Implement multibody joints and the new solver
This commit is contained in:
@@ -41,26 +41,37 @@ impl AnyVelocityConstraint {
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}
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}
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pub fn warmstart(&self, mj_lambdas: &mut [DeltaVel<Real>]) {
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pub fn remove_bias_from_rhs(&mut self) {
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match self {
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AnyVelocityConstraint::NongroupedGround(c) => c.warmstart(mj_lambdas),
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AnyVelocityConstraint::Nongrouped(c) => c.warmstart(mj_lambdas),
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AnyVelocityConstraint::Nongrouped(c) => c.remove_bias_from_rhs(),
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AnyVelocityConstraint::NongroupedGround(c) => c.remove_bias_from_rhs(),
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#[cfg(feature = "simd-is-enabled")]
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AnyVelocityConstraint::GroupedGround(c) => c.warmstart(mj_lambdas),
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AnyVelocityConstraint::Grouped(c) => c.remove_bias_from_rhs(),
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#[cfg(feature = "simd-is-enabled")]
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AnyVelocityConstraint::Grouped(c) => c.warmstart(mj_lambdas),
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AnyVelocityConstraint::Empty => unreachable!(),
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AnyVelocityConstraint::GroupedGround(c) => c.remove_bias_from_rhs(),
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AnyVelocityConstraint::Empty => {}
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}
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}
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pub fn solve(&mut self, mj_lambdas: &mut [DeltaVel<Real>]) {
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pub fn solve(
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&mut self,
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mj_lambdas: &mut [DeltaVel<Real>],
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solve_normal: bool,
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solve_friction: bool,
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) {
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match self {
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AnyVelocityConstraint::NongroupedGround(c) => c.solve(mj_lambdas),
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AnyVelocityConstraint::Nongrouped(c) => c.solve(mj_lambdas),
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AnyVelocityConstraint::NongroupedGround(c) => {
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c.solve(mj_lambdas, solve_normal, solve_friction)
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}
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AnyVelocityConstraint::Nongrouped(c) => {
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c.solve(mj_lambdas, solve_normal, solve_friction)
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}
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#[cfg(feature = "simd-is-enabled")]
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AnyVelocityConstraint::GroupedGround(c) => c.solve(mj_lambdas),
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AnyVelocityConstraint::GroupedGround(c) => {
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c.solve(mj_lambdas, solve_normal, solve_friction)
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}
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#[cfg(feature = "simd-is-enabled")]
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AnyVelocityConstraint::Grouped(c) => c.solve(mj_lambdas),
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AnyVelocityConstraint::Grouped(c) => c.solve(mj_lambdas, solve_normal, solve_friction),
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AnyVelocityConstraint::Empty => unreachable!(),
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}
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}
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@@ -83,8 +94,6 @@ pub(crate) struct VelocityConstraint {
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pub dir1: Vector<Real>, // Non-penetration force direction for the first body.
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#[cfg(feature = "dim3")]
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pub tangent1: Vector<Real>, // One of the friction force directions.
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#[cfg(feature = "dim3")]
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pub tangent_rot1: na::UnitComplex<Real>, // Orientation of the tangent basis wrt. the reference basis.
