Add the option for the btSimulationIslandManager to avoid splitting islands (for constraint solving)
Move the convertContact inside constraint solver to its own method
This commit is contained in:
@@ -13,17 +13,27 @@ subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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#define LARGE_DEMO 0
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#if LARGE_DEMO
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///create 512 (8x8x8) dynamic object
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#define ARRAY_SIZE_X 8
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#define ARRAY_SIZE_Y 8
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#define ARRAY_SIZE_Z 8
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#else
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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#endif
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 0.1
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//#define SCALING 0.1
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#define SCALING 1
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#define START_POS_X -5
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#define START_POS_Y -5
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#define START_POS_Z -3
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@@ -34,6 +44,9 @@ subject to the following restrictions:
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h> //printf debugging
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#include "BulletDynamics/ConstraintSolver/btParallelBatchConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btParallelBatchConstraintSolver2.h"
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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void BasicDemo::clientMoveAndDisplay()
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{
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@@ -46,6 +59,10 @@ void BasicDemo::clientMoveAndDisplay()
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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if (m_idle)
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{
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CProfileManager::dumpAll();
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}
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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}
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@@ -75,6 +92,10 @@ void BasicDemo::displayCallback(void) {
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}
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static btSequentialImpulseConstraintSolver* sDefSeqImpSolver = 0;
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static btParallelBatchConstraintSolver* sParallelBatchSolver = 0;
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static btParallelBatchConstraintSolver2* sParallelBatchSolver2 = 0;
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@@ -94,22 +115,31 @@ void BasicDemo::initPhysics()
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m_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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sDefSeqImpSolver = new btSequentialImpulseConstraintSolver;
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// create parallel batch solver for tests
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sParallelBatchSolver = new btParallelBatchConstraintSolver();
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sParallelBatchSolver2 = new btParallelBatchConstraintSolver2();
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// start with parallel batch solver
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m_solver = sParallelBatchSolver;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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btDiscreteDynamicsWorld* ddw = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld = ddw;
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ddw->getSimulationIslandManager()->setSplitIslands(false);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(30.),btScalar(1.),btScalar(30.)));
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// btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-50,0));
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groundTransform.setOrigin(btVector3(0,-5,0));
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// groundTransform.setOrigin(btVector3(0,-50,0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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@@ -215,7 +245,9 @@ void BasicDemo::exitPhysics()
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delete m_dynamicsWorld;
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delete m_solver;
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m_solver = 0;
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delete sDefSeqImpSolver;
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delete sParallelBatchSolver;
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delete m_broadphase;
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@@ -228,4 +260,48 @@ void BasicDemo::exitPhysics()
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void BasicDemo::keyboardCallback(unsigned char key, int x, int y)
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{
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(void)x;
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(void)y;
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switch (key)
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{
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case 'q' :
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exitPhysics();
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break;
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case 'S' :
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{
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btConstraintSolver* curr_solver = m_dynamicsWorld->getConstraintSolver();
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btDiscreteDynamicsWorld* pDdw = (btDiscreteDynamicsWorld*)m_dynamicsWorld;
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if(curr_solver == sDefSeqImpSolver)
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{
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static bool toggle = true;
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toggle=!toggle;
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if (toggle)
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{
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pDdw->setConstraintSolver(sParallelBatchSolver);
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pDdw->getSimulationIslandManager()->setSplitIslands(false);
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printf("\nUsing ParallelBatch constraint solver\n");
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} else
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{
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pDdw->setConstraintSolver(sParallelBatchSolver2);
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pDdw->getSimulationIslandManager()->setSplitIslands(false);
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printf("\nUsing ParallelBatch constraint solver2\n");
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}
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}
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else
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{
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m_dynamicsWorld->setConstraintSolver(sDefSeqImpSolver);
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pDdw->getSimulationIslandManager()->setSplitIslands(true);
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printf("\nUsing default SequentialImpulse constraint solver\n");
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}
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}
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break;
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default :
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break;
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}
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DemoApplication::keyboardCallback(key, x, y);
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}
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@@ -57,6 +57,8 @@ class BasicDemo : public DemoApplication
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virtual void clientMoveAndDisplay();
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virtual void displayCallback();
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virtual void keyboardCallback(unsigned char key, int x, int y);
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static DemoApplication* Create()
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{
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@@ -1269,6 +1269,7 @@ void DemoApplication::clientResetScene()
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numObjects = m_dynamicsWorld->getNumCollisionObjects();
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}
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///create a copy of the array, not a reference!
