load deformable deterministic setting

This commit is contained in:
Chuyuan Kelly Fu
2022-02-09 17:00:43 -08:00
parent 9eac022ffa
commit fb3b306af1
8 changed files with 473 additions and 0 deletions

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@@ -0,0 +1,264 @@
/*
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 "LoadDeformed.h"
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
#include "btBulletDynamicsCommon.h"
#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
#include "BulletSoftBody/btSoftBody.h"
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "BulletSoftBody/btDeformableBodySolver.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"
#include "../Utils/b3BulletDefaultFileIO.h"
class LoadDeformed : public CommonDeformableBodyBase
{
int steps;
btSoftBody* psb;
char filename;
int reset_frame;
float sim_time;
public:
LoadDeformed(struct GUIHelperInterface* helper)
: CommonDeformableBodyBase(helper)
{
steps = 0;
psb = nullptr;
reset_frame = 0;
sim_time=0;
}
virtual ~LoadDeformed()
{
}
void initPhysics();
void exitPhysics();
void resetCamera()
{
float dist = 2;
float pitch = -45;
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)
{
steps ++;
sim_time+=deltaTime;
//// int seconds = 1/deltaTime;
if(0){
// if (reset_frame==0 && steps<100){
//// printf("steps %d, seconds %d, steps/seconds %d\n", steps,seconds,steps/seconds);
char filename[100];
sprintf(filename, "%s_%d_%d.txt", "states", reset_frame, steps);
btSoftBodyHelpers::writeState(filename, psb);
}
if(sim_time+reset_frame*0.05>=5) exit(0);
float internalTimeStep = 1. / 240.f;
// float internalTimeStep = 0.1f;
m_dynamicsWorld->stepSimulation(deltaTime, deltaTime/internalTimeStep, internalTimeStep);
}
void addCloth(const btVector3& origin);
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 LoadDeformed::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();
btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
sol->setDeformableSolver(deformableBodySolver);
m_solver = sol;
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
btVector3 gravity = btVector3(0, -9.8, 0);
m_dynamicsWorld->setGravity(gravity);
getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
getDeformableDynamicsWorld()->getWorldInfo().m_sparsesdf.setDefaultVoxelsz(0.25);
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
{
///create a ground
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(2.5), btScalar(150.)));
groundShape->setMargin(0.02);
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -3.5, 0));
groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0));
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(4);
//add the ground to the dynamics world
m_dynamicsWorld->addRigidBody(body);
}
addCloth(btVector3(0, 1, 0));
getDeformableDynamicsWorld()->setImplicit(false);
getDeformableDynamicsWorld()->setLineSearch(false);
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void LoadDeformed::addCloth(const btVector3& origin)
// create a piece of cloth
{
const btScalar s = 0.6;
const btScalar h = 0;
psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -2*s),
btVector3(+s, h, -2*s),
btVector3(-s, h, +2*s),
btVector3(+s, h, +2*s),
15,30,
0, true, 0.0);
psb->getCollisionShape()->setMargin(0.02);
psb->generateBendingConstraints(2);
psb->setTotalMass(.5);
psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb->m_cfg.kCHR = 1; // collision hardness with rigid body
psb->m_cfg.kDF = 0.1;
psb->rotate(btQuaternion(0, SIMD_PI / 2, 0));
btTransform clothTransform;
clothTransform.setIdentity();
clothTransform.setOrigin(btVector3(0,0.2,0)+origin);
psb->transform(clothTransform);
b3BulletDefaultFileIO fileio;
char absolute_path[1024];
char filename[100];
sprintf(filename, "/Users/fuchuyuan/Documents/mybullet/build_cmake/examples/ExampleBrowser/states_0_%d.txt", reset_frame);
fileio.findResourcePath(filename, absolute_path, 1024);
btAlignedObjectArray<btVector3> qs;
btAlignedObjectArray<btVector3> vs;
btSoftBodyHelpers:: loadDeformableState(qs, vs, absolute_path, &fileio);
if(reset_frame>0)
psb->updateState(qs,vs);
psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
psb->m_cfg.collisions |= btSoftBody::fCollision::SDF_MDF;
psb->m_cfg.collisions |= btSoftBody::fCollision::SDF_RDF;
// psb->m_cfg.collisions |= btSoftBody::fCollision::SDF_RDN;
psb->setCollisionFlags(0);
psb->setCacheBarycenter(true);
getDeformableDynamicsWorld()->addSoftBody(psb);
psb->setSelfCollision(false);
btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(2,0.2, true);
psb->setSpringStiffness(4);
getDeformableDynamicsWorld()->addForce(psb, mass_spring);
m_forces.push_back(mass_spring);
btVector3 gravity = btVector3(0, -9.8, 0);
btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
getDeformableDynamicsWorld()->addForce(psb, gravity_force);
// getDeformableDynamicsWorld()->setUseProjection(true);
m_forces.push_back(gravity_force);
}
void LoadDeformed::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* LoadDeformedCreateFunc(struct CommonExampleOptions& options)
{
return new LoadDeformed(options.m_guiHelper);
}

