use Dispatcher in ConcaveConvexCollisionAlgorithm (so it uses the registered collision algorithm, not hardcoded convexconcave)
improved performance of constraint solver by precalculating the cross product/impulse arm added collision comparison code: ODE box-box, also sphere-triangle added safety check into GJK, and an assert for AABB's that are very large write partid/triangle index outside of GJK
This commit is contained in:
@@ -24,16 +24,7 @@ subject to the following restrictions:
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#define ASSERT2 assert
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//some values to find stable tresholds
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float useGlobalSettingContacts = false;//true;
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btScalar contactDamping = 0.2f;
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btScalar contactTau = .02f;//0.02f;//*0.02f;
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#define USE_INTERNAL_APPLY_IMPULSE 1
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//bilateral constraint between two dynamic objects
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@@ -75,7 +66,9 @@ void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
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rel_vel = normal.dot(vel);
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//todo: move this into proper structure
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btScalar contactDamping = 0.2f;
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#ifdef ONLY_USE_LINEAR_MASS
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btScalar massTerm = 1.f / (body1.getInvMass() + body2.getInvMass());
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@@ -88,25 +81,17 @@ void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
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//velocity + friction
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//response between two dynamic objects with friction
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float resolveSingleCollision(
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btRigidBody& body1,
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btRigidBody& body2,
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btManifoldPoint& contactPoint,
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const btContactSolverInfo& solverInfo
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)
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const btContactSolverInfo& solverInfo)
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{
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const btVector3& pos1 = contactPoint.getPositionWorldOnA();
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const btVector3& pos2 = contactPoint.getPositionWorldOnB();
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// printf("distance=%f\n",distance);
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const btVector3& normal = contactPoint.m_normalWorldOnB;
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const btVector3& normal = contactPoint.m_normalWorldOnB;
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btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition();
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btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
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@@ -117,34 +102,18 @@ float resolveSingleCollision(
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btScalar rel_vel;
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rel_vel = normal.dot(vel);
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btScalar Kfps = 1.f / solverInfo.m_timeStep ;
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float damping = solverInfo.m_damping ;
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float Kerp = solverInfo.m_erp;
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if (useGlobalSettingContacts)
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{
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damping = contactDamping;
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Kerp = contactTau;
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}
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float Kcor = Kerp *Kfps;
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//printf("dist=%f\n",distance);
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btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData;
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btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData;
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assert(cpd);
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btScalar distance = cpd->m_penetration;//contactPoint.getDistance();
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//distance = 0.f;
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btScalar distance = cpd->m_penetration;
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btScalar positionalError = Kcor *-distance;
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//jacDiagABInv;
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btScalar velocityError = cpd->m_restitution - rel_vel;// * damping;
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btScalar penetrationImpulse = positionalError * cpd->m_jacDiagABInv;
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btScalar velocityImpulse = velocityError * cpd->m_jacDiagABInv;
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@@ -158,9 +127,20 @@ float resolveSingleCollision(
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normalImpulse = cpd->m_appliedImpulse - oldNormalImpulse;
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#ifdef USE_INTERNAL_APPLY_IMPULSE
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if (body1.getInvMass())
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{
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body1.internalApplyImpulse(contactPoint.m_normalWorldOnB*body1.getInvMass(),cpd->m_angularComponentA,normalImpulse);
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}
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if (body2.getInvMass())
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{
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body2.internalApplyImpulse(contactPoint.m_normalWorldOnB*body2.getInvMass(),cpd->m_angularComponentB,-normalImpulse);
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}
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#else USE_INTERNAL_APPLY_IMPULSE
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body1.applyImpulse(normal*(normalImpulse), rel_pos1);
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body2.applyImpulse(-normal*(normalImpulse), rel_pos2);
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#endif //USE_INTERNAL_APPLY_IMPULSE
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return normalImpulse;
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}
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@@ -169,9 +149,86 @@ float resolveSingleFriction(
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btRigidBody& body1,
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btRigidBody& body2,
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btManifoldPoint& contactPoint,
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const btContactSolverInfo& solverInfo
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const btContactSolverInfo& solverInfo)
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{
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)
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const btVector3& pos1 = contactPoint.getPositionWorldOnA();
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const btVector3& pos2 = contactPoint.getPositionWorldOnB();
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btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition();
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btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
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btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData;
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assert(cpd);
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float combinedFriction = cpd->m_friction;
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btScalar limit = cpd->m_appliedImpulse * combinedFriction;
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//if (contactPoint.m_appliedImpulse>0.f)
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//friction
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{
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//apply friction in the 2 tangential directions
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// 1st tangent
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btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1);
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btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2);
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btVector3 vel = vel1 - vel2;
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btScalar j1,j2;
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{
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btScalar vrel = cpd->m_frictionWorldTangential0.dot(vel);
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// calculate j that moves us to zero relative velocity
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j1 = -vrel * cpd->m_jacDiagABInvTangent0;
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float total = cpd->m_accumulatedTangentImpulse0 + j1;
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GEN_set_min(total, limit);
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GEN_set_max(total, -limit);
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j1 = total - cpd->m_accumulatedTangentImpulse0;
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cpd->m_accumulatedTangentImpulse0 = total;
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}
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{
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// 2nd tangent
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btScalar vrel = cpd->m_frictionWorldTangential1.dot(vel);
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// calculate j that moves us to zero relative velocity
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j2 = -vrel * cpd->m_jacDiagABInvTangent1;
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float total = cpd->m_accumulatedTangentImpulse1 + j2;
