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 /* ====== Overview of the Deformable Algorithm ====== */
17 
18 /*
19 A single step of the deformable body simulation contains the following main components:
20 Call internalStepSimulation multiple times, to achieve 240Hz (4 steps of 60Hz).
21 1. Deformable maintaintenance of rest lengths and volume preservation. Forces only depend on position: Update velocity to a temporary state v_{n+1}^* = v_n + explicit_force * dt / mass, where explicit forces include gravity and elastic forces.
22 2. Detect discrete collisions between rigid and deformable bodies at position x_{n+1}^* = x_n + dt * v_{n+1}^*.
23 
24 3a. Solve all constraints, including LCP. Contact, position correction due to numerical drift, friction, and anchors for deformable.
25 
26 3b. 5 Newton steps (multiple step). Conjugent Gradient solves linear system. Deformable Damping: Then velocities of deformable bodies v_{n+1} are solved in
27         M(v_{n+1} - v_{n+1}^*) = damping_force * dt / mass,
28    by a conjugate gradient solver, where the damping force is implicit and depends on v_{n+1}.
29    Make sure contact constraints are not violated in step b by performing velocity projections as in the paper by Baraff and Witkin https://www.cs.cmu.edu/~baraff/papers/sig98.pdf. Dynamic frictions are treated as a force and added to the rhs of the CG solve, whereas static frictions are treated as constraints similar to contact.
30 4. Position is updated via x_{n+1} = x_n + dt * v_{n+1}.
31 
32 
33 The algorithm also closely resembles the one in http://physbam.stanford.edu/~fedkiw/papers/stanford2008-03.pdf
34  */
35 
36 #include <stdio.h>
37 #include "btDeformableMultiBodyDynamicsWorld.h"
38 #include "DeformableBodyInplaceSolverIslandCallback.h"
39 #include "btDeformableBodySolver.h"
40 #include "LinearMath/btQuickprof.h"
41 #include "btSoftBodyInternals.h"
btDeformableMultiBodyDynamicsWorld(btDispatcher * dispatcher,btBroadphaseInterface * pairCache,btDeformableMultiBodyConstraintSolver * constraintSolver,btCollisionConfiguration * collisionConfiguration,btDeformableBodySolver * deformableBodySolver)42 btDeformableMultiBodyDynamicsWorld::btDeformableMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btDeformableMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btDeformableBodySolver* deformableBodySolver)
43 	: btMultiBodyDynamicsWorld(dispatcher, pairCache, (btMultiBodyConstraintSolver*)constraintSolver, collisionConfiguration),
44 	  m_deformableBodySolver(deformableBodySolver),
45 	  m_solverCallback(0)
46 {
47 	m_drawFlags = fDrawFlags::Std;
48 	m_drawNodeTree = true;
49 	m_drawFaceTree = false;
50 	m_drawClusterTree = false;
51 	m_sbi.m_broadphase = pairCache;
52 	m_sbi.m_dispatcher = dispatcher;
53 	m_sbi.m_sparsesdf.Initialize();
54 	m_sbi.m_sparsesdf.setDefaultVoxelsz(0.005);
55 	m_sbi.m_sparsesdf.Reset();
56 
57 	m_sbi.air_density = (btScalar)1.2;
58 	m_sbi.water_density = 0;
59 	m_sbi.water_offset = 0;
60 	m_sbi.water_normal = btVector3(0, 0, 0);
61 	m_sbi.m_gravity.setValue(0, -9.8, 0);
62 	m_internalTime = 0.0;
63 	m_implicit = false;
64 	m_lineSearch = false;
65 	m_useProjection = false;
66 	m_ccdIterations = 5;
67 	m_solverDeformableBodyIslandCallback = new DeformableBodyInplaceSolverIslandCallback(constraintSolver, dispatcher);
68 }
69 
~btDeformableMultiBodyDynamicsWorld()70 btDeformableMultiBodyDynamicsWorld::~btDeformableMultiBodyDynamicsWorld()
71 {
72 	delete m_solverDeformableBodyIslandCallback;
73 }
74 
internalSingleStepSimulation(btScalar timeStep)75 void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
76 {
77 	BT_PROFILE("internalSingleStepSimulation");
