set up reduced grasping example

This commit is contained in:
jingyuc
2021-09-02 13:35:14 -04:00
parent 104410c63d
commit 93e00054e3
10 changed files with 434 additions and 28 deletions

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@@ -396,6 +396,8 @@ SET(BulletExampleBrowser_SRCS
../ReducedDeformableDemo/FreeFall.h
../ReducedDeformableDemo/ReducedCollide.cpp
../ReducedDeformableDemo/ReducedCollide.h
../ReducedDeformableDemo/ReducedGrasp.cpp
../ReducedDeformableDemo/ReducedGrasp.h
../Constraints/TestHingeTorque.cpp
../Constraints/TestHingeTorque.h
../Constraints/ConstraintDemo.cpp

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@@ -76,6 +76,7 @@
#include "../ReducedDeformableDemo/BasicTest.h"
#include "../ReducedDeformableDemo/FreeFall.h"
#include "../ReducedDeformableDemo/ReducedCollide.h"
#include "../ReducedDeformableDemo/ReducedGrasp.h"
#include "../InverseKinematics/InverseKinematicsExample.h"
#ifdef B3_ENABLE_TINY_AUDIO
@@ -224,6 +225,7 @@ static ExampleEntry gDefaultExamples[] =
ExampleEntry(1, "BasicRD", "Simple dynamics test for the reduced deformable objects", ReducedBasicTestCreateFunc),
ExampleEntry(1, "Reduced Free Fall", "Free fall ground contact test for the reduced deformable model", ReducedFreeFallCreateFunc),
ExampleEntry(1, "Reduced Collision Test", "Collision between a reduced block and the a rigid block", ReducedCollideCreateFunc),
ExampleEntry(1, "Reduced Grasp", "Grasp a reduced deformable block", ReducedGraspCreateFunc),
// ExampleEntry(1, "Simple Reduced Deformable Test", "Simple dynamics test for the reduced deformable objects", ReducedBasicTestCreateFunc),
#ifdef INCLUDE_CLOTH_DEMOS

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@@ -65,7 +65,7 @@ public:
void Ctor_RbUpStack()
{
float mass = 10;
float mass = 8;
btCollisionShape* shape = new btBoxShape(btVector3(1, 1, 1));
btTransform startTransform;
startTransform.setIdentity();
@@ -148,6 +148,7 @@ void ReducedCollide::initPhysics()
getDeformableDynamicsWorld()->addSoftBody(rsb);
rsb->getCollisionShape()->setMargin(0.1);
// rsb->scale(btVector3(1, 1, 1));
rsb->rotate(btQuaternion(btVector3(0, 1, 0), SIMD_PI / 2.0));
rsb->translate(btVector3(0, 2, 0)); //TODO: add back translate and scale
rsb->setStiffnessScale(10);
rsb->setDamping(damping_alpha, damping_beta);

