Try using solver contacts again, but in a more cache-coherent way.
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@@ -86,46 +86,31 @@ impl WVelocityGroundConstraint {
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let linvel2 = Vector::from(array![|ii| rbs2[ii].linvel; SIMD_WIDTH]);
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let angvel2 = AngVector::<SimdReal>::from(array![|ii| rbs2[ii].angvel; SIMD_WIDTH]);
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let pos1 = Isometry::from(array![|ii| rbs1[ii].position; SIMD_WIDTH]);
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let pos2 = Isometry::from(array![|ii| rbs2[ii].position; SIMD_WIDTH]);
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let delta1 = Isometry::from(
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array![|ii| if flipped[ii] { manifolds[ii].data.delta2 } else { manifolds[ii].data.delta1 }; SIMD_WIDTH],
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);
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let delta2 = Isometry::from(
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array![|ii| if flipped[ii] { manifolds[ii].data.delta1 } else { manifolds[ii].data.delta2 }; SIMD_WIDTH],
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);
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let coll_pos1 = pos1 * delta1;
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let coll_pos2 = pos2 * delta2;
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let world_com1 = Point::from(array![|ii| rbs1[ii].world_com; SIMD_WIDTH]);
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let world_com2 = Point::from(array![|ii| rbs2[ii].world_com; SIMD_WIDTH]);
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let force_dir1 = coll_pos1
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* -Vector::from(
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array![|ii| if flipped[ii] { manifolds[ii].local_n2 } else { manifolds[ii].local_n1 }; SIMD_WIDTH],
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);
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let force_dir1 = Vector::from(
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array![|ii| if flipped[ii] { manifolds[ii].data.normal } else { -manifolds[ii].data.normal }; SIMD_WIDTH],
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);
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let mj_lambda2 = array![|ii| rbs2[ii].active_set_offset; SIMD_WIDTH];
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let friction = SimdReal::from(array![|ii| manifolds[ii].data.friction; SIMD_WIDTH]);
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let restitution = SimdReal::from(array![|ii| manifolds[ii].data.restitution; SIMD_WIDTH]);
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let restitution_velocity_threshold = SimdReal::splat(params.restitution_velocity_threshold);
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let warmstart_multiplier =
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SimdReal::from(array![|ii| manifolds[ii].data.warmstart_multiplier; SIMD_WIDTH]);
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let warmstart_coeff = warmstart_multiplier * SimdReal::splat(params.warmstart_coeff);
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let num_active_contacts = manifolds[0].num_active_contacts();
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for l in (0..manifolds[0].num_active_contacts()).step_by(MAX_MANIFOLD_POINTS) {
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let manifold_points = array![|ii| &manifolds[ii].active_contacts()[l..]; SIMD_WIDTH];
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for l in (0..num_active_contacts).step_by(MAX_MANIFOLD_POINTS) {
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let manifold_points = array![|ii| &manifolds[ii].data.solver_contacts[l..num_active_contacts]; SIMD_WIDTH];
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let num_points = manifold_points[0].len().min(MAX_MANIFOLD_POINTS);
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let mut constraint = WVelocityGroundConstraint {
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dir1: force_dir1,
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elements: [WVelocityGroundConstraintElement::zero(); MAX_MANIFOLD_POINTS],
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im2,
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limit: friction,
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limit: SimdReal::splat(0.0),
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mj_lambda2,
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manifold_id,
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manifold_contact_id: l,
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@@ -133,25 +118,23 @@ impl WVelocityGroundConstraint {
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};
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for k in 0..num_points {
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let p1 = coll_pos1
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* Point::from(
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array![|ii| if flipped[ii] { manifold_points[ii][k].local_p2 } else { manifold_points[ii][k].local_p1 }; SIMD_WIDTH],
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);
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let p2 = coll_pos2
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* Point::from(
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array![|ii| if flipped[ii] { manifold_points[ii][k].local_p1 } else { manifold_points[ii][k].local_p2 }; SIMD_WIDTH],
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);
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let friction =
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SimdReal::from(array![|ii| manifold_points[ii][k].friction; SIMD_WIDTH]);
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let restitution =
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SimdReal::from(array![|ii| manifold_points[ii][k].restitution; SIMD_WIDTH]);
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let point = Point::from(array![|ii| manifold_points[ii][k].point; SIMD_WIDTH]);
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let dist = SimdReal::from(array![|ii| manifold_points[ii][k].dist; SIMD_WIDTH]);
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let impulse =
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SimdReal::from(array![|ii| manifold_points[ii][k].data.impulse; SIMD_WIDTH]);
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let dp1 = p1 - world_com1;
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let dp2 = p2 - world_com2;
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let dp1 = point - world_com1;
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let dp2 = point - world_com2;
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let vel1 = linvel1 + angvel1.gcross(dp1);
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let vel2 = linvel2 + angvel2.gcross(dp2);
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constraint.limit = friction;
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// Normal part.
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{
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let gcross2 = ii2.transform_vector(dp2.gcross(-force_dir1));
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