Fix the narrow pismatic velocity constraint

This commit is contained in:
Emil Ernerfeldt
2021-02-23 17:03:32 +01:00
parent 59796e4767
commit 4ee09a8bc9

View File

@@ -49,9 +49,13 @@ pub(crate) struct PrismaticVelocityConstraint {
motor_max_impulse: Real, motor_max_impulse: Real,
limits_impulse: Real, limits_impulse: Real,
limits_forcedirs: Option<(Vector<Real>, Vector<Real>)>, /// World-coordinate direction of the limit force on rb2.
/// The force direction on rb1 is opposite (Newton's third law)..
limits_forcedir2: Vector<Real>,
limits_rhs: Real, limits_rhs: Real,
limits_inv_lhs: Real, limits_inv_lhs: Option<Real>,
/// min/max applied impulse due to limits
limits_impulse_limits: (Real, Real),
#[cfg(feature = "dim2")] #[cfg(feature = "dim2")]
basis1: Vector2<Real>, basis1: Vector2<Real>,
@@ -152,17 +156,12 @@ impl PrismaticVelocityConstraint {
let velocity_based_erp_inv_dt = params.velocity_based_erp_inv_dt(); let velocity_based_erp_inv_dt = params.velocity_based_erp_inv_dt();
if velocity_based_erp_inv_dt != 0.0 { if velocity_based_erp_inv_dt != 0.0 {
let dpos = anchor2 - anchor1; let dpos = anchor2 - anchor1;
let limit_err = dpos.dot(&axis1); let linear_err = basis1.tr_mul(&dpos);
let mut linear_err = dpos - *axis1 * limit_err;
let frame1 = rb1.position * joint.local_frame1(); let frame1 = rb1.position * joint.local_frame1();
let frame2 = rb2.position * joint.local_frame2(); let frame2 = rb2.position * joint.local_frame2();
let ang_err = frame2.rotation * frame1.rotation.inverse(); let ang_err = frame2.rotation * frame1.rotation.inverse();
let (min_limit, max_limit) = (joint.limits[0], joint.limits[1]);
linear_err +=
*axis1 * ((limit_err - max_limit).max(0.0) - (min_limit - limit_err).max(0.0));
#[cfg(feature = "dim2")] #[cfg(feature = "dim2")]
{ {
rhs += Vector2::new(linear_err.x, ang_err.angle()) * velocity_based_erp_inv_dt; rhs += Vector2::new(linear_err.x, ang_err.angle()) * velocity_based_erp_inv_dt;
@@ -211,35 +210,48 @@ impl PrismaticVelocityConstraint {
/* /*
* Setup limit constraint. * Setup limit constraint.
*/ */
let mut limits_forcedirs = None; let limits_forcedir2 = axis2.into_inner(); // hopefully axis1 is colinear with axis2
let mut limits_rhs = 0.0; let mut limits_rhs = 0.0;
let mut limits_impulse = 0.0; let mut limits_impulse = 0.0;
let mut limits_inv_lhs = 0.0; let mut limits_inv_lhs = None;
let mut limits_impulse_limits = (0.0, 0.0);
if joint.limits_enabled { if joint.limits_enabled {
let danchor = anchor2 - anchor1; let danchor = anchor2 - anchor1;
let dist = danchor.dot(&axis1); let dist = danchor.dot(&axis1);
// TODO: we should allow both limits to be active at // TODO: we should allow predictive constraint activation.
// the same time, and allow predictive constraint activation.
