1 /*
2  Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
3 
4  Bullet Continuous Collision Detection and Physics Library
5  Copyright (c) 2019 Google Inc. http://bulletphysics.org
6  This software is provided 'as-is', without any express or implied warranty.
7  In no event will the authors be held liable for any damages arising from the use of this software.
8  Permission is granted to anyone to use this software for any purpose,
9  including commercial applications, and to alter it and redistribute it freely,
10  subject to the following restrictions:
11  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.
12  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13  3. This notice may not be removed or altered from any source distribution.
14  */
15 
16 
17 #include "btDeformableMultiBodyConstraintSolver.h"
18 #include <iostream>
19 // override the iterations method to include deformable/multibody contact
solveDeformableGroupIterations(btCollisionObject ** bodies,int numBodies,btCollisionObject ** deformableBodies,int numDeformableBodies,btPersistentManifold ** manifoldPtr,int numManifolds,btTypedConstraint ** constraints,int numConstraints,const btContactSolverInfo & infoGlobal,btIDebugDraw * debugDrawer)20 btScalar btDeformableMultiBodyConstraintSolver::solveDeformableGroupIterations(btCollisionObject** bodies,int numBodies,btCollisionObject** deformableBodies,int numDeformableBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer)
21 {
22     {
23         ///this is a special step to resolve penetrations (just for contacts)
24         solveGroupCacheFriendlySplitImpulseIterations(bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
25 
26         int maxIterations = m_maxOverrideNumSolverIterations > infoGlobal.m_numIterations ? m_maxOverrideNumSolverIterations : infoGlobal.m_numIterations;
27         for (int iteration = 0; iteration < maxIterations; iteration++)
28         {
29             // rigid bodies are solved using solver body velocity, but rigid/deformable contact directly uses the velocity of the actual rigid body. So we have to do the following: Solve one iteration of the rigid/rigid contact, get the updated velocity in the solver body and update the velocity of the underlying rigid body. Then solve the rigid/deformable contact. Finally, grab the (once again) updated rigid velocity and update the velocity of the wrapping solver body
30 
31             // solve rigid/rigid in solver body
32             m_leastSquaresResidual = solveSingleIteration(iteration, bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
33             // solver body velocity -> rigid body velocity
34             solverBodyWriteBack(infoGlobal);
35             btScalar deformableResidual = m_deformableSolver->solveContactConstraints(deformableBodies,numDeformableBodies);
36             // update rigid body velocity in rigid/deformable contact
37             m_leastSquaresResidual = btMax(m_leastSquaresResidual, deformableResidual);
38             // solver body velocity <- rigid body velocity
39             writeToSolverBody(bodies, numBodies, infoGlobal);
40 
41             if (m_leastSquaresResidual <= infoGlobal.m_leastSquaresResidualThreshold || (iteration >= (maxIterations - 1)))
42             {
43 #ifdef VERBOSE_RESIDUAL_PRINTF
44                 printf("residual = %f at iteration #%d\n", m_leastSquaresResidual, iteration);
45 #endif
46                 m_analyticsData.m_numSolverCalls++;
47                 m_analyticsData.m_numIterationsUsed = iteration+1;
48                 m_analyticsData.m_islandId = -2;
49                 if (numBodies>0)
50                     m_analyticsData.m_islandId = bodies[0]->getCompanionId();
51                 m_analyticsData.m_numBodies = numBodies;
52                 m_analyticsData.m_numContactManifolds = numManifolds;
53                 m_analyticsData.m_remainingLeastSquaresResidual = m_leastSquaresResidual;
54                 break;
55             }
56         }
57     }
58     return 0.f;
59 }
60 
solveDeformableBodyGroup(btCollisionObject ** bodies,int numBodies,btCollisionObject ** deformableBodies,int numDeformableBodies,btPersistentManifold ** manifold,int numManifolds,btTypedConstraint ** constraints,int numConstraints,btMultiBodyConstraint ** multiBodyConstraints,int numMultiBodyConstraints,const btContactSolverInfo & info,btIDebugDraw * debugDrawer,btDispatcher * dispatcher)61 void btDeformableMultiBodyConstraintSolver::solveDeformableBodyGroup(btCollisionObject * *bodies, int numBodies, btCollisionObject * *deformableBodies, int numDeformableBodies, btPersistentManifold** manifold, int numManifolds, btTypedConstraint** constraints, int numConstraints, btMultiBodyConstraint** multiBodyConstraints, int numMultiBodyConstraints, const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btDispatcher* dispatcher)