78 	if (0 != m_internalPreTickCallback)
79 	{
80 		(*m_internalPreTickCallback)(this, timeStep);
81 	}
82 	reinitialize(timeStep);
83 
84 	// add gravity to velocity of rigid and multi bodys
85 	applyRigidBodyGravity(timeStep);
86 
87 	///apply gravity and explicit force to velocity, predict motion
88 	predictUnconstraintMotion(timeStep);
89 
90 	///perform collision detection that involves rigid/multi bodies
91 	btMultiBodyDynamicsWorld::performDiscreteCollisionDetection();
92 
93 	btMultiBodyDynamicsWorld::calculateSimulationIslands();
94 
95 	beforeSolverCallbacks(timeStep);
96 
97 	///solve contact constraints and then deformable bodies momemtum equation
98 	solveConstraints(timeStep);
99 
100 	afterSolverCallbacks(timeStep);
101 
102 	performDeformableCollisionDetection();
103 
104 	applyRepulsionForce(timeStep);
105 
106 	performGeometricCollisions(timeStep);
107 
108 	integrateTransforms(timeStep);
109 
110 	///update vehicle simulation
111 	btMultiBodyDynamicsWorld::updateActions(timeStep);
112 
113 	updateActivationState(timeStep);
114 	// End solver-wise simulation step
115 	// ///////////////////////////////
116 }
117 
performDeformableCollisionDetection()118 void btDeformableMultiBodyDynamicsWorld::performDeformableCollisionDetection()
119 {
120 	for (int i = 0; i < m_softBodies.size(); ++i)
121 	{
122 		m_softBodies[i]->m_softSoftCollision = true;
123 	}
124 
125 	for (int i = 0; i < m_softBodies.size(); ++i)
126 	{
127 		for (int j = i; j < m_softBodies.size(); ++j)
128 		{
129 			m_softBodies[i]->defaultCollisionHandler(m_softBodies[j]);
130 		}
131 	}
132 
133 	for (int i = 0; i < m_softBodies.size(); ++i)
134 	{
135 		m_softBodies[i]->m_softSoftCollision = false;
136 	}
137 }
138 
updateActivationState(btScalar timeStep)139 void btDeformableMultiBodyDynamicsWorld::updateActivationState(btScalar timeStep)
140 {
141 	for (int i = 0; i < m_softBodies.size(); i++)
142 	{
143 		btSoftBody* psb = m_softBodies[i];
144 		psb->updateDeactivation(timeStep);
145 		if (psb->wantsSleeping())
146 		{
147 			if (psb->getActivationState() == ACTIVE_TAG)
148 				psb->setActivationState(WANTS_DEACTIVATION);
149 			if (psb->getActivationState() == ISLAND_SLEEPING)
150 			{
151 				psb->setZeroVelocity();
152 			}
153 		}
154 		else
155 		{
156 			if (psb->getActivationState() != DISABLE_DEACTIVATION)
157 				psb->setActivationState(ACTIVE_TAG);
158 		}
159 	}
160 	btMultiBodyDynamicsWorld::updateActivationState(timeStep);
161 }
162 
applyRepulsionForce(btScalar timeStep)163 void btDeformableMultiBodyDynamicsWorld::applyRepulsionForce(btScalar timeStep)
164 {
165 	BT_PROFILE("btDeformableMultiBodyDynamicsWorld::applyRepulsionForce");
166 	for (int i = 0; i < m_softBodies.size(); i++)
167 	{
168 		btSoftBody* psb = m_softBodies[i];
169 		if (psb->isActive())
170 		{
171 			psb->applyRepulsionForce(timeStep, true);
172 		}
173 	}
174 }
175 
performGeometricCollisions(btScalar timeStep)176 void btDeformableMultiBodyDynamicsWorld::performGeometricCollisions(btScalar timeStep)
177 {
178 	BT_PROFILE("btDeformableMultiBodyDynamicsWorld::performGeometricCollisions");
179 	// refit the BVH tree for CCD
180 	for (int i = 0; i < m_softBodies.size(); ++i)
181 	{
182 		btSoftBody* psb = m_softBodies[i];
183 		if (psb->isActive())
184 		{
185 			m_softBodies[i]->updateFaceTree(true, false);
186 			m_softBodies[i]->updateNodeTree(true, false);
187 			for (int j = 0; j < m_softBodies[i]->m_faces.size(); ++j)
188 			{
189 				btSoftBody::Face& f = m_softBodies[i]->m_faces[j];
190 				f.m_n0 = (f.m_n[1]->m_x - f.m_n[0]->m_x).cross(f.m_n[2]->m_x - f.m_n[0]->m_x);
191 			}
192 		}
193 	}
194 
