Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Backport bullet-featherstone convex decomposition for meshes (#606) #631

Merged
merged 1 commit into from
Apr 24, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion bullet-featherstone/src/Base.cc
Original file line number Diff line number Diff line change
Expand Up @@ -48,7 +48,7 @@ WorldInfo::WorldInfo(std::string name_)
// configuring split impulse and penetration threshold parameters. Instead
// the penentration impulse depends on the erp2 parameter so set to a small
// value (default in bullet is 0.2).
this->world->getSolverInfo().m_erp2 = btScalar(0.002);
this->world->getSolverInfo().m_erp2 = btScalar(0.02);

// Set solver iterations to the same as the default value in SDF,
// //world/physics/solver/bullet/iters
Expand Down
2 changes: 2 additions & 0 deletions bullet-featherstone/src/Base.hh
Original file line number Diff line number Diff line change
Expand Up @@ -487,6 +487,7 @@ class Base : public Implements3d<FeatureList<Feature>>
// important.
this->meshesGImpact.clear();
this->triangleMeshes.clear();
this->meshesConvex.clear();

this->joints.clear();

Expand Down Expand Up @@ -520,6 +521,7 @@ class Base : public Implements3d<FeatureList<Feature>>

public: std::vector<std::unique_ptr<btTriangleMesh>> triangleMeshes;
public: std::vector<std::unique_ptr<btGImpactMeshShape>> meshesGImpact;
public: std::vector<std::unique_ptr<btConvexHullShape>> meshesConvex;
};

} // namespace bullet_featherstone
Expand Down
154 changes: 127 additions & 27 deletions bullet-featherstone/src/SDFFeatures.cc
Original file line number Diff line number Diff line change
Expand Up @@ -1036,49 +1036,140 @@ bool SDFFeatures::AddSdfCollision(
{
auto &meshManager = *gz::common::MeshManager::Instance();
auto *mesh = meshManager.Load(meshSdf->Uri());
const btVector3 scale = convertVec(meshSdf->Scale());
if (nullptr == mesh)
{
gzwarn << "Failed to load mesh from [" << meshSdf->Uri()
<< "]." << std::endl;
return false;
}
const btVector3 scale = convertVec(meshSdf->Scale());

auto compoundShape = std::make_unique<btCompoundShape>();

for (unsigned int submeshIdx = 0;
submeshIdx < mesh->SubMeshCount();
++submeshIdx)
bool meshCreated = false;
if (meshSdf->Optimization() ==
::sdf::MeshOptimization::CONVEX_DECOMPOSITION ||
meshSdf->Optimization() ==
::sdf::MeshOptimization::CONVEX_HULL)
{
auto s = mesh->SubMeshByIndex(submeshIdx).lock();
auto vertexCount = s->VertexCount();
auto indexCount = s->IndexCount();
btAlignedObjectArray<btVector3> convertedVerts;
convertedVerts.reserve(static_cast<int>(vertexCount));
for (unsigned int i = 0; i < vertexCount; i++)
std::size_t maxConvexHulls = 16u;
if (meshSdf->Optimization() == ::sdf::MeshOptimization::CONVEX_HULL)
{
/// create 1 convex hull for the whole submesh
maxConvexHulls = 1u;
}
else if (meshSdf->ConvexDecomposition())
{
convertedVerts.push_back(btVector3(
static_cast<btScalar>(s->Vertex(i).X()) * scale[0],
static_cast<btScalar>(s->Vertex(i).Y()) * scale[1],
static_cast<btScalar>(s->Vertex(i).Z()) * scale[2]));
// limit max number of convex hulls to generate
maxConvexHulls = meshSdf->ConvexDecomposition()->MaxConvexHulls();
}

this->triangleMeshes.push_back(std::make_unique<btTriangleMesh>());
for (unsigned int i = 0; i < indexCount/3; i++)
// Check if MeshManager contains the decomposed mesh already. If not
// add it to the MeshManager so we do not need to decompose it again.
const std::string convexMeshName =
mesh->Name() + "_CONVEX_" + std::to_string(maxConvexHulls);
auto *decomposedMesh = meshManager.MeshByName(convexMeshName);
if (!decomposedMesh)
{
const btVector3& v0 = convertedVerts[s->Index(i*3)];
const btVector3& v1 = convertedVerts[s->Index(i*3 + 1)];
const btVector3& v2 = convertedVerts[s->Index(i*3 + 2)];
this->triangleMeshes.back()->addTriangle(v0, v1, v2);
// Merge meshes before convex decomposition
auto mergedMesh = gz::common::MeshManager::MergeSubMeshes(*mesh);
if (mergedMesh && mergedMesh->SubMeshCount() == 1u)
{
// Decompose and add mesh to MeshManager
auto mergedSubmesh = mergedMesh->SubMeshByIndex(0u).lock();
std::vector<common::SubMesh> decomposed =
gz::common::MeshManager::ConvexDecomposition(
*mergedSubmesh.get(), maxConvexHulls);
gzdbg << "Optimizing mesh (" << meshSdf->OptimizationStr() << "): "
<< mesh->Name() << std::endl;
// Create decomposed mesh and add it to MeshManager
// Note: MeshManager will call delete on this mesh in its destructor
// \todo(iche033) Consider updating MeshManager to accept
// unique pointers instead
common::Mesh *convexMesh = new common::Mesh;
convexMesh->SetName(convexMeshName);
for (const auto & submesh : decomposed)
convexMesh->AddSubMesh(submesh);
meshManager.AddMesh(convexMesh);
if (decomposed.empty())
{
// Print an error if convex decomposition returned empty submeshes
// but still add it to MeshManager to avoid going through the
// expensive convex decomposition process for the same mesh again
gzerr << "Convex decomposition generated zero meshes: "
<< mesh->Name() << std::endl;
}
decomposedMesh = meshManager.MeshByName(convexMeshName);
}
}