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btCollisionObjectArray copyArray = m_dynamicsWorld->getCollisionObjectArray();
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for (i=0;i<copyArray.size();i++)
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@@ -1297,8 +1298,8 @@ void DemoApplication::clientResetScene()
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colObj->setDeactivationTime(0);
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//colObj->setActivationState(WANTS_DEACTIVATION);
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}
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//removed cached contact points
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//m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
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//removed cached contact points (this is not necessary if all objects have been removed from the dynamics world)
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m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && !body->isStaticObject())
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@@ -1310,6 +1311,7 @@ void DemoApplication::clientResetScene()
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}
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///reset some internal cached data in the broadphase
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m_dynamicsWorld->getBroadphase()->resetPool(getDynamicsWorld()->getDispatcher());
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m_dynamicsWorld->getConstraintSolver()->reset();
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@@ -24,7 +24,8 @@ subject to the following restrictions:
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//#include <stdio.h>
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#include "LinearMath/btQuickprof.h"
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btSimulationIslandManager::btSimulationIslandManager()
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btSimulationIslandManager::btSimulationIslandManager():
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m_splitIslands(true)
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{
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}
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@@ -251,11 +252,11 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
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int i;
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int maxNumManifolds = dispatcher->getNumManifolds();
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#define SPLIT_ISLANDS 1
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#ifdef SPLIT_ISLANDS
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//#define SPLIT_ISLANDS 1
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//#ifdef SPLIT_ISLANDS
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#endif //SPLIT_ISLANDS
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//#endif //SPLIT_ISLANDS
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for (i=0;i<maxNumManifolds ;i++)
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@@ -279,11 +280,12 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
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{
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colObj0->activate();
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}
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#ifdef SPLIT_ISLANDS
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// //filtering for response
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if (dispatcher->needsResponse(colObj0,colObj1))
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m_islandmanifold.push_back(manifold);
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#endif //SPLIT_ISLANDS
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if(m_splitIslands)
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{
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//filtering for response
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if (dispatcher->needsResponse(colObj0,colObj1))
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m_islandmanifold.push_back(manifold);
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}
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}
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}
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}
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@@ -303,84 +305,86 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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BT_PROFILE("processIslands");
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#ifndef SPLIT_ISLANDS
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btPersistentManifold** manifold = dispatcher->getInternalManifoldPointer();
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callback->ProcessIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, -1);
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#else
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// Sort manifolds, based on islands
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// Sort the vector using predicate and std::sort
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//std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);
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int numManifolds = int (m_islandmanifold.size());
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//we should do radix sort, it it much faster (O(n) instead of O (n log2(n))
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m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
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//now process all active islands (sets of manifolds for now)
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int startManifoldIndex = 0;
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int endManifoldIndex = 1;
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//int islandId;
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// printf("Start Islands\n");
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//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
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for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
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if(!m_splitIslands)
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{
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int islandId = getUnionFind().getElement(startIslandIndex).m_id;
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btPersistentManifold** manifold = dispatcher->getInternalManifoldPointer();
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int maxNumManifolds = dispatcher->getNumManifolds();
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callback->ProcessIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, -1);
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}
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else
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{
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// Sort manifolds, based on islands
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// Sort the vector using predicate and std::sort
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//std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);
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int numManifolds = int (m_islandmanifold.size());
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bool islandSleeping = false;
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for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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{
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int i = getUnionFind().getElement(endIslandIndex).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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m_islandBodies.push_back(colObj0);
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if (!colObj0->isActive())
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islandSleeping = true;
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}
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//we should do radix sort, it it much faster (O(n) instead of O (n log2(n))
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m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
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//find the accompanying contact manifold for this islandId
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int numIslandManifolds = 0;
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btPersistentManifold** startManifold = 0;
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//now process all active islands (sets of manifolds for now)
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if (startManifoldIndex<numManifolds)
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int startManifoldIndex = 0;
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int endManifoldIndex = 1;
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//int islandId;
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// printf("Start Islands\n");
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//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
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for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
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{
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int curIslandId = getIslandId(m_islandmanifold[startManifoldIndex]);
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if (curIslandId == islandId)