195 	// clear contact points & update DBVT
196 	for (int r = 0; r < m_ccdIterations; ++r)
197 	{
198 		for (int i = 0; i < m_softBodies.size(); ++i)
199 		{
200 			btSoftBody* psb = m_softBodies[i];
201 			if (psb->isActive())
202 			{
203 				// clear contact points in the previous iteration
204 				psb->m_faceNodeContacts.clear();
205 
206 				// update m_q and normals for CCD calculation
207 				for (int j = 0; j < psb->m_nodes.size(); ++j)
208 				{
209 					psb->m_nodes[j].m_q = psb->m_nodes[j].m_x + timeStep * psb->m_nodes[j].m_v;
210 				}
211 				for (int j = 0; j < psb->m_faces.size(); ++j)
212 				{
213 					btSoftBody::Face& f = psb->m_faces[j];
214 					f.m_n1 = (f.m_n[1]->m_q - f.m_n[0]->m_q).cross(f.m_n[2]->m_q - f.m_n[0]->m_q);
215 					f.m_vn = (f.m_n[1]->m_v - f.m_n[0]->m_v).cross(f.m_n[2]->m_v - f.m_n[0]->m_v) * timeStep * timeStep;
216 				}
217 			}
218 		}
219 
220 		// apply CCD to register new contact points
221 		for (int i = 0; i < m_softBodies.size(); ++i)
222 		{
223 			for (int j = i; j < m_softBodies.size(); ++j)
224 			{
225 				btSoftBody* psb1 = m_softBodies[i];
226 				btSoftBody* psb2 = m_softBodies[j];
227 				if (psb1->isActive() && psb2->isActive())
228 				{
229 					m_softBodies[i]->geometricCollisionHandler(m_softBodies[j]);
230 				}
231 			}
232 		}
233 
234 		int penetration_count = 0;
235 		for (int i = 0; i < m_softBodies.size(); ++i)
236 		{
237 			btSoftBody* psb = m_softBodies[i];
238 			if (psb->isActive())
239 			{
240 				penetration_count += psb->m_faceNodeContacts.size();
241 			}
242 		}
243 		if (penetration_count == 0)
244 		{
245 			break;
246 		}
247 
248 		// apply inelastic impulse
249 		for (int i = 0; i < m_softBodies.size(); ++i)
250 		{
251 			btSoftBody* psb = m_softBodies[i];
252 			if (psb->isActive())
253 			{
254 				psb->applyRepulsionForce(timeStep, false);
255 			}
256 		}
257 	}
258 }
259 
softBodySelfCollision()260 void btDeformableMultiBodyDynamicsWorld::softBodySelfCollision()
261 {
262 	BT_PROFILE("btDeformableMultiBodyDynamicsWorld::softBodySelfCollision");
263 	for (int i = 0; i < m_softBodies.size(); i++)
264 	{
265 		btSoftBody* psb = m_softBodies[i];
266 		if (psb->isActive())
267 		{
268 			psb->defaultCollisionHandler(psb);
269 		}
270 	}
271 }
272 
positionCorrection(btScalar timeStep)273 void btDeformableMultiBodyDynamicsWorld::positionCorrection(btScalar timeStep)
274 {
275 	// correct the position of rigid bodies with temporary velocity generated from split impulse
276 	btContactSolverInfo infoGlobal;
277 	btVector3 zero(0, 0, 0);
278 	for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
279 	{
280 		btRigidBody* rb = m_nonStaticRigidBodies[i];
281 		//correct the position/orientation based on push/turn recovery
282 		btTransform newTransform;
283 		btVector3 pushVelocity = rb->getPushVelocity();
284 		btVector3 turnVelocity = rb->getTurnVelocity();
285 		if (pushVelocity[0] != 0.f || pushVelocity[1] != 0 || pushVelocity[2] != 0 || turnVelocity[0] != 0.f || turnVelocity[1] != 0 || turnVelocity[2] != 0)
286 		{
287 			btTransformUtil::integrateTransform(rb->getWorldTransform(), pushVelocity, turnVelocity * infoGlobal.m_splitImpulseTurnErp, timeStep, newTransform);
288 			rb->setWorldTransform(newTransform);
289 			rb->setPushVelocity(zero);
290 			rb->setTurnVelocity(zero);
291 		}
292 	}
293 }
294 
integrateTransforms(btScalar timeStep)295 void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
296 {
297 	BT_PROFILE("integrateTransforms");
298 	positionCorrection(timeStep);
299 	btMultiBodyDynamicsWorld::integrateTransforms(timeStep);
300 	for (int i = 0; i < m_softBodies.size(); ++i)
301 	{