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@@ -0,0 +1,361 @@
/*
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.
*/
#include "ReducedGrasp.h"
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
#include "btBulletDynamicsCommon.h"
#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
#include "BulletSoftBody/BulletReducedSoftBody/btReducedSoftBody.h"
#include "BulletSoftBody/BulletReducedSoftBody/btReducedSoftBodyHelpers.h"
#include "BulletSoftBody/BulletReducedSoftBody/btReducedSoftBodySolver.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
#include "../CommonInterfaces/CommonParameterInterface.h"
#include <stdio.h> //printf debugging
#include "../CommonInterfaces/CommonDeformableBodyBase.h"
#include "../Utils/b3ResourcePath.h"
///The BasicTest shows the contact between volumetric deformable objects and rigid objects.
// static btScalar E = 50;
// static btScalar nu = 0.3;
static btScalar damping_alpha = 0.0;
static btScalar damping_beta = 0.0;
static btScalar COLLIDING_VELOCITY = 4;
static int start_mode = 6;
static int num_modes = 1;
class ReducedGrasp : public CommonDeformableBodyBase
{
public:
ReducedGrasp(struct GUIHelperInterface* helper)
: CommonDeformableBodyBase(helper)
{
}
virtual ~ReducedGrasp()
{
}
void initPhysics();
void exitPhysics();
void resetCamera()
{
float dist = 25;
float pitch = -30;
float yaw = 100;
float targetPos[3] = {0, -0, 0};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
void stepSimulation(float deltaTime)
{
//use a smaller internal timestep, there are stability issues
float internalTimeStep = 1. / 240.f;
m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep);
}
void createGrip()
{
int count = 2;
float mass = 1e6;
btCollisionShape* shape[] = {
new btBoxShape(btVector3(3, 3, 0.5)),
};
static const int nshapes = sizeof(shape) / sizeof(shape[0]);
for (int i = 0; i < count; ++i)
{
btTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(btVector3(10, 0, 0));
startTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.));
createRigidBody(mass, startTransform, shape[i % nshapes]);
}
}
virtual void renderScene()
{
CommonDeformableBodyBase::renderScene();
btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
{
btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i];
{
btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer());
btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
}
}
}
};
void GripperDynamics(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
{
btAlignedObjectArray<btRigidBody*>& rbs = world->getNonStaticRigidBodies();
if (rbs.size()<2)
return;
btRigidBody* rb0 = rbs[0];
// btScalar pressTime = 0.9;
btScalar pressTime = 1.5;
btScalar liftTime = 2.5;
btScalar shiftTime = 3.5;
btScalar holdTime = 4.5*1000;
btScalar dropTime = 5.3*1000;
btTransform rbTransform;
rbTransform.setIdentity();
btVector3 translation;
btVector3 velocity;
btVector3 initialTranslationLeft = btVector3(0.5,3,4);
btVector3 initialTranslationRight = btVector3(0.5,3,-4);
btVector3 pinchVelocityLeft = btVector3(0,0,-2);
btVector3 pinchVelocityRight = btVector3(0,0,2);
btVector3 liftVelocity = btVector3(0,5,0);
btVector3 shiftVelocity = btVector3(0,0,5);
btVector3 holdVelocity = btVector3(0,0,0);
btVector3 openVelocityLeft = btVector3(0,0,4);
btVector3 openVelocityRight = btVector3(0,0,-4);
if (time < pressTime)
{
velocity = pinchVelocityLeft;
translation = initialTranslationLeft + pinchVelocityLeft * time;
}
else if (time < liftTime)
{
velocity = liftVelocity;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (time - pressTime);
}
else if (time < shiftTime)
{
velocity = shiftVelocity;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
}
else if (time < holdTime)
{
velocity = btVector3(0,0,0);
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
}
else if (time < dropTime)
{
velocity = openVelocityLeft;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (time - holdTime);
}
else
{
velocity = holdVelocity;
translation = initialTranslationLeft + pinchVelocityLeft * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityLeft * (dropTime - holdTime);
}
rbTransform.setOrigin(translation);
rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
rb0->setCenterOfMassTransform(rbTransform);
rb0->setAngularVelocity(btVector3(0,0,0));
rb0->setLinearVelocity(velocity);
btRigidBody* rb1 = rbs[1];
if (time < pressTime)
{
velocity = pinchVelocityRight;
translation = initialTranslationRight + pinchVelocityRight * time;