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{
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startManifold = &m_islandmanifold[startManifoldIndex];
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for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++)
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{
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int islandId = getUnionFind().getElement(startIslandIndex).m_id;
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bool islandSleeping = false;
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for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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{
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int i = getUnionFind().getElement(endIslandIndex).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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m_islandBodies.push_back(colObj0);
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if (!colObj0->isActive())
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islandSleeping = true;
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}
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//find the accompanying contact manifold for this islandId
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int numIslandManifolds = 0;
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btPersistentManifold** startManifold = 0;
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if (startManifoldIndex<numManifolds)
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{
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int curIslandId = getIslandId(m_islandmanifold[startManifoldIndex]);
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if (curIslandId == islandId)
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{
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startManifold = &m_islandmanifold[startManifoldIndex];
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for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++)
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{
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}
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/// Process the actual simulation, only if not sleeping/deactivated
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numIslandManifolds = endManifoldIndex-startManifoldIndex;
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}
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/// Process the actual simulation, only if not sleeping/deactivated
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numIslandManifolds = endManifoldIndex-startManifoldIndex;
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}
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}
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if (!islandSleeping)
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{
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callback->ProcessIsland(&m_islandBodies[0],m_islandBodies.size(),startManifold,numIslandManifolds, islandId);
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// printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
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}
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if (numIslandManifolds)
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{
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startManifoldIndex = endManifoldIndex;
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}
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if (!islandSleeping)
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{
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callback->ProcessIsland(&m_islandBodies[0],m_islandBodies.size(),startManifold,numIslandManifolds, islandId);
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// printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
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m_islandBodies.resize(0);
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}
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if (numIslandManifolds)
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{
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startManifoldIndex = endManifoldIndex;
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}
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m_islandBodies.resize(0);
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}
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#endif //SPLIT_ISLANDS
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} // else if(!splitIslands)
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}
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@@ -35,6 +35,7 @@ class btSimulationIslandManager
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btAlignedObjectArray<btPersistentManifold*> m_islandmanifold;
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btAlignedObjectArray<btCollisionObject* > m_islandBodies;
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bool m_splitIslands;
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public:
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btSimulationIslandManager();
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@@ -65,6 +66,15 @@ public:
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void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
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bool getSplitIslands()
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{
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return m_splitIslands;
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}
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void setSplitIslands(bool doSplitIslands)
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{
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m_splitIslands = doSplitIslands;
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}
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};
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#endif //SIMULATION_ISLAND_MANAGER_H
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@@ -120,7 +120,6 @@ SIMD_FORCE_INLINE void btSequentialImpulseConstraintSolver::resolveSingleConstra
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body2.applyImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse);
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}
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SIMD_FORCE_INLINE void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimitSIMD(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c)
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{
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#ifdef USE_SIMD
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@@ -269,7 +268,7 @@ btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(c
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solverConstraint.m_appliedImpulse = 0.f;
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// solverConstraint.m_appliedPushImpulse = 0.f;
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solverConstraint.m_penetration = 0.f;
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{
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btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal);
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solverConstraint.m_relpos1CrossNormal = ftorqueAxis1;
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@@ -324,10 +323,8 @@ btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(c
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rel_vel = vel1Dotn+vel2Dotn;
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btScalar positionalError = 0.f;
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positionalError = 0;//-solverConstraint.m_penetration * infoGlobal.m_erp/infoGlobal.m_timeStep;
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solverConstraint.m_restitution=0.f;
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btSimdScalar velocityError = solverConstraint.m_restitution - rel_vel;
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btSimdScalar velocityError = - rel_vel;
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btSimdScalar velocityImpulse = velocityError * btSimdScalar(solverConstraint.m_jacDiagABInv);
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solverConstraint.m_rhs = velocityImpulse;
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solverConstraint.m_cfm = 0.f;
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@@ -364,6 +361,249 @@ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject&
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}
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#include <stdio.h>
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|
||||
void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal)
|
||||
{
|
||||
btCollisionObject* colObj0=0,*colObj1=0;
|
||||
|
||||
colObj0 = (btCollisionObject*)manifold->getBody0();
|
||||
colObj1 = (btCollisionObject*)manifold->getBody1();
|
||||
|
||||
int solverBodyIdA=-1;
|
||||
int solverBodyIdB=-1;
|
||||
|
||||
if (manifold->getNumContacts())
|
||||
{
|
||||
solverBodyIdA = getOrInitSolverBody(*colObj0);
|
||||
solverBodyIdB = getOrInitSolverBody(*colObj1);
|
||||
}
|
||||
|
||||
btVector3 rel_pos1;
|
||||
btVector3 rel_pos2;
|
||||
btScalar relaxation;
|
||||
|
||||
for (int j=0;j<manifold->getNumContacts();j++)
|
||||
{
|
||||
|
||||
btManifoldPoint& cp = manifold->getContactPoint(j);
|
||||
|
||||
///this is a bad test and results in jitter -> always solve for those zero-distanc contacts!