302 		btSoftBody* psb = m_softBodies[i];
303 		for (int j = 0; j < psb->m_nodes.size(); ++j)
304 		{
305 			btSoftBody::Node& node = psb->m_nodes[j];
306 			btScalar maxDisplacement = psb->getWorldInfo()->m_maxDisplacement;
307 			btScalar clampDeltaV = maxDisplacement / timeStep;
308 			for (int c = 0; c < 3; c++)
309 			{
310 				if (node.m_v[c] > clampDeltaV)
311 				{
312 					node.m_v[c] = clampDeltaV;
313 				}
314 				if (node.m_v[c] < -clampDeltaV)
315 				{
316 					node.m_v[c] = -clampDeltaV;
317 				}
318 			}
319 			node.m_x = node.m_x + timeStep * (node.m_v + node.m_splitv);
320 			node.m_q = node.m_x;
321 			node.m_vn = node.m_v;
322 		}
323 		// enforce anchor constraints
324 		for (int j = 0; j < psb->m_deformableAnchors.size(); ++j)
325 		{
326 			btSoftBody::DeformableNodeRigidAnchor& a = psb->m_deformableAnchors[j];
327 			btSoftBody::Node* n = a.m_node;
328 			n->m_x = a.m_cti.m_colObj->getWorldTransform() * a.m_local;
329 
330 			// update multibody anchor info
331 			if (a.m_cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
332 			{
333 				btMultiBodyLinkCollider* multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(a.m_cti.m_colObj);
334 				if (multibodyLinkCol)
335 				{
336 					btVector3 nrm;
337 					const btCollisionShape* shp = multibodyLinkCol->getCollisionShape();
338 					const btTransform& wtr = multibodyLinkCol->getWorldTransform();
339 					psb->m_worldInfo->m_sparsesdf.Evaluate(
340 						wtr.invXform(n->m_x),
341 						shp,
342 						nrm,
343 						0);
344 					a.m_cti.m_normal = wtr.getBasis() * nrm;
345 					btVector3 normal = a.m_cti.m_normal;
346 					btVector3 t1 = generateUnitOrthogonalVector(normal);
347 					btVector3 t2 = btCross(normal, t1);
348 					btMultiBodyJacobianData jacobianData_normal, jacobianData_t1, jacobianData_t2;
349 					findJacobian(multibodyLinkCol, jacobianData_normal, a.m_node->m_x, normal);
350 					findJacobian(multibodyLinkCol, jacobianData_t1, a.m_node->m_x, t1);
351 					findJacobian(multibodyLinkCol, jacobianData_t2, a.m_node->m_x, t2);
352 
353 					btScalar* J_n = &jacobianData_normal.m_jacobians[0];
354 					btScalar* J_t1 = &jacobianData_t1.m_jacobians[0];
355 					btScalar* J_t2 = &jacobianData_t2.m_jacobians[0];
356 
357 					btScalar* u_n = &jacobianData_normal.m_deltaVelocitiesUnitImpulse[0];
358 					btScalar* u_t1 = &jacobianData_t1.m_deltaVelocitiesUnitImpulse[0];
359 					btScalar* u_t2 = &jacobianData_t2.m_deltaVelocitiesUnitImpulse[0];
360 
361 					btMatrix3x3 rot(normal.getX(), normal.getY(), normal.getZ(),
362 									t1.getX(), t1.getY(), t1.getZ(),
363 									t2.getX(), t2.getY(), t2.getZ());  // world frame to local frame
364 					const int ndof = multibodyLinkCol->m_multiBody->getNumDofs() + 6;
365 					btMatrix3x3 local_impulse_matrix = (Diagonal(n->m_im) + OuterProduct(J_n, J_t1, J_t2, u_n, u_t1, u_t2, ndof)).inverse();
366 					a.m_c0 = rot.transpose() * local_impulse_matrix * rot;
367 					a.jacobianData_normal = jacobianData_normal;
368 					a.jacobianData_t1 = jacobianData_t1;
369 					a.jacobianData_t2 = jacobianData_t2;
370 					a.t1 = t1;
371 					a.t2 = t2;
372 				}
373 			}
374 		}
375 		psb->interpolateRenderMesh();
376 	}
377 }
378 
solveConstraints(btScalar timeStep)379 void btDeformableMultiBodyDynamicsWorld::solveConstraints(btScalar timeStep)
380 {
381 	BT_PROFILE("btDeformableMultiBodyDynamicsWorld::solveConstraints");
382 	// save v_{n+1}^* velocity after explicit forces
383 	m_deformableBodySolver->backupVelocity();
384 
385 	// set up constraints among multibodies and between multibodies and deformable bodies
386 	setupConstraints();
387 
388 	// solve contact constraints
