volume conversation sphere->m_cfg.kDF = 0;//1 sphere->m_cfg.kMT = 0.0; //pose matching sphere->m_cfg.kCHR = 0; sphere->m_cfg.kKHR = 0; sphere->m_cfg.kSHR = 0; sphere->m_cfg.kAHR = 0; mp_btDynamicsWorld->addSoftBody(sphere); } void DeleteBullet() { //rigid delete rigid->getMotionState(); mp_btDynamicsWorld->removeRigidBody(rigid); delete rigid; rigid = NULL; //ground delete ground->getMotionState(); mp_btDynamicsWorld->removeRigidBody(ground); delete ground; ground = NULL; //softbody mp_btDynamicsWorld->removeSoftBody(sphere); delete sphere; sphere = NULL; //world delete mp_btDynamicsWorld->getBroadphase(); delete mp_btDynamicsWorld; mp_btDynamicsWorld = NULL; } void DrawGrid(int _halfLen, int _gridNum) { glColor3f(1.0f,1.0f,1.0f); // draw grid glLineWidth(2); glBegin(GL_LINES); for(int i = -_halfLen;i <= _halfLen; i += (_halfLen/_gridNum)) { glVertex3f(i,0,-_halfLen); glVertex3f(i,0,_halfLen); glVertex3f(_halfLen,0,i); glVertex3f(-_halfLen,0,i); } glEnd(); } void DrawCoordinate(float _flengthX, float _flengthY, float _flengthZ) { glLineWidth(5); glBegin(GL_LINES); glColor3f(1,0,0); glVertex3f(0,0,0); glVertex3f(_flengthX,0,0); glEnd(); glBegin(GL_LINES); glColor3f(0,1,0); glVertex3f(0,0,0); glVertex3f(0,_flengthY,0); glEnd(); glBegin(GL_LINES); glColor3f(0,0,1); glVertex3f(0,0,0); glVertex3f(0,0,_flengthZ); glEnd(); } void DrawBulletObject() { //rigid btTransform trans = rigid->getWorldTransform(); btScalar m[16]; trans.getOpenGLMatrix(m); glColor3f(0, 0, 1); glPushMatrix(); glMultMatrixf((GLfloat*)m); //glutSolidCube(100); //total length glutSolidSphere(50,50,50); glPopMatrix(); //ground glColor3f(0, 1, 0); glPushMatrix(); //glTranslatef(0, -50, 0); glScalef(1, 0.001, 1); glutSolidCube(1000); //size glPopMatrix(); //softbody btTransform meshTransform = sphere->getWorldTransform(); GLfloat tempForm[16]; meshTransform.getOpenGLMatrix(tempForm); glPushMatrix(); glMultMatrixf(tempForm); int numFaces = sphere->m_faces.size(); for (int i=0; i< numFaces; i++) { btSoftBody::Node* node_0=sphere->m_faces[i].m_n[0]; btSoftBody::Node* node_1=sphere->m_faces[i].m_n[1]; btSoftBody::Node* node_2=sphere->m_faces[i].m_n[2]; btVector3 p0; p0 = node_0->m_x; btVector3 p1; p1 = node_1->m_x; btVector3 p2; p2 = node_2->m_x; //Calculate the normals for the 2 triangles and add on btVector3 tpt1, tpt2; tpt1 = p1-p0; tpt2 = p2-p0; btVector3 normal= tpt1.cross(tpt2); glBegin(GL_TRIANGLES); glNormal3fv(normal); glColor3f(0,1,1); glVertex3f(p0.getX()*1,p0.getY()*1,p0.getZ()*1); glVertex3f(p1.getX()*1,p1.getY()*1,p1.getZ()*1); glVertex3f(p2.getX()*1,p2.getY()*1,p2.getZ()*1); glEnd(); } glPopMatrix(); } void Simulate() { double dt = 1.f/60.0f; if(mp_btDynamicsWorld) mp_btDynamicsWorld->stepSimulation(dt,1); } //------------------------------------------------------------------------------- /// void Display() { Simulate(); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0,0,-zoom); glTranslatef(tx,ty,0); glRotatef(rotx,1,0,0); glRotatef(roty,0,1,0); glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight); glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); DrawBulletObject(); glDisable( GL_LIGHTING ); glDisable(GL_COLOR_MATERIAL); //DrawGrid(1000, 10); //DrawCoordinate(1000,1000,1000); glutPostRedisplay(); glutSwapBuffers(); } void Init() { glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); InitWorld(); InitObject(); } void Reshape(int w, int h) { // prevent divide by 0 error when minimised if(w==0) h = 1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45,(float)w/h,0.1,5000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //------------------------------------------------------------------------------- // void Motion(int x,int y) { int diffx=x-lastx; int diffy=y-lasty; lastx=x; lasty=y; if( Buttons[2] ) { zoom -= (float) 2* diffx*2; } else if( Buttons[0] ) { rotx += (float) 1 * diffy; roty += (float) 1 * diffx; } else if( Buttons[1] ) { tx += (float) 1 * diffx; ty -= (float) 1 * diffy; } glutPostRedisplay(); } void Mouse(int b,int s,int x,int y) { lastx=x; lasty=y; switch(b) { case GLUT_LEFT_BUTTON: Buttons[0] = ((GLUT_DOWN==s)?1:0); break; case GLUT_MIDDLE_BUTTON: Buttons[1] = ((GLUT_DOWN==s)?1:0); break; case GLUT_RIGHT_BUTTON: Buttons[2] = ((GLUT_DOWN==s)?1:0); break; default: break; } glutPostRedisplay(); } void Keyboard(unsigned char key, int x, int y) { switch(key) { case 'q': case 'Q': case 27: // ESC key exit(0); break; case 'r': DeleteBullet(); InitWorld(); InitObject(); break; default: break; } } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(640,480); glutInitWindowPosition(100,100); glutCreateWindow("Bullet Framework"); glutDisplayFunc(Display); glutReshapeFunc(Reshape); glutMouseFunc(Mouse); glutMotionFunc(Motion); glutKeyboardFunc(Keyboard); Init(); glutMainLoop(); return 0; }
CMakeLists.txt
cmake_minimum_required (VERSION 2.6) project(Bullet) add_executable(Bullet Bullet.cpp) find_package(OpenGL REQUIRED) include_directories(${OPENGL_INCLUDE_DIR}) find_package(GLUT REQUIRED) include_directories(${GLUT_INCLUDE_DIR}) SET(BULLETHEADER "/Users/yang/DEVELOPMENT/ProgramFiles/bullet-2.82-r2704/src") include_directories("${BULLETHEADER}") IF(APPLE) #SET(GUI_TYPE MACOSX_BUNDLE) FIND_LIBRARY(BULLETDYNAMICS_LIBRARY BulletDynamics) FIND_LIBRARY(BULLETCOLLISION_LIBRARY BulletCollision ) FIND_LIBRARY(LINEARMATH_LIBRARY LinearMath ) FIND_LIBRARY(BULLETSOFTBODY_LIBRARY BulletSoftBody) ENDIF (APPLE) target_link_libraries(Bullet ${GLUT_LIBRARY} ${OPENGL_LIBRARY}) target_link_libraries(Bullet ${BULLETDYNAMICS_LIBRARY} ${BULLETCOLLISION_LIBRARY} ${LINEARMATH_LIBRARY} ${BULLETSOFTBODY_LIBRARY})
Bullet 刚体与软体的碰撞 collisions between rigidbody and softbody in Bullet