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pub im1: Real,
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pub im2: Real,
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pub limit: Real,
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@@ -118,7 +127,7 @@ impl VelocityConstraint {
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assert_eq!(manifold.data.relative_dominance, 0);
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let inv_dt = params.inv_dt();
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let velocity_based_erp_inv_dt = params.velocity_based_erp_inv_dt();
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let erp_inv_dt = params.erp_inv_dt();
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let handle1 = manifold.data.rigid_body1.unwrap();
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let handle2 = manifold.data.rigid_body2.unwrap();
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@@ -130,12 +139,11 @@ impl VelocityConstraint {
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let mj_lambda1 = ids1.active_set_offset;
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let mj_lambda2 = ids2.active_set_offset;
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let force_dir1 = -manifold.data.normal;
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let warmstart_coeff = manifold.data.warmstart_multiplier * params.warmstart_coeff;
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#[cfg(feature = "dim2")]
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let tangents1 = force_dir1.orthonormal_basis();
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#[cfg(feature = "dim3")]
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let (tangents1, tangent_rot1) =
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let tangents1 =
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super::compute_tangent_contact_directions(&force_dir1, &vels1.linvel, &vels2.linvel);
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for (_l, manifold_points) in manifold
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@@ -149,8 +157,6 @@ impl VelocityConstraint {
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dir1: force_dir1,
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#[cfg(feature = "dim3")]
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tangent1: tangents1[0],
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#[cfg(feature = "dim3")]
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tangent_rot1,
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elements: [VelocityConstraintElement::zero(); MAX_MANIFOLD_POINTS],
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im1: mprops1.effective_inv_mass,
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im2: mprops2.effective_inv_mass,
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@@ -171,7 +177,7 @@ impl VelocityConstraint {
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// avoid spurious copying.
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// Is this optimization beneficial when targeting non-WASM platforms?
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//
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// NOTE: joints have the same problem, but it is not easy to refactor the code that way
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// NOTE: impulse_joints have the same problem, but it is not easy to refactor the code that way
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// for the moment.
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#[cfg(target_arch = "wasm32")]
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let constraint = if push {
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@@ -198,7 +204,6 @@ impl VelocityConstraint {
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#[cfg(feature = "dim3")]
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{
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constraint.tangent1 = tangents1[0];
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constraint.tangent_rot1 = tangent_rot1;
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}
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constraint.im1 = mprops1.effective_inv_mass;
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constraint.im2 = mprops2.effective_inv_mass;
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@@ -218,8 +223,6 @@ impl VelocityConstraint {
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let vel1 = vels1.linvel + vels1.angvel.gcross(dp1);
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let vel2 = vels2.linvel + vels2.angvel.gcross(dp2);
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let warmstart_correction;
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constraint.limit = manifold_point.friction;
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constraint.manifold_contact_id[k] = manifold_point.contact_id;
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@@ -241,34 +244,28 @@ impl VelocityConstraint {
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let is_bouncy = manifold_point.is_bouncy() as u32 as Real;
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let is_resting = 1.0 - is_bouncy;
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let mut rhs = (1.0 + is_bouncy * manifold_point.restitution)
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let mut rhs_wo_bias = (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 *= is_bouncy + is_resting * params.velocity_solve_fraction;
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rhs += is_resting * velocity_based_erp_inv_dt * manifold_point.dist.min(0.0);
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warmstart_correction = (params.warmstart_correction_slope
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/ (rhs - manifold_point.prev_rhs).abs())
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.min(warmstart_coeff);
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rhs_wo_bias +=
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(manifold_point.dist + params.allowed_linear_error).max(0.0) * inv_dt;
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rhs_wo_bias *= is_bouncy + is_resting * params.velocity_solve_fraction;
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let rhs_bias = /* is_resting
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* */ erp_inv_dt
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* (manifold_point.dist + params.allowed_linear_error).min(0.0);
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constraint.elements[k].normal_part = VelocityConstraintNormalPart {
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gcross1,
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gcross2,
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rhs,
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impulse: manifold_point.warmstart_impulse * warmstart_correction,
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rhs: rhs_wo_bias + rhs_bias,
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rhs_wo_bias,
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impulse: 0.0,
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r,
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};
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}
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// Tangent parts.