if dist < joint.limits[0] { let (min_limit, max_limit) = (joint.limits[0], joint.limits[1]);
limits_forcedirs = Some((-axis1.into_inner(), axis2.into_inner())); let below_min = dist < min_limit;
limits_rhs = anchor_linvel2.dot(&axis2) - anchor_linvel1.dot(&axis1); let above_max = max_limit < dist;
limits_impulse = joint.limits_impulse;
} else if dist > joint.limits[1] { if below_min {
limits_forcedirs = Some((axis1.into_inner(), -axis2.into_inner())); limits_impulse_limits.1 = Real::INFINITY;
limits_rhs = -anchor_linvel2.dot(&axis2) + anchor_linvel1.dot(&axis1); }
limits_impulse = joint.limits_impulse; if above_max {
limits_impulse_limits.0 = -Real::INFINITY;
} }
if dist < joint.limits[0] || dist > joint.limits[1] { if below_min || above_max {
limits_impulse = joint
.limits_impulse
.max(limits_impulse_limits.0)
.min(limits_impulse_limits.1);
limits_rhs = (anchor_linvel2.dot(&axis2) - anchor_linvel1.dot(&axis1))
* params.velocity_solve_fraction;
limits_rhs += velocity_based_erp_inv_dt
* ((dist - max_limit).max(0.0) - (min_limit - dist).max(0.0));
let gcross1 = r1.gcross(*axis1); let gcross1 = r1.gcross(*axis1);
let gcross2 = r2.gcross(*axis2); let gcross2 = r2.gcross(*axis2);
limits_inv_lhs = crate::utils::inv( limits_inv_lhs = Some(crate::utils::inv(
im1 + im2 im1 + im2
+ gcross1.gdot(ii1.transform_vector(gcross1)) + gcross1.gdot(ii1.transform_vector(gcross1))
+ gcross2.gdot(ii2.transform_vector(gcross2)), + gcross2.gdot(ii2.transform_vector(gcross2)),
); ));
} }
} }
@@ -253,9 +265,10 @@ impl PrismaticVelocityConstraint {
ii2_sqrt: rb2.effective_world_inv_inertia_sqrt, ii2_sqrt: rb2.effective_world_inv_inertia_sqrt,
impulse: joint.impulse * params.warmstart_coeff, impulse: joint.impulse * params.warmstart_coeff,
limits_impulse: limits_impulse * params.warmstart_coeff, limits_impulse: limits_impulse * params.warmstart_coeff,
limits_forcedirs, limits_forcedir2,
limits_rhs, limits_rhs,
limits_inv_lhs, limits_inv_lhs,
limits_impulse_limits,
motor_rhs, motor_rhs,
motor_inv_lhs, motor_inv_lhs,
motor_impulse, motor_impulse,
@@ -295,10 +308,11 @@ impl PrismaticVelocityConstraint {
mj_lambda2.linear -= self.motor_axis2 * (self.im2 * self.motor_impulse); mj_lambda2.linear -= self.motor_axis2 * (self.im2 * self.motor_impulse);
// Warmstart limits. // Warmstart limits.
if let Some((limits_forcedir1, limits_forcedir2)) = self.limits_forcedirs { if self.limits_inv_lhs.is_some() {
let limits_forcedir1 = -self.limits_forcedir2;
let limits_forcedir2 = self.limits_forcedir2;
let limit_impulse1 = limits_forcedir1 * self.limits_impulse; let limit_impulse1 = limits_forcedir1 * self.limits_impulse;
let limit_impulse2 = limits_forcedir2 * self.limits_impulse; let limit_impulse2 = limits_forcedir2 * self.limits_impulse;
mj_lambda1.linear += self.im1 * limit_impulse1; mj_lambda1.linear += self.im1 * limit_impulse1;
mj_lambda1.angular += self mj_lambda1.angular += self
.ii1_sqrt .ii1_sqrt
@@ -345,14 +359,19 @@ impl PrismaticVelocityConstraint {
} }
fn solve_limits(&mut self, mj_lambda1: &mut DeltaVel<Real>, mj_lambda2: &mut DeltaVel<Real>) { fn solve_limits(&mut self, mj_lambda1: &mut DeltaVel<Real>, mj_lambda2: &mut DeltaVel<Real>) {
if let Some((limits_forcedir1, limits_forcedir2)) = self.limits_forcedirs { if let Some(limits_inv_lhs) = self.limits_inv_lhs {