62 {
63     m_tmpMultiBodyConstraints = multiBodyConstraints;
64     m_tmpNumMultiBodyConstraints = numMultiBodyConstraints;
65 
66     // inherited from MultiBodyConstraintSolver
67     solveGroupCacheFriendlySetup(bodies, numBodies, manifold, numManifolds, constraints, numConstraints, info, debugDrawer);
68 
69     // overriden
70     solveDeformableGroupIterations(bodies, numBodies, deformableBodies, numDeformableBodies, manifold, numManifolds, constraints, numConstraints, info, debugDrawer);
71 
72     // inherited from MultiBodyConstraintSolver
73     solveGroupCacheFriendlyFinish(bodies, numBodies, info);
74 
75     m_tmpMultiBodyConstraints = 0;
76     m_tmpNumMultiBodyConstraints = 0;
77 }
78 
writeToSolverBody(btCollisionObject ** bodies,int numBodies,const btContactSolverInfo & infoGlobal)79 void btDeformableMultiBodyConstraintSolver::writeToSolverBody(btCollisionObject** bodies, int numBodies, const btContactSolverInfo& infoGlobal)
80 {
81     for (int i = 0; i < numBodies; i++)
82     {
83         int bodyId = getOrInitSolverBody(*bodies[i], infoGlobal.m_timeStep);
84 
85         btRigidBody* body = btRigidBody::upcast(bodies[i]);
86         if (body && body->getInvMass())
87         {
88             btSolverBody& solverBody = m_tmpSolverBodyPool[bodyId];
89             solverBody.m_linearVelocity = body->getLinearVelocity() - solverBody.m_deltaLinearVelocity;
90             solverBody.m_angularVelocity = body->getAngularVelocity() - solverBody.m_deltaAngularVelocity;
91         }
92     }
93 }
94 
solverBodyWriteBack(const btContactSolverInfo & infoGlobal)95 void btDeformableMultiBodyConstraintSolver::solverBodyWriteBack(const btContactSolverInfo& infoGlobal)
96 {
97     for (int i = 0; i < m_tmpSolverBodyPool.size(); i++)
98     {
99         btRigidBody* body = m_tmpSolverBodyPool[i].m_originalBody;
100         if (body)
101         {
102             m_tmpSolverBodyPool[i].m_originalBody->setLinearVelocity(m_tmpSolverBodyPool[i].m_linearVelocity + m_tmpSolverBodyPool[i].m_deltaLinearVelocity);
103             m_tmpSolverBodyPool[i].m_originalBody->setAngularVelocity(m_tmpSolverBodyPool[i].m_angularVelocity+m_tmpSolverBodyPool[i].m_deltaAngularVelocity);
104         }
105     }
106 }
107 
solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject ** bodies,int numBodies,btPersistentManifold ** manifoldPtr,int numManifolds,btTypedConstraint ** constraints,int numConstraints,const btContactSolverInfo & infoGlobal,btIDebugDraw * debugDrawer)108 void btDeformableMultiBodyConstraintSolver::solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer)
109 {
110     BT_PROFILE("solveGroupCacheFriendlySplitImpulseIterations");
111     int iteration;
112     if (infoGlobal.m_splitImpulse)
113     {
114         {
115             m_deformableSolver->splitImpulseSetup(infoGlobal);
116             for (iteration = 0; iteration < infoGlobal.m_numIterations; iteration++)
117             {
118                 btScalar leastSquaresResidual = 0.f;
119                 {
120                     int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
121                     int j;
122                     for (j = 0; j < numPoolConstraints; j++)
123                     {
124                         const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
125 
126                         btScalar residual = resolveSplitPenetrationImpulse(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB], solveManifold);
127                         leastSquaresResidual = btMax(leastSquaresResidual, residual * residual);
128                     }
129                     // solve the position correction between deformable and rigid/multibody
130                     btScalar residual = m_deformableSolver->solveSplitImpulse(infoGlobal);
131                     leastSquaresResidual = btMax(leastSquaresResidual, residual * residual);
132                 }
133                 if (leastSquaresResidual <= infoGlobal.m_leastSquaresResidualThreshold || iteration >= (infoGlobal.m_numIterations - 1))
134                 {
135 #ifdef VERBOSE_RESIDUAL_PRINTF
136                     printf("residual = %f at iteration #%d\n", leastSquaresResidual, iteration);
137 #endif
138                     break;
139                 }
140             }
141         }
142     }
143 }
144