work on pybullet/C-API createMultiBody (still preliminary, only sphere/box collision shapes, no links/hierarchies yet, soon)
pybullet/C-API, expose linear/angular damping fix some warnings (param name needs to be same in .h and .cpp) fix potential startup threading issue (args were deleted in main thread while still possibly use in child thread) fix for spinning/rolling friction in case of mixing maximal and reduced coordinate btMultiBody+btRigidBody
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@@ -665,12 +665,12 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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btScalar* delta = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
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multiBodyA->calcAccelerationDeltasMultiDof(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);
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btVector3 torqueAxis0 = constraintNormal;
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btVector3 torqueAxis0 = -constraintNormal;
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solverConstraint.m_relpos1CrossNormal = torqueAxis0;
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solverConstraint.m_contactNormal1 = btVector3(0,0,0);
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} else
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{
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btVector3 torqueAxis0 = constraintNormal;
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btVector3 torqueAxis0 = -constraintNormal;
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solverConstraint.m_relpos1CrossNormal = torqueAxis0;
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solverConstraint.m_contactNormal1 = btVector3(0,0,0);
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solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
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@@ -708,21 +708,20 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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multiBodyB->calcAccelerationDeltasMultiDof(&m_data.m_jacobians[solverConstraint.m_jacBindex],&m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex],m_data.scratch_r, m_data.scratch_v);
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btVector3 torqueAxis1 = constraintNormal;
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solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
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solverConstraint.m_relpos2CrossNormal = torqueAxis1;
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solverConstraint.m_contactNormal2 = -btVector3(0,0,0);
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} else
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{
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btVector3 torqueAxis1 = constraintNormal;
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solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
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solverConstraint.m_relpos2CrossNormal = torqueAxis1;
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solverConstraint.m_contactNormal2 = -btVector3(0,0,0);
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solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0);
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solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0);
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}
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{
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btVector3 vec;
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btScalar denom0 = 0.f;
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btScalar denom1 = 0.f;
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btScalar* jacB = 0;
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@@ -745,8 +744,8 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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{
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if (rb0)
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{
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vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
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denom0 = rb0->getInvMass() + constraintNormal.dot(vec);
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btVector3 iMJaA = rb0?rb0->getInvInertiaTensorWorld()*solverConstraint.m_relpos1CrossNormal:btVector3(0,0,0);
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denom0 = iMJaA.dot(solverConstraint.m_relpos1CrossNormal);
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}
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}
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if (multiBodyB)
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@@ -765,8 +764,8 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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{
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if (rb1)
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{
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vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
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denom1 = rb1->getInvMass() + constraintNormal.dot(vec);
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btVector3 iMJaB = rb1?rb1->getInvInertiaTensorWorld()*solverConstraint.m_relpos2CrossNormal:btVector3(0,0,0);
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denom1 = iMJaB.dot(solverConstraint.m_relpos2CrossNormal);
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}
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}
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@@ -808,7 +807,10 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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{
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if (rb0)
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{
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rel_vel += rb0->getVelocityInLocalPoint(rel_pos1).dot(solverConstraint.m_contactNormal1);
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btSolverBody* solverBodyA = &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA];
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rel_vel += solverConstraint.m_contactNormal1.dot(rb0?solverBodyA->m_linearVelocity+solverBodyA->m_externalForceImpulse:btVector3(0,0,0))
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+ solverConstraint.m_relpos1CrossNormal.dot(rb0?solverBodyA->m_angularVelocity:btVector3(0,0,0));
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}
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}
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if (multiBodyB)
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@@ -822,7 +824,10 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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{
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if (rb1)
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{
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rel_vel += rb1->getVelocityInLocalPoint(rel_pos2).dot(solverConstraint.m_contactNormal2);
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btSolverBody* solverBodyB = &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB];
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rel_vel += solverConstraint.m_contactNormal2.dot(rb1?solverBodyB->m_linearVelocity+solverBodyB->m_externalForceImpulse:btVector3(0,0,0))
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+ solverConstraint.m_relpos2CrossNormal.dot(rb1?solverBodyB->m_angularVelocity:btVector3(0,0,0));
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}
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}
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@@ -844,12 +849,9 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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{
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btScalar velocityError = restitution - rel_vel;// * damping; //note for friction restitution is always set to 0 (check above) so it is acutally velocityError = -rel_vel for friction
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btScalar velocityError = 0 - rel_vel;// * damping; //note for friction restitution is always set to 0 (check above) so it is acutally velocityError = -rel_vel for friction
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if (penetration>0)
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{
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velocityError -= penetration / infoGlobal.m_timeStep;
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}
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btScalar velocityImpulse = velocityError*solverConstraint.m_jacDiagABInv;
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@@ -1021,6 +1023,33 @@ void btMultiBodyConstraintSolver::convertMultiBodyContact(btPersistentManifold*
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///In that case, you can set the target relative motion in each friction direction (cp.m_contactMotion1 and cp.m_contactMotion2)
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///this will give a conveyor belt effect
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///
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btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
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cp.m_lateralFrictionDir1.normalize();
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cp.m_lateralFrictionDir2.normalize();
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if (rollingFriction > 0 )
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{
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if (cp.m_combinedSpinningFriction>0)
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{
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addMultiBodyTorsionalFrictionConstraint(cp.m_normalWorldOnB,manifold,frictionIndex,cp,cp.m_combinedSpinningFriction, colObj0,colObj1, relaxation,infoGlobal);
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}
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if (cp.m_combinedRollingFriction>0)
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{
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applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
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applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
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applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
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applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
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if (cp.m_lateralFrictionDir1.length()>0.001)
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addMultiBodyTorsionalFrictionConstraint(cp.m_lateralFrictionDir1,manifold,frictionIndex,cp,cp.m_combinedRollingFriction, colObj0,colObj1, relaxation,infoGlobal);
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if (cp.m_lateralFrictionDir2.length()>0.001)
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addMultiBodyTorsionalFrictionConstraint(cp.m_lateralFrictionDir2,manifold,frictionIndex,cp,cp.m_combinedRollingFriction, colObj0,colObj1, relaxation,infoGlobal);
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}
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rollingFriction--;
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}
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if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !(cp.m_contactPointFlags&BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED))
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{/*
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cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
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@@ -1045,26 +1074,12 @@ void btMultiBodyConstraintSolver::convertMultiBodyContact(btPersistentManifold*
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} else
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*/
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{
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btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
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applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
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addMultiBodyFrictionConstraint(cp.m_lateralFrictionDir1,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
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if (rollingFriction > 0 )
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{
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if (cp.m_combinedSpinningFriction>0)
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{
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addMultiBodyTorsionalFrictionConstraint(cp.m_normalWorldOnB,manifold,frictionIndex,cp,cp.m_combinedSpinningFriction, colObj0,colObj1, relaxation,infoGlobal);
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}
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if (cp.m_combinedRollingFriction>0)
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{
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addMultiBodyTorsionalFrictionConstraint(cp.m_lateralFrictionDir1,manifold,frictionIndex,cp,cp.m_combinedRollingFriction, colObj0,colObj1, relaxation,infoGlobal);
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addMultiBodyTorsionalFrictionConstraint(cp.m_lateralFrictionDir2,manifold,frictionIndex,cp,cp.m_combinedRollingFriction, colObj0,colObj1, relaxation,infoGlobal);
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}
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rollingFriction--;
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}
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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