|
||||
///-> if (cp.getDistance() <= btScalar(0.))
|
||||
//if (cp.getDistance() <= manifold->getContactBreakingThreshold())
|
||||
{
|
||||
|
||||
const btVector3& pos1 = cp.getPositionWorldOnA();
|
||||
const btVector3& pos2 = cp.getPositionWorldOnB();
|
||||
|
||||
rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin();
|
||||
rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin();
|
||||
|
||||
|
||||
relaxation = 1.f;
|
||||
btScalar rel_vel;
|
||||
btVector3 vel;
|
||||
|
||||
int frictionIndex = m_tmpSolverContactConstraintPool.size();
|
||||
|
||||
{
|
||||
btSolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expand();
|
||||
btRigidBody* rb0 = btRigidBody::upcast(colObj0);
|
||||
btRigidBody* rb1 = btRigidBody::upcast(colObj1);
|
||||
|
||||
solverConstraint.m_solverBodyIdA = solverBodyIdA;
|
||||
solverConstraint.m_solverBodyIdB = solverBodyIdB;
|
||||
|
||||
solverConstraint.m_originalContactPoint = &cp;
|
||||
|
||||
btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB);
|
||||
solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0 : btVector3(0,0,0);
|
||||
btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB);
|
||||
solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1 : btVector3(0,0,0);
|
||||
{
|
||||
#ifdef COMPUTE_IMPULSE_DENOM
|
||||
btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
|
||||
btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
|
||||
#else
|
||||
btVector3 vec;
|
||||
btScalar denom0 = 0.f;
|
||||
btScalar denom1 = 0.f;
|
||||
if (rb0)
|
||||
{
|
||||
vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
|
||||
denom0 = rb0->getInvMass() + cp.m_normalWorldOnB.dot(vec);
|
||||
}
|
||||
if (rb1)
|
||||
{
|
||||
vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
|
||||
denom1 = rb1->getInvMass() + cp.m_normalWorldOnB.dot(vec);
|
||||
}
|
||||
#endif //COMPUTE_IMPULSE_DENOM
|
||||
|
||||
btScalar denom = relaxation/(denom0+denom1);
|
||||
solverConstraint.m_jacDiagABInv = denom;
|
||||
}
|
||||
|
||||
solverConstraint.m_contactNormal = cp.m_normalWorldOnB;
|
||||
solverConstraint.m_relpos1CrossNormal = rel_pos1.cross(cp.m_normalWorldOnB);
|
||||
solverConstraint.m_relpos2CrossNormal = rel_pos2.cross(-cp.m_normalWorldOnB);
|
||||
|
||||
|
||||
btVector3 vel1 = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0);
|
||||
btVector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
|
||||
|
||||
vel = vel1 - vel2;
|
||||
|
||||
rel_vel = cp.m_normalWorldOnB.dot(vel);
|
||||
|
||||
btScalar penetration = cp.getDistance()+infoGlobal.m_linearSlop;
|
||||
|
||||
|
||||
solverConstraint.m_friction = cp.m_combinedFriction;
|
||||
|
||||
btScalar restitution = 0.f;
|
||||
|
||||
if (cp.m_lifeTime>infoGlobal.m_restingContactRestitutionThreshold)
|
||||
{
|
||||
restitution = 0.f;
|
||||
} else
|
||||
{
|
||||
restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution);
|
||||
if (restitution <= btScalar(0.))
|
||||
{
|
||||
restitution = 0.f;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
///warm starting (or zero if disabled)
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
|
||||
{
|
||||
solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
|
||||
if (rb0)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
|
||||
if (rb1)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass(),-solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse);
|
||||
} else
|
||||
{
|
||||
solverConstraint.m_appliedImpulse = 0.f;
|
||||
}
|
||||
|
||||
// solverConstraint.m_appliedPushImpulse = 0.f;
|
||||
|
||||
{
|
||||
btScalar rel_vel;
|
||||
btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rb0?rb0->getLinearVelocity():btVector3(0,0,0))
|
||||
+ solverConstraint.m_relpos1CrossNormal.dot(rb0?rb0->getAngularVelocity():btVector3(0,0,0));
|
||||
btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rb1?rb1->getLinearVelocity():btVector3(0,0,0))
|
||||
+ solverConstraint.m_relpos2CrossNormal.dot(rb1?rb1->getAngularVelocity():btVector3(0,0,0));
|
||||
|
||||
rel_vel = vel1Dotn+vel2Dotn;
|
||||
|
||||
btScalar positionalError = 0.f;
|
||||
positionalError = -penetration * infoGlobal.m_erp/infoGlobal.m_timeStep;
|
||||
btScalar velocityError = restitution - rel_vel;// * damping;
|
||||
btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
|
||||
btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
|
||||
solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
|
||||
solverConstraint.m_cfm = 0.f;
|
||||
solverConstraint.m_lowerLimit = 0;
|
||||
solverConstraint.m_upperLimit = 1e10f;
|
||||
}
|
||||
|
||||
|
||||
/////setup the friction constraints
|
||||
|
||||
|
||||
|
||||
if (1)
|
||||
{
|
||||
solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.size();
|
||||
if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized)
|
||||
{
|
||||
cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
|
||||
btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
|
||||
if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
|
||||
{
|
||||
cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
|
||||
cp.m_lateralFrictionDir2.normalize();//??
