Start integrating salva into rapier.

This commit is contained in:
Crozet Sébastien
2020-10-12 12:31:58 +02:00
parent 3f619d81ff
commit c26c3af508
10 changed files with 318 additions and 0 deletions

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@@ -10,6 +10,8 @@ members = [ "build/rapier2d", "build/rapier_testbed2d", "examples2d", "benchmark
#nphysics2d = { path = "../nphysics/build/nphysics2d" }
#nphysics3d = { path = "../nphysics/build/nphysics3d" }
#kiss3d = { path = "../kiss3d" }
salva2d = { path = "../salva/build/salva2d" }
salva3d = { path = "../salva/build/salva3d" }
[profile.release]
#debug = true

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@@ -23,6 +23,7 @@ simd-is-enabled = [ ]
wasm-bindgen = [ "instant/wasm-bindgen" ]
serde-serialize = [ "erased-serde", "nalgebra/serde-serialize", "ncollide2d/serde-serialize", "serde", "generational-arena/serde", "bit-vec/serde", "arrayvec/serde" ]
enhanced-determinism = [ "simba/libm_force", "indexmap" ]
fluids = [ "salva2d" ]
[lib]
name = "rapier2d"
@@ -50,6 +51,7 @@ indexmap = { version = "1", features = [ "serde-1" ], optional = true }
downcast-rs = "1.2"
num-derive = "0.3"
bitflags = "1"
salva2d = { version = "0.4", optional = true }
[dev-dependencies]
bincode = "1"

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@@ -23,6 +23,7 @@ simd-is-enabled = [ ]
wasm-bindgen = [ "instant/wasm-bindgen" ]
serde-serialize = [ "erased-serde", "nalgebra/serde-serialize", "ncollide3d/serde-serialize", "serde", "generational-arena/serde", "bit-vec/serde" ]
enhanced-determinism = [ "simba/libm_force", "indexmap" ]
fluids = [ "salva3d" ]
[lib]
name = "rapier3d"
@@ -50,6 +51,7 @@ indexmap = { version = "1", features = [ "serde-1" ], optional = true }
downcast-rs = "1.2"
num-derive = "0.3"
bitflags = "1"
salva3d = { version = "0.4", optional = true }
[dev-dependencies]
bincode = "1"

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@@ -10,6 +10,7 @@ simd-stable = [ "rapier2d/simd-stable" ]
simd-nightly = [ "rapier2d/simd-nightly" ]
other-backends = [ "rapier_testbed2d/other-backends" ]
enhanced-determinism = [ "rapier2d/enhanced-determinism" ]
fluids = [ "rapier2d/fluids" ]
[dependencies]
rand = "0.7"

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@@ -10,6 +10,7 @@ simd-stable = [ "rapier3d/simd-stable" ]
simd-nightly = [ "rapier3d/simd-nightly" ]
other-backends = [ "rapier_testbed3d/other-backends" ]
enhanced-determinism = [ "rapier3d/enhanced-determinism" ]
fluids = [ "rapier3d/fluids" ]
[dependencies]
rand = "0.7"

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@@ -17,6 +17,9 @@ pub(crate) use self::solver::IslandSolver;
#[cfg(feature = "parallel")]
pub(crate) use self::solver::ParallelIslandSolver;
#[cfg(feature = "fluids")]
pub use salva::object::{Boundary, BoundaryHandle, BoundarySet, Fluid, FluidHandle, FluidSet};
mod integration_parameters;
mod joint;
mod mass_properties;

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@@ -370,6 +370,12 @@ impl RigidBody {
self.apply_impulse(impulse, wake_up);
self.apply_torque_impulse(torque_impulse, wake_up);
}
/// The velocity of the given world-space point on this rigid-body.
pub fn velocity_at_point(&self, point: &Point<f32>) -> Vector<f32> {
let dpt = point - self.world_com;
self.linvel + self.angvel.gcross(dpt)
}
}
/// A builder for rigid-bodies.

