Fix some solver issues
- Fix the wrong codepath taken by the solver for contacts involving a collider without parent. - Properly adress the non-linear treatment of the friction direction - Simplify the sleeping strategy - Add an impulse resolution multiplier
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@@ -1,4 +1,4 @@
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use crate::data::{Arena, Coarena, ComponentSet, ComponentSetMut};
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use crate::data::{Arena, Coarena, ComponentSet, ComponentSetMut, Index};
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use crate::dynamics::joint::MultibodyLink;
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use crate::dynamics::{
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IslandManager, JointData, Multibody, MultibodyJoint, RigidBodyActivation, RigidBodyHandle,
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@@ -6,19 +6,18 @@ use crate::dynamics::{
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};
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use crate::geometry::{InteractionGraph, RigidBodyGraphIndex};
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use crate::parry::partitioning::IndexedData;
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use std::ops::Index;
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/// The unique handle of an multibody_joint added to a `MultibodyJointSet`.
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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#[repr(transparent)]
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pub struct MultibodyJointHandle(pub crate::data::arena::Index);
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pub struct MultibodyJointHandle(pub Index);
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/// The temporary index of a multibody added to a `MultibodyJointSet`.
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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#[repr(transparent)]
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pub struct MultibodyIndex(pub crate::data::arena::Index);
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pub struct MultibodyIndex(pub Index);
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impl MultibodyJointHandle {
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/// Converts this handle into its (index, generation) components.
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@@ -28,12 +27,12 @@ impl MultibodyJointHandle {
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/// Reconstructs an handle from its (index, generation) components.
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pub fn from_raw_parts(id: u32, generation: u32) -> Self {
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Self(crate::data::arena::Index::from_raw_parts(id, generation))
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Self(Index::from_raw_parts(id, generation))
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}
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/// An always-invalid rigid-body handle.
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pub fn invalid() -> Self {
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Self(crate::data::arena::Index::from_raw_parts(
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Self(Index::from_raw_parts(
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crate::INVALID_U32,
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crate::INVALID_U32,
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))
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@@ -55,6 +54,7 @@ impl IndexedData for MultibodyJointHandle {
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}
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}
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub struct MultibodyJointLink {
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pub graph_id: RigidBodyGraphIndex,
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@@ -66,7 +66,7 @@ impl Default for MultibodyJointLink {
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fn default() -> Self {
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Self {
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graph_id: RigidBodyGraphIndex::new(crate::INVALID_U32),
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multibody: MultibodyIndex(crate::data::arena::Index::from_raw_parts(
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multibody: MultibodyIndex(Index::from_raw_parts(
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crate::INVALID_U32,
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crate::INVALID_U32,
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)),
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@@ -76,6 +76,8 @@ impl Default for MultibodyJointLink {
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}
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/// A set of rigid bodies that can be handled by a physics pipeline.
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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#[derive(Clone)]
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pub struct MultibodyJointSet {
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pub(crate) multibodies: Arena<Multibody>, // NOTE: a Slab would be sufficient.
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pub(crate) rb2mb: Coarena<MultibodyJointLink>,
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@@ -316,6 +318,26 @@ impl MultibodyJointSet {
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Some((multibody, link.id))
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}
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/// Gets the joint with the given handle without a known generation.
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///
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/// This is useful when you know you want the joint at index `i` but
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/// don't know what is its current generation number. Generation numbers are
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/// used to protect from the ABA problem because the joint position `i`
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/// are recycled between two insertion and a removal.
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///
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/// Using this is discouraged in favor of `self.get(handle)` which does not
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/// suffer form the ABA problem.
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pub fn get_unknown_gen(&self, i: u32) -> Option<(&Multibody, usize, MultibodyJointHandle)> {
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let link = self.rb2mb.get_unknown_gen(i)?;
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let gen = self.rb2mb.get_gen(i)?;
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let multibody = self.multibodies.get(link.multibody.0)?;
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Some((
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multibody,
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link.id,
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MultibodyJointHandle(Index::from_raw_parts(i, gen)),
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))
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}
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/// Iterate through the handles of all the rigid-bodies attached to this rigid-body
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/// by an multibody_joint.
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pub fn attached_bodies<'a>(
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@@ -335,7 +357,7 @@ impl MultibodyJointSet {
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}
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}
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impl Index<MultibodyIndex> for MultibodyJointSet {
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impl std::ops::Index<MultibodyIndex> for MultibodyJointSet {
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type Output = Multibody;
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fn index(&self, index: MultibodyIndex) -> &Multibody {
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