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
}
|
||||
cp.m_lateralFrictionInitialized = true;
|
||||
} else
|
||||
{
|
||||
//re-calculate friction direction every frame, todo: check if this is really needed
|
||||
btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
}
|
||||
cp.m_lateralFrictionInitialized = true;
|
||||
}
|
||||
|
||||
} else
|
||||
{
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
}
|
||||
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING)
|
||||
{
|
||||
{
|
||||
btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
|
||||
{
|
||||
frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
|
||||
if (rb0)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse);
|
||||
if (rb1)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass(),-frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse);
|
||||
} else
|
||||
{
|
||||
frictionConstraint1.m_appliedImpulse = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
|
||||
{
|
||||
frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
|
||||
if (rb0)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint2.m_contactNormal*rb0->getInvMass(),frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse);
|
||||
if (rb1)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint2.m_contactNormal*rb1->getInvMass(),-frictionConstraint2.m_angularComponentB,-frictionConstraint2.m_appliedImpulse);
|
||||
} else
|
||||
{
|
||||
frictionConstraint2.m_appliedImpulse = 0.f;
|
||||
}
|
||||
}
|
||||
} else
|
||||
{
|
||||
btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
|
||||
frictionConstraint1.m_appliedImpulse = 0.f;
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
|
||||
frictionConstraint2.m_appliedImpulse = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** /*bodies */,int /*numBodies */,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
|
||||
{
|
||||
BT_PROFILE("solveGroupCacheFriendlySetup");
|
||||
@@ -443,7 +683,6 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
|
||||
currentConstraintRow[j].m_lowerLimit = -FLT_MAX;
|
||||
currentConstraintRow[j].m_upperLimit = FLT_MAX;
|
||||
currentConstraintRow[j].m_appliedImpulse = 0.f;
|
||||
currentConstraintRow[j].m_penetration = 0.f;
|
||||
currentConstraintRow[j].m_appliedPushImpulse = 0.f;
|
||||
currentConstraintRow[j].m_solverBodyIdA = solverBodyIdA;
|
||||
currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB;
|
||||
@@ -510,9 +749,9 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
|
||||
|
||||
rel_vel = vel1Dotn+vel2Dotn;
|
||||
|
||||
btScalar restitution = 0.f;
|
||||
btScalar positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2
|
||||
solverConstraint.m_restitution = 0.f;
|
||||
btScalar velocityError = solverConstraint.m_restitution - rel_vel;// * damping;
|
||||
btScalar velocityError = restitution - rel_vel;// * damping;
|
||||
btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
|
||||
btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
|
||||
solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
|
||||
@@ -533,258 +772,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
|
||||
for (i=0;i<numManifolds;i++)
|
||||
{
|
||||
manifold = manifoldPtr[i];
|
||||
colObj0 = (btCollisionObject*)manifold->getBody0();
|
||||
colObj1 = (btCollisionObject*)manifold->getBody1();
|
||||
|
||||
int solverBodyIdA=-1;
|
||||
int solverBodyIdB=-1;
|
||||
|
||||
if (manifold->getNumContacts())
|
||||
{
|
||||
solverBodyIdA = getOrInitSolverBody(*colObj0);
|
||||
solverBodyIdB = getOrInitSolverBody(*colObj1);
|
||||
}
|
||||
|
||||
if (solverBodyIdA == 0 && solverBodyIdB == 0)
|
||||
continue;
|
||||
|
||||
btVector3 rel_pos1;
|
||||
btVector3 rel_pos2;
|
||||
btScalar relaxation;
|
||||
|
||||
for (int j=0;j<manifold->getNumContacts();j++)
|
||||
{
|
||||
|
||||
btManifoldPoint& cp = manifold->getContactPoint(j);
|
||||
|
||||
///this is a bad test and results in jitter -> always solve for those zero-distanc contacts!