389 	solveContactConstraints();
390 
391 	// set up the directions in which the velocity does not change in the momentum solve
392 	if (m_useProjection)
393 		m_deformableBodySolver->m_objective->m_projection.setProjection();
394 	else
395 		m_deformableBodySolver->m_objective->m_projection.setLagrangeMultiplier();
396 
397 	// for explicit scheme, m_backupVelocity = v_{n+1}^*
398 	// for implicit scheme, m_backupVelocity = v_n
399 	// Here, set dv = v_{n+1} - v_n for nodes in contact
400 	m_deformableBodySolver->setupDeformableSolve(m_implicit);
401 
402 	// At this point, dv should be golden for nodes in contact
403 	// proceed to solve deformable momentum equation
404 	m_deformableBodySolver->solveDeformableConstraints(timeStep);
405 }
406 
setupConstraints()407 void btDeformableMultiBodyDynamicsWorld::setupConstraints()
408 {
409 	// set up constraints between multibody and deformable bodies
410 	m_deformableBodySolver->setConstraints(m_solverInfo);
411 
412 	// set up constraints among multibodies
413 	{
414 		sortConstraints();
415 		// setup the solver callback
416 		btMultiBodyConstraint** sortedMultiBodyConstraints = m_sortedMultiBodyConstraints.size() ? &m_sortedMultiBodyConstraints[0] : 0;
417 		btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0;
418 		m_solverDeformableBodyIslandCallback->setup(&m_solverInfo, constraintsPtr, m_sortedConstraints.size(), sortedMultiBodyConstraints, m_sortedMultiBodyConstraints.size(), getDebugDrawer());
419 
420 		// build islands
421 		m_islandManager->buildIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld());
422 	}
423 }
424 
sortConstraints()425 void btDeformableMultiBodyDynamicsWorld::sortConstraints()
426 {
427 	m_sortedConstraints.resize(m_constraints.size());
428 	int i;
429 	for (i = 0; i < getNumConstraints(); i++)
430 	{
431 		m_sortedConstraints[i] = m_constraints[i];
432 	}
433 	m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate2());
434 
435 	m_sortedMultiBodyConstraints.resize(m_multiBodyConstraints.size());
436 	for (i = 0; i < m_multiBodyConstraints.size(); i++)
437 	{
438 		m_sortedMultiBodyConstraints[i] = m_multiBodyConstraints[i];
439 	}
440 	m_sortedMultiBodyConstraints.quickSort(btSortMultiBodyConstraintOnIslandPredicate());
441 }
442 
solveContactConstraints()443 void btDeformableMultiBodyDynamicsWorld::solveContactConstraints()
444 {
445 	// process constraints on each island
446 	m_islandManager->processIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_solverDeformableBodyIslandCallback);
447 
448 	// process deferred
449 	m_solverDeformableBodyIslandCallback->processConstraints();
450 	m_constraintSolver->allSolved(m_solverInfo, m_debugDrawer);
451 
452 	// write joint feedback
453 	{
454 		for (int i = 0; i < this->m_multiBodies.size(); i++)
455 		{
456 			btMultiBody* bod = m_multiBodies[i];
457 
458 			bool isSleeping = false;
459 
460 			if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
461 			{
462 				isSleeping = true;
463 			}
464 			for (int b = 0; b < bod->getNumLinks(); b++)
465 			{
466 				if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
467 					isSleeping = true;
468 			}
469 
470 			if (!isSleeping)
471 			{
472 				//useless? they get resized in stepVelocities once again (AND DIFFERENTLY)
473 				m_scratch_r.resize(bod->getNumLinks() + 1);  //multidof? ("Y"s use it and it is used to store qdd)
474 				m_scratch_v.resize(bod->getNumLinks() + 1);
475 				m_scratch_m.resize(bod->getNumLinks() + 1);
476 
477 				if (bod->internalNeedsJointFeedback())
478 				{
479 					if (!bod->isUsingRK4Integration())
480 					{
481 						if (bod->internalNeedsJointFeedback())
482 						{
483 							bool isConstraintPass = true;
484 							bod->computeAccelerationsArticulatedBodyAlgorithmMultiDof(m_solverInfo.m_timeStep, m_scratch_r, m_scratch_v, m_scratch_m, isConstraintPass,
485 																					  getSolverInfo().m_jointFeedbackInWorldSpace,
486 																					  getSolverInfo().m_jointFeedbackInJointFrame);
487 						}
488 					}
489 				}
490 			}
491 		}
492 	}
493 
494 	for (int i = 0; i < this->m_multiBodies.size(); i++)
495 	{
496 		btMultiBody* bod = m_multiBodies[i];
497 		bod->processDeltaVeeMultiDof2();
498 	}
499 }
500 
addSoftBody(btSoftBody * body,int collisionFilterGroup,int collisionFilterMask)501 void btDeformableMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
502 {
503 	m_softBodies.push_back(body);
504 
505 	// Set the soft body solver that will deal with this body
506 	// to be the world's solver
507 	body->setSoftBodySolver(m_deformableBodySolver);
508 
509 	btCollisionWorld::addCollisionObject(body,
510 										 collisionFilterGroup,
511 										 collisionFilterMask);
512 }
513 
predictUnconstraintMotion(btScalar timeStep)514 void btDeformableMultiBodyDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
515 {
516 	BT_PROFILE("predictUnconstraintMotion");
517 	btMultiBodyDynamicsWorld::predictUnconstraintMotion(timeStep);
518 	m_deformableBodySolver->predictMotion(timeStep);
519 }
520 
reinitialize(btScalar timeStep)521 void btDeformableMultiBodyDynamicsWorld::reinitialize(btScalar timeStep)
522 {
523 	m_internalTime += timeStep;
524 	m_deformableBodySolver->setImplicit(m_implicit);
525 	m_deformableBodySolver->setLineSearch(m_lineSearch);
526 	m_deformableBodySolver->reinitialize(m_softBodies, timeStep);
527 	btDispatcherInfo& dispatchInfo = btMultiBodyDynamicsWorld::getDispatchInfo();
528 	dispatchInfo.m_timeStep = timeStep;
529 	dispatchInfo.m_stepCount = 0;
530 	dispatchInfo.m_debugDraw = btMultiBodyDynamicsWorld::getDebugDrawer();
531 	btMultiBodyDynamicsWorld::getSolverInfo().m_timeStep = timeStep;
532 	if (m_useProjection)
533 	{
534 		m_deformableBodySolver->m_useProjection = true;
535 		m_deformableBodySolver->m_objective->m_projection.m_useStrainLimiting = true;
536 		m_deformableBodySolver->m_objective->m_preconditioner = m_deformableBodySolver->m_objective->m_massPreconditioner;
537 	}
538 	else
539 	{
540 		m_deformableBodySolver->m_useProjection = false;
541 		m_deformableBodySolver->m_objective->m_projection.m_useStrainLimiting = false;
542 		m_deformableBodySolver->m_objective->m_preconditioner = m_deformableBodySolver->m_objective->m_KKTPreconditioner;
543 	}
544 }
545 
debugDrawWorld()546 void btDeformableMultiBodyDynamicsWorld::debugDrawWorld()
547 {
548 	btMultiBodyDynamicsWorld::debugDrawWorld();
549 
550 	for (int i = 0; i < getSoftBodyArray().size(); i++)
551 	{
552 		btSoftBody* psb = (btSoftBody*)getSoftBodyArray()[i];
553 		{
554 			btSoftBodyHelpers::DrawFrame(psb, getDebugDrawer());
555 			btSoftBodyHelpers::Draw(psb, getDebugDrawer(), getDrawFlags());
556 		}
557 	}
558 }
559 
applyRigidBodyGravity(btScalar timeStep)560 void btDeformableMultiBodyDynamicsWorld::applyRigidBodyGravity(btScalar timeStep)
561 {
562 	// Gravity is applied in stepSimulation and then cleared here and then applied here and then cleared here again
563 	// so that 1) gravity is applied to velocity before constraint solve and 2) gravity is applied in each substep
564 	// when there are multiple substeps
565 	btMultiBodyDynamicsWorld::applyGravity();
566 	// integrate rigid body gravity
567 	for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
568 	{
569 		btRigidBody* rb = m_nonStaticRigidBodies[i];
