Add restorative impulse in velocity solver
This commit is contained in:
@@ -27,6 +27,19 @@ pub struct IntegrationParameters {
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/// Each cached impulse are multiplied by this coefficient in `[0, 1]`
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/// when they are re-used to initialize the solver (default `1.0`).
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pub warmstart_coeff: Real,
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/// 0-1: how much of the velocity to dampen out in the constraint solver?
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/// (default `1.0`).
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pub velocity_solve_fraction: Real,
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/// 0-1: multiplier for how much of the constraint violation (e.g. contact penetration)
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/// will be compensated for during the velocity solve.
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/// If zero, you need to enable the positional solver.
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/// If non-zero, you do not need the positional solver.
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/// A good non-zero value is around `0.2`.
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/// (default `0.0`).
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pub velocity_based_erp: Real,
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/// Amount of penetration the engine wont attempt to correct (default: `0.005m`).
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pub allowed_linear_error: Real,
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/// The maximal distance separating two objects that will generate predictive contacts (default: `0.002`).
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@@ -121,17 +134,12 @@ impl IntegrationParameters {
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max_stabilization_multiplier,
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max_velocity_iterations,
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max_position_iterations,
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// FIXME: what is the optimal value for min_island_size?
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// It should not be too big so that we don't end up with
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// huge islands that don't fit in cache.
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// However we don't want it to be too small and end up with
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// tons of islands, reducing SIMD parallelism opportunities.
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min_island_size: 128,
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max_ccd_position_iterations,
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max_ccd_substeps,
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return_after_ccd_substep,
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multiple_ccd_substep_sensor_events_enabled,
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ccd_on_penetration_enabled,
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..Default::default()
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}
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}
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@@ -183,6 +191,8 @@ impl Default for IntegrationParameters {
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return_after_ccd_substep: false,
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erp: 0.2,
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joint_erp: 0.2,
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velocity_solve_fraction: 1.0,
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velocity_based_erp: 0.0,
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warmstart_coeff: 1.0,
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allowed_linear_error: 0.005,
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prediction_distance: 0.002,
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@@ -40,17 +40,21 @@ impl BallVelocityConstraint {
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rb2: &RigidBody,
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joint: &BallJoint,
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) -> Self {
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let anchor1 = rb1.position * joint.local_anchor1 - rb1.world_com;
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let anchor2 = rb2.position * joint.local_anchor2 - rb2.world_com;
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let anchor_world1 = rb1.position * joint.local_anchor1;
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let anchor_world2 = rb2.position * joint.local_anchor2;
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let anchor1 = anchor_world1 - rb1.world_com;
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let anchor2 = anchor_world2 - rb2.world_com;
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let vel1 = rb1.linvel + rb1.angvel.gcross(anchor1);
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let vel2 = rb2.linvel + rb2.angvel.gcross(anchor2);
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let im1 = rb1.effective_inv_mass;
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let im2 = rb2.effective_inv_mass;
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let rhs = -(vel1 - vel2);
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let lhs;
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let mut rhs = params.velocity_solve_fraction * (vel2 - vel1);
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rhs += params.velocity_based_erp * params.inv_dt() * (anchor_world2 - anchor_world1);
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let lhs;
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let cmat1 = anchor1.gcross_matrix();
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let cmat2 = anchor2.gcross_matrix();
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@@ -271,22 +275,27 @@ impl BallVelocityGroundConstraint {
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joint: &BallJoint,
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flipped: bool,
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) -> Self {
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let (anchor1, anchor2) = if flipped {
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let (anchor_world1, anchor_world2) = if flipped {
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(
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rb1.position * joint.local_anchor2 - rb1.world_com,
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rb2.position * joint.local_anchor1 - rb2.world_com,
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rb1.position * joint.local_anchor2,
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rb2.position * joint.local_anchor1,
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)
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} else {
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(
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rb1.position * joint.local_anchor1 - rb1.world_com,
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rb2.position * joint.local_anchor2 - rb2.world_com,
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rb1.position * joint.local_anchor1,
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rb2.position * joint.local_anchor2,
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)
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};
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let anchor1 = anchor_world1 - rb1.world_com;
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let anchor2 = anchor_world2 - rb2.world_com;
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let im2 = rb2.effective_inv_mass;
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let vel1 = rb1.linvel + rb1.angvel.gcross(anchor1);
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let vel2 = rb2.linvel + rb2.angvel.gcross(anchor2);
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let rhs = vel2 - vel1;
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let mut rhs = params.velocity_solve_fraction * (vel2 - vel1);
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rhs += params.velocity_based_erp * params.inv_dt() * (anchor_world2 - anchor_world1);
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let cmat2 = anchor2.gcross_matrix();
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@@ -103,12 +103,37 @@ impl FixedVelocityConstraint {
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let ang_dvel = -rb1.angvel + rb2.angvel;
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#[cfg(feature = "dim2")]
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let rhs = Vector3::new(lin_dvel.x, lin_dvel.y, ang_dvel);
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let mut rhs =
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params.velocity_solve_fraction * Vector3::new(lin_dvel.x, lin_dvel.y, ang_dvel);
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#[cfg(feature = "dim3")]
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let rhs = Vector6::new(
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lin_dvel.x, lin_dvel.y, lin_dvel.z, ang_dvel.x, ang_dvel.y, ang_dvel.z,
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);
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let mut rhs = params.velocity_solve_fraction
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* Vector6::new(
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lin_dvel.x, lin_dvel.y, lin_dvel.z, ang_dvel.x, ang_dvel.y, ang_dvel.z,
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);