|
||||
///-> if (cp.getDistance() <= btScalar(0.))
|
||||
//if (cp.getDistance() <= manifold->getContactBreakingThreshold())
|
||||
{
|
||||
|
||||
const btVector3& pos1 = cp.getPositionWorldOnA();
|
||||
const btVector3& pos2 = cp.getPositionWorldOnB();
|
||||
|
||||
rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin();
|
||||
rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin();
|
||||
|
||||
|
||||
relaxation = 1.f;
|
||||
btScalar rel_vel;
|
||||
btVector3 vel;
|
||||
|
||||
int frictionIndex = m_tmpSolverContactConstraintPool.size();
|
||||
|
||||
{
|
||||
btSolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expand();
|
||||
btRigidBody* rb0 = btRigidBody::upcast(colObj0);
|
||||
btRigidBody* rb1 = btRigidBody::upcast(colObj1);
|
||||
|
||||
solverConstraint.m_solverBodyIdA = solverBodyIdA;
|
||||
solverConstraint.m_solverBodyIdB = solverBodyIdB;
|
||||
|
||||
solverConstraint.m_originalContactPoint = &cp;
|
||||
|
||||
btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB);
|
||||
solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0 : btVector3(0,0,0);
|
||||
btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB);
|
||||
solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1 : btVector3(0,0,0);
|
||||
{
|
||||
#ifdef COMPUTE_IMPULSE_DENOM
|
||||
btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
|
||||
btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
|
||||
#else
|
||||
btVector3 vec;
|
||||
btScalar denom0 = 0.f;
|
||||
btScalar denom1 = 0.f;
|
||||
if (rb0)
|
||||
{
|
||||
vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
|
||||
denom0 = rb0->getInvMass() + cp.m_normalWorldOnB.dot(vec);
|
||||
}
|
||||
if (rb1)
|
||||
{
|
||||
vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
|
||||
denom1 = rb1->getInvMass() + cp.m_normalWorldOnB.dot(vec);
|
||||
}
|
||||
#endif //COMPUTE_IMPULSE_DENOM
|
||||
|
||||
btScalar denom = relaxation/(denom0+denom1);
|
||||
solverConstraint.m_jacDiagABInv = denom;
|
||||
}
|
||||
|
||||
solverConstraint.m_contactNormal = cp.m_normalWorldOnB;
|
||||
solverConstraint.m_relpos1CrossNormal = rel_pos1.cross(cp.m_normalWorldOnB);
|
||||
solverConstraint.m_relpos2CrossNormal = rel_pos2.cross(-cp.m_normalWorldOnB);
|
||||
|
||||
|
||||
btVector3 vel1 = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0);
|
||||
btVector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
|
||||
|
||||
vel = vel1 - vel2;
|
||||
|
||||
rel_vel = cp.m_normalWorldOnB.dot(vel);
|
||||
|
||||
solverConstraint.m_penetration = cp.getDistance()+infoGlobal.m_linearSlop;
|
||||
//solverConstraint.m_penetration = cp.getDistance();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
solverConstraint.m_friction = cp.m_combinedFriction;
|
||||
|
||||
|
||||
if (cp.m_lifeTime>infoGlobal.m_restingContactRestitutionThreshold)
|
||||
{
|
||||
solverConstraint.m_restitution = 0.f;
|
||||
} else
|
||||
{
|
||||
solverConstraint.m_restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution);
|
||||
if (solverConstraint.m_restitution <= btScalar(0.))