570 		rb->integrateVelocities(timeStep);
571 	}
572 
573 	// integrate multibody gravity
574 	{
575 		forwardKinematics();
576 		clearMultiBodyConstraintForces();
577 		{
578 			for (int i = 0; i < this->m_multiBodies.size(); i++)
579 			{
580 				btMultiBody* bod = m_multiBodies[i];
581 
582 				bool isSleeping = false;
583 
584 				if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
585 				{
586 					isSleeping = true;
587 				}
588 				for (int b = 0; b < bod->getNumLinks(); b++)
589 				{
590 					if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
591 						isSleeping = true;
592 				}
593 
594 				if (!isSleeping)
595 				{
596 					m_scratch_r.resize(bod->getNumLinks() + 1);
597 					m_scratch_v.resize(bod->getNumLinks() + 1);
598 					m_scratch_m.resize(bod->getNumLinks() + 1);
599 					bool isConstraintPass = false;
600 					{
601 						if (!bod->isUsingRK4Integration())
602 						{
603 							bod->computeAccelerationsArticulatedBodyAlgorithmMultiDof(m_solverInfo.m_timeStep,
604 																					  m_scratch_r, m_scratch_v, m_scratch_m, isConstraintPass,
605 																					  getSolverInfo().m_jointFeedbackInWorldSpace,
606 																					  getSolverInfo().m_jointFeedbackInJointFrame);
607 						}
608 						else
609 						{
610 							btAssert(" RK4Integration is not supported");
611 						}
612 					}
613 				}
614 			}
615 		}
616 	}
617 	clearGravity();
618 }
619 
clearGravity()620 void btDeformableMultiBodyDynamicsWorld::clearGravity()
621 {
622 	BT_PROFILE("btMultiBody clearGravity");
623 	// clear rigid body gravity
624 	for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
625 	{
626 		btRigidBody* body = m_nonStaticRigidBodies[i];
627 		if (body->isActive())
628 		{
629 			body->clearGravity();
630 		}
631 	}
632 	// clear multibody gravity
633 	for (int i = 0; i < this->m_multiBodies.size(); i++)
634 	{
635 		btMultiBody* bod = m_multiBodies[i];
636 
637 		bool isSleeping = false;
638 
639 		if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
640 		{
641 			isSleeping = true;
642 		}
643 		for (int b = 0; b < bod->getNumLinks(); b++)
644 		{
645 			if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
646 				isSleeping = true;
647 		}
648 
649 		if (!isSleeping)
650 		{
651 			bod->addBaseForce(-m_gravity * bod->getBaseMass());
652 
653 			for (int j = 0; j < bod->getNumLinks(); ++j)
654 			{
655 				bod->addLinkForce(j, -m_gravity * bod->getLinkMass(j));
656 			}
657 		}
658 	}
659 }
660 
beforeSolverCallbacks(btScalar timeStep)661 void btDeformableMultiBodyDynamicsWorld::beforeSolverCallbacks(btScalar timeStep)
662 {
663 	if (0 != m_internalTickCallback)
664 	{
665 		(*m_internalTickCallback)(this, timeStep);
666 	}
667 
668 	if (0 != m_solverCallback)
669 	{
670 		(*m_solverCallback)(m_internalTime, this);
671 	}
672 }
673 
afterSolverCallbacks(btScalar timeStep)674 void btDeformableMultiBodyDynamicsWorld::afterSolverCallbacks(btScalar timeStep)
675 {
676 	if (0 != m_solverCallback)
677 	{
678 		(*m_solverCallback)(m_internalTime, this);
679 	}
680 }
681 
addForce(btSoftBody * psb,btDeformableLagrangianForce * force)682 void btDeformableMultiBodyDynamicsWorld::addForce(btSoftBody* psb, btDeformableLagrangianForce* force)
683 {
684 	btAlignedObjectArray<btDeformableLagrangianForce*>& forces = m_deformableBodySolver->m_objective->m_lf;
685 	bool added = false;
686 	for (int i = 0; i < forces.size(); ++i)
687 	{
688 		if (forces[i]->getForceType() == force->getForceType())
689 		{
690 			forces[i]->addSoftBody(psb);
691 			added = true;
692 			break;
693 		}
694 	}
695 	if (!added)
696 	{
697 		force->addSoftBody(psb);
