Build full A matrix and b vector for a MLCP solver interface, to explore Lemke, Dantzig, Newton and other MLCP solvers. The A matrix contains sparsity information.
Added a PGS solver that uses the sparsity of the A matrix, just for testing (the equivalent sequential impulse solver is much faster, not having to allocate the big matrices)
This commit is contained in:
@@ -152,7 +152,7 @@ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(
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#endif
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}
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// Project Gauss Seidel or the equivalent Sequential Impulse
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// Projected Gauss Seidel or the equivalent Sequential Impulse
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void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c)
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{
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btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm;
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@@ -355,8 +355,6 @@ void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstr
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{
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solverConstraint.m_contactNormal1 = normalAxis;
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solverConstraint.m_contactNormal2 = -normalAxis;
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btSolverBody& solverBodyA = m_tmpSolverBodyPool[solverBodyIdA];
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btSolverBody& solverBodyB = m_tmpSolverBodyPool[solverBodyIdB];
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@@ -372,15 +370,30 @@ void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstr
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solverConstraint.m_appliedImpulse = 0.f;
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solverConstraint.m_appliedPushImpulse = 0.f;
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if (body0)
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{
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solverConstraint.m_contactNormal1 = normalAxis;
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btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1);
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solverConstraint.m_relpos1CrossNormal = ftorqueAxis1;
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solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAngularFactor() : btVector3(0,0,0);
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}
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solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAngularFactor();
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}else
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{
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solverConstraint.m_contactNormal1.setZero();
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solverConstraint.m_relpos1CrossNormal.setZero();
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solverConstraint.m_angularComponentA .setZero();
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}
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if (body1)
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{
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solverConstraint.m_contactNormal2 = -normalAxis;
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btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2);
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solverConstraint.m_relpos2CrossNormal = ftorqueAxis1;
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solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1*body1->getAngularFactor() : btVector3(0,0,0);
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solverConstraint.m_angularComponentB = body1->getInvInertiaTensorWorld()*ftorqueAxis1*body1->getAngularFactor();
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} else
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{
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solverConstraint.m_contactNormal2.setZero();
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solverConstraint.m_relpos2CrossNormal.setZero();
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solverConstraint.m_angularComponentB.setZero();
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}
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{
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@@ -418,8 +431,8 @@ void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstr
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btSimdScalar velocityImpulse = velocityError * btSimdScalar(solverConstraint.m_jacDiagABInv);
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solverConstraint.m_rhs = velocityImpulse;
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solverConstraint.m_cfm = cfmSlip;
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solverConstraint.m_lowerLimit = 0;
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solverConstraint.m_upperLimit = 1e10f;
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solverConstraint.m_lowerLimit = -solverConstraint.m_friction;
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solverConstraint.m_upperLimit = solverConstraint.m_friction;
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}
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}
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@@ -498,8 +511,8 @@ void btSequentialImpulseConstraintSolver::setupRollingFrictionConstraint( btSolv
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btSimdScalar velocityImpulse = velocityError * btSimdScalar(solverConstraint.m_jacDiagABInv);
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solverConstraint.m_rhs = velocityImpulse;
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solverConstraint.m_cfm = cfmSlip;
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solverConstraint.m_lowerLimit = 0;
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solverConstraint.m_upperLimit = 1e10f;
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solverConstraint.m_lowerLimit = -solverConstraint.m_friction;
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solverConstraint.m_upperLimit = solverConstraint.m_friction;
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}
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}
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@@ -543,7 +556,15 @@ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject&
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body.setCompanionId(solverBodyIdA);
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} else
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{
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return 0;//assume first one is a fixed solver body
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if (m_fixedBodyId<0)
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{
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m_fixedBodyId = m_tmpSolverBodyPool.size();
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btSolverBody& fixedBody = m_tmpSolverBodyPool.expand();
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initSolverBody(&fixedBody,0);
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}
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return m_fixedBodyId;
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// return 0;//assume first one is a fixed solver body
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}
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}
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@@ -605,10 +626,24 @@ void btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstra
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solverConstraint.m_jacDiagABInv = denom;
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}
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solverConstraint.m_contactNormal1 = cp.m_normalWorldOnB;
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solverConstraint.m_contactNormal2 = -cp.m_normalWorldOnB;
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solverConstraint.m_relpos1CrossNormal = torqueAxis0;
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solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
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if (rb0)
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{
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solverConstraint.m_contactNormal1 = cp.m_normalWorldOnB;
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solverConstraint.m_relpos1CrossNormal = torqueAxis0;
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} else
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{
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solverConstraint.m_contactNormal1.setZero();
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solverConstraint.m_relpos1CrossNormal.setZero();
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}
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if (rb1)
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{
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solverConstraint.m_contactNormal2 = -cp.m_normalWorldOnB;
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solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
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}else
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{
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solverConstraint.m_contactNormal2.setZero();
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solverConstraint.m_relpos2CrossNormal.setZero();
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}
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btScalar restitution = 0.f;
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btScalar penetration = cp.getDistance()+infoGlobal.m_linearSlop;
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@@ -870,6 +905,10 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
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{
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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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if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
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@@ -877,17 +916,16 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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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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}
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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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} else
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{
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btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
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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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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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@@ -895,9 +933,6 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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}
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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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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS) && (infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION))
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{
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@@ -938,6 +973,7 @@ void btSequentialImpulseConstraintSolver::convertContacts(btPersistentManifold**
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btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer)
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{
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m_fixedBodyId = -1;
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BT_PROFILE("solveGroupCacheFriendlySetup");
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(void)debugDrawer;
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@@ -1022,8 +1058,8 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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m_tmpSolverBodyPool.reserve(numBodies+1);
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m_tmpSolverBodyPool.resize(0);
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btSolverBody& fixedBody = m_tmpSolverBodyPool.expand();
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initSolverBody(&fixedBody,0);
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//btSolverBody& fixedBody = m_tmpSolverBodyPool.expand();
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//initSolverBody(&fixedBody,0);
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//convert all bodies
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@@ -42,7 +42,7 @@ protected:
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btAlignedObjectArray<int> m_orderFrictionConstraintPool;
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btAlignedObjectArray<btTypedConstraint::btConstraintInfo1> m_tmpConstraintSizesPool;
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int m_maxOverrideNumSolverIterations;
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int m_fixedBodyId;
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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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@@ -55,6 +55,7 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverConstraint
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{
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void* m_originalContactPoint;
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btScalar m_unusedPadding4;
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int m_numRowsForNonContactConstraint;
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};
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int m_overrideNumSolverIterations;
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