|
||||
{
|
||||
solverConstraint.m_restitution = 0.f;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
///warm starting (or zero if disabled)
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
|
||||
{
|
||||
solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
|
||||
if (rb0)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
|
||||
if (rb1)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass(),-solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse);
|
||||
} else
|
||||
{
|
||||
solverConstraint.m_appliedImpulse = 0.f;
|
||||
}
|
||||
|
||||
// solverConstraint.m_appliedPushImpulse = 0.f;
|
||||
|
||||
{
|
||||
btScalar rel_vel;
|
||||
btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rb0?rb0->getLinearVelocity():btVector3(0,0,0))
|
||||
+ solverConstraint.m_relpos1CrossNormal.dot(rb0?rb0->getAngularVelocity():btVector3(0,0,0));
|
||||
btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rb1?rb1->getLinearVelocity():btVector3(0,0,0))
|
||||
+ solverConstraint.m_relpos2CrossNormal.dot(rb1?rb1->getAngularVelocity():btVector3(0,0,0));
|
||||
|
||||
rel_vel = vel1Dotn+vel2Dotn;
|
||||
|
||||
btScalar positionalError = 0.f;
|
||||
positionalError = -solverConstraint.m_penetration * infoGlobal.m_erp/infoGlobal.m_timeStep;
|
||||
btScalar velocityError = solverConstraint.m_restitution - rel_vel;// * damping;
|
||||
btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
|
||||
btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
|
||||
solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
|
||||
solverConstraint.m_cfm = 0.f;
|
||||
solverConstraint.m_lowerLimit = 0;
|
||||
solverConstraint.m_upperLimit = 1e10f;
|
||||
}
|
||||
|
||||
|
||||
#ifdef _USE_JACOBIAN
|
||||
solverConstraint.m_jac = btJacobianEntry (
|
||||
rel_pos1,rel_pos2,cp.m_normalWorldOnB,
|
||||
rb0->getInvInertiaDiagLocal(),
|
||||
rb0->getInvMass(),
|
||||
rb1->getInvInertiaDiagLocal(),
|
||||
rb1->getInvMass());
|
||||
#endif //_USE_JACOBIAN
|
||||
|
||||
/////setup the friction constraints
|
||||
|
||||
|
||||
|
||||
if (1)
|
||||
{
|
||||
solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.size();
|
||||
if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized)
|
||||
{
|
||||
cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
|
||||
btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
|
||||
if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
|
||||
{
|
||||
cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
|
||||
cp.m_lateralFrictionDir2.normalize();//??
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
}
|
||||
cp.m_lateralFrictionInitialized = true;
|
||||
} else
|
||||
{
|
||||
//re-calculate friction direction every frame, todo: check if this is really needed
|
||||
btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
}
|
||||
cp.m_lateralFrictionInitialized = true;
|
||||
}
|
||||
|
||||
} else
|
||||
{
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
|
||||
}
|
||||
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING)
|
||||
{
|
||||
{
|
||||
btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
|
||||
{
|
||||
frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
|
||||
if (rb0)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse);
|
||||
if (rb1)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass(),-frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse);
|
||||
} else
|
||||
{
|
||||
frictionConstraint1.m_appliedImpulse = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
|
||||
if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
|
||||
{
|
||||
frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
|
||||
if (rb0)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint2.m_contactNormal*rb0->getInvMass(),frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse);
|
||||
if (rb1)
|
||||
m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint2.m_contactNormal*rb1->getInvMass(),-frictionConstraint2.m_angularComponentB,-frictionConstraint2.m_appliedImpulse);
|
||||
} else
|
||||
{
|
||||
frictionConstraint2.m_appliedImpulse = 0.f;
|
||||
}
|
||||
}
|
||||
} else
|
||||
{
|
||||
btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
|
||||
frictionConstraint1.m_appliedImpulse = 0.f;
|
||||
if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
|
||||
{
|
||||
btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
|
||||
frictionConstraint2.m_appliedImpulse = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
convertContact(manifold,infoGlobal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ class btIDebugDraw;
|
||||
///Applies impulses for combined restitution and penetration recovery and to simulate friction
|
||||