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@@ -16,6 +16,10 @@ pub extern crate nalgebra as na;
pub extern crate ncollide2d as ncollide;
#[cfg(feature = "dim3")]
pub extern crate ncollide3d as ncollide;
#[cfg(feature = "dim2")]
pub extern crate salva2d as salva;
#[cfg(feature = "dim3")]
pub extern crate salva3d as salva;
#[cfg(feature = "serde")]
#[macro_use]
extern crate serde;

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@@ -0,0 +1,293 @@
use crate::approx::AbsDiffEq;
use crate::dynamics::RigidBodySet;
use crate::geometry::{ColliderHandle, ColliderSet};
use crate::math::{Point, Vector};
use crate::salva::solver::DFSPHSolver;
use crate::salva::LiquidWorld;
use na::{RealField, Unit};
use ncollide::bounding_volume::BoundingVolume;
use ncollide::query::PointQuery;
use ncollide::shape::FeatureId;
use salva::coupling::CouplingManager;
use salva::geometry::{HGrid, HGridEntry};
use salva::object::{BoundaryHandle, BoundarySet, Fluid};
use salva::TimestepManager;
use std::collections::HashMap;
use std::sync::RwLock;
/// Pipeline for particle-based fluid simulation.
pub struct FluidsPipeline {
liquid_world: LiquidWorld,
coupling: ColliderCouplingSet,
}
impl FluidsPipeline {
/// Initialize a new pipeline for fluids simulation.
///
/// # Parameters
///
/// - `particle_radius`: the radius of every particle for the fluid simulation.
/// - `smoothing_factor`: the smoothing factor used to compute the SPH kernel radius.
/// The kernel radius will be computed as `particle_radius * smoothing_factor * 2.0.
pub fn new(particle_radius: f32, smoothing_factor: f32) -> Self {
let dfsph: DFSPHSolver = DFSPHSolver::new();
Self {
liquid_world: LiquidWorld::new(dfsph, particle_radius, smoothing_factor),
coupling: ColliderCouplingSet::new(),
}
}
/// Advances the fluid simulation by `dt` milliseconds.
///
/// All the fluid particles will be affected by an acceleration equal to `gravity`.
/// This `step` function may apply forces to some rigid-bodies that interact with fluids.
/// However, it will not integrate these forces. Use the `PhysicsPipeline` for this integration.
pub fn step(
&mut self,
gravity: &Vector<f32>,
dt: f32,
colliders: &ColliderSet,
bodies: &mut RigidBodySet,
) {
self.liquid_world.step_with_coupling(
dt,
gravity,
&mut self.coupling.as_manager_mut(colliders, bodies),
)
}
}
/// The way a collider is coupled to a boundary object.
pub enum ParticleSampling {
/// The collider shape is approximated with the given sample points in local-space.
///
/// It is recommended that those points are separated by a distance smaller or equal to twice
/// the particle radius used to initialize the LiquidWorld.
StaticSampling(Vec<Point<f32>>),
/// The collider shape is approximated by a dynamic set of points automatically computed based on contacts with fluid particles.
DynamicContactSampling,
}
struct ColliderCouplingEntry {
coupling_method: ParticleSampling,
boundary: BoundaryHandle,
features: Vec<FeatureId>,
}
/// Structure managing all the coupling between colliders from rapier with boundaries and fluids from salva.
pub struct ColliderCouplingSet {
entries: HashMap<ColliderHandle, ColliderCouplingEntry>,
}
impl ColliderCouplingSet {
/// Create a new collider coupling manager.
pub fn new() -> Self {
Self {
entries: HashMap::new(),
}
}
/// Register a coupling between a boundary and a collider.
/// There can be only up to one coupling between a collider and a boundary object. If a coupling
/// already exists for this collider when calling this function, the handle of the previously coupled
/// boundary is returned.
pub fn register_coupling(
&mut self,
boundary: BoundaryHandle,
collider: ColliderHandle,
coupling_method: ParticleSampling,
) -> Option<BoundaryHandle> {
let old = self.entries.insert(
collider,
ColliderCouplingEntry {
coupling_method,
boundary,
features: Vec::new(),
},
);
old.map(|e| e.boundary)
}
/// Unregister a coupling between a boundary and a collider.
/// Note that this does not remove the boundary itself from the liquid world.
/// Returns the handle of the boundary this collider was coupled with.
pub fn unregister_coupling(&mut self, collider: ColliderHandle) -> Option<BoundaryHandle> {
let deleted = self.entries.remove(&collider);
deleted.map(|e| e.boundary)
}
/// Use this collider coupling set as a coupling manager.
pub fn as_manager_mut<'a>(
&'a mut self,
colliders: &'a ColliderSet,
bodies: &'a mut RigidBodySet,
