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Physics (Obi)

Solvers

Overview

Every Obi simulation requires at least one solver. In TDW, the Obi add-on will automatically send create_obi_solver when it initializes or resets (see below). In most cases, this automatically-created solver will be sufficient for your simulation.

Each solver has an integer ID corresponding to the order in which they were created: The first solver is 0, the second is 1, and so on.

Whenever you add actors such as fluids, they must be assigned a solver. This is handled by a solver_id parameter; for example, obi.create_fluid() has an optional solver_id parameter (default value is 0).

Creating additional solvers

You can send create_obi_solver more than once to create additional solvers. There are two main reasons to do this:

  1. Actors assigned to different solvers won't interact with each other.
  2. Solvers can have different parameters, which may be needed for different Obi actors.

Set solver parameters

Set solver parameters by calling obi.set_solver() which will send set_obi_solver_substeps and set_obi_solver_scale.

  • Substeps are sub-frames between communicate() calls. More substeps can greatly increase the accuracy of the simulation at the cost of speed. They can also prevent tearing glitches with cloth.
  • The scale of a solver will uniformly scale all of its actors.

Example: Create strawberry jam

In this example, we'll define a highly viscous fluid that looks and behaves like strawberry jam. We'll increase the number of solver substeps from 1 to 4 in order to allow the viscous jam to behave correctly, and we'll make the floor and reference object sticky.

from tdw.controller import Controller
from tdw.add_ons.obi import Obi
from tdw.add_ons.third_person_camera import ThirdPersonCamera
from tdw.obi_data.fluids.disk_emitter import DiskEmitter
from tdw.obi_data.fluids.fluid import Fluid
from tdw.obi_data.collision_materials.collision_material import CollisionMaterial
from tdw.obi_data.collision_materials.material_combine_mode import MaterialCombineMode

c = Controller()
c.communicate(Controller.get_add_scene(scene_name="tdw_room"))
fluid_id = Controller.get_unique_id()
object_id = Controller.get_unique_id()
camera = ThirdPersonCamera(position={"x": -3.75, "y": 1.5, "z": -0.5},
                           look_at={"x": 0, "y": 0, "z": 0})

# Define a sticky collision material.
sticky_material = CollisionMaterial(dynamic_friction=0.8,
                                    static_friction=0.8,
                                    stickiness=0.9,
                                    stick_distance=0.1,
                                    stickiness_combine=MaterialCombineMode.average,
                                    friction_combine=MaterialCombineMode.average)
# Define a custom fluid.
fluid = Fluid(capacity=1500,
              resolution=0.75,
              color={"r": 1.0, "g": 0.1, "b": 0.1, "a": 1.0},
              rest_density=1000,
              reflection=0.25,
              refraction=0.05,
              smoothing=2.5,
              viscosity=2.5,
              vorticity=0,
              surface_tension=1,
              transparency=0.85,
              radius_scale=2.0)
# Initialize Obi.
obi = Obi(floor_material=sticky_material, object_materials={object_id: sticky_material})
c.add_ons.extend([camera, obi])
# Increase the solver substeps to accommodate the high viscosity and smoothing and make the fluid behave more like jam.
obi.set_solver(substeps=4)
# Create a disk-shaped emitter, pointing straight down.
obi.create_fluid(fluid=fluid,
                 shape=DiskEmitter(radius=0.2),
                 object_id=fluid_id,
                 position={"x": -0.1, "y": 2.0, "z": 0},
                 rotation={"x": 90, "y": 0, "z": 0},
                 lifespan=20,
                 speed=2)
# Add an object for the fluid to interact with.
c.communicate(Controller.get_add_physics_object(model_name="sphere",
                                                object_id=object_id,
                                                library="models_flex.json",
                                                kinematic=True,
                                                gravity=False,
                                                scale_factor={"x": 0.5, "y": 0.5, "z": 0.5}))
for i in range(500):
    c.communicate([])
c.communicate({"$type": "terminate"})

Result:

Example: Scale a cloth sheet

Cloth sheets can't be scaled like cloth volumes can; this is because scaling the sheet would affect the data used for tethering. Instead, you can scale a cloth sheet by scaling the solver.

In this example, we'll create a cloth sheet, tether it to an object, scale the solver, and rotate the object:

from tdw.controller import Controller
from tdw.add_ons.obi import Obi
from tdw.add_ons.third_person_camera import ThirdPersonCamera
from tdw.obi_data.cloth.tether_particle_group import TetherParticleGroup
from tdw.obi_data.cloth.tether_type import TetherType
from tdw.obi_data.cloth.sheet_type import SheetType

c = Controller()
c.communicate(Controller.get_add_scene(scene_name="tdw_room"))
camera = ThirdPersonCamera(position={"x": -3.75, "y": 1.5, "z": -0.5},
                           look_at={"x": 0, "y": 1.25, "z": 0})
obi = Obi()
c.add_ons.extend([camera, obi])
cloth_id = Controller.get_unique_id()
cube_id = Controller.get_unique_id()
# Scale the solver.
obi.set_solver(scale_factor=0.75,
               substeps=2)
# Create a sheet that looks and behaves like canvas, that we will attach to a bar-shaped object.
# Note the offset in Z, required to line up the "north" edge of the sheet with the object.
obi.create_cloth_sheet(cloth_material="canvas",
                       object_id=cloth_id,
                       position={"x": 0, "y": 2.0, "z": -1.0},
                       rotation={"x": 0, "y": 0, "z": 0},
                       sheet_type=SheetType.cloth_hd,
                       tether_positions={TetherParticleGroup.north_edge: TetherType(cube_id)})
# Create the long bar-shaped attachment object.
c.communicate(Controller.get_add_physics_object(model_name="cube",
                                                object_id=cube_id,
                                                library="models_flex.json",
                                                position={"x": 0, "y": 2.0, "z": 0},
                                                kinematic=True,
                                                gravity=False,
                                                scale_factor={"x": 3.0, "y": 0.1, "z": 0.1}))
# Let the cloth object settle.
for i in range(150):
    c.communicate([])
# Rotate the bar back and forth, moving the cloth with it.
for i in range(480):
    c.communicate({"$type": "rotate_object_by",
                   "id": cube_id,
                   "axis": "yaw",
                   "is_world": False,
                   "angle": 1})
for i in range(540):
    c.communicate({"$type": "rotate_object_by",
                   "id": cube_id,
                   "axis": "yaw",
                   "is_world": False,
                   "angle": -1})
c.communicate({"$type": "terminate"})

Result:

Destroying additional solvers

When resetting the scene for a new trial i.e. when obi.reset() is called, the Obi add-on sends destroy_obi_solver to destroy the initial solver.

Send additional destroy_obi_solver commands to clean up any other solvers that you created.


Next: Robots and Obi

Return to the README


Example controllers:

  • strawberry_jam.py Create a custom "strawberry jam" fluid, and a custom collision material.
  • tether_object.py Tether a cloth sheet to another object and scale the sheet via the solver.

Python API:

Command API: