Mass properties: add a max number of iterations for the local-frame rotation computation.
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@@ -1,4 +1,4 @@
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use na::{Point3, Vector3};
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use na::Point3;
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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use rapier_testbed3d::Testbed;
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@@ -28,33 +28,35 @@ pub fn init_world(testbed: &mut Testbed) {
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* Create the cubes
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* Create the cubes
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*/
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*/
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let num = 8;
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let num = 8;
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let rad = 1.0;
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let rad = 0.2;
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let shift = rad * 2.0 + rad;
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let shift = rad * 4.0 + rad;
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let centerx = shift * (num / 2) as f32;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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let centerz = shift * (num / 2) as f32;
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..47 {
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for j in 0usize..25 {
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for i in 0..num {
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for i in 0..num {
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for k in 0usize..num {
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for k in 0usize..num {
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let x = i as f32 * shift - centerx + offset;
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let x = i as f32 * shift * 5.0 - centerx + offset;
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let y = j as f32 * (shift * 2.0) + centery + 3.0;
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let y = j as f32 * (shift * 5.0) + centery + 3.0;
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let z = k as f32 * shift - centerz + offset;
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let z = k as f32 * shift * 2.0 - centerz + offset;
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// Build the rigid body.
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let handle = bodies.insert(rigid_body);
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let handle = bodies.insert(rigid_body);
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let collider1 = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
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let collider1 = ColliderBuilder::cuboid(rad * 10.0, rad, rad).build();
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let collider2 = ColliderBuilder::cuboid(rad, rad, rad)
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let collider2 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(0.0, -rad * 3.0, 0.0)
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.translation(rad * 10.0, rad * 10.0, 0.0)
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.rotation(Vector3::x() * 0.5)
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.build();
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.density(1.0)
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let collider3 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(-rad * 10.0, rad * 10.0, 0.0)
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.build();
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.build();
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colliders.insert(collider1, handle, &mut bodies);
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colliders.insert(collider1, handle, &mut bodies);
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colliders.insert(collider2, handle, &mut bodies);
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colliders.insert(collider2, handle, &mut bodies);
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colliders.insert(collider3, handle, &mut bodies);
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}
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}
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}
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}
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@@ -209,7 +209,8 @@ impl Sub<MassProperties> for MassProperties {
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let i2 = other.construct_shifted_inertia_matrix(local_com - other.local_com);
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let i2 = other.construct_shifted_inertia_matrix(local_com - other.local_com);
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let inertia = i1 - i2;
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let inertia = i1 - i2;
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let eigen = inertia.symmetric_eigen();
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let eigen = inertia.symmetric_eigen();
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let principal_inertia_local_frame = Rotation::from_matrix(&eigen.eigenvectors);
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let principal_inertia_local_frame =
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Rotation::from_matrix_eps(&eigen.eigenvectors, 1.0e-6, 10, na::one());
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let principal_inertia = eigen.eigenvalues;
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let principal_inertia = eigen.eigenvalues;
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// NOTE: we drop the negative eigenvalues that may result from subtraction rounding errors.
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// NOTE: we drop the negative eigenvalues that may result from subtraction rounding errors.
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let inv_principal_inertia_sqrt = principal_inertia.map(|e| utils::inv(e.max(0.0).sqrt()));
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let inv_principal_inertia_sqrt = principal_inertia.map(|e| utils::inv(e.max(0.0).sqrt()));
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@@ -272,7 +273,8 @@ impl Add<MassProperties> for MassProperties {
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let i2 = other.construct_shifted_inertia_matrix(local_com - other.local_com);
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let i2 = other.construct_shifted_inertia_matrix(local_com - other.local_com);
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let inertia = i1 + i2;
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let inertia = i1 + i2;
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let eigen = inertia.symmetric_eigen();
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let eigen = inertia.symmetric_eigen();
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let principal_inertia_local_frame = Rotation::from_matrix(&eigen.eigenvectors);
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let principal_inertia_local_frame =
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Rotation::from_matrix_eps(&eigen.eigenvectors, 1.0e-6, 10, na::one());
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let principal_inertia = eigen.eigenvalues;
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let principal_inertia = eigen.eigenvalues;
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let inv_principal_inertia_sqrt = principal_inertia.map(|e| utils::inv(e.sqrt()));
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let inv_principal_inertia_sqrt = principal_inertia.map(|e| utils::inv(e.sqrt()));
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@@ -228,7 +228,7 @@ impl PhysxWorld {
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// Update mass properties.
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// Update mass properties.
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for (rapier_handle, physx_handle) in rapier2physx.iter() {
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for (rapier_handle, physx_handle) in rapier2physx.iter() {
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let rb = &bodies[*rapier_handle];
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let rb = &bodies[*rapier_handle];
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if let Some(mut ra) = scene.get_dynamic_mut(*physx_handle) {
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if let Some(rp) = scene.get_dynamic_mut(*physx_handle) {
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let densities: Vec<_> = rb
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let densities: Vec<_> = rb
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.colliders()
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.colliders()
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.iter()
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.iter()
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@@ -237,7 +237,7 @@ impl PhysxWorld {
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unsafe {
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unsafe {
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physx_sys::PxRigidBodyExt_updateMassAndInertia_mut(
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physx_sys::PxRigidBodyExt_updateMassAndInertia_mut(
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ra.as_ptr_mut().ptr as *mut physx_sys::PxRigidBody,
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rp.as_ptr_mut().ptr as *mut physx_sys::PxRigidBody,
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densities.as_ptr(),
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densities.as_ptr(),
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densities.len() as u32,
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densities.len() as u32,
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std::ptr::null(),
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std::ptr::null(),
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