fix issue with btMultiBody friction in combination with soft contacts (friction should not re-use normal contact cfm/erp)
implement friction anchors, position friction correction, disabled by default. Use colObj->setCollisionFlag(flag | CF_HAS_FRICTION_ANCHOR); See test/RobotClientAPI/SlopeFrictionMain.cpp. In URDF or SDF, add <friction_anchor/> in <contact> section of <link> to enable. PhysicsServer: properly restore old activation state after releasing picked object btMultiBodyConstraintSolver: disable flip/flop of contact/friction constraint solving by default (it breaks some internal flaky unit tests)
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@@ -43,10 +43,13 @@ struct btContactSolverInfoData
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btScalar m_restitution;
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int m_numIterations;
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btScalar m_maxErrorReduction;
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btScalar m_sor;
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btScalar m_erp;//used as Baumgarte factor
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btScalar m_erp2;//used in Split Impulse
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btScalar m_globalCfm;//constraint force mixing
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btScalar m_sor;//successive over-relaxation term
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btScalar m_erp;//error reduction for non-contact constraints
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btScalar m_erp2;//error reduction for contact constraints
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btScalar m_globalCfm;//constraint force mixing for contacts and non-contacts
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btScalar m_frictionERP;//error reduction for friction constraints
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btScalar m_frictionCFM;//constraint force mixing for friction constraints
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int m_splitImpulse;
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btScalar m_splitImpulsePenetrationThreshold;
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btScalar m_splitImpulseTurnErp;
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@@ -79,6 +82,8 @@ struct btContactSolverInfo : public btContactSolverInfoData
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m_erp = btScalar(0.2);
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m_erp2 = btScalar(0.2);
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m_globalCfm = btScalar(0.);
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m_frictionERP = btScalar(0.2);//positional friction 'anchors' are disabled by default
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m_frictionCFM = btScalar(0.);
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m_sor = btScalar(1.);
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m_splitImpulse = true;
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m_splitImpulsePenetrationThreshold = -.04f;
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@@ -534,7 +534,7 @@ void btSequentialImpulseConstraintSolver::applyAnisotropicFriction(btCollisionOb
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void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint& solverConstraint, const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity, btScalar cfmSlip)
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void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint& solverConstraint, const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity, btScalar cfmSlip)
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{
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@@ -612,7 +612,17 @@ void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstr
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btScalar velocityError = desiredVelocity - rel_vel;
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btScalar velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv;
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solverConstraint.m_rhs = velocityImpulse;
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btScalar penetrationImpulse = btScalar(0);
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if (cp.m_contactPointFlags & BT_CONTACT_FLAG_FRICTION_ANCHOR)
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{
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btScalar distance = (cp.getPositionWorldOnA() - cp.getPositionWorldOnB()).dot(normalAxis);
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btScalar positionalError = -distance * infoGlobal.m_frictionERP/infoGlobal.m_timeStep;
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penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
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}
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solverConstraint.m_rhs = penetrationImpulse + velocityImpulse;
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solverConstraint.m_rhsPenetration = 0.f;
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solverConstraint.m_cfm = cfmSlip;
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solverConstraint.m_lowerLimit = -solverConstraint.m_friction;
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@@ -621,12 +631,12 @@ void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstr
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}
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}
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btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity, btScalar cfmSlip)
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btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity, btScalar cfmSlip)
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{
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btSolverConstraint& solverConstraint = m_tmpSolverContactFrictionConstraintPool.expandNonInitializing();
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solverConstraint.m_frictionIndex = frictionIndex;
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setupFrictionConstraint(solverConstraint, normalAxis, solverBodyIdA, solverBodyIdB, cp, rel_pos1, rel_pos2,
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colObj0, colObj1, relaxation, desiredVelocity, cfmSlip);
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colObj0, colObj1, relaxation, infoGlobal, desiredVelocity, cfmSlip);
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return solverConstraint;
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}
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@@ -1168,6 +1178,7 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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///In that case, you can set the target relative motion in each friction direction (cp.m_contactMotion1 and cp.m_contactMotion2)
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///this will give a conveyor belt effect
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///
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if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !(cp.m_contactPointFlags&BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED))
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{
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cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
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@@ -1177,7 +1188,7 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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cp.m_lateralFrictionDir1 *= 1.f/btSqrt(lat_rel_vel);
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applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation,infoGlobal);
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if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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@@ -1185,7 +1196,7 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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cp.m_lateralFrictionDir2.normalize();//??
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applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, infoGlobal);
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}
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} else
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@@ -1194,13 +1205,13 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, infoGlobal);
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, infoGlobal);
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}
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@@ -1212,10 +1223,10 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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} else
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{
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation,cp.m_contactMotion1, cp.m_frictionCFM);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, infoGlobal, cp.m_contactMotion1, cp.m_frictionCFM);
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, cp.m_contactMotion2, cp.m_frictionCFM);
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, infoGlobal, cp.m_contactMotion2, cp.m_frictionCFM);
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}
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setFrictionConstraintImpulse( solverConstraint, solverBodyIdA, solverBodyIdB, cp, infoGlobal);
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@@ -1526,7 +1537,8 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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sum += iMJaB.dot(solverConstraint.m_relpos2CrossNormal);
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btScalar fsum = btFabs(sum);
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btAssert(fsum > SIMD_EPSILON);
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solverConstraint.m_jacDiagABInv = fsum>SIMD_EPSILON?btScalar(1.)/sum : 0.f;
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btScalar sorRelaxation = 1.f;//todo: get from globalInfo?
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solverConstraint.m_jacDiagABInv = fsum>SIMD_EPSILON?sorRelaxation/sum : 0.f;
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}
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@@ -62,6 +62,7 @@ protected:
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void setupFrictionConstraint( btSolverConstraint& solverConstraint, const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
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btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,
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btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation,
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const btContactSolverInfo& infoGlobal,
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btScalar desiredVelocity=0., btScalar cfmSlip=0.);
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void setupTorsionalFrictionConstraint( btSolverConstraint& solverConstraint, const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
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@@ -69,7 +70,7 @@ protected:
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btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation,
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btScalar desiredVelocity=0., btScalar cfmSlip=0.);
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btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity=0., btScalar cfmSlip=0.);
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btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity=0., btScalar cfmSlip=0.);
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btSolverConstraint& addTorsionalFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,btScalar torsionalFriction, const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity=0, btScalar cfmSlip=0.f);
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