pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/bullet/BulletLink.cc

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/*
* Copyright (C) 2012 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
/* Desc: Link class
* Author: Nate Koenig
* Date: 13 Feb 2006
*/
#include "gazebo/common/Assert.hh"
#include "gazebo/common/Console.hh"
#include "gazebo/common/Exception.hh"
#include "gazebo/physics/World.hh"
#include "gazebo/physics/Model.hh"
#include "gazebo/physics/bullet/bullet_inc.h"
#include "gazebo/physics/bullet/BulletCollision.hh"
#include "gazebo/physics/bullet/BulletLink.hh"
#include "gazebo/physics/bullet/BulletMotionState.hh"
#include "gazebo/physics/bullet/BulletPhysics.hh"
#include "gazebo/physics/bullet/BulletSurfaceParams.hh"
using namespace gazebo;
using namespace physics;
//////////////////////////////////////////////////
BulletLink::BulletLink(EntityPtr _parent)
: Link(_parent)
{
this->rigidLink = nullptr;
this->compoundShape = nullptr;
this->bulletPhysics = boost::dynamic_pointer_cast<BulletPhysics>(
this->GetWorld()->GetPhysicsEngine());
if (this->bulletPhysics == nullptr)
gzerr << "Not using the bullet physics engine\n";
}
//////////////////////////////////////////////////
BulletLink::~BulletLink()
{
this->Fini();
}
//////////////////////////////////////////////////
void BulletLink::Load(sdf::ElementPtr _sdf)
{
if (this->bulletPhysics)
Link::Load(_sdf);
}
//////////////////////////////////////////////////
void BulletLink::Init()
{
if (!this->bulletPhysics)
return;
// Set the initial pose of the body
this->motionState.reset(new BulletMotionState(
boost::dynamic_pointer_cast<Link>(shared_from_this())));
Link::Init();
GZ_ASSERT(this->sdf != NULL, "Unable to initialize link, SDF is NULL");
this->SetKinematic(this->sdf->Get<bool>("kinematic"));
GZ_ASSERT(this->inertial != NULL, "Inertial pointer is NULL");
// The bullet dynamics solver checks for zero mass to identify static and
// kinematic bodies.
if (this->IsStatic() || this->GetKinematic())
{
this->inertial->SetMass(0);
this->inertial->SetInertiaMatrix(0, 0, 0, 0, 0, 0);
}
else
{
// Diagonalize inertia matrix and add inertial pose rotation
auto inertiald = this->inertial->Ign();
auto m = inertiald.MassMatrix();
auto Idiag = m.PrincipalMoments();
auto inertialPose = inertiald.Pose();
inertialPose.Rot() *= m.PrincipalAxesOffset();
this->inertial->SetInertiaMatrix(Idiag[0], Idiag[1], Idiag[2], 0, 0, 0);
this->inertial->SetCoG(inertialPose);
}
/// \todo FIXME: Friction Parameters
/// Currently, gazebo uses btCompoundShape to store multiple
/// <collision> shapes in bullet. Each child shape could have a
/// different mu1 and mu2. This is not ideal as friction is set
/// per BulletLink::rigidLink (btRigidBody : btCollisionObject).
/// Right now, the friction coefficients for the last BulletCollision
/// processed in this link below is stored in hackMu1, hackMu2.
/// The average is stored in this->rigidLink.
/// Final friction coefficient is applied in ContactCallback
/// by taking the lower of the 2 colliding rigidLink's.
double hackMu1 = 0;
double hackMu2 = 0;
for (Base_V::iterator iter = this->children.begin();
iter != this->children.end(); ++iter)
{
if ((*iter)->HasType(Base::COLLISION))
{
BulletCollisionPtr collision;
collision = boost::static_pointer_cast<BulletCollision>(*iter);
btCollisionShape *shape = collision->GetCollisionShape();
SurfaceParamsPtr surface = collision->GetSurface();
GZ_ASSERT(surface, "Surface pointer for is invalid");
FrictionPyramidPtr friction = surface->FrictionPyramid();
GZ_ASSERT(friction, "Friction pointer is invalid");
hackMu1 = friction->MuPrimary();
hackMu2 = friction->MuSecondary();
auto relativePose = collision->GetRelativePose().Ign()
- this->inertial->GetPose().Ign();
if (!this->compoundShape)
this->compoundShape = new btCompoundShape();
dynamic_cast<btCompoundShape *>(this->compoundShape)->addChildShape(
BulletTypes::ConvertPose(relativePose), shape);
}
}
// if there are no collisions in the link then use an empty shape
if (!this->compoundShape)
this->compoundShape = new btEmptyShape();
// Create a construction info object
btRigidBody::btRigidBodyConstructionInfo
rigidLinkCI(this->inertial->GetMass(), this->motionState.get(),
this->compoundShape, BulletTypes::ConvertVector3(
this->inertial->GetPrincipalMoments()));
rigidLinkCI.m_linearDamping = this->GetLinearDamping();
rigidLinkCI.m_angularDamping = this->GetAngularDamping();
// Create the new rigid body
this->rigidLink = new btRigidBody(rigidLinkCI);
this->rigidLink->setUserPointer(this);
this->rigidLink->setCollisionFlags(this->rigidLink->getCollisionFlags() |
btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
this->rigidLink->setFlags(BT_ENABLE_GYROPSCOPIC_FORCE);
/// \TODO: get friction from collision object
this->rigidLink->setAnisotropicFriction(btVector3(1, 1, 1),
btCollisionObject::CF_ANISOTROPIC_FRICTION);
this->rigidLink->setFriction(0.5*(hackMu1 + hackMu2)); // Hack
// Setup motion clamping to prevent objects from moving too fast.
// this->rigidLink->setCcdMotionThreshold(1);
// math::Vector3 size = this->GetBoundingBox().GetSize();
// this->rigidLink->setCcdSweptSphereRadius(size.GetMax()*0.8);
if (this->inertial->GetMass() <= 0.0)
this->rigidLink->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
GZ_ASSERT(bulletWorld != NULL, "Bullet dynamics world is NULL");
// bullet supports setting bits to a rigid body but not individual
// shapes/collisions so find the first child collision and set rigid body to
// use its category and collision bits.
unsigned int collideBits = GZ_ALL_COLLIDE;
BulletCollisionPtr collision;
for (Base_V::iterator iter = this->children.begin();
iter != this->children.end(); ++iter)
{
if ((*iter)->HasType(Base::COLLISION))
{
collision = boost::static_pointer_cast<BulletCollision>(*iter);
collideBits = collision->GetCollideBits();
break;
}
}
bulletWorld->addRigidBody(this->rigidLink, collideBits, collideBits);
// Only use auto disable if no joints and no sensors are present
this->rigidLink->setActivationState(DISABLE_DEACTIVATION);
if (this->GetModel()->GetAutoDisable() &&
this->GetModel()->GetJointCount() == 0 &&
this->GetSensorCount() == 0)
{
this->rigidLink->setActivationState(ACTIVE_TAG);
this->rigidLink->setSleepingThresholds(0.1, 0.1);
this->rigidLink->setDeactivationTime(1.0);
}
this->SetGravityMode(this->sdf->Get<bool>("gravity"));
