Add contact force events generated above a user-defined threshold

This commit is contained in:
Sébastien Crozet
2022-06-24 19:00:34 +02:00
parent d6b6189861
commit c9d8277377
8 changed files with 255 additions and 51 deletions

View File

@@ -1,5 +1,6 @@
use crate::dynamics::RigidBodySet;
use crate::geometry::{ColliderSet, CollisionEvent, ContactPair};
use crate::geometry::{ColliderSet, CollisionEvent, CollisionForceEvent, ContactPair};
use crate::math::Real;
use crossbeam::channel::Sender;
bitflags::bitflags! {
@@ -25,6 +26,8 @@ pub trait EventHandler: Send + Sync {
/// Handle a collision event.
///
/// A collision event is emitted when the state of intersection between two colliders changes.
/// At least one of the involved colliders must have the `ActiveEvents::COLLISION_EVENTS` flag
/// set.
///
/// # Parameters
/// * `event` - The collision event.
@@ -40,6 +43,26 @@ pub trait EventHandler: Send + Sync {
event: CollisionEvent,
contact_pair: Option<&ContactPair>,
);
/// Handle a force event.
///
/// A force event is generated whenever the total force magnitude applied between two
/// colliders is `> Collider::contact_force_event_threshold` value of any of these
/// colliders.
///
/// The "total force magnitude" here means "the sum of the magnitudes of the forces applied at
/// all the contact points in a contact pair". Therefore, if the contact pair involves two
/// forces `{0.0, 1.0, 0.0}` and `{0.0, -1.0, 0.0}`, then the total force magnitude tested
/// against the `contact_force_event_threshold` is `2.0` even if the sum of these forces is actually the
/// zero vector.
fn handle_contact_force_event(
&self,
dt: Real,
bodies: &RigidBodySet,
colliders: &ColliderSet,
contact_pair: &ContactPair,
total_force_magnitude: Real,
);
}
impl EventHandler for () {
@@ -51,17 +74,34 @@ impl EventHandler for () {
_contact_pair: Option<&ContactPair>,
) {
}
fn handle_contact_force_event(
&self,
_dt: Real,
_bodies: &RigidBodySet,
_colliders: &ColliderSet,
_contact_pair: &ContactPair,
_total_force_magnitude: Real,
) {
}
}
/// A collision event handler that collects events into a crossbeam channel.
pub struct ChannelEventCollector {
event_sender: Sender<CollisionEvent>,
collision_event_sender: Sender<CollisionEvent>,
contact_force_event_sender: Sender<CollisionForceEvent>,
}
impl ChannelEventCollector {
/// Initialize a new collision event handler from crossbeam channel senders.
pub fn new(event_sender: Sender<CollisionEvent>) -> Self {
Self { event_sender }
pub fn new(
collision_event_sender: Sender<CollisionEvent>,
contact_force_event_sender: Sender<CollisionForceEvent>,
) -> Self {
Self {
collision_event_sender,
contact_force_event_sender,
}
}
}
@@ -73,6 +113,47 @@ impl EventHandler for ChannelEventCollector {
event: CollisionEvent,
_: Option<&ContactPair>,
) {
let _ = self.event_sender.send(event);
let _ = self.collision_event_sender.send(event);
}
fn handle_contact_force_event(
&self,
dt: Real,
_bodies: &RigidBodySet,
_colliders: &ColliderSet,
contact_pair: &ContactPair,
total_force_magnitude: Real,
) {
let mut result = CollisionForceEvent {
collider1: contact_pair.collider1,
collider2: contact_pair.collider2,
total_force_magnitude,
..CollisionForceEvent::default()
};
for m in &contact_pair.manifolds {
let mut total_manifold_impulse = 0.0;
for pt in m.contacts() {
total_manifold_impulse += pt.data.impulse;
if pt.data.impulse > result.max_force_magnitude {
result.max_force_magnitude = pt.data.impulse;
result.max_force_direction = m.data.normal;
}
}
result.total_force += m.data.normal * total_manifold_impulse;
}
let inv_dt = crate::utils::inv(dt);
// NOTE: convert impulses to forces. Note that we
// dont need to convert the `total_force_magnitude`
// because its an input of this function already
// assumed to be a force instead of an impulse.
result.total_force *= inv_dt;
result.max_force_direction *= inv_dt;
result.max_force_magnitude *= inv_dt;
let _ = self.contact_force_event_sender.send(result);
}
}

