bug fix in friction; accumulate friction impulses in cg; forbid switching from static to dynamic friction
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@@ -17,11 +17,12 @@ void btContactProjection::update(const TVStack& dv, const TVStack& backupVelocit
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// loop through constraints to set constrained values
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for (auto& it : m_constraints)
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{
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Friction& friction = m_frictions[it.first];
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btAlignedObjectArray<Friction>& frictions = m_frictions[it.first];
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btAlignedObjectArray<Constraint>& constraints = it.second;
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for (int i = 0; i < constraints.size(); ++i)
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{
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Constraint& constraint = constraints[i];
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Friction& friction = frictions[i];
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for (int j = 0; j < constraint.m_contact.size(); ++j)
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{
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if (constraint.m_contact[j] == nullptr)
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@@ -75,36 +76,64 @@ void btContactProjection::update(const TVStack& dv, const TVStack& backupVelocit
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const btVector3 impulse_normal = c->m_c0 *(cti.m_normal * dn);
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btVector3 impulse_tangent = impulse - impulse_normal;
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if (dn < 0 && impulse_tangent.norm() > SIMD_EPSILON)
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{
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btScalar impulse_tangent_magnitude = std::min(impulse_normal.norm()*c->m_c3*1000, impulse_tangent.norm());
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// impulse_tangent_magnitude = 0;
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const btVector3 tangent_dir = impulse_tangent.normalized();
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impulse_tangent = impulse_tangent_magnitude * tangent_dir;
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friction.m_direction = impulse_tangent;
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friction.m_dv = -impulse_tangent * c->m_c2/m_dt + (c->m_node->m_v - backupVelocity[m_indices[c->m_node]]);
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}
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impulse = impulse_normal + impulse_tangent;
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// accumulated impulse on the rb in this and all prev cg iterations
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friction.m_accumulated_impulse[j] += impulse;
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btScalar accumulated_normal = friction.m_accumulated_impulse[j].dot(cti.m_normal);
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btVector3 accumulated_tangent = friction.m_accumulated_impulse[j] - accumulated_normal * cti.m_normal;
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// if (1) // in the same CG solve, the set of constraits doesn't change
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if (dn <= SIMD_EPSILON)
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// start friction handling
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// copy old data
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friction.m_direction_prev[j] = friction.m_direction[j];
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friction.m_value_prev[j] = friction.m_value[j];
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friction.m_static_prev[j] = friction.m_static[j];
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if (accumulated_normal < 0 && accumulated_tangent.norm() > SIMD_EPSILON)
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{
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// do not allow switching from static friction to dynamic friction
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// it causes cg to explode
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if (-accumulated_normal*c->m_c3 < accumulated_tangent.norm() && friction.m_static_prev[j] == false)
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{
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friction.m_static[j] = false;
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friction.m_value[j] = -accumulated_normal*c->m_c3;
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}
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else
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{
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friction.m_static[j] = true;
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friction.m_value[j] = accumulated_tangent.norm();
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}
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const btVector3 tangent_dir = accumulated_tangent.normalized();
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impulse_tangent = friction.m_value[j] * tangent_dir;
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friction.m_direction[j] = -tangent_dir;
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}
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else
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{
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friction.m_static[j] = false;
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friction.m_value[j] = 0;
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impulse_tangent.setZero();
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}
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if (1) // in the same CG solve, the set of constraits doesn't change
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// if (dn <= SIMD_EPSILON)
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{
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// c0 is the impulse matrix, c3 is 1 - the friction coefficient or 0, c4 is the contact hardness coefficient
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// TODO: only contact is considered here, add friction later
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// dv = new_impulse + accumulated velocity change in previous CG iterations
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// so we have the invariant node->m_v = backupVelocity + dv;
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btVector3 dv = -impulse * c->m_c2/m_dt + c->m_node->m_v - backupVelocity[m_indices[c->m_node]];
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btScalar dvn = dv.dot(cti.m_normal);
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constraint.m_value[j] = dvn;
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// the incremental impulse:
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// in the normal direction it's the normal component of "impulse"
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// in the tangent direction it's the difference between the frictional impulse in the iteration and the previous iteration
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impulse = impulse_normal + (friction.m_value_prev[j] * friction.m_direction_prev[j]) - (friction.m_value[j] * friction.m_direction[j]);
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if (cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY)
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{
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if (rigidCol)
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rigidCol->applyImpulse(impulse_normal, c->m_c1);
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rigidCol->applyImpulse(impulse, c->m_c1);
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}
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else if (cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK)
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{
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@@ -137,6 +166,13 @@ void btContactProjection::setConstraintDirections()
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c.push_back(Constraint(btVector3(0,1,0)));
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c.push_back(Constraint(btVector3(0,0,1)));
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m_constraints[&(psb->m_nodes[j])] = c;
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btAlignedObjectArray<Friction> f;
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f.push_back(Friction());
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f.push_back(Friction());
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f.push_back(Friction());
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m_frictions[&(psb->m_nodes[j])] = f;
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// no friction constraints for dirichlet
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}
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}
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}
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@@ -202,7 +238,9 @@ void btContactProjection::setConstraintDirections()
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btAlignedObjectArray<Constraint> constraints;
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constraints.push_back(Constraint(c));
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m_constraints[c.m_node] = constraints;
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m_frictions[c.m_node] = Friction();
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btAlignedObjectArray<Friction> frictions;
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frictions.push_back(Friction());
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m_frictions[c.m_node] = frictions;
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}
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else
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{
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@@ -210,6 +248,7 @@ void btContactProjection::setConstraintDirections()
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const btScalar angle_epsilon = 0.015192247; // less than 10 degree
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bool merged = false;
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btAlignedObjectArray<Constraint>& constraints = m_constraints[c.m_node];
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btAlignedObjectArray<Friction>& frictions = m_frictions[c.m_node];
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for (int j = 0; j < constraints.size(); ++j)
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{
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const btAlignedObjectArray<btVector3>& dirs = constraints[j].m_direction;
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@@ -219,6 +258,15 @@ void btContactProjection::setConstraintDirections()
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constraints[j].m_contact.push_back(&c);
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constraints[j].m_direction.push_back(cti.m_normal);
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constraints[j].m_value.push_back(0);
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// push in an empty friction
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frictions[j].m_direction.push_back(btVector3(0,0,0));
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frictions[j].m_direction_prev.push_back(btVector3(0,0,0));
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frictions[j].m_value.push_back(0);
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frictions[j].m_value_prev.push_back(0);
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frictions[j].m_static.push_back(false);
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frictions[j].m_static_prev.push_back(false);
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frictions[j].m_accumulated_impulse.push_back(btVector3(0,0,0));
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merged = true;
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break;
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}
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@@ -226,7 +274,10 @@ void btContactProjection::setConstraintDirections()
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const int dim = 3;
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// hard coded no more than 3 constraint directions
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if (!merged && constraints.size() < dim)
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{
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constraints.push_back(Constraint(c));
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frictions.push_back(Friction());
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}
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}
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}
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}
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