let limits_forcedir1 = -self.limits_forcedir2;
let limits_forcedir2 = self.limits_forcedir2;
let ang_vel1 = self.ii1_sqrt.transform_vector(mj_lambda1.angular); let ang_vel1 = self.ii1_sqrt.transform_vector(mj_lambda1.angular);
let ang_vel2 = self.ii2_sqrt.transform_vector(mj_lambda2.angular); let ang_vel2 = self.ii2_sqrt.transform_vector(mj_lambda2.angular);
let lin_dvel = limits_forcedir2.dot(&(mj_lambda2.linear + ang_vel2.gcross(self.r2))) let lin_dvel = limits_forcedir2.dot(&(mj_lambda2.linear + ang_vel2.gcross(self.r2)))
+ limits_forcedir1.dot(&(mj_lambda1.linear + ang_vel1.gcross(self.r1))) + limits_forcedir1.dot(&(mj_lambda1.linear + ang_vel1.gcross(self.r1)))
+ self.limits_rhs; + self.limits_rhs;
let new_impulse = (self.limits_impulse - lin_dvel * self.limits_inv_lhs).max(0.0); let new_impulse = (self.limits_impulse - lin_dvel * limits_inv_lhs)
.max(self.limits_impulse_limits.0)
.min(self.limits_impulse_limits.1);
let dimpulse = new_impulse - self.limits_impulse; let dimpulse = new_impulse - self.limits_impulse;
self.limits_impulse = new_impulse; self.limits_impulse = new_impulse;
@@ -428,8 +447,11 @@ pub(crate) struct PrismaticVelocityGroundConstraint {
#[cfg(feature = "dim3")] #[cfg(feature = "dim3")]
impulse: Vector5<Real>, impulse: Vector5<Real>,
limits_forcedir2: Vector<Real>,
limits_impulse: Real, limits_impulse: Real,
limits_rhs: Real, limits_rhs: Real,
/// min/max applied impulse due to limits
limits_impulse_limits: (Real, Real),
axis2: Vector<Real>, axis2: Vector<Real>,
motor_impulse: Real, motor_impulse: Real,
@@ -441,7 +463,6 @@ pub(crate) struct PrismaticVelocityGroundConstraint {
basis1: Vector2<Real>, basis1: Vector2<Real>,
#[cfg(feature = "dim3")] #[cfg(feature = "dim3")]
basis1: Matrix3x2<Real>, basis1: Matrix3x2<Real>,
limits_forcedir2: Option<Vector<Real>>,
im2: Real, im2: Real,
ii2_sqrt: AngularInertia<Real>, ii2_sqrt: AngularInertia<Real>,
@@ -578,15 +599,9 @@ impl PrismaticVelocityGroundConstraint {
} }
let dpos = anchor2 - anchor1; let dpos = anchor2 - anchor1;
let limit_err = dpos.dot(&axis1); let linear_err = basis1.tr_mul(&dpos);
let mut linear_err = dpos - *axis1 * limit_err;
let ang_err = frame2.rotation * frame1.rotation.inverse(); let ang_err = frame2.rotation * frame1.rotation.inverse();
let (min_limit, max_limit) = (joint.limits[0], joint.limits[1]);
linear_err +=
*axis1 * ((limit_err - max_limit).max(0.0) - (min_limit - limit_err).max(0.0));
#[cfg(feature = "dim2")] #[cfg(feature = "dim2")]
{ {
rhs += Vector2::new(linear_err.x, ang_err.angle()) * velocity_based_erp_inv_dt; rhs += Vector2::new(linear_err.x, ang_err.angle()) * velocity_based_erp_inv_dt;
@@ -635,25 +650,39 @@ impl PrismaticVelocityGroundConstraint {
/* /*
* Setup limit constraint. * Setup limit constraint.
*/ */
let mut limits_forcedir2 = None; let limits_forcedir2 = axis2.into_inner();
let mut limits_rhs = 0.0; let mut limits_rhs = 0.0;
let mut limits_impulse = 0.0; let mut limits_impulse = 0.0;
let mut limits_impulse_limits = (0.0, 0.0);
if joint.limits_enabled { if joint.limits_enabled {
let danchor = anchor2 - anchor1; let danchor = anchor2 - anchor1;
let dist = danchor.dot(&axis1); let dist = danchor.dot(&axis1);
// TODO: we should allow both limits to be active at // TODO: we should allow predictive constraint activation.