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if params.velocity_based_erp != 0.0 {
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let error = anchor2 * anchor1.inverse();
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let lin_err = error.translation.vector;
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#[cfg(feature = "dim2")]
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{
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let ang_err = error.rotation.angle();
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rhs += params.velocity_based_erp
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* params.inv_dt()
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* Vector3::new(lin_err.x, lin_err.y, ang_err);
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}
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#[cfg(feature = "dim3")]
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{
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let ang_err = error.rotation.scaled_axis();
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rhs += params.velocity_based_erp
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* params.inv_dt()
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* Vector6::new(
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lin_err.x, lin_err.y, lin_err.z, ang_err.x, ang_err.y, ang_err.z,
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);
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}
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}
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FixedVelocityConstraint {
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joint_id,
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@@ -293,11 +318,48 @@ impl FixedVelocityGroundConstraint {
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let ang_dvel = rb2.angvel - rb1.angvel;
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#[cfg(feature = "dim2")]
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let rhs = Vector3::new(lin_dvel.x, lin_dvel.y, ang_dvel);
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let mut rhs =
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params.velocity_solve_fraction * Vector3::new(lin_dvel.x, lin_dvel.y, ang_dvel);
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#[cfg(feature = "dim3")]
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let rhs = Vector6::new(
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lin_dvel.x, lin_dvel.y, lin_dvel.z, ang_dvel.x, ang_dvel.y, ang_dvel.z,
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);
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let mut rhs = params.velocity_solve_fraction
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* Vector6::new(
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lin_dvel.x, lin_dvel.y, lin_dvel.z, ang_dvel.x, ang_dvel.y, ang_dvel.z,
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);
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if params.velocity_based_erp != 0.0 {
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// let error = anchor2 * anchor1.inverse();
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// let lin_err = error.translation.vector;
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// let ang_err = error.rotation;
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// Doesn't quite do what it should
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// let target_pos = anchor1.lerp_slerp(
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// &anchor2,
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// params.velocity_based_erp * params.inv_dt(),
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// );
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// let error = target_pos * anchor1.inverse();
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// let lin_err = error.translation.vector;
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let lin_err = anchor2.translation.vector - anchor1.translation.vector;
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let ang_err = anchor2.rotation * anchor1.rotation.inverse();
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#[cfg(feature = "dim2")]
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{
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let ang_err = ang_err.angle();
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rhs += params.velocity_based_erp
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* params.inv_dt()
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* Vector3::new(lin_err.x, lin_err.y, ang_err);
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}
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#[cfg(feature = "dim3")]
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{
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let ang_err = ang_err.scaled_axis();
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rhs += params.velocity_based_erp
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* params.inv_dt()
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* Vector6::new(
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lin_err.x, lin_err.y, lin_err.z, ang_err.x, ang_err.y, ang_err.z,
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);
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}
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}
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FixedVelocityGroundConstraint {
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joint_id,
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@@ -244,17 +244,22 @@ impl VelocityConstraint {
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+ gcross2.gdot(gcross2));
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let is_bouncy = manifold_point.is_bouncy() as u32 as Real;
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let rhs = (1.0 + is_bouncy * manifold_point.restitution)
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* (vel1 - vel2).dot(&force_dir1)
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+ manifold_point.dist.max(0.0) * inv_dt;
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let is_resting = 1.0 - is_bouncy;
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let impulse = manifold_point.data.impulse * warmstart_coeff;
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let mut rhs = (1.0 + is_bouncy * manifold_point.restitution)
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* (vel1 - vel2).dot(&force_dir1);
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rhs += manifold_point.dist.max(0.0) * inv_dt;
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rhs *= params.velocity_solve_fraction;
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rhs += is_resting
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* params.velocity_based_erp
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* inv_dt
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* manifold_point.dist.min(0.0);
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constraint.elements[k].normal_part = VelocityConstraintElementPart {
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gcross1,
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gcross2,
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rhs,
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impulse,
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impulse: manifold_point.data.impulse * warmstart_coeff,
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r,
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};
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}
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@@ -156,16 +156,21 @@ impl VelocityGroundConstraint {
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let r = 1.0 / (rb2.effective_inv_mass + gcross2.gdot(gcross2));
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let is_bouncy = manifold_point.is_bouncy() as u32 as Real;
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let rhs = (1.0 + is_bouncy * manifold_point.restitution)
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* (vel1 - vel2).dot(&force_dir1)
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+ manifold_point.dist.max(0.0) * inv_dt;
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let is_resting = 1.0 - is_bouncy;
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let impulse = manifold_point.data.impulse * warmstart_coeff;
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let mut rhs = (1.0 + is_bouncy * manifold_point.restitution)
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* (vel1 - vel2).dot(&force_dir1);
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rhs += manifold_point.dist.max(0.0) * inv_dt;
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rhs *= params.velocity_solve_fraction;
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rhs += is_resting
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* params.velocity_based_erp
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* inv_dt
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* manifold_point.dist.min(0.0);
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constraint.elements[k].normal_part = VelocityGroundConstraintElementPart {
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gcross2,
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rhs,
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impulse,
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impulse: manifold_point.data.impulse * warmstart_coeff,
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r,
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};
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}
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