b7901c773c
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads SCons into not properly rebuilding all files when headers change. This means we also need to make sure Bullet builds without warning, and current version fares fairly well, there were just a couple to fix (patch included). Increase minimum version for distro packages to 2.90 (this was never released as the "next" version after 2.89 was 3.05... but that covers it too).
145 lines
7.8 KiB
C++
145 lines
7.8 KiB
C++
/*
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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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#include "btDeformableMultiBodyConstraintSolver.h"
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#include <iostream>
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// override the iterations method to include deformable/multibody contact
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btScalar btDeformableMultiBodyConstraintSolver::solveDeformableGroupIterations(btCollisionObject** bodies, int numBodies, btCollisionObject** deformableBodies, int numDeformableBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer)
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{
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{
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///this is a special step to resolve penetrations (just for contacts)
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solveGroupCacheFriendlySplitImpulseIterations(bodies, numBodies, deformableBodies, numDeformableBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
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int maxIterations = m_maxOverrideNumSolverIterations > infoGlobal.m_numIterations ? m_maxOverrideNumSolverIterations : infoGlobal.m_numIterations;
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for (int iteration = 0; iteration < maxIterations; iteration++)
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{
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// 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
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// solve rigid/rigid in solver body
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m_leastSquaresResidual = solveSingleIteration(iteration, bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
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// solver body velocity -> rigid body velocity
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solverBodyWriteBack(infoGlobal);
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btScalar deformableResidual = m_deformableSolver->solveContactConstraints(deformableBodies, numDeformableBodies, infoGlobal);
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// update rigid body velocity in rigid/deformable contact
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m_leastSquaresResidual = btMax(m_leastSquaresResidual, deformableResidual);
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// solver body velocity <- rigid body velocity
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writeToSolverBody(bodies, numBodies, infoGlobal);
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if (m_leastSquaresResidual <= infoGlobal.m_leastSquaresResidualThreshold || (iteration >= (maxIterations - 1)))
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{
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#ifdef VERBOSE_RESIDUAL_PRINTF
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if (iteration >= (maxIterations - 1))
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printf("residual = %f at iteration #%d\n", m_leastSquaresResidual, iteration);
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#endif
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m_analyticsData.m_numSolverCalls++;
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m_analyticsData.m_numIterationsUsed = iteration + 1;
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m_analyticsData.m_islandId = -2;
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if (numBodies > 0)
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m_analyticsData.m_islandId = bodies[0]->getCompanionId();
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m_analyticsData.m_numBodies = numBodies;
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m_analyticsData.m_numContactManifolds = numManifolds;
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m_analyticsData.m_remainingLeastSquaresResidual = m_leastSquaresResidual;
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break;
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}
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}
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}
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return 0.f;
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}
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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)
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{
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m_tmpMultiBodyConstraints = multiBodyConstraints;
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m_tmpNumMultiBodyConstraints = numMultiBodyConstraints;
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// inherited from MultiBodyConstraintSolver
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solveGroupCacheFriendlySetup(bodies, numBodies, manifold, numManifolds, constraints, numConstraints, info, debugDrawer);
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// overriden
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solveDeformableGroupIterations(bodies, numBodies, deformableBodies, numDeformableBodies, manifold, numManifolds, constraints, numConstraints, info, debugDrawer);
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// inherited from MultiBodyConstraintSolver
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solveGroupCacheFriendlyFinish(bodies, numBodies, info);
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m_tmpMultiBodyConstraints = 0;
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m_tmpNumMultiBodyConstraints = 0;
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}
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void btDeformableMultiBodyConstraintSolver::writeToSolverBody(btCollisionObject** bodies, int numBodies, const btContactSolverInfo& infoGlobal)
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{
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for (int i = 0; i < numBodies; i++)
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{
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int bodyId = getOrInitSolverBody(*bodies[i], infoGlobal.m_timeStep);
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btRigidBody* body = btRigidBody::upcast(bodies[i]);
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if (body && body->getInvMass())
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{
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btSolverBody& solverBody = m_tmpSolverBodyPool[bodyId];
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solverBody.m_linearVelocity = body->getLinearVelocity() - solverBody.m_deltaLinearVelocity;
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solverBody.m_angularVelocity = body->getAngularVelocity() - solverBody.m_deltaAngularVelocity;
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}
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}
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}
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void btDeformableMultiBodyConstraintSolver::solverBodyWriteBack(const btContactSolverInfo& infoGlobal)
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{
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for (int i = 0; i < m_tmpSolverBodyPool.size(); i++)
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{
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btRigidBody* body = m_tmpSolverBodyPool[i].m_originalBody;
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if (body)
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{
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m_tmpSolverBodyPool[i].m_originalBody->setLinearVelocity(m_tmpSolverBodyPool[i].m_linearVelocity + m_tmpSolverBodyPool[i].m_deltaLinearVelocity);
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m_tmpSolverBodyPool[i].m_originalBody->setAngularVelocity(m_tmpSolverBodyPool[i].m_angularVelocity + m_tmpSolverBodyPool[i].m_deltaAngularVelocity);
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}
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}
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}
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void btDeformableMultiBodyConstraintSolver::solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies, int numBodies, btCollisionObject** deformableBodies, int numDeformableBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer)
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{
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BT_PROFILE("solveGroupCacheFriendlySplitImpulseIterations");
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int iteration;
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if (infoGlobal.m_splitImpulse)
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{
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{
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for (iteration = 0; iteration < infoGlobal.m_numIterations; iteration++)
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{
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btScalar leastSquaresResidual = 0.f;
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{
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int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
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int j;
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for (j = 0; j < numPoolConstraints; j++)
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{
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const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
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btScalar residual = resolveSplitPenetrationImpulse(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB], solveManifold);
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leastSquaresResidual = btMax(leastSquaresResidual, residual * residual);
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}
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// solve the position correction between deformable and rigid/multibody
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// btScalar residual = m_deformableSolver->solveSplitImpulse(infoGlobal);
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btScalar residual = m_deformableSolver->m_objective->m_projection.solveSplitImpulse(deformableBodies, numDeformableBodies, infoGlobal);
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leastSquaresResidual = btMax(leastSquaresResidual, residual * residual);
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}
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if (leastSquaresResidual <= infoGlobal.m_leastSquaresResidualThreshold || iteration >= (infoGlobal.m_numIterations - 1))
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{
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#ifdef VERBOSE_RESIDUAL_PRINTF
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if (iteration >= (infoGlobal.m_numIterations - 1))
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printf("split impulse residual = %f at iteration #%d\n", leastSquaresResidual, iteration);
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#endif
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break;
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}
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}
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}
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}
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}
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