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 #include "btDeformableMultiBodyConstraintSolver.h"
17 #include <iostream>
18 // 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)19 btScalar btDeformableMultiBodyConstraintSolver::solveDeformableGroupIterations(btCollisionObject** bodies, int numBodies, btCollisionObject** deformableBodies, int numDeformableBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer)
20 {
21 	{
22 		///this is a special step to resolve penetrations (just for contacts)
23 		solveGroupCacheFriendlySplitImpulseIterations(bodies, numBodies, deformableBodies, numDeformableBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
24 
25 		int maxIterations = m_maxOverrideNumSolverIterations > infoGlobal.m_numIterations ? m_maxOverrideNumSolverIterations : infoGlobal.m_numIterations;
26 		for (int iteration = 0; iteration < maxIterations; iteration++)
27 		{
28 			// 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
29 
30 			// solve rigid/rigid in solver body
31 			m_leastSquaresResidual = solveSingleIteration(iteration, bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
32 			// solver body velocity -> rigid body velocity
33 			solverBodyWriteBack(infoGlobal);
34 			btScalar deformableResidual = m_deformableSolver->solveContactConstraints(deformableBodies, numDeformableBodies, infoGlobal);
35 			// update rigid body velocity in rigid/deformable contact
36 			m_leastSquaresResidual = btMax(m_leastSquaresResidual, deformableResidual);
37 			// solver body velocity <- rigid body velocity
38 			writeToSolverBody(bodies, numBodies, infoGlobal);
39 
40 			if (m_leastSquaresResidual <= infoGlobal.m_leastSquaresResidualThreshold || (iteration >= (maxIterations - 1)))
41 			{
42 #ifdef VERBOSE_RESIDUAL_PRINTF
43 				if (iteration >= (maxIterations - 1))
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,btCollisionObject ** deformableBodies,int numDeformableBodies,btPersistentManifold ** manifoldPtr,int numManifolds,btTypedConstraint ** constraints,int numConstraints,const btContactSolverInfo & infoGlobal,btIDebugDraw * debugDrawer)108 void btDeformableMultiBodyConstraintSolver::solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies, int numBodies, btCollisionObject** deformableBodies, int numDeformableBodies, 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 			for (iteration = 0; iteration < infoGlobal.m_numIterations; iteration++)
116 			{
117 				btScalar leastSquaresResidual = 0.f;
118 				{
119 					int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
120 					int j;
121 					for (j = 0; j < numPoolConstraints; j++)
122 					{
123 						const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
124 
125 						btScalar residual = resolveSplitPenetrationImpulse(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB], solveManifold);
126 						leastSquaresResidual = btMax(leastSquaresResidual, residual * residual);
127 					}
128 					// solve the position correction between deformable and rigid/multibody
129 					//                    btScalar residual = m_deformableSolver->solveSplitImpulse(infoGlobal);
130 					btScalar residual = m_deformableSolver->m_objective->m_projection.solveSplitImpulse(deformableBodies, numDeformableBodies, 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 					if (iteration >= (infoGlobal.m_numIterations - 1))
137 						printf("split impulse residual = %f at iteration #%d\n", leastSquaresResidual, iteration);
138 #endif
139 					break;
140 				}
141 			}
142 		}
143 	}
144 }
145