fix broken force feedback in constraint solver, thanks to John Hsu for the report
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@@ -299,6 +299,9 @@ void btSequentialImpulseConstraintSolver::initSolverBody(btSolverBody* solverBod
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solverBody->m_linearFactor = rb->getLinearFactor();
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solverBody->m_linearVelocity = rb->getLinearVelocity();
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solverBody->m_angularVelocity = rb->getAngularVelocity();
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solverBody->m_externalForce = rb->getTotalForce();
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solverBody->m_externalTorque = rb->getTotalTorque();
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} else
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{
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solverBody->m_worldTransform.setIdentity();
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@@ -308,6 +311,8 @@ void btSequentialImpulseConstraintSolver::initSolverBody(btSolverBody* solverBod
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solverBody->m_linearFactor.setValue(1,1,1);
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solverBody->m_linearVelocity.setValue(0,0,0);
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solverBody->m_angularVelocity.setValue(0,0,0);
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solverBody->m_externalForce.setValue(0,0,0);
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solverBody->m_externalTorque.setValue(0,0,0);
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}
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@@ -401,10 +406,10 @@ void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstr
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btScalar rel_vel;
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(body0?solverBodyA.m_linearVelocity:btVector3(0,0,0))
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+ solverConstraint.m_relpos1CrossNormal.dot(body0?solverBodyA.m_angularVelocity:btVector3(0,0,0));
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(body1?solverBodyB.m_linearVelocity:btVector3(0,0,0))
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+ solverConstraint.m_relpos2CrossNormal.dot(body1?solverBodyB.m_angularVelocity:btVector3(0,0,0));
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(body0?body0->getLinearVelocity():btVector3(0,0,0))
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+ solverConstraint.m_relpos1CrossNormal.dot(body0?body0->getAngularVelocity():btVector3(0,0,0));
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(body1?body1->getLinearVelocity():btVector3(0,0,0))
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+ solverConstraint.m_relpos2CrossNormal.dot(body1?body1->getAngularVelocity():btVector3(0,0,0));
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rel_vel = vel1Dotn+vel2Dotn;
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@@ -481,10 +486,10 @@ void btSequentialImpulseConstraintSolver::setupRollingFrictionConstraint( btSolv
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btScalar rel_vel;
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(body0?solverBodyA.m_linearVelocity:btVector3(0,0,0))
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+ solverConstraint.m_relpos1CrossNormal.dot(body0?solverBodyA.m_angularVelocity:btVector3(0,0,0));
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(body1?solverBodyB.m_linearVelocity:btVector3(0,0,0))
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+ solverConstraint.m_relpos2CrossNormal.dot(body1?solverBodyB.m_angularVelocity:btVector3(0,0,0));
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(body0?body0->getLinearVelocity():btVector3(0,0,0))
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+ solverConstraint.m_relpos1CrossNormal.dot(body0?body0->getAngularVelocity():btVector3(0,0,0));
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(body1?body1->getLinearVelocity():btVector3(0,0,0))
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+ solverConstraint.m_relpos2CrossNormal.dot(body1?body1->getAngularVelocity():btVector3(0,0,0));
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rel_vel = vel1Dotn+vel2Dotn;
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@@ -648,10 +653,17 @@ void btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstra
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solverConstraint.m_appliedPushImpulse = 0.f;
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{
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(rb0?bodyA->m_linearVelocity:btVector3(0,0,0))
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+ solverConstraint.m_relpos1CrossNormal.dot(rb0?bodyA->m_angularVelocity:btVector3(0,0,0));
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(rb1?bodyB->m_linearVelocity:btVector3(0,0,0))
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+ solverConstraint.m_relpos2CrossNormal.dot(rb1?bodyB->m_angularVelocity:btVector3(0,0,0));
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btVector3 externalForceImpulseA = bodyA->m_originalBody ? bodyA->m_externalForce*bodyA->m_invMass*infoGlobal.m_timeStep : btVector3(0,0,0);
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btVector3 externalTorqueImpulseA = bodyA->m_originalBody ? bodyA->m_externalTorque*rb0->getInvInertiaTensorWorld()*infoGlobal.m_timeStep : btVector3(0,0,0);
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btVector3 externalForceImpulseB = bodyB->m_originalBody ? bodyB->m_externalForce*bodyB->m_invMass*infoGlobal.m_timeStep : btVector3(0,0,0);
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btVector3 externalTorqueImpulseB = bodyB->m_originalBody ?bodyB->m_externalTorque*rb1->getInvInertiaTensorWorld()*infoGlobal.m_timeStep : btVector3(0,0,0);
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(bodyA->m_linearVelocity+externalForceImpulseA)
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+ solverConstraint.m_relpos1CrossNormal.dot(bodyA->m_angularVelocity+externalTorqueImpulseA);
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(bodyB->m_linearVelocity+externalForceImpulseB)
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+ solverConstraint.m_relpos2CrossNormal.dot(bodyB->m_angularVelocity+externalTorqueImpulseB);
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btScalar rel_vel = vel1Dotn+vel2Dotn;
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btScalar positionalError = 0.f;
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@@ -680,7 +692,7 @@ void btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstra
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if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
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{
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//combine position and velocity into rhs
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solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
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solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;//-solverConstraint.m_contactNormal1.dot(bodyA->m_externalForce*bodyA->m_invMass-bodyB->m_externalForce/bodyB->m_invMass)*solverConstraint.m_jacDiagABInv;
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solverConstraint.m_rhsPenetration = 0.f;
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} else
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@@ -785,8 +797,8 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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int frictionIndex = m_tmpSolverContactConstraintPool.size();
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btSolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expandNonInitializing();
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// btRigidBody* rb0 = btRigidBody::upcast(colObj0);
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// btRigidBody* rb1 = btRigidBody::upcast(colObj1);
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btRigidBody* rb0 = btRigidBody::upcast(colObj0);
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btRigidBody* rb1 = btRigidBody::upcast(colObj1);
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solverConstraint.m_solverBodyIdA = solverBodyIdA;
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solverConstraint.m_solverBodyIdB = solverBodyIdB;
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@@ -801,9 +813,11 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.size();
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btVector3 angVelA,angVelB;
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solverBodyA->getAngularVelocity(angVelA);
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solverBodyB->getAngularVelocity(angVelB);
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btVector3 angVelA(0,0,0),angVelB(0,0,0);
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if (rb0)
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angVelA = rb0->getAngularVelocity();
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if (rb1)
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angVelB = rb1->getAngularVelocity();
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btVector3 relAngVel = angVelB-angVelA;
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if ((cp.m_combinedRollingFriction>0.f) && (rollingFriction>0))
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@@ -1003,6 +1017,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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for (int i=0;i<numBodies;i++)
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{
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int bodyId = getOrInitSolverBody(*bodies[i]);
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btRigidBody* body = btRigidBody::upcast(bodies[i]);
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if (body && body->getInvMass())
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{
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@@ -1011,9 +1026,8 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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if (body->getFlags()&BT_ENABLE_GYROPSCOPIC_FORCE)
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{
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gyroForce = body->computeGyroscopicForce(infoGlobal.m_maxGyroscopicForce);
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solverBody.m_externalTorque -= gyroForce;
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}
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solverBody.m_linearVelocity += body->getTotalForce()*body->getInvMass()*infoGlobal.m_timeStep;
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solverBody.m_angularVelocity += (body->getTotalTorque()-gyroForce)*body->getInvInertiaTensorWorld()*infoGlobal.m_timeStep;
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}
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}
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@@ -1181,15 +1195,22 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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}
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///fix rhs
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///todo: add force/torque accelerators
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{
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btScalar rel_vel;
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(rbA.getLinearVelocity()) + solverConstraint.m_relpos1CrossNormal.dot(rbA.getAngularVelocity());
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(rbB.getLinearVelocity()) + solverConstraint.m_relpos2CrossNormal.dot(rbB.getAngularVelocity());
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btVector3 externalForceImpulseA = bodyAPtr->m_originalBody ? bodyAPtr->m_externalForce*bodyAPtr->m_invMass*infoGlobal.m_timeStep : btVector3(0,0,0);
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btVector3 externalTorqueImpulseA = bodyAPtr->m_originalBody ? bodyAPtr->m_externalTorque*rbA.getInvInertiaTensorWorld()*infoGlobal.m_timeStep : btVector3(0,0,0);
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btVector3 externalForceImpulseB = bodyBPtr->m_originalBody ? bodyBPtr->m_externalForce*bodyBPtr->m_invMass*infoGlobal.m_timeStep : btVector3(0,0,0);
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btVector3 externalTorqueImpulseB = bodyBPtr->m_originalBody ?bodyBPtr->m_externalTorque*rbB.getInvInertiaTensorWorld()*infoGlobal.m_timeStep : btVector3(0,0,0);
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btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(rbA.getLinearVelocity()+externalForceImpulseA)
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+ solverConstraint.m_relpos1CrossNormal.dot(rbA.getAngularVelocity()+externalTorqueImpulseA);
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btScalar vel2Dotn = solverConstraint.m_contactNormal2.dot(rbB.getLinearVelocity()+externalForceImpulseB)
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+ solverConstraint.m_relpos2CrossNormal.dot(rbB.getAngularVelocity()+externalTorqueImpulseB);
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rel_vel = vel1Dotn+vel2Dotn;