class btSequentialImpulseConstraintSolver : public btConstraintSolver
|
||||
{
|
||||
protected:
|
||||
|
||||
btAlignedObjectArray<btSolverBody> m_tmpSolverBodyPool;
|
||||
btConstraintArray m_tmpSolverContactConstraintPool;
|
||||
@@ -38,7 +39,6 @@ class btSequentialImpulseConstraintSolver : public btConstraintSolver
|
||||
btAlignedObjectArray<int> m_orderTmpConstraintPool;
|
||||
btAlignedObjectArray<int> m_orderFrictionConstraintPool;
|
||||
|
||||
protected:
|
||||
btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation);
|
||||
|
||||
///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
|
||||
@@ -47,6 +47,8 @@ protected:
|
||||
void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject);
|
||||
btScalar restitutionCurve(btScalar rel_vel, btScalar restitution);
|
||||
|
||||
void convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal);
|
||||
|
||||
void resolveSplitPenetrationImpulseCacheFriendly(
|
||||
btSolverBody& body1,
|
||||
btSolverBody& body2,
|
||||
|
||||
@@ -44,10 +44,12 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverConstraint
|
||||
|
||||
|
||||
btScalar m_friction;
|
||||
btScalar m_restitution;
|
||||
btScalar m_jacDiagABInv;
|
||||
btScalar m_penetration;
|
||||
|
||||
union
|
||||
{
|
||||
int m_numConsecutiveRowsPerKernel;
|
||||
btScalar m_unusedPadding0;
|
||||
};
|
||||
|
||||
union
|
||||
{
|
||||
|
||||
@@ -665,8 +665,11 @@ void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
|
||||
{
|
||||
if (islandId<0)
|
||||
{
|
||||
///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
|
||||
m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
|
||||
if (numManifolds + m_numConstraints)
|
||||
{
|
||||
///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
|
||||
m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
|
||||
}
|
||||
} else
|
||||
{
|
||||
//also add all non-contact constraints/joints for this island
|
||||
|
||||
@@ -1238,7 +1238,7 @@ void processSolverTask(void* userPtr, void* lsMemory)
|
||||
vel = vel1 - vel2;
|
||||
rel_vel = cp.m_normalWorldOnB.dot(vel);
|
||||
|
||||
constraint.m_penetration = cp.getDistance();///btScalar(infoGlobal.m_numIterations);
|
||||
btScalar penetration = cp.getDistance();///btScalar(infoGlobal.m_numIterations);
|
||||
constraint.m_friction = cp.m_combinedFriction;
|
||||
float rest = - rel_vel * cp.m_combinedRestitution;
|
||||
if (rest <= btScalar(0.))
|
||||
@@ -1251,7 +1251,7 @@ void processSolverTask(void* userPtr, void* lsMemory)
|
||||
btScalar erp = taskDesc.m_commandData.m_manifoldSetup.m_solverInfo.m_erp;
|
||||
btScalar timeStep = taskDesc.m_commandData.m_manifoldSetup.m_solverInfo.m_timeStep;
|
||||
|
||||
constraint.m_restitution = rest;
|
||||
btScalar restitution = rest;
|
||||
constraint.m_appliedImpulse = cp.m_appliedImpulse*taskDesc.m_commandData.m_manifoldSetup.m_solverInfo.m_warmstartingFactor;
|
||||
if (constraint.m_appliedImpulse!= 0.f)
|
||||
{
|
||||
@@ -1271,8 +1271,8 @@ void processSolverTask(void* userPtr, void* lsMemory)
|
||||
rel_vel = vel1Dotn-vel2Dotn;
|
||||
|
||||
btScalar positionalError = 0.f;
|
||||
positionalError = -constraint.m_penetration * erp/timeStep;
|
||||
btScalar velocityError = constraint.m_restitution - rel_vel;// * damping;
|
||||
positionalError = -penetration * erp/timeStep;
|
||||
btScalar velocityError = restitution - rel_vel;// * damping;
|
||||
btScalar penetrationImpulse = positionalError*constraint.m_jacDiagABInv;
|
||||
btScalar velocityImpulse = velocityError *constraint.m_jacDiagABInv;
|
||||
constraint.m_rhs = penetrationImpulse+velocityImpulse;
|
||||
@@ -1339,9 +1339,9 @@ void processSolverTask(void* userPtr, void* lsMemory)
|
||||
|
||||
btScalar positionalError = 0.f;
|
||||
positionalError = 0;
|
||||
constraint.m_restitution=0.f;
|
||||
btScalar restitution=0.f;
|
||||
|
||||
btSimdScalar velocityError = constraint.m_restitution - rel_vel;
|
||||
btSimdScalar velocityError = restitution - rel_vel;
|
||||
btSimdScalar velocityImpulse = velocityError * btSimdScalar(constraint.m_jacDiagABInv);
|
||||
constraint.m_rhs = velocityImpulse;
|
||||
constraint.m_cfm = 0.f;
|
||||
@@ -1386,9 +1386,9 @@ void processSolverTask(void* userPtr, void* lsMemory)
|
||||
|
||||
btScalar positionalError = 0.f;
|
||||
positionalError = 0;
|
||||
constraint.m_restitution=0.f;
|
||||
btScalar restitution=0.f;
|
||||
|
||||
btSimdScalar velocityError = constraint.m_restitution - rel_vel;
|
||||
btSimdScalar velocityError = restitution - rel_vel;
|
||||
btSimdScalar velocityImpulse = velocityError * btSimdScalar(constraint.m_jacDiagABInv);
|
||||
constraint.m_rhs = velocityImpulse;
|
||||
constraint.m_cfm = 0.f;
|
||||
|
||||
Reference in New Issue
Block a user