this->SetLinearDamping(this->GetLinearDamping());
this->SetAngularDamping(this->GetAngularDamping());
}
//////////////////////////////////////////////////
void BulletLink::Fini()
{
if (this->bulletPhysics && this->rigidLink)
{
btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
if (bulletWorld)
bulletWorld->removeRigidBody(this->rigidLink);
delete this->rigidLink;
}
this->bulletPhysics.reset();
this->rigidLink = NULL;
this->motionState.reset();
if (this->compoundShape)
delete this->compoundShape;
this->compoundShape = NULL;
Link::Fini();
}
/////////////////////////////////////////////////////////////////////
void BulletLink::UpdateMass()
{
if (this->rigidLink && this->inertial)
{
if (this->inertial->GetProductsofInertia() != math::Vector3::Zero)
{
gzwarn << "UpdateMass is ignoring off-diagonal inertia terms.\n";
}
this->rigidLink->setMassProps(this->inertial->GetMass(),
BulletTypes::ConvertVector3(this->inertial->GetPrincipalMoments()));
}
}
//////////////////////////////////////////////////
void BulletLink::SetGravityMode(bool _mode)
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to SetGravityMode" << std::endl;
return;
}
if (_mode == false)
this->rigidLink->setGravity(btVector3(0, 0, 0));
// this->rigidLink->setMassProps(btScalar(0), btmath::Vector3(0, 0, 0));
else
{
math::Vector3 g = this->bulletPhysics->GetGravity();
this->rigidLink->setGravity(btVector3(g.x, g.y, g.z));
/*btScalar btMass = this->mass.GetAsDouble();
btmath::Vector3 fallInertia(0, 0, 0);
this->compoundShape->calculateLocalInertia(btMass, fallInertia);
this->rigidLink->setMassProps(btMass, fallInertia);
*/
}
}
//////////////////////////////////////////////////
bool BulletLink::GetGravityMode() const
{
bool result = false;
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, GetGravityMode returns "
<< result << " by default." << std::endl;
return result;
}
btVector3 g = this->rigidLink->getGravity();
result = !math::equal(static_cast<double>(g.length()), 0.0);
return result;
}
//////////////////////////////////////////////////
void BulletLink::SetSelfCollide(bool _collide)
{
this->sdf->GetElement("self_collide")->Set(_collide);
}
//////////////////////////////////////////////////
/*void BulletLink::AttachCollision(Collision *_collision)
{
Link::AttachCollision(_collision);
BulletCollision *bcollision = dynamic_cast<BulletCollision*>(_collision);
if (_collision == NULL)
gzthrow("requires BulletCollision");
btTransform trans;
math::Pose relativePose = _collision->GetRelativePose();
trans = BulletTypes::ConvertPose(relativePose);
bcollision->SetCompoundShapeIndex(this->compoundShape->getNumChildShapes());
this->compoundShape->addChildShape(trans, bcollision->GetCollisionShape());
}
*/
//////////////////////////////////////////////////
/// Adapted from ODELink::OnPoseChange
void BulletLink::OnPoseChange()
{
Link::OnPoseChange();
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to respond to OnPoseChange"
<< std::endl;
return;
}
// this->SetEnabled(true);
const math::Pose myPose = this->GetWorldInertialPose();
this->rigidLink->setCenterOfMassTransform(
BulletTypes::ConvertPose(myPose));
}
//////////////////////////////////////////////////
bool BulletLink::GetEnabled() const
{
// This function and its counterpart BulletLink::SetEnabled
// don't do anything yet.
