fix the bug that prevents the pd control forces/torques being added

This commit is contained in:
Xuchen Han
2019-11-08 16:54:02 -08:00
parent e66982d658
commit 362bc6d9a3
5 changed files with 127 additions and 8 deletions

View File

@@ -383,8 +383,6 @@ void btDeformableMultiBodyDynamicsWorld::applyRigidBodyGravity(btScalar timeStep
// Gravity is applied in stepSimulation and then cleared here and then applied here and then cleared here again
// so that 1) gravity is applied to velocity before constraint solve and 2) gravity is applied in each substep
// when there are multiple substeps
clearForces();
clearMultiBodyForces();
btMultiBodyDynamicsWorld::applyGravity();
// integrate rigid body gravity
for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
@@ -437,8 +435,48 @@ void btDeformableMultiBodyDynamicsWorld::applyRigidBodyGravity(btScalar timeStep
}
}
}
clearForces();
clearMultiBodyForces();
clearGravity();
}
void btDeformableMultiBodyDynamicsWorld::clearGravity()
{
BT_PROFILE("btMultiBody clearGravity");
// clear rigid body gravity
for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
if (body->isActive())
{
body->clearGravity();
}
}
// clear multibody gravity
for (int i = 0; i < this->m_multiBodies.size(); i++)
{
btMultiBody* bod = m_multiBodies[i];
bool isSleeping = false;
if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
{
isSleeping = true;
}
for (int b = 0; b < bod->getNumLinks(); b++)
{
if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
isSleeping = true;
}
if (!isSleeping)
{
bod->addBaseForce(-m_gravity * bod->getBaseMass());
for (int j = 0; j < bod->getNumLinks(); ++j)
{
bod->addLinkForce(j, -m_gravity * bod->getLinkMass(j));
}
}
}
}
void btDeformableMultiBodyDynamicsWorld::beforeSolverCallbacks(btScalar timeStep)
@@ -499,3 +537,72 @@ void btDeformableMultiBodyDynamicsWorld::removeCollisionObject(btCollisionObject
else
btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
}
int btDeformableMultiBodyDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
{
startProfiling(timeStep);
int numSimulationSubSteps = 0;
if (maxSubSteps)
{
//fixed timestep with interpolation
m_fixedTimeStep = fixedTimeStep;
m_localTime += timeStep;
if (m_localTime >= fixedTimeStep)
{
numSimulationSubSteps = int(m_localTime / fixedTimeStep);
m_localTime -= numSimulationSubSteps * fixedTimeStep;
}
}
else
{
//variable timestep
fixedTimeStep = timeStep;
m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
m_fixedTimeStep = 0;
if (btFuzzyZero(timeStep))
{
numSimulationSubSteps = 0;
maxSubSteps = 0;
}
else
{
numSimulationSubSteps = 1;
maxSubSteps = 1;
}
}
//process some debugging flags
if (getDebugDrawer())
{
btIDebugDraw* debugDrawer = getDebugDrawer();
gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
}
if (numSimulationSubSteps)
{
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps) ? maxSubSteps : numSimulationSubSteps;
saveKinematicState(fixedTimeStep * clampedSimulationSteps);
for (int i = 0; i < clampedSimulationSteps; i++)
{
internalSingleStepSimulation(fixedTimeStep);
synchronizeMotionStates();
}
}
else
{
synchronizeMotionStates();
}
clearForces();
#ifndef BT_NO_PROFILE
CProfileManager::Increment_Frame_Counter();
#endif //BT_NO_PROFILE
return numSimulationSubSteps;
}