View File

@@ -11,10 +11,10 @@ use crate::dynamics::{
use crate::dynamics::{JointGraphEdge, ParallelIslandSolver as IslandSolver};
use crate::geometry::{
BroadPhase, BroadPhasePairEvent, ColliderChanges, ColliderHandle, ColliderPair,
ContactManifoldIndex, NarrowPhase,
ContactManifoldIndex, NarrowPhase, TemporaryInteractionIndex,
};
use crate::math::{Real, Vector};
use crate::pipeline::{EventHandler, PhysicsHooks};
use crate::pipeline::{ActiveEvents, EventHandler, PhysicsHooks};
use {crate::dynamics::RigidBodySet, crate::geometry::ColliderSet};
/// The physics pipeline, responsible for stepping the whole physics simulation.
@@ -31,6 +31,7 @@ use {crate::dynamics::RigidBodySet, crate::geometry::ColliderSet};
pub struct PhysicsPipeline {
/// Counters used for benchmarking only.
pub counters: Counters,
contact_pair_indices: Vec<TemporaryInteractionIndex>,
manifold_indices: Vec<Vec<ContactManifoldIndex>>,
joint_constraint_indices: Vec<Vec<ContactManifoldIndex>>,
broadphase_collider_pairs: Vec<ColliderPair>,
@@ -55,11 +56,12 @@ impl PhysicsPipeline {
pub fn new() -> PhysicsPipeline {
PhysicsPipeline {
counters: Counters::new(true),
solvers: Vec::new(),
manifold_indices: Vec::new(),
joint_constraint_indices: Vec::new(),
broadphase_collider_pairs: Vec::new(),
broad_phase_events: Vec::new(),
solvers: vec![],
contact_pair_indices: vec![],
manifold_indices: vec![],
joint_constraint_indices: vec![],
broadphase_collider_pairs: vec![],
broad_phase_events: vec![],
}
}
@@ -148,6 +150,7 @@ impl PhysicsPipeline {
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
events: &dyn EventHandler,
) {
self.counters.stages.island_construction_time.resume();
islands.update_active_set_with_contacts(
@@ -175,6 +178,7 @@ impl PhysicsPipeline {
narrow_phase.select_active_contacts(
islands,
bodies,
&mut self.contact_pair_indices,
&mut manifolds,
&mut self.manifold_indices,
);
@@ -275,6 +279,34 @@ impl PhysicsPipeline {
});
});
}
// Generate contact force events if needed.
let inv_dt = crate::utils::inv(integration_parameters.dt);
for pair_id in self.contact_pair_indices.drain(..) {
let pair = narrow_phase.contact_pair_at_index(pair_id);
let co1 = &colliders[pair.collider1];
let co2 = &colliders[pair.collider2];
let threshold = co1
.contact_force_event_threshold
.min(co2.contact_force_event_threshold);
if threshold < Real::MAX {
let total_magnitude = pair.total_impulse_magnitude() * inv_dt;
// NOTE: the strict inequality is important here, so we dont
// trigger an event if the force is 0.0 and the threshold is 0.0.
if total_magnitude > threshold {
events.handle_contact_force_event(
integration_parameters.dt,
bodies,
colliders,
pair,
total_magnitude,
);
}
}
}
self.counters.stages.solver_time.pause();
}
@@ -507,6 +539,7 @@ impl PhysicsPipeline {
colliders,
impulse_joints,
multibody_joints,
events,
);
// If CCD is enabled, execute the CCD motion clamping.