// the same time.
// TODO: allow predictive constraint activation. let (min_limit, max_limit) = (joint.limits[0], joint.limits[1]);
if dist < joint.limits[0] { let below_min = dist < min_limit;
limits_forcedir2 = Some(axis2.into_inner()); let above_max = max_limit < dist;
limits_rhs = anchor_linvel2.dot(&axis2) - anchor_linvel1.dot(&axis1);
limits_impulse = joint.limits_impulse; if below_min {
} else if dist > joint.limits[1] { limits_impulse_limits.1 = Real::INFINITY;
limits_forcedir2 = Some(-axis2.into_inner()); }
limits_rhs = -anchor_linvel2.dot(&axis2) + anchor_linvel1.dot(&axis1); if above_max {
limits_impulse = joint.limits_impulse; limits_impulse_limits.0 = -Real::INFINITY;
}
if below_min || above_max {
limits_impulse = joint
.limits_impulse
.max(limits_impulse_limits.0)
.min(limits_impulse_limits.1);
limits_rhs = (anchor_linvel2.dot(&axis2) - anchor_linvel1.dot(&axis1))
* params.velocity_solve_fraction;
limits_rhs += velocity_based_erp_inv_dt
* ((dist - max_limit).max(0.0) - (min_limit - dist).max(0.0));
} }
} }
@@ -675,6 +704,7 @@ impl PrismaticVelocityGroundConstraint {
axis2: axis2.into_inner(), axis2: axis2.into_inner(),
limits_forcedir2, limits_forcedir2,
limits_rhs, limits_rhs,
limits_impulse_limits,
} }
} }
@@ -696,9 +726,7 @@ impl PrismaticVelocityGroundConstraint {
mj_lambda2.linear -= self.axis2 * (self.im2 * self.motor_impulse); mj_lambda2.linear -= self.axis2 * (self.im2 * self.motor_impulse);
// Warmstart limits. // Warmstart limits.
if let Some(limits_forcedir2) = self.limits_forcedir2 { mj_lambda2.linear += self.limits_forcedir2 * (self.im2 * self.limits_impulse);
mj_lambda2.linear += limits_forcedir2 * (self.im2 * self.limits_impulse);
}
mj_lambdas[self.mj_lambda2 as usize] = mj_lambda2; mj_lambdas[self.mj_lambda2 as usize] = mj_lambda2;
} }
@@ -728,16 +756,20 @@ impl PrismaticVelocityGroundConstraint {
} }
fn solve_limits(&mut self, mj_lambda2: &mut DeltaVel<Real>) { fn solve_limits(&mut self, mj_lambda2: &mut DeltaVel<Real>) {
if let Some(limits_forcedir2) = self.limits_forcedir2 { if self.limits_impulse_limits != (0.0, 0.0) {
let ang_vel2 = self.ii2_sqrt.transform_vector(mj_lambda2.angular); let ang_vel2 = self.ii2_sqrt.transform_vector(mj_lambda2.angular);
let lin_dvel = limits_forcedir2.dot(&(mj_lambda2.linear + ang_vel2.gcross(self.r2))) let lin_dvel = self
.limits_forcedir2
.dot(&(mj_lambda2.linear + ang_vel2.gcross(self.r2)))
+ self.limits_rhs; + self.limits_rhs;
let new_impulse = (self.limits_impulse - lin_dvel / self.im2).max(0.0); let new_impulse = (self.limits_impulse - lin_dvel / self.im2)
.max(self.limits_impulse_limits.0)
.min(self.limits_impulse_limits.1);
let dimpulse = new_impulse - self.limits_impulse; let dimpulse = new_impulse - self.limits_impulse;
self.limits_impulse = new_impulse; self.limits_impulse = new_impulse;
mj_lambda2.linear += limits_forcedir2 * (self.im2 * dimpulse); mj_lambda2.linear += self.limits_forcedir2 * (self.im2 * dimpulse);
} }
} }