}
else if (time < liftTime)
{
velocity = liftVelocity;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (time - pressTime);
}
else if (time < shiftTime)
{
velocity = shiftVelocity;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (time - liftTime);
}
else if (time < holdTime)
{
velocity = btVector3(0,0,0);
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (time - shiftTime);
}
else if (time < dropTime)
{
velocity = openVelocityRight;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (time - holdTime);
}
else
{
velocity = holdVelocity;
translation = initialTranslationRight + pinchVelocityRight * pressTime + liftVelocity * (liftTime-pressTime) + shiftVelocity * (shiftTime - liftTime) + holdVelocity * (holdTime - shiftTime)+ openVelocityRight * (dropTime - holdTime);
}
rbTransform.setOrigin(translation);
rbTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
rb1->setCenterOfMassTransform(rbTransform);
rb1->setAngularVelocity(btVector3(0,0,0));
rb1->setLinearVelocity(velocity);
rb0->setFriction(20);
rb1->setFriction(20);
}
void ReducedGrasp::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();
btReducedSoftBodySolver* reducedSoftBodySolver = new btReducedSoftBodySolver();
btVector3 gravity = btVector3(0, -10, 0);
reducedSoftBodySolver->setGravity(gravity);
btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
sol->setDeformableSolver(reducedSoftBodySolver);
m_solver = sol;
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, reducedSoftBodySolver);
m_dynamicsWorld->setGravity(gravity);
getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
getDeformableDynamicsWorld()->getWorldInfo().m_sparsesdf.setDefaultVoxelsz(0.25);
getDeformableDynamicsWorld()->setSolverCallback(GripperDynamics);
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
// create volumetric reduced deformable body
{
std::string filepath("../../../examples/SoftDemo/");
std::string filename = filepath + "mesh.vtk";
btReducedSoftBody* rsb = btReducedSoftBodyHelpers::createFromVtkFile(getDeformableDynamicsWorld()->getWorldInfo(), filename.c_str());
rsb->setReducedModes(start_mode, num_modes, rsb->m_nodes.size());
btReducedSoftBodyHelpers::readReducedDeformableInfoFromFiles(rsb, filepath.c_str());
getDeformableDynamicsWorld()->addSoftBody(rsb);
rsb->getCollisionShape()->setMargin(0.1);
// rsb->scale(btVector3(1, 1, 1));
rsb->rotate(btQuaternion(btVector3(0, 1, 0), SIMD_PI / 2.0));
rsb->translate(btVector3(0, 2, 0)); //TODO: add back translate and scale
rsb->setStiffnessScale(10);
rsb->setDamping(damping_alpha, damping_beta);
rsb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
rsb->m_cfg.kCHR = 1; // collision hardness with rigid body
rsb->m_cfg.kDF = 0;
rsb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
rsb->m_cfg.collisions |= btSoftBody::fCollision::SDF_RDN;
rsb->m_sleepingThreshold = 0;
btSoftBodyHelpers::generateBoundaryFaces(rsb);
rsb->setRigidVelocity(btVector3(0, -COLLIDING_VELOCITY, 0));
// rsb->setRigidAngularVelocity(btVector3(1, 0, 0));
// btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
// getDeformableDynamicsWorld()->addForce(rsb, gravity_force);
// m_forces.push_back(gravity_force);
}
getDeformableDynamicsWorld()->setImplicit(false);
getDeformableDynamicsWorld()->setLineSearch(false);
getDeformableDynamicsWorld()->setUseProjection(true);
getDeformableDynamicsWorld()->getSolverInfo().m_deformable_erp = 0.3;
getDeformableDynamicsWorld()->getSolverInfo().m_deformable_maxErrorReduction = btScalar(200);
getDeformableDynamicsWorld()->getSolverInfo().m_leastSquaresResidualThreshold = 1e-3;
getDeformableDynamicsWorld()->getSolverInfo().m_splitImpulse = true;
getDeformableDynamicsWorld()->getSolverInfo().m_numIterations = 100;
createGrip();
//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, -25, 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);
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void ReducedGrasp::exitPhysics()
{
//cleanup in the reverse order of creation/initialization
removePickingConstraint();
//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 forces
for (int j = 0; j < m_forces.size(); j++)
{
btDeformableLagrangianForce* force = m_forces[j];
delete force;
}
m_forces.clear();
//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;
}
class CommonExampleInterface* ReducedGraspCreateFunc(struct CommonExampleOptions& options)
{
return new ReducedGrasp(options.m_guiHelper);
}

