Implement the ability to run multiple CCD substeps.

This commit is contained in:
Crozet Sébastien
2021-03-29 17:21:49 +02:00
parent 8173e7ada2
commit a733f97028
12 changed files with 244 additions and 97 deletions

View File

@@ -1,4 +1,4 @@
use crate::dynamics::{IntegrationParameters, RigidBody, RigidBodyHandle};
use crate::dynamics::{RigidBody, RigidBodyHandle};
use crate::geometry::{Collider, ColliderHandle};
use crate::math::Real;
use parry::query::{NonlinearRigidMotion, QueryDispatcher};
@@ -36,7 +36,6 @@ impl TOIEntry {
}
pub fn try_from_colliders<QD: ?Sized + QueryDispatcher>(
params: &IntegrationParameters,
query_dispatcher: &QD,
ch1: ColliderHandle,
ch2: ColliderHandle,
@@ -56,16 +55,11 @@ impl TOIEntry {
let vel12 = linvel2 - linvel1;
let thickness = c1.shape().ccd_thickness() + c2.shape().ccd_thickness();
if params.dt * vel12.norm() < thickness {
return None;
}
let is_intersection_test = c1.is_sensor() || c2.is_sensor();
// Compute the TOI.
let mut motion1 = Self::body_motion(params.dt, b1);
let mut motion2 = Self::body_motion(params.dt, b2);
let mut motion1 = Self::body_motion(b1);
let mut motion2 = Self::body_motion(b2);
if let Some(t) = frozen1 {
motion1.freeze(t);
@@ -114,8 +108,8 @@ impl TOIEntry {
))
}
fn body_motion(dt: Real, body: &RigidBody) -> NonlinearRigidMotion {
if body.should_resolve_ccd(dt) {
fn body_motion(body: &RigidBody) -> NonlinearRigidMotion {
if body.is_ccd_active() {
NonlinearRigidMotion::new(
0.0,
body.position,

View File

@@ -6,6 +6,17 @@ use crate::math::Real;
pub struct IntegrationParameters {
/// The timestep length (default: `1.0 / 60.0`)
pub dt: Real,
/// Minimum timestep size when using CCD with multiple substeps (default `1.0 / 60.0 / 100.0`)
///
/// When CCD with multiple substeps is enabled, the timestep is subdivided
/// into smaller pieces. This timestep subdivision won't generate timestep
/// lengths smaller than `min_dt`.
///
/// Setting this to a large value will reduce the opportunity to performing
/// CCD substepping, resulting in potentially more time dropped by the
/// motion-clamping mechanism. Setting this to an very small value may lead
/// to numerical instabilities.
pub min_ccd_dt: Real,
// /// If `true` and if rapier is compiled with the `parallel` feature, this will enable rayon-based multithreading (default: `true`).
// ///
@@ -195,6 +206,7 @@ impl Default for IntegrationParameters {
fn default() -> Self {
Self {
dt: 1.0 / 60.0,
min_ccd_dt: 1.0 / 60.0 / 100.0,
// multithreading_enabled: true,
return_after_ccd_substep: false,
erp: 0.2,

View File

@@ -5,7 +5,7 @@ use crate::geometry::{
use crate::math::{
AngVector, AngularInertia, Isometry, Point, Real, Rotation, Translation, Vector,
};
use crate::utils::{self, WCross, WDot};
use crate::utils::{self, WAngularInertia, WCross, WDot};
use na::ComplexField;
use num::Zero;
@@ -37,6 +37,7 @@ bitflags::bitflags! {
const ROTATION_LOCKED_Y = 1 << 2;
const ROTATION_LOCKED_Z = 1 << 3;
const CCD_ENABLED = 1 << 4;
const CCD_ACTIVE = 1 << 5;
}
}
@@ -204,12 +205,20 @@ impl RigidBody {
self.flags.contains(RigidBodyFlags::CCD_ENABLED)
}
pub(crate) fn is_moving_fast(&self, dt: Real) -> bool {
self.is_dynamic() && self.linvel.norm() * dt > self.ccd_thickness
// This is different from `is_ccd_enabled`. This checks that CCD
// is active for this rigid-body, i.e., if it was seen to move fast
// enough to justify a CCD run.
pub(crate) fn is_ccd_active(&self) -> bool {
self.flags.contains(RigidBodyFlags::CCD_ACTIVE)
}
pub(crate) fn should_resolve_ccd(&self, dt: Real) -> bool {
self.is_ccd_enabled() && self.is_moving_fast(dt)
pub(crate) fn update_ccd_active_flag(&mut self, dt: Real) {
let ccd_active = self.is_ccd_enabled() && self.is_moving_fast(dt);
self.flags.set(RigidBodyFlags::CCD_ACTIVE, ccd_active);
}
pub(crate) fn is_moving_fast(&self, dt: Real) -> bool {
self.is_dynamic() && self.linvel.norm() * dt > self.ccd_thickness
}
/// Sets the rigid-body's mass properties.
@@ -373,6 +382,19 @@ impl RigidBody {
!self.linvel.is_zero() || !self.angvel.is_zero()
}
pub(crate) fn predict_position_using_velocity_and_forces(&self, dt: Real) -> Isometry<Real> {
let dlinvel = self.force * (self.effective_inv_mass * dt);
let dangvel = self
.effective_world_inv_inertia_sqrt
.transform_vector(self.torque * dt);
let linvel = self.linvel + dlinvel;
let angvel = self.angvel + dangvel;
let com = self.position * self.mass_properties.local_com;
let shift = Translation::from(com.coords);
shift * Isometry::new(linvel * dt, angvel * dt) * shift.inverse() * self.position
}
pub(crate) fn integrate_velocity(&self, dt: Real) -> Isometry<Real> {
let com = self.position * self.mass_properties.local_com;
let shift = Translation::from(com.coords);