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{
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#[cfg(feature = "dim3")]
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let impulse = tangent_rot1
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* manifold_points[k].warmstart_tangent_impulse
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* warmstart_correction;
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#[cfg(feature = "dim2")]
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let impulse =
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[manifold_points[k].warmstart_tangent_impulse * warmstart_correction];
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constraint.elements[k].tangent_part.impulse = impulse;
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constraint.elements[k].tangent_part.impulse = na::zero();
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for j in 0..DIM - 1 {
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let gcross1 = mprops1
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@@ -303,26 +300,12 @@ impl VelocityConstraint {
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}
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}
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pub fn warmstart(&self, mj_lambdas: &mut [DeltaVel<Real>]) {
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let mut mj_lambda1 = DeltaVel::zero();
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let mut mj_lambda2 = DeltaVel::zero();
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VelocityConstraintElement::warmstart_group(
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&self.elements[..self.num_contacts as usize],
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&self.dir1,
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#[cfg(feature = "dim3")]
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&self.tangent1,
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self.im1,
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self.im2,
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&mut mj_lambda1,
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&mut mj_lambda2,
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);
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mj_lambdas[self.mj_lambda1 as usize] += mj_lambda1;
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mj_lambdas[self.mj_lambda2 as usize] += mj_lambda2;
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}
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pub fn solve(&mut self, mj_lambdas: &mut [DeltaVel<Real>]) {
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pub fn solve(
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&mut self,
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mj_lambdas: &mut [DeltaVel<Real>],
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solve_normal: bool,
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solve_friction: bool,
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) {
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let mut mj_lambda1 = mj_lambdas[self.mj_lambda1 as usize];
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let mut mj_lambda2 = mj_lambdas[self.mj_lambda2 as usize];
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@@ -336,6 +319,8 @@ impl VelocityConstraint {
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self.limit,
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&mut mj_lambda1,
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&mut mj_lambda2,
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solve_normal,
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solve_friction,
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);
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mj_lambdas[self.mj_lambda1 as usize] = mj_lambda1;
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@@ -349,7 +334,6 @@ impl VelocityConstraint {
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let contact_id = self.manifold_contact_id[k];
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let active_contact = &mut manifold.points[contact_id as usize];
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active_contact.data.impulse = self.elements[k].normal_part.impulse;
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active_contact.data.rhs = self.elements[k].normal_part.rhs;
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#[cfg(feature = "dim2")]
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{
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@@ -357,12 +341,16 @@ impl VelocityConstraint {
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}
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#[cfg(feature = "dim3")]
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{
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active_contact.data.tangent_impulse = self
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.tangent_rot1
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.inverse_transform_vector(&self.elements[k].tangent_part.impulse);
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active_contact.data.tangent_impulse = self.elements[k].tangent_part.impulse;
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}
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}
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}
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pub fn remove_bias_from_rhs(&mut self) {
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for elt in &mut self.elements {
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elt.normal_part.rhs = elt.normal_part.rhs_wo_bias;
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}
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}
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}
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#[inline(always)]
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@@ -371,7 +359,7 @@ pub(crate) fn compute_tangent_contact_directions<N>(
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force_dir1: &Vector<N>,
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linvel1: &Vector<N>,
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linvel2: &Vector<N>,
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) -> ([Vector<N>; DIM - 1], na::UnitComplex<N>)
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) -> [Vector<N>; DIM - 1]
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where
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N: na::SimdRealField + Copy,
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N::Element: na::RealField + Copy,
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@@ -399,18 +387,5 @@ where
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let tangent1 = tangent_fallback.select(use_fallback, tangent_relative_linvel);
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let bitangent1 = force_dir1.cross(&tangent1);
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// Rotation such that: rot * tangent_fallback = tangent1
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// (when projected in the tangent plane.) This is needed to ensure the
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// warmstart impulse has the correct orientation. Indeed, at frame n + 1,
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// we need to reapply the same impulse as we did in frame n. However the
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// basis on which the tangent impulse is expresses may change at each frame
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// (because the the relative linvel may change direction at each frame).
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// So we need this rotation to:
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// - Project the impulse back to the "reference" basis at after friction is resolved.
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// - Project the old impulse on the new basis before the friction is resolved.
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let rot = na::UnitComplex::new_unchecked(na::Complex::new(
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tangent1.dot(&tangent_fallback),
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bitangent1.dot(&tangent_fallback),
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));
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([tangent1, bitangent1], rot)
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[tangent1, bitangent1]
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}
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