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@@ -0,0 +1,19 @@
/*
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.
*/
#ifndef _REDUCED_GRASP_H
#define _REDUCED_GRASP_H
class CommonExampleInterface* ReducedGraspCreateFunc(struct CommonExampleOptions& options);
#endif //_REDUCED_GRASP_H

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@@ -69,8 +69,8 @@ btReducedDeformableRigidContactConstraint::btReducedDeformableRigidContactConstr
void btReducedDeformableRigidContactConstraint::setSolverBody(btSolverBody& solver_body)
{
m_solverBody = &solver_body;
m_linearComponentNormal = m_contactNormalA * m_solverBody->internalGetInvMass();
btVector3 torqueAxis = -m_relPosA.cross(m_contactNormalA);
m_linearComponentNormal = -m_contactNormalA * m_solverBody->internalGetInvMass();
btVector3 torqueAxis = m_relPosA.cross(m_contactNormalA);
m_angularComponentNormal = m_solverBody->m_originalBody->getInvInertiaTensorWorld() * torqueAxis;
}
@@ -202,33 +202,34 @@ btScalar btReducedDeformableRigidContactConstraint::solveConstraint(const btCont
// apply impulse to the rigid/multibodies involved and change their velocities
if (!m_collideStatic)
{
std::cout << "linear_component: " << m_linearComponentNormal[0] << '\t'
<< m_linearComponentNormal[1] << '\t'
<< m_linearComponentNormal[2] << '\n';
std::cout << "angular_component: " << m_angularComponentNormal[0] << '\t'
<< m_angularComponentNormal[1] << '\t'
<< m_angularComponentNormal[2] << '\n';
const btSoftBody::sCti& cti = m_contact->m_cti;
if (cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY)
{
// if (!m_collideStatic)
// {
// std::cout << "rigid impulse applied!!\n";
// std::cout << "delta Linear: " << m_solverBody->getDeltaLinearVelocity()[0] << '\t'
// << m_solverBody->getDeltaLinearVelocity()[1] << '\t'
// << m_solverBody->getDeltaLinearVelocity()[2] << '\n';
// std::cout << "delta Angular: " << m_solverBody->getDeltaAngularVelocity()[0] << '\t'
// << m_solverBody->getDeltaAngularVelocity()[1] << '\t'
// << m_solverBody->getDeltaAngularVelocity()[2] << '\n';
// }
std::cout << "rigid impulse applied!!\n";
std::cout << "delta Linear: " << m_solverBody->getDeltaLinearVelocity()[0] << '\t'
<< m_solverBody->getDeltaLinearVelocity()[1] << '\t'
<< m_solverBody->getDeltaLinearVelocity()[2] << '\n';
std::cout << "delta Angular: " << m_solverBody->getDeltaAngularVelocity()[0] << '\t'
<< m_solverBody->getDeltaAngularVelocity()[1] << '\t'
<< m_solverBody->getDeltaAngularVelocity()[2] << '\n';
m_solverBody->internalApplyImpulse(m_linearComponentNormal, m_angularComponentNormal, -deltaImpulse);
m_solverBody->internalApplyImpulse(m_linearComponentNormal, m_angularComponentNormal, deltaImpulse);
if (!m_collideStatic)
{
std::cout << "after\n";
std::cout << "rigid impulse applied!!\n";
std::cout << "delta Linear: " << m_solverBody->getDeltaLinearVelocity()[0] << '\t'
<< m_solverBody->getDeltaLinearVelocity()[1] << '\t'
<< m_solverBody->getDeltaLinearVelocity()[2] << '\n';
std::cout << "delta Angular: " << m_solverBody->getDeltaAngularVelocity()[0] << '\t'
<< m_solverBody->getDeltaAngularVelocity()[1] << '\t'
<< m_solverBody->getDeltaAngularVelocity()[2] << '\n';
}
std::cout << "after\n";
std::cout << "rigid impulse applied!!\n";
std::cout << "delta Linear: " << m_solverBody->getDeltaLinearVelocity()[0] << '\t'
<< m_solverBody->getDeltaLinearVelocity()[1] << '\t'
<< m_solverBody->getDeltaLinearVelocity()[2] << '\n';
std::cout << "delta Angular: " << m_solverBody->getDeltaAngularVelocity()[0] << '\t'
<< m_solverBody->getDeltaAngularVelocity()[1] << '\t'
<< m_solverBody->getDeltaAngularVelocity()[2] << '\n';
}
else if (cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
{
@@ -290,6 +291,12 @@ void btReducedDeformableNodeRigidContactConstraint::warmStarting()
m_bufferVelocityA = va;
m_bufferVelocityB = vb;
// add the external impulse force (TODO: add external torque impulse)
// if (!m_collideStatic)
// {
// va += m_solverBody->m_originalBody->getTotalForce() * m_solverBody->m_originalBody->getInvMass() * m_dt;
// }
// we define the (+) direction of errors to be the outward surface normal of the rigid object
btVector3 v_rel = vb - va;
// get tangent direction of the relative velocity

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@@ -47,8 +47,8 @@ class btReducedDeformableRigidContactConstraint : public btDeformableRigidContac
btScalar m_erp;
btScalar m_friction;
btVector3 m_contactNormalA; // for rigid body
btVector3 m_contactNormalB; // for reduced deformable body
btVector3 m_contactNormalA; // surface normal for rigid body (opposite direction as impulse)
btVector3 m_contactNormalB; // surface normal for reduced deformable body (opposite direction as impulse)
btVector3 m_contactTangent; // tangential direction of the relative velocity
btVector3 m_relPosA; // relative position of the contact point for A (rigid)
btVector3 m_relPosB; // relative position of the contact point for B

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@@ -376,6 +376,18 @@ void btReducedSoftBody::translate(const btVector3& trs)
updateInertiaTensor();
}
void btReducedSoftBody::rotate(const btQuaternion& rot)
{
// translate mesh
btSoftBody::rotate(rot);
updateRestNodalPositions();
// update rigid frame
m_rigidTransformWorld.setRotation(rot);
m_interpolationWorldTransform = m_rigidTransformWorld;
updateInertiaTensor();
}
void btReducedSoftBody::updateRestNodalPositions()
{
// update reset nodal position

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@@ -123,6 +123,8 @@ class btReducedSoftBody : public btSoftBody
//
virtual void translate(const btVector3& trs);
virtual void rotate(const btQuaternion& rot);
void updateRestNodalPositions();
void updateInertiaTensor();

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@@ -67,7 +67,7 @@ btScalar btDeformableMultiBodyConstraintSolver::solveDeformableGroupIterations(b
}
}
std::cout << "======next step=========\n";
// std::this_thread::sleep_for (std::chrono::milliseconds(300));
// std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
return 0.f;
}