reformulate friction
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@@ -8,7 +8,7 @@
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#include "btBackwardEulerObjective.h"
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btBackwardEulerObjective::btBackwardEulerObjective(btAlignedObjectArray<btSoftBody *>& softBodies, const TVStack& backup_v)
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: cg(20)
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: cg(10)
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, m_softBodies(softBodies)
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, projection(m_softBodies, m_dt)
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, m_backupVelocity(backup_v)
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@@ -43,22 +43,23 @@ struct Friction
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btAlignedObjectArray<btScalar> m_impulse;
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btAlignedObjectArray<btScalar> m_dv;
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btAlignedObjectArray<btVector3> m_direction;
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btAlignedObjectArray<btVector3> m_direction_prev;
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btAlignedObjectArray<bool> m_static_prev;
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btAlignedObjectArray<btScalar> m_impulse_prev;
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btAlignedObjectArray<btScalar> m_dv_prev;
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btAlignedObjectArray<btVector3> m_direction_prev;
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btAlignedObjectArray<bool> m_released;
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btAlignedObjectArray<btVector3> m_accumulated_impulse;
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btAlignedObjectArray<btScalar> m_accumulated_normal_impulse;
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btAlignedObjectArray<btVector3> m_accumulated_tangent_impulse;
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Friction()
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{
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m_static.push_back(false);
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m_static_prev.push_back(false);
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m_direction.push_back(btVector3(0,0,0));
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m_direction_prev.push_back(btVector3(0,0,0));
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m_direction.push_back(btVector3(0,0,0));
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m_impulse.push_back(0);
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m_impulse_prev.push_back(0);
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@@ -66,7 +67,8 @@ struct Friction
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m_dv.push_back(0);
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m_dv_prev.push_back(0);
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m_accumulated_impulse.push_back(btVector3(0,0,0));
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m_accumulated_normal_impulse.push_back(0);
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m_accumulated_tangent_impulse.push_back(btVector3(0,0,0));
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m_released.push_back(false);
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}
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};
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@@ -11,7 +11,7 @@
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void btContactProjection::update(const TVStack& dv, const TVStack& backupVelocity)
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{
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///solve rigid body constraints
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m_world->getSolverInfo().m_numIterations = 5;
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m_world->getSolverInfo().m_numIterations = 10;
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m_world->btMultiBodyDynamicsWorld::solveConstraints(m_world->getSolverInfo());
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// loop through constraints to set constrained values
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@@ -73,43 +73,44 @@ void btContactProjection::update(const TVStack& dv, const TVStack& backupVelocit
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const btVector3 vr = vb - va;
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const btScalar dn = btDot(vr, cti.m_normal);
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btVector3 impulse = c->m_c0 * vr;
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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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const btVector3 impulse_normal = c->m_c0 * (cti.m_normal * dn);
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const btVector3 impulse_tangent = impulse - impulse_normal;
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btScalar local_tangent_norm = impulse_tangent.norm();
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btVector3 local_tangent_dir = btVector3(0,0,0);
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if (local_tangent_norm > SIMD_EPSILON)
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local_tangent_dir = impulse_tangent.normalized();
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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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friction.m_accumulated_normal_impulse[j] += impulse_normal.dot(cti.m_normal);
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btScalar accumulated_normal = friction.m_accumulated_normal_impulse[j];
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btVector3 tangent = friction.m_accumulated_tangent_impulse[j] + impulse_tangent;
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btScalar tangent_norm = tangent.norm();
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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_impulse_prev[j] = friction.m_impulse[j];
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friction.m_dv_prev[j] = friction.m_dv[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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if (accumulated_normal < 0 && tangent_norm > SIMD_EPSILON)
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{
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friction.m_direction[j] = -local_tangent_dir;
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btScalar compare1 = -accumulated_normal*c->m_c3;
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btScalar compare2 = accumulated_tangent.norm();
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btScalar compare2 = tangent_norm;
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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 && friction.m_released[j] == false)
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if (-accumulated_normal*c->m_c3 < tangent_norm && friction.m_static_prev[j] == false && friction.m_released[j] == false)
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{
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friction.m_static[j] = false;
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friction.m_impulse[j] = -accumulated_normal*c->m_c3;
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friction.m_dv[j] = -accumulated_normal*c->m_c3 *c->m_c2/m_dt ;
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friction.m_dv[j] = 0;
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impulse = impulse_normal + (friction.m_impulse_prev[j] * friction.m_direction_prev[j])-(friction.m_impulse[j] * friction.m_direction[j]);
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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_impulse[j] = accumulated_tangent.norm();
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friction.m_dv[j] = accumulated_tangent.norm() * c->m_c2/m_dt;
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friction.m_impulse[j] = 0;
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friction.m_dv[j] = local_tangent_norm * c->m_c2/m_dt;
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impulse = impulse_normal + impulse_tangent;
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}
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const btVector3 tangent_dir = accumulated_tangent.normalized();
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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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@@ -117,9 +118,10 @@ void btContactProjection::update(const TVStack& dv, const TVStack& backupVelocit
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friction.m_static[j] = false;
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friction.m_impulse[j] = 0;
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friction.m_dv[j] = 0;
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friction.m_direction[j] = btVector3(0,0,0);
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impulse = impulse_normal;
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}
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friction.m_accumulated_impulse[j] = accumulated_normal * cti.m_normal - friction.m_impulse[j] * friction.m_direction[j];
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friction.m_accumulated_tangent_impulse[j] = -friction.m_impulse[j] * friction.m_direction[j];
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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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@@ -134,7 +136,7 @@ void btContactProjection::update(const TVStack& dv, const TVStack& backupVelocit
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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_impulse_prev[j] * friction.m_direction_prev[j]) - (friction.m_impulse[j] * friction.m_direction[j]);
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impulse = impulse_normal + (friction.m_impulse_prev[j] * friction.m_direction_prev[j])-(friction.m_impulse[j] * friction.m_direction[j]);
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// impulse = impulse_normal;
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if (cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY)
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{
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@@ -145,7 +147,7 @@ void btContactProjection::update(const TVStack& dv, const TVStack& backupVelocit
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{
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if (multibodyLinkCol)
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{
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double multiplier = 0.5;
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double multiplier = 1;
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multibodyLinkCol->m_multiBody->applyDeltaVeeMultiDof(deltaV, -impulse.length() * multiplier);
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}
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}
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@@ -273,7 +275,8 @@ void btContactProjection::setConstraintDirections()
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frictions[j].m_dv_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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frictions[j].m_accumulated_normal_impulse.push_back(0);
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frictions[j].m_accumulated_tangent_impulse.push_back(btVector3(0,0,0));
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frictions[j].m_released.push_back(false);
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merged = true;
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break;
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@@ -124,7 +124,7 @@ public:
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// clear the old constraint
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if (friction.m_static_prev[j] == true)
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{
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x[i] -= friction.m_direction_prev[j] * friction.m_dv_prev[j];
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// x[i] -= friction.m_direction_prev[j] * friction.m_dv_prev[j];
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}
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// add the new constraint
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if (friction.m_static[j] == true)
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@@ -156,7 +156,7 @@ public:
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// clear the old constraint
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if (friction.m_static_prev[j] == true)
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{
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x[i] -= friction.m_direction_prev[j] * friction.m_dv_prev[j];
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// x[i] -= friction.m_direction_prev[j] * friction.m_dv_prev[j];
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}
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// add the new constraint
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if (friction.m_static[j] == true)
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