) -> ColliderCouplingManager {
ColliderCouplingManager {
coupling: self,
colliders,
bodies,
}
}
}
/// A manager for coupling colliders from rapier2d/rapier3D with the boundary
/// objects from salva.
pub struct ColliderCouplingManager<'a> {
coupling: &'a mut ColliderCouplingSet,
colliders: &'a ColliderSet,
bodies: &'a mut RigidBodySet,
}
impl<'a> CouplingManager for ColliderCouplingManager<'a> {
fn update_boundaries(
&mut self,
timestep: &TimestepManager,
h: f32,
particle_radius: f32,
hgrid: &HGrid<HGridEntry>,
fluids: &mut [Fluid],
boundaries: &mut BoundarySet,
) {
for (collider, coupling) in &mut self.coupling.entries {
if let (Some(collider), Some(boundary)) = (
self.colliders.get(*collider),
boundaries.get_mut(coupling.boundary),
) {
// Update the boundary's ability to receive forces.
let body = self.bodies.get(collider.parent());
if let Some(body) = body {
if !body.is_dynamic() {
boundary.forces = None;
} else {
boundary.forces = Some(RwLock::new(Vec::new()));
boundary.clear_forces(true);
}
}
// Update positions and velocities.
boundary.positions.clear();
boundary.velocities.clear();
boundary.volumes.clear();
coupling.features.clear();
match &coupling.coupling_method {
ParticleSampling::StaticSampling(points) => {
for pt in points {
boundary.positions.push(collider.position() * pt);
// FIXME: how do we get the point-velocity of deformable bodies correctly?
let velocity = body.map(|b| b.velocity_at_point(pt));
boundary
.velocities
.push(velocity.unwrap_or(Vector::zeros()));
}
boundary.volumes.resize(points.len(), na::zero::<f32>());
}
ParticleSampling::DynamicContactSampling => {
let prediction = h * na::convert::<_, f32>(0.5);
let margin = particle_radius * na::convert::<_, f32>(0.1);
let collider_pos = collider.position();
let aabb = collider
.shape()
.compute_aabb(&collider_pos)
.loosened(h + prediction);
for particle in hgrid
.cells_intersecting_aabb(&aabb.mins, &aabb.maxs)
.flat_map(|e| e.1)
{
match particle {
HGridEntry::FluidParticle(fluid_id, particle_id) => {
let fluid = &mut fluids[*fluid_id];
let particle_pos = fluid.positions[*particle_id]
+ fluid.velocities[*particle_id] * timestep.dt();
if aabb.contains_local_point(&particle_pos) {
let (proj, feature) =
collider.shape().project_point_with_feature(
&collider_pos,
&particle_pos,
);
let dpt = particle_pos - proj.point;
if let Some((normal, depth)) =
Unit::try_new_and_get(dpt, f32::default_epsilon())
{
if proj.is_inside {
fluid.positions[*particle_id] -=
*normal * (depth + margin);
let vel_err =
normal.dot(&fluid.velocities[*particle_id]);
if vel_err > na::zero::<f32>() {
fluid.velocities[*particle_id] -=
*normal * vel_err;
}
} else if depth > h + prediction {
continue;
}
}
let velocity =
body.map(|b| b.velocity_at_point(&proj.point));
boundary
.velocities
.push(velocity.unwrap_or(Vector::zeros()));
boundary.positions.push(proj.point);
boundary.volumes.push(na::zero::<f32>());
coupling.features.push(feature);
}
}
HGridEntry::BoundaryParticle(..) => {
// Not yet implemented.
}
}
}
}
}
boundary.clear_forces(true);
}
}
}
fn transmit_forces(&mut self, boundaries: &BoundarySet) {
for (collider, coupling) in &self.coupling.entries {
if let (Some(collider), Some(boundary)) = (
self.colliders.get(*collider),
boundaries.get(coupling.boundary),
) {
if boundary.positions.is_empty() {
continue;
}
if let Some(forces) = &boundary.forces {
let forces = forces.read().unwrap();
if let Some(mut body) = self.bodies.get_mut(collider.parent) {
for (pos, force) in boundary.positions.iter().zip(forces.iter().cloned()) {
// FIXME: how do we deal with large density ratio?
// Is it only an issue with PBF?
// The following commented code was an attempt to limit the force applied
// to the bodies in order to avoid large forces.
//
// let ratio = na::convert::<_, f32>(3.0)
// * body.part(body_part.1).unwrap().inertia().mass();
//
// if ratio < na::convert::<_, f32>(1.0) {
// force *= ratio;
// }
body.apply_force_at_point(force, *pos)
}
}
}
}
}
}
}

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@@ -2,10 +2,14 @@
pub use collision_pipeline::CollisionPipeline;
pub use event_handler::{ChannelEventCollector, EventHandler};
#[cfg(feature = "fluids")]
pub use fluids_pipeline::FluidsPipeline;
pub use physics_pipeline::PhysicsPipeline;
pub use query_pipeline::QueryPipeline;
mod collision_pipeline;
mod event_handler;
#[cfg(feature = "fluids")]
mod fluids_pipeline;
mod physics_pipeline;
mod query_pipeline;