2020-01-08 17:05:43 +00:00
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/*
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Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2019 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_DEFORMABLE_BODY_SOLVERS_H
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#define BT_DEFORMABLE_BODY_SOLVERS_H
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#include "btSoftBodySolvers.h"
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#include "btDeformableBackwardEulerObjective.h"
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#include "btDeformableMultiBodyDynamicsWorld.h"
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#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraint.h"
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#include "btConjugateResidual.h"
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#include "btConjugateGradient.h"
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struct btCollisionObjectWrapper;
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// class btDeformableBackwardEulerObjective;
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// class btDeformableMultiBodyDynamicsWorld;
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class btDeformableBodySolver : public btSoftBodySolver
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{
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typedef btAlignedObjectArray<btVector3> TVStack;
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protected:
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int m_numNodes; // total number of deformable body nodes
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TVStack m_dv; // v_{n+1} - v_n
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TVStack m_backup_dv; // backed up dv
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TVStack m_ddv; // incremental dv
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TVStack m_residual; // rhs of the linear solve
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btAlignedObjectArray<btSoftBody*> m_softBodies; // all deformable bodies
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TVStack m_backupVelocity; // backed up v, equals v_n for implicit, equals v_{n+1}^* for explicit
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btScalar m_dt; // dt
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btConjugateGradient<btDeformableBackwardEulerObjective> m_cg; // CG solver
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btConjugateResidual<btDeformableBackwardEulerObjective> m_cr; // CR solver
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bool m_implicit; // use implicit scheme if true, explicit scheme if false
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int m_maxNewtonIterations; // max number of newton iterations
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btScalar m_newtonTolerance; // stop newton iterations if f(x) < m_newtonTolerance
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bool m_lineSearch; // If true, use newton's method with line search under implicit scheme
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bool m_reducedSolver; // flag for reduced soft body solver
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public:
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// handles data related to objective function
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btDeformableBackwardEulerObjective* m_objective;
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bool m_useProjection;
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btDeformableBodySolver();
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virtual ~btDeformableBodySolver();
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virtual SolverTypes getSolverType() const
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{
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return DEFORMABLE_SOLVER;
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}
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// update soft body normals
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virtual void updateSoftBodies();
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virtual btScalar solveContactConstraints(btCollisionObject** deformableBodies, int numDeformableBodies, const btContactSolverInfo& infoGlobal);
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// solve the momentum equation
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virtual void solveDeformableConstraints(btScalar solverdt);
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// set gravity (get from deformable world)
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virtual void setGravity(const btVector3& gravity)
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{
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// for full deformable object, we don't store gravity in the solver
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// this function is overriden in the reduced deformable object
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}
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// resize/clear data structures
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virtual void reinitialize(const btAlignedObjectArray<btSoftBody*>& softBodies, btScalar dt);
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// set up contact constraints
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virtual void setConstraints(const btContactSolverInfo& infoGlobal);
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// add in elastic forces and gravity to obtain v_{n+1}^* and calls predictDeformableMotion
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virtual void predictMotion(btScalar solverdt);
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// move to temporary position x_{n+1}^* = x_n + dt * v_{n+1}^*
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// x_{n+1}^* is stored in m_q
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void predictDeformableMotion(btSoftBody* psb, btScalar dt);
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// save the current velocity to m_backupVelocity
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void backupVelocity();
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// set m_dv and m_backupVelocity to desired value to prepare for momentum solve
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virtual void setupDeformableSolve(bool implicit);
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// set the current velocity to that backed up in m_backupVelocity
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void revertVelocity();
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// set velocity to m_dv + m_backupVelocity
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void updateVelocity();
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// update the node count
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bool updateNodes();
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// calculate the change in dv resulting from the momentum solve
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void computeStep(TVStack& ddv, const TVStack& residual);
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// calculate the change in dv resulting from the momentum solve when line search is turned on
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btScalar computeDescentStep(TVStack& ddv, const TVStack& residual, bool verbose = false);
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virtual void copySoftBodyToVertexBuffer(const btSoftBody* const softBody, btVertexBufferDescriptor* vertexBuffer) {}
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// process collision between deformable and rigid
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virtual void processCollision(btSoftBody* softBody, const btCollisionObjectWrapper* collisionObjectWrap)
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{
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softBody->defaultCollisionHandler(collisionObjectWrap);
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}
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// process collision between deformable and deformable
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virtual void processCollision(btSoftBody* softBody, btSoftBody* otherSoftBody)
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{
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softBody->defaultCollisionHandler(otherSoftBody);
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}
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// If true, implicit time stepping scheme is used.
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// Otherwise, explicit time stepping scheme is used
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void setImplicit(bool implicit);
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// If true, newton's method with line search is used when implicit time stepping scheme is turned on
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void setLineSearch(bool lineSearch);
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// set temporary position x^* = x_n + dt * v
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// update the deformation gradient at position x^*
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void updateState();
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// set dv = dv + scale * ddv
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void updateDv(btScalar scale = 1);
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// set temporary position x^* = x_n + dt * v^*
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void updateTempPosition();
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// save the current dv to m_backup_dv;
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void backupDv();
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// set dv to the backed-up value
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void revertDv();
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// set dv = dv + scale * ddv
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// set v^* = v_n + dv
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// set temporary position x^* = x_n + dt * v^*
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// update the deformation gradient at position x^*
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void updateEnergy(btScalar scale);
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// calculates the appropriately scaled kinetic energy in the system, which is
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// 1/2 * dv^T * M * dv
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// used in line search
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btScalar kineticEnergy();
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// add explicit force to the velocity in the objective class
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virtual void applyExplicitForce();
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// execute position/velocity update and apply anchor constraints in the integrateTransforms from the Dynamics world
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virtual void applyTransforms(btScalar timeStep);
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virtual void setStrainLimiting(bool opt)
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{
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m_objective->m_projection.m_useStrainLimiting = opt;
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}
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virtual void setPreconditioner(int opt)
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{
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switch (opt)
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{
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case btDeformableBackwardEulerObjective::Mass_preconditioner:
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m_objective->m_preconditioner = m_objective->m_massPreconditioner;
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break;
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case btDeformableBackwardEulerObjective::KKT_preconditioner:
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m_objective->m_preconditioner = m_objective->m_KKTPreconditioner;
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break;
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default:
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btAssert(false);
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break;
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}
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}
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virtual btAlignedObjectArray<btDeformableLagrangianForce*>* getLagrangianForceArray()
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{
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return &(m_objective->m_lf);
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}
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virtual const btAlignedObjectArray<btSoftBody::Node*>* getIndices()
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{
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return m_objective->getIndices();
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}
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virtual void setProjection()
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{
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m_objective->m_projection.setProjection();
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}
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virtual void setLagrangeMultiplier()
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{
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m_objective->m_projection.setLagrangeMultiplier();
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}
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virtual bool isReducedSolver()
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{
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return m_reducedSolver;
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}
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virtual void deformableBodyInternalWriteBack() {}
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// unused functions
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virtual void optimize(btAlignedObjectArray<btSoftBody*>& softBodies, bool forceUpdate = false) {}
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virtual void solveConstraints(btScalar dt) {}
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virtual bool checkInitialized() { return true; }
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virtual void copyBackToSoftBodies(bool bMove = true) {}
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};
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#endif /* btDeformableBodySolver_h */
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