return true;
}
//////////////////////////////////////////////////
void BulletLink::SetEnabled(bool /*_enable*/) const
{
/*
if (!this->rigidLink)
return;
if (_enable)
this->rigidLink->activate(true);
else
this->rigidLink->setActivationState(WANTS_DEACTIVATION);
*/
}
//////////////////////////////////////////////////
void BulletLink::SetLinearVel(const math::Vector3 &_vel)
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to SetLinearVel" << std::endl;
return;
}
this->rigidLink->setLinearVelocity(BulletTypes::ConvertVector3(_vel));
}
//////////////////////////////////////////////////
math::Vector3 BulletLink::GetWorldCoGLinearVel() const
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, GetWorldLinearVel returns "
<< math::Vector3(0, 0, 0) << " by default." << std::endl;
return math::Vector3(0, 0, 0);
}
btVector3 vel = this->rigidLink->getLinearVelocity();
return BulletTypes::ConvertVector3(vel);
}
//////////////////////////////////////////////////
math::Vector3 BulletLink::GetWorldLinearVel(const math::Vector3 &_offset) const
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, GetWorldLinearVel returns "
<< math::Vector3(0, 0, 0) << " by default." << std::endl;
return math::Vector3(0, 0, 0);
}
math::Pose wPose = this->GetWorldPose();
GZ_ASSERT(this->inertial != NULL, "Inertial pointer is NULL");
math::Vector3 offsetFromCoG = wPose.rot*(_offset - this->inertial->GetCoG());
btVector3 vel = this->rigidLink->getVelocityInLocalPoint(
BulletTypes::ConvertVector3(offsetFromCoG));
return BulletTypes::ConvertVector3(vel);
}
//////////////////////////////////////////////////
math::Vector3 BulletLink::GetWorldLinearVel(const math::Vector3 &_offset,
const math::Quaternion &_q) const
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, GetWorldLinearVel returns "
<< math::Vector3(0, 0, 0) << " by default." << std::endl;
return math::Vector3(0, 0, 0);
}
math::Pose wPose = this->GetWorldPose();
GZ_ASSERT(this->inertial != NULL, "Inertial pointer is NULL");
math::Vector3 offsetFromCoG = _q*_offset
- wPose.rot*this->inertial->GetCoG();
btVector3 vel = this->rigidLink->getVelocityInLocalPoint(
BulletTypes::ConvertVector3(offsetFromCoG));
return BulletTypes::ConvertVector3(vel);
}
//////////////////////////////////////////////////
void BulletLink::SetAngularVel(const math::Vector3 &_vel)
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to SetAngularVel" << std::endl;
return;
}
this->rigidLink->setAngularVelocity(BulletTypes::ConvertVector3(_vel));
}
//////////////////////////////////////////////////
math::Vector3 BulletLink::GetWorldAngularVel() const
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, GetWorldAngularVel returns "
<< math::Vector3(0, 0, 0) << " by default." << std::endl;
return math::Vector3(0, 0, 0);
}
btVector3 vel = this->rigidLink->getAngularVelocity();
return BulletTypes::ConvertVector3(vel);
}
//////////////////////////////////////////////////
void BulletLink::SetForce(const math::Vector3 &_force)
{
if (!this->rigidLink)
return;
this->rigidLink->applyCentralForce(
btVector3(_force.x, _force.y, _force.z));
}
//////////////////////////////////////////////////
math::Vector3 BulletLink::GetWorldForce() const
{
if (!this->rigidLink)
return math::Vector3(0, 0, 0);
btVector3 btVec;
btVec = this->rigidLink->getTotalForce();
return math::Vector3(btVec.x(), btVec.y(), btVec.z());
}
//////////////////////////////////////////////////
void BulletLink::SetTorque(const math::Vector3 &_torque)
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to SetAngularVel" << std::endl;
return;
}
this->rigidLink->applyTorque(BulletTypes::ConvertVector3(_torque));
}
//////////////////////////////////////////////////
math::Vector3 BulletLink::GetWorldTorque() const
{
/*
if (!this->rigidLink)
return math::Vector3(0, 0, 0);
btmath::Vector3 btVec;
btVec = this->rigidLink->getTotalTorque();
return math::Vector3(btVec.x(), btVec.y(), btVec.z());
*/
return math::Vector3();
}
//////////////////////////////////////////////////
btRigidBody *BulletLink::GetBulletLink() const
{
return this->rigidLink;
}