if (decomposedMesh)
{
for (std::size_t j = 0u; j < decomposedMesh->SubMeshCount(); ++j)
{
auto submesh = decomposedMesh->SubMeshByIndex(j).lock();
gz::math::Vector3d centroid;
for (std::size_t i = 0; i < submesh->VertexCount(); ++i)
centroid += submesh->Vertex(i);
centroid *= 1.0/static_cast<double>(submesh->VertexCount());
btAlignedObjectArray<btVector3> vertices;
for (std::size_t i = 0; i < submesh->VertexCount(); ++i)
{
gz::math::Vector3d v = submesh->Vertex(i) - centroid;
vertices.push_back(convertVec(v) * scale);
}

float collisionMargin = 0.001f;
this->meshesConvex.push_back(std::make_unique<btConvexHullShape>(
&(vertices[0].getX()), vertices.size()));
auto *convexShape = this->meshesConvex.back().get();
convexShape->setMargin(collisionMargin);

btTransform trans;
trans.setIdentity();
trans.setOrigin(convertVec(centroid) * scale);
compoundShape->addChildShape(trans, convexShape);
}
meshCreated = true;
}
}

if (!meshCreated)
{
for (unsigned int submeshIdx = 0;
submeshIdx < mesh->SubMeshCount();
++submeshIdx)
{
auto s = mesh->SubMeshByIndex(submeshIdx).lock();
auto vertexCount = s->VertexCount();
auto indexCount = s->IndexCount();
btAlignedObjectArray<btVector3> convertedVerts;
convertedVerts.reserve(static_cast<int>(vertexCount));
for (unsigned int i = 0; i < vertexCount; i++)
{
convertedVerts.push_back(btVector3(
static_cast<btScalar>(s->Vertex(i).X()) * scale[0],
static_cast<btScalar>(s->Vertex(i).Y()) * scale[1],
static_cast<btScalar>(s->Vertex(i).Z()) * scale[2]));
}

this->meshesGImpact.push_back(
std::make_unique<btGImpactMeshShape>(
this->triangleMeshes.back().get()));
this->meshesGImpact.back()->updateBound();
this->meshesGImpact.back()->setMargin(btScalar(0.01));
compoundShape->addChildShape(btTransform::getIdentity(),
this->meshesGImpact.back().get());
this->triangleMeshes.push_back(std::make_unique<btTriangleMesh>());
for (unsigned int i = 0; i < indexCount/3; i++)
{
const btVector3& v0 = convertedVerts[s->Index(i*3)];
const btVector3& v1 = convertedVerts[s->Index(i*3 + 1)];
const btVector3& v2 = convertedVerts[s->Index(i*3 + 2)];
this->triangleMeshes.back()->addTriangle(v0, v1, v2);
}

this->meshesGImpact.push_back(
std::make_unique<btGImpactMeshShape>(
this->triangleMeshes.back().get()));
this->meshesGImpact.back()->updateBound();
this->meshesGImpact.back()->setMargin(btScalar(0.01));
compoundShape->addChildShape(btTransform::getIdentity(),
this->meshesGImpact.back().get());
}
}
shape = std::move(compoundShape);
}
Expand Down Expand Up @@ -1186,6 +1277,15 @@ bool SDFFeatures::AddSdfCollision(
btVector3(static_cast<btScalar>(mu), static_cast<btScalar>(mu2), 1),
btCollisionObject::CF_ANISOTROPIC_FRICTION);

if (geom->MeshShape())
{
// Set meshes to use softer contacts for stability
// \todo(iche033) load <kp> and <kd> values from SDF
const btScalar kp = btScalar(1e15);
const btScalar kd = btScalar(1e14);
linkInfo->collider->setContactStiffnessAndDamping(kp, kd);
}

if (linkIndexInModel >= 0)
{
model->body->getLink(linkIndexInModel).m_collider =
Expand Down
1 change: 1 addition & 0 deletions dartsim/src/EntityManagement_TEST.cc
Original file line number Diff line number Diff line change
Expand Up @@ -177,6 +177,7 @@ TEST(EntityManagement_TEST, ConstructEmptyWorld)
const std::string meshFilename = gz::physics::test::resources::kChassisDae;
auto &meshManager = *common::MeshManager::Instance();
auto *mesh = meshManager.Load(meshFilename);
ASSERT_NE(nullptr, mesh);

auto meshShape = meshLink->AttachMeshShape("chassis", *mesh);
const auto originalMeshSize = mesh->Max() - mesh->Min();
Expand Down
Loading
Loading