contact solve for newton
This commit is contained in:
@@ -168,6 +168,7 @@ void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
|
||||
}
|
||||
node.m_x = node.m_x + timeStep * node.m_v;
|
||||
node.m_q = node.m_x;
|
||||
node.m_vn = node.m_v;
|
||||
}
|
||||
}
|
||||
m_deformableBodySolver->revertVelocity();
|
||||
@@ -175,11 +176,8 @@ void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
|
||||
|
||||
void btDeformableMultiBodyDynamicsWorld::solveConstraints(btScalar timeStep)
|
||||
{
|
||||
if (!m_implicit)
|
||||
{
|
||||
// save v_{n+1}^* velocity after explicit forces
|
||||
m_deformableBodySolver->backupVelocity();
|
||||
}
|
||||
// save v_{n+1}^* velocity after explicit forces
|
||||
m_deformableBodySolver->backupVelocity();
|
||||
|
||||
// set up constraints among multibodies and between multibodies and deformable bodies
|
||||
setupConstraints();
|
||||
@@ -187,11 +185,13 @@ void btDeformableMultiBodyDynamicsWorld::solveConstraints(btScalar timeStep)
|
||||
|
||||
if (m_implicit)
|
||||
{
|
||||
// revert to v_n after collisions are registered
|
||||
m_deformableBodySolver->revertVelocity();
|
||||
// todo @xuchenhan : think about whether contact solve should be done with v_n velocity or v_{n+1}^* velocity. It's using v_n for implicit and v_{n+1}^* for non-implicit now.
|
||||
// at this point dv = v_{n+1} - v_{n+1}^*
|
||||
// modify dv such that dv = v_{n+1} - v_n
|
||||
// modify m_backupVelocity so that it stores v_n instead of v_{n+1}^* as needed by Newton
|
||||
m_deformableBodySolver->backupVn();
|
||||
}
|
||||
// At this point, dv is golden for nodes in contact
|
||||
|
||||
// At this point, dv should be golden for nodes in contact
|
||||
m_deformableBodySolver->solveDeformableConstraints(timeStep);
|
||||
}
|
||||
|
||||
@@ -211,7 +211,6 @@ void btDeformableMultiBodyDynamicsWorld::setupConstraints()
|
||||
|
||||
// build islands
|
||||
m_islandManager->buildIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld());
|
||||
// write the constraint information of each island to the callback, and also setup the constraints in solver
|
||||
}
|
||||
}
|
||||
|
||||
@@ -317,11 +316,11 @@ void btDeformableMultiBodyDynamicsWorld::reinitialize(btScalar timeStep)
|
||||
m_internalTime += timeStep;
|
||||
m_deformableBodySolver->setImplicit(m_implicit);
|
||||
m_deformableBodySolver->reinitialize(m_softBodies, timeStep);
|
||||
if (m_implicit)
|
||||
{
|
||||
// backup v_n velocity
|
||||
m_deformableBodySolver->backupVelocity();
|
||||
}
|
||||
// if (m_implicit)
|
||||
// {
|
||||
// // todo: backup v_n velocity somewhere else
|
||||
// m_deformableBodySolver->backupVelocity();
|
||||
// }
|
||||
btDispatcherInfo& dispatchInfo = btMultiBodyDynamicsWorld::getDispatchInfo();
|
||||
dispatchInfo.m_timeStep = timeStep;
|
||||
dispatchInfo.m_stepCount = 0;
|
||||
|
||||
Reference in New Issue
Block a user