//////////////////////////////////////////////////
void BulletLink::RemoveAndAddBody() const
{
GZ_ASSERT(nullptr != this->rigidLink, "Must add body to world first");
btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
bulletWorld->removeRigidBody(this->rigidLink);
unsigned int collideBits = GZ_ALL_COLLIDE;
for (auto iter = this->children.begin(); iter != this->children.end(); ++iter)
{
if ((*iter)->HasType(Base::COLLISION))
{
auto collision = boost::static_pointer_cast<BulletCollision>(*iter);
collideBits = collision->GetCollideBits();
break;
}
}
bulletWorld->addRigidBody(this->rigidLink, collideBits, collideBits);
}
//////////////////////////////////////////////////
void BulletLink::ClearCollisionCache()
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to ClearCollisionCache" << std::endl;
return;
}
btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
GZ_ASSERT(bulletWorld != NULL, "Bullet dynamics world is NULL");
bulletWorld->updateSingleAabb(this->rigidLink);
bulletWorld->getBroadphase()->getOverlappingPairCache()->
cleanProxyFromPairs(this->rigidLink->getBroadphaseHandle(),
bulletWorld->getDispatcher());
}
//////////////////////////////////////////////////
void BulletLink::SetLinearDamping(double _damping)
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to SetLinearDamping"
<< std::endl;
return;
}
this->rigidLink->setDamping((btScalar)_damping,
(btScalar)this->rigidLink->getAngularDamping());
}
//////////////////////////////////////////////////
void BulletLink::SetAngularDamping(double _damping)
{
if (!this->rigidLink)
{
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
<< " does not exist, unable to SetAngularDamping"
<< std::endl;
return;
}
this->rigidLink->setDamping(
(btScalar)this->rigidLink->getLinearDamping(), (btScalar)_damping);
}
//////////////////////////////////////////////////
/*void BulletLink::SetCollisionRelativePose(BulletCollision *_collision,
const math::Pose &_newPose)
{
std::map<std::string, Collision*>::iterator iter;
unsigned int i;
for (iter = this->collisions.begin(), i = 0; iter != this->collisions.end();
++iter, ++i)
{
if (iter->second == _collision)
break;
}
if (i < this->collisions.size())
{
// Set the pose of the _collision in Bullet
this->compoundShape->updateChildTransform(i,
BulletTypes::ConvertPose(_newPose));
}
}*/
/////////////////////////////////////////////////
void BulletLink::AddForce(const math::Vector3 &/*_force*/)
{
gzlog << "BulletLink::AddForce not yet implemented." << std::endl;
}
/////////////////////////////////////////////////
void BulletLink::AddRelativeForce(const math::Vector3 &/*_force*/)
{
gzlog << "BulletLink::AddRelativeForce not yet implemented." << std::endl;
}
/////////////////////////////////////////////////
void BulletLink::AddForceAtWorldPosition(const math::Vector3 &/*_force*/,
const math::Vector3 &/*_pos*/)
{
gzlog << "BulletLink::AddForceAtWorldPosition not yet implemented."
<< std::endl;
}
/////////////////////////////////////////////////
void BulletLink::AddForceAtRelativePosition(const math::Vector3 &/*_force*/,
const math::Vector3 &/*_relpos*/)
{
gzlog << "BulletLink::AddForceAtRelativePosition not yet implemented."
<< std::endl;
}
//////////////////////////////////////////////////
void BulletLink::AddLinkForce(const math::Vector3 &/*_force*/,
const math::Vector3 &/*_offset*/)
{
gzlog << "BulletLink::AddLinkForce not yet implemented (#1476)."
<< std::endl;
}
/////////////////////////////////////////////////
void BulletLink::AddTorque(const math::Vector3 &/*_torque*/)
{
gzlog << "BulletLink::AddTorque not yet implemented." << std::endl;
}
/////////////////////////////////////////////////
void BulletLink::AddRelativeTorque(const math::Vector3 &/*_torque*/)
{
gzlog << "BulletLink::AddRelativeTorque not yet implemented." << std::endl;
}
/////////////////////////////////////////////////
void BulletLink::SetAutoDisable(bool /*_disable*/)
{
gzlog << "BulletLink::SetAutoDisable not yet implemented." << std::endl;
}
//////////////////////////////////////////////////
void BulletLink::SetLinkStatic(bool /*_static*/)
{
gzlog << "To be implemented\n";
}