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btScalar restitution = 0.f;
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btScalar positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2
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btScalar velocityError = restitution - rel_vel * info2.m_damping;
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@@ -1198,6 +1219,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
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solverConstraint.m_appliedImpulse = 0.f;
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}
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}
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}
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@@ -1308,14 +1330,14 @@ btScalar btSequentialImpulseConstraintSolver::solveSingleIteration(int iteration
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{
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for (int j=0;j<numConstraints;j++)
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{
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if (constraints[j]->isEnabled())
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{
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int bodyAid = getOrInitSolverBody(constraints[j]->getRigidBodyA());
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int bodyBid = getOrInitSolverBody(constraints[j]->getRigidBodyB());
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btSolverBody& bodyA = m_tmpSolverBodyPool[bodyAid];
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btSolverBody& bodyB = m_tmpSolverBodyPool[bodyBid];
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constraints[j]->solveConstraintObsolete(bodyA,bodyB,infoGlobal.m_timeStep);
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}
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if (constraints[j]->isEnabled())
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{
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int bodyAid = getOrInitSolverBody(constraints[j]->getRigidBodyA());
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int bodyBid = getOrInitSolverBody(constraints[j]->getRigidBodyB());
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btSolverBody& bodyA = m_tmpSolverBodyPool[bodyAid];
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btSolverBody& bodyB = m_tmpSolverBodyPool[bodyBid];
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constraints[j]->solveConstraintObsolete(bodyA,bodyB,infoGlobal.m_timeStep);
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}
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}
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///solve all contact constraints using SIMD, if available
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@@ -1436,14 +1458,14 @@ btScalar btSequentialImpulseConstraintSolver::solveSingleIteration(int iteration
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{
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for (int j=0;j<numConstraints;j++)
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{
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if (constraints[j]->isEnabled())
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{
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int bodyAid = getOrInitSolverBody(constraints[j]->getRigidBodyA());
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int bodyBid = getOrInitSolverBody(constraints[j]->getRigidBodyB());
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btSolverBody& bodyA = m_tmpSolverBodyPool[bodyAid];
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btSolverBody& bodyB = m_tmpSolverBodyPool[bodyBid];
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constraints[j]->solveConstraintObsolete(bodyA,bodyB,infoGlobal.m_timeStep);
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}
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if (constraints[j]->isEnabled())
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{
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int bodyAid = getOrInitSolverBody(constraints[j]->getRigidBodyA());
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int bodyBid = getOrInitSolverBody(constraints[j]->getRigidBodyB());
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btSolverBody& bodyA = m_tmpSolverBodyPool[bodyAid];
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btSolverBody& bodyB = m_tmpSolverBodyPool[bodyBid];
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constraints[j]->solveConstraintObsolete(bodyA,bodyB,infoGlobal.m_timeStep);
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}
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}
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///solve all contact constraints
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int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
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@@ -1609,9 +1631,15 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyFinish(btCo
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m_tmpSolverBodyPool[i].writebackVelocityAndTransform(infoGlobal.m_timeStep, infoGlobal.m_splitImpulseTurnErp);
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else
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m_tmpSolverBodyPool[i].writebackVelocity();
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m_tmpSolverBodyPool[i].m_originalBody->setLinearVelocity(
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m_tmpSolverBodyPool[i].m_linearVelocity+
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m_tmpSolverBodyPool[i].m_externalForce*body->getInvMass()*infoGlobal.m_timeStep);
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m_tmpSolverBodyPool[i].m_originalBody->setAngularVelocity(
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m_tmpSolverBodyPool[i].m_angularVelocity+
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m_tmpSolverBodyPool[i].m_externalTorque*body->getInvInertiaTensorWorld()*infoGlobal.m_timeStep);
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m_tmpSolverBodyPool[i].m_originalBody->setLinearVelocity(m_tmpSolverBodyPool[i].m_linearVelocity);
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m_tmpSolverBodyPool[i].m_originalBody->setAngularVelocity(m_tmpSolverBodyPool[i].m_angularVelocity);
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if (infoGlobal.m_splitImpulse)
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m_tmpSolverBodyPool[i].m_originalBody->setWorldTransform(m_tmpSolverBodyPool[i].m_worldTransform);
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