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/*
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 _LOAD_DEFORMED_H
#define _LOAD_DEFORMED_H
class CommonExampleInterface* LoadDeformedCreateFunc(struct CommonExampleOptions& options);
#endif //_LOAD_DEFORMED_H

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@@ -379,6 +379,8 @@ SET(BulletExampleBrowser_SRCS
../DeformableDemo/Collide.cpp
../DeformableDemo/Collide.h
../DeformableDemo/LargeDeformation.cpp
../DeformableDemo/LoadDeformed.h
../DeformableDemo/LoadDeformed.cpp
../DeformableDemo/LargeDeformation.h
../DeformableDemo/DeformableClothAnchor.cpp
../DeformableDemo/DeformableClothAnchor.h

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@@ -55,6 +55,7 @@
#include "../DeformableDemo/DeformableMultibody.h"
#include "../DeformableDemo/VolumetricDeformable.h"
#include "../DeformableDemo/LargeDeformation.h"
#include "../DeformableDemo/LoadDeformed.h"
#include "../DeformableDemo/Collide.h"
#include "../DeformableDemo/GraspDeformable.h"
#include "../DeformableDemo/DeformableContact.h"
@@ -209,6 +210,7 @@ static ExampleEntry gDefaultExamples[] =
ExampleEntry(1, "Grasp Deformable with Motor", "Grasping test", GraspDeformableCreateFunc),
ExampleEntry(1, "Volumetric Deformable Objects", "Volumetric Deformable test", VolumetricDeformableCreateFunc),
ExampleEntry(1, "Extreme Deformation", "Recovery from extreme deformation", LargeDeformationCreateFunc),
ExampleEntry(1, "Load Deformed", "Reconstruct a deformed object", LoadDeformedCreateFunc),
ExampleEntry(1, "Colliding Test", "Volumetric deformable collide with rigid box", CollideCreateFunc),
ExampleEntry(1, "Rigid Cloth Anchor", "Deformable Rigid body Anchor test", DeformableClothAnchorCreateFunc),
ExampleEntry(1, "Multibody Cloth Anchor", "Deformable Multibody Anchor test", MultibodyClothAnchorCreateFunc),

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@@ -1483,6 +1483,20 @@ void btSoftBody::randomizeConstraints()
#undef NEXTRAND
}
void btSoftBody::updateState(const btAlignedObjectArray<btVector3>& q, const btAlignedObjectArray<btVector3>& v){
int node_count =m_nodes.size();
btAssert(node_count == q.size());
btAssert(node_count == v.size());
for (int i = 0; i<node_count; i++){
Node& n = m_nodes[i];
n.m_x = q[i];
n.m_q = q[i];
n.m_v = v[i];
n.m_vn = v[i];
}
}
//
void btSoftBody::releaseCluster(int index)
{

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@@ -1051,6 +1051,9 @@ public:
Material* mat = 0);
/* Randomize constraints to reduce solver bias */
void randomizeConstraints();
void updateState(const btAlignedObjectArray<btVector3>& qs, const btAlignedObjectArray<btVector3>& vs);
/* Release clusters */
void releaseCluster(int index);
void releaseClusters();

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@@ -1487,6 +1487,170 @@ void btSoftBodyHelpers::writeObj(const char* filename, const btSoftBody* psb)
fs.close();
}
static inline bool isSpace(const char c)
{
return (c == ' ') || (c == '\t');
}
static inline bool isNewLine(const char c)
{
return (c == '\r') || (c == '\n') || (c == '\0');
}
static inline float parseFloat(const char*& token)
{
token += strspn(token, " \t");
float f = (float)atof(token);
token += strcspn(token, " \t\r");
return f;
}
static inline void parseFloat3(
float& x, float& y, float& z,
const char*& token)
{
x = parseFloat(token);
y = parseFloat(token);
z = parseFloat(token);
}
void btSoftBodyHelpers:: writeState(const char* file, const btSoftBody* psb){
std::ofstream fs;
fs.open(file);
btAssert(fs);
fs<< std::scientific<<std::setprecision(16);
// Only write out for trimesh, directly write out all the nodes and faces.xs
for (int i = 0; i < psb->m_nodes.size(); ++i)
{
fs << "q";
for (int d = 0; d < 3; d++)
{
fs << " " << psb->m_nodes[i].m_q[d];
}
fs << "\n";
}
for (int i = 0; i < psb->m_nodes.size(); ++i)
{
fs << "v";
for (int d = 0; d < 3; d++)
{
fs << " " << psb->m_nodes[i].m_v[d];
}
fs << "\n";
}
fs.close();
}
std::string btSoftBodyHelpers:: loadDeformableState(btAlignedObjectArray<btVector3>& qs, btAlignedObjectArray<btVector3>& vs, const char* filename, CommonFileIOInterface* fileIO){
{
qs.clear();
vs.clear();
std::string tmp = filename;
std::stringstream err;
#ifdef USE_STREAM
std::ifstream ifs(filename);
if (!ifs)
{
err << "Cannot open file [" << filename << "]" << std::endl;
return err.str();
}
#else
int fileHandle = fileIO->fileOpen(filename, "r");
if (fileHandle < 0)
{
err << "Cannot open file [" << filename << "]" << std::endl;
return err.str();
}
#endif
std::string name;
int maxchars = 8192; // Alloc enough size.
std::vector<char> buf(maxchars); // Alloc enough size.
std::string linebuf;
linebuf.reserve(maxchars);
#ifdef USE_STREAM
while (ifs.peek() != -1)
#else
char* line = 0;
do
#endif
{
linebuf.resize(0);
#ifdef USE_STREAM
safeGetline(ifs, linebuf);
#else
char tmpBuf[1024];
line = fileIO->readLine(fileHandle, tmpBuf, 1024);
if (line)
{
linebuf = line;
}
#endif
// Trim newline '\r\n' or '\r'
if (linebuf.size() > 0)
{
if (linebuf[linebuf.size() - 1] == '\n') linebuf.erase(linebuf.size() - 1);
}
if (linebuf.size() > 0)
{
if (linebuf[linebuf.size() - 1] == '\n') linebuf.erase(linebuf.size() - 1);
}
// Skip if empty line.
if (linebuf.empty())
{
continue;
}
// Skip leading space.
const char* token = linebuf.c_str();
token += strspn(token, " \t");
assert(token);
if (token[0] == '\0') continue; // empty line
if (token[0] == '#') continue; // comment line
// q
if (token[0] == 'q' && isSpace((token[1])))
{
token += 2;
float x, y, z;
parseFloat3(x, y, z, token);
qs.push_back(btVector3(x,y,z));
continue;
}
// v
if (token[0] == 'v' && isSpace((token[1])))
{
token += 3;
float x, y, z;
parseFloat3(x, y, z, token);
vs.push_back(btVector3(x,y,z));
continue;
}
// Ignore unknown command.
}
#ifndef USE_STREAM
while (line)
;
#endif
if (fileHandle >= 0)
{
fileIO->fileClose(fileHandle);
}
return err.str();
}
}
void btSoftBodyHelpers::duplicateFaces(const char* filename, const btSoftBody* psb)
{
std::ifstream fs_read;

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@@ -17,6 +17,7 @@ subject to the following restrictions:
#define BT_SOFT_BODY_HELPERS_H
#include "btSoftBody.h"
#include "../../examples/CommonInterfaces/CommonFileIOInterface.h"
#include <fstream>
#include <string>
//
@@ -145,6 +146,10 @@ struct btSoftBodyHelpers
static btSoftBody* CreateFromVtkFile(btSoftBodyWorldInfo& worldInfo, const char* vtk_file);
static void writeObj(const char* file, const btSoftBody* psb);
static void writeState(const char* file, const btSoftBody* psb);
static std::string loadDeformableState(btAlignedObjectArray<btVector3>& qs, btAlignedObjectArray<btVector3>& vs, const char* filename, CommonFileIOInterface* fileIO);
static void getBarycentricWeights(const btVector3& a, const btVector3& b, const btVector3& c, const btVector3& d, const btVector3& p, btVector4& bary);