698 		force->setIndices(m_deformableBodySolver->m_objective->getIndices());
699 		forces.push_back(force);
700 	}
701 }
702 
removeForce(btSoftBody * psb,btDeformableLagrangianForce * force)703 void btDeformableMultiBodyDynamicsWorld::removeForce(btSoftBody* psb, btDeformableLagrangianForce* force)
704 {
705 	btAlignedObjectArray<btDeformableLagrangianForce*>& forces = m_deformableBodySolver->m_objective->m_lf;
706 	int removed_index = -1;
707 	for (int i = 0; i < forces.size(); ++i)
708 	{
709 		if (forces[i]->getForceType() == force->getForceType())
710 		{
711 			forces[i]->removeSoftBody(psb);
712 			if (forces[i]->m_softBodies.size() == 0)
713 				removed_index = i;
714 			break;
715 		}
716 	}
717 	if (removed_index >= 0)
718 		forces.removeAtIndex(removed_index);
719 }
720 
removeSoftBodyForce(btSoftBody * psb)721 void btDeformableMultiBodyDynamicsWorld::removeSoftBodyForce(btSoftBody* psb)
722 {
723 	btAlignedObjectArray<btDeformableLagrangianForce*>& forces = m_deformableBodySolver->m_objective->m_lf;
724 	for (int i = 0; i < forces.size(); ++i)
725 	{
726 		forces[i]->removeSoftBody(psb);
727 	}
728 }
729 
removeSoftBody(btSoftBody * body)730 void btDeformableMultiBodyDynamicsWorld::removeSoftBody(btSoftBody* body)
731 {
732 	removeSoftBodyForce(body);
733 	m_softBodies.remove(body);
734 	btCollisionWorld::removeCollisionObject(body);
735 	// force a reinitialize so that node indices get updated.
736 	m_deformableBodySolver->reinitialize(m_softBodies, btScalar(-1));
737 }
738 
removeCollisionObject(btCollisionObject * collisionObject)739 void btDeformableMultiBodyDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
740 {
741 	btSoftBody* body = btSoftBody::upcast(collisionObject);
742 	if (body)
743 		removeSoftBody(body);
744 	else
745 		btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
746 }
747 
stepSimulation(btScalar timeStep,int maxSubSteps,btScalar fixedTimeStep)748 int btDeformableMultiBodyDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
749 {
750 	startProfiling(timeStep);
751 
752 	int numSimulationSubSteps = 0;
753 
754 	if (maxSubSteps)
755 	{
756 		//fixed timestep with interpolation
757 		m_fixedTimeStep = fixedTimeStep;
758 		m_localTime += timeStep;
759 		if (m_localTime >= fixedTimeStep)
760 		{
761 			numSimulationSubSteps = int(m_localTime / fixedTimeStep);
762 			m_localTime -= numSimulationSubSteps * fixedTimeStep;
763 		}
764 	}
765 	else
766 	{
767 		//variable timestep
768 		fixedTimeStep = timeStep;
769 		m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
770 		m_fixedTimeStep = 0;
771 		if (btFuzzyZero(timeStep))
772 		{
773 			numSimulationSubSteps = 0;
774 			maxSubSteps = 0;
775 		}
776 		else
777 		{
778 			numSimulationSubSteps = 1;
779 			maxSubSteps = 1;
780 		}
781 	}
782 
783 	//process some debugging flags
784 	if (getDebugDrawer())
785 	{
786 		btIDebugDraw* debugDrawer = getDebugDrawer();
787 		gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
788 	}
789 	if (numSimulationSubSteps)
790 	{
791 		//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
792 		int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps) ? maxSubSteps : numSimulationSubSteps;
793 
794 		saveKinematicState(fixedTimeStep * clampedSimulationSteps);
795 
796 		for (int i = 0; i < clampedSimulationSteps; i++)
797 		{
798 			internalSingleStepSimulation(fixedTimeStep);
799 			synchronizeMotionStates();
800 		}
801 	}
802 	else
803 	{
804 		synchronizeMotionStates();
805 	}
806 
807 	clearForces();
808 
809 #ifndef BT_NO_PROFILE
810 	CProfileManager::Increment_Frame_Counter();
811 #endif  //BT_NO_PROFILE
812 
813 	return numSimulationSubSteps;
814 }
815