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GEN_set_min(total, limit);
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GEN_set_max(total, -limit);
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j2 = total - cpd->m_accumulatedTangentImpulse1;
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cpd->m_accumulatedTangentImpulse1 = total;
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}
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#ifdef USE_INTERNAL_APPLY_IMPULSE
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if (body1.getInvMass())
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{
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body1.internalApplyImpulse(cpd->m_frictionWorldTangential0*body1.getInvMass(),cpd->m_frictionAngularComponent0A,j1);
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body1.internalApplyImpulse(cpd->m_frictionWorldTangential1*body1.getInvMass(),cpd->m_frictionAngularComponent1A,j2);
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}
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if (body2.getInvMass())
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{
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body2.internalApplyImpulse(cpd->m_frictionWorldTangential0*body2.getInvMass(),cpd->m_frictionAngularComponent0B,-j1);
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body2.internalApplyImpulse(cpd->m_frictionWorldTangential1*body2.getInvMass(),cpd->m_frictionAngularComponent1B,-j2);
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}
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#else USE_INTERNAL_APPLY_IMPULSE
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body1.applyImpulse((j1 * cpd->m_frictionWorldTangential0)+(j2 * cpd->m_frictionWorldTangential1), rel_pos1);
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body2.applyImpulse((j1 * -cpd->m_frictionWorldTangential0)+(j2 * -cpd->m_frictionWorldTangential1), rel_pos2);
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#endif //USE_INTERNAL_APPLY_IMPULSE
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}
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return cpd->m_appliedImpulse;
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}
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float resolveSingleFrictionOriginal(
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btRigidBody& body1,
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btRigidBody& body2,
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btManifoldPoint& contactPoint,
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const btContactSolverInfo& solverInfo)
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{
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const btVector3& pos1 = contactPoint.getPositionWorldOnA();
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@@ -232,3 +289,110 @@ float resolveSingleFriction(
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}
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return cpd->m_appliedImpulse;
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}
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//velocity + friction
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//response between two dynamic objects with friction
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float resolveSingleCollisionCombined(
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btRigidBody& body1,
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btRigidBody& body2,
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btManifoldPoint& contactPoint,
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const btContactSolverInfo& solverInfo)
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{
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const btVector3& pos1 = contactPoint.getPositionWorldOnA();
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const btVector3& pos2 = contactPoint.getPositionWorldOnB();
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const btVector3& normal = contactPoint.m_normalWorldOnB;
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btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition();
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btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
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btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1);
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btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2);
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btVector3 vel = vel1 - vel2;
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btScalar rel_vel;
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rel_vel = normal.dot(vel);
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btScalar Kfps = 1.f / solverInfo.m_timeStep ;
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float damping = solverInfo.m_damping ;
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float Kerp = solverInfo.m_erp;
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float Kcor = Kerp *Kfps;
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btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData;
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assert(cpd);
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btScalar distance = cpd->m_penetration;
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btScalar positionalError = Kcor *-distance;
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btScalar velocityError = cpd->m_restitution - rel_vel;// * damping;
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btScalar penetrationImpulse = positionalError * cpd->m_jacDiagABInv;
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btScalar velocityImpulse = velocityError * cpd->m_jacDiagABInv;
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btScalar normalImpulse = penetrationImpulse+velocityImpulse;
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// See Erin Catto's GDC 2006 paper: Clamp the accumulated impulse
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float oldNormalImpulse = cpd->m_appliedImpulse;
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float sum = oldNormalImpulse + normalImpulse;
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cpd->m_appliedImpulse = 0.f > sum ? 0.f: sum;
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normalImpulse = cpd->m_appliedImpulse - oldNormalImpulse;
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#ifdef USE_INTERNAL_APPLY_IMPULSE
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if (body1.getInvMass())
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{
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body1.internalApplyImpulse(contactPoint.m_normalWorldOnB*body1.getInvMass(),cpd->m_angularComponentA,normalImpulse);
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}
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if (body2.getInvMass())
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{
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body2.internalApplyImpulse(contactPoint.m_normalWorldOnB*body2.getInvMass(),cpd->m_angularComponentB,-normalImpulse);
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}
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#else USE_INTERNAL_APPLY_IMPULSE
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body1.applyImpulse(normal*(normalImpulse), rel_pos1);
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body2.applyImpulse(-normal*(normalImpulse), rel_pos2);
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#endif //USE_INTERNAL_APPLY_IMPULSE
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{
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//friction
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btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1);
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btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2);
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btVector3 vel = vel1 - vel2;
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rel_vel = normal.dot(vel);
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btVector3 lat_vel = vel - normal * rel_vel;
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btScalar lat_rel_vel = lat_vel.length();
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float combinedFriction = cpd->m_friction;
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if (cpd->m_appliedImpulse > 0)
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if (lat_rel_vel > SIMD_EPSILON)
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{
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lat_vel /= lat_rel_vel;
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btVector3 temp1 = body1.getInvInertiaTensorWorld() * rel_pos1.cross(lat_vel);
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btVector3 temp2 = body2.getInvInertiaTensorWorld() * rel_pos2.cross(lat_vel);
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btScalar friction_impulse = lat_rel_vel /
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(body1.getInvMass() + body2.getInvMass() + lat_vel.dot(temp1.cross(rel_pos1) + temp2.cross(rel_pos2)));
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btScalar normal_impulse = cpd->m_appliedImpulse * combinedFriction;
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GEN_set_min(friction_impulse, normal_impulse);
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GEN_set_max(friction_impulse, -normal_impulse);
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body1.applyImpulse(lat_vel * -friction_impulse, rel_pos1);
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body2.applyImpulse(lat_vel * friction_impulse, rel_pos2);
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}
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}
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return normalImpulse;
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}
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float resolveSingleFrictionEmpty(
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btRigidBody& body1,
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btRigidBody& body2,
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btManifoldPoint& contactPoint,
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const btContactSolverInfo& solverInfo)
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{
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return 0.f;
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};
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