Fix constraints resolution with non-identity relative collider position.
This commit is contained in:
@@ -104,8 +104,8 @@ impl PositionConstraint {
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let mut local_p2 = [Point::origin(); MAX_MANIFOLD_POINTS];
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for l in 0..manifold_points.len() {
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local_p1[l] = manifold_points[l].local_p1 + shift1;
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local_p2[l] = manifold_points[l].local_p2 + shift2;
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local_p1[l] = manifold.delta1 * (manifold_points[l].local_p1 + shift1);
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local_p2[l] = manifold.delta2 * (manifold_points[l].local_p2 + shift2);
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}
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let constraint = PositionConstraint {
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@@ -51,6 +51,9 @@ impl WPositionConstraint {
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let radius1 = SimdFloat::from(array![|ii| manifolds[ii].kinematics.radius1; SIMD_WIDTH]);
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let radius2 = SimdFloat::from(array![|ii| manifolds[ii].kinematics.radius2; SIMD_WIDTH]);
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let delta1 = Isometry::from(array![|ii| manifolds[ii].delta1; SIMD_WIDTH]);
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let delta2 = Isometry::from(array![|ii| manifolds[ii].delta2; SIMD_WIDTH]);
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let rb1 = array![|ii| rbs1[ii].active_set_offset; SIMD_WIDTH];
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let rb2 = array![|ii| rbs2[ii].active_set_offset; SIMD_WIDTH];
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@@ -85,8 +88,8 @@ impl WPositionConstraint {
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let local_p2 =
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Point::from(array![|ii| manifold_points[ii][i].local_p2; SIMD_WIDTH]);
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constraint.local_p1[i] = local_p1 + shift1;
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constraint.local_p2[i] = local_p2 + shift2;
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constraint.local_p1[i] = delta1 * (local_p1 + shift1);
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constraint.local_p2[i] = delta2 * (local_p2 + shift2);
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}
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if push {
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@@ -34,22 +34,30 @@ impl PositionGroundConstraint {
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let local_n1;
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let local_n2;
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let delta1;
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let delta2;
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if flip {
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std::mem::swap(&mut rb1, &mut rb2);
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local_n1 = manifold.local_n2;
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local_n2 = manifold.local_n1;
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delta1 = &manifold.delta2;
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delta2 = &manifold.delta1;
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} else {
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local_n1 = manifold.local_n1;
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local_n2 = manifold.local_n2;
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delta1 = &manifold.delta1;
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delta2 = &manifold.delta2;
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};
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let coll_pos1 = rb1.position * delta1;
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let shift1 = local_n1 * -manifold.kinematics.radius1;
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let shift2 = local_n2 * -manifold.kinematics.radius2;
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let n1 = coll_pos1 * local_n1;
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let radius =
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manifold.kinematics.radius1 + manifold.kinematics.radius2 /* - params.allowed_linear_error */;
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for (l, manifold_points) in manifold
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for (l, manifold_contacts) in manifold
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.active_contacts()
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.chunks(MAX_MANIFOLD_POINTS)
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.enumerate()
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@@ -59,16 +67,16 @@ impl PositionGroundConstraint {
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if flip {
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// Don't forget that we already swapped rb1 and rb2 above.
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// So if we flip, only manifold_points[k].{local_p1,local_p2} have to
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// So if we flip, only manifold_contacts[k].{local_p1,local_p2} have to
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// be swapped.
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for k in 0..manifold_points.len() {
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p1[k] = rb1.predicted_position * (manifold_points[k].local_p2 + shift1);
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local_p2[k] = manifold_points[k].local_p1 + shift2;
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for k in 0..manifold_contacts.len() {
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p1[k] = coll_pos1 * (manifold_contacts[k].local_p2 + shift1);
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local_p2[k] = delta2 * (manifold_contacts[k].local_p1 + shift2);
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}
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} else {
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for k in 0..manifold_points.len() {
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p1[k] = rb1.predicted_position * (manifold_points[k].local_p1 + shift1);
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local_p2[k] = manifold_points[k].local_p2 + shift2;
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for k in 0..manifold_contacts.len() {
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p1[k] = coll_pos1 * (manifold_contacts[k].local_p1 + shift1);
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local_p2[k] = delta2 * (manifold_contacts[k].local_p2 + shift2);
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}
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}
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@@ -76,11 +84,11 @@ impl PositionGroundConstraint {
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rb2: rb2.active_set_offset,
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p1,
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local_p2,
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n1: rb1.predicted_position * local_n1,
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n1,
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radius,
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im2: rb2.mass_properties.inv_mass,
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ii2: rb2.world_inv_inertia_sqrt.squared(),
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num_contacts: manifold_points.len() as u8,
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num_contacts: manifold_contacts.len() as u8,
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erp: params.erp,
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max_linear_correction: params.max_linear_correction,
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};
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@@ -54,16 +54,24 @@ impl WPositionGroundConstraint {
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array![|ii| if flipped[ii] { manifolds[ii].local_n1 } else { manifolds[ii].local_n2 }; SIMD_WIDTH],
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);
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let delta1 = Isometry::from(
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array![|ii| if flipped[ii] { manifolds[ii].delta2 } else { manifolds[ii].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].delta1 } else { manifolds[ii].delta2 }; SIMD_WIDTH],
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);
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let radius1 = SimdFloat::from(array![|ii| manifolds[ii].kinematics.radius1; SIMD_WIDTH]);
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let radius2 = SimdFloat::from(array![|ii| manifolds[ii].kinematics.radius2; SIMD_WIDTH]);
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let position1 = Isometry::from(array![|ii| rbs1[ii].predicted_position; SIMD_WIDTH]);
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let coll_pos1 =
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delta1 * Isometry::from(array![|ii| rbs1[ii].predicted_position; SIMD_WIDTH]);
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let rb2 = array![|ii| rbs2[ii].active_set_offset; SIMD_WIDTH];
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let radius = radius1 + radius2 /*- SimdFloat::splat(params.allowed_linear_error)*/;
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let n1 = position1 * local_n1;
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let n1 = coll_pos1 * local_n1;
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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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@@ -90,8 +98,8 @@ impl WPositionGroundConstraint {
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array![|ii| if flipped[ii] { manifold_points[ii][i].local_p1 } else { manifold_points[ii][i].local_p2 }; SIMD_WIDTH],
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);
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constraint.p1[i] = position1 * local_p1 - n1 * radius1;
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constraint.local_p2[i] = local_p2 - local_n2 * radius2;
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constraint.p1[i] = coll_pos1 * local_p1 - n1 * radius1;
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constraint.local_p2[i] = delta2 * (local_p2 - local_n2 * radius2);
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}
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if push {
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@@ -148,7 +148,9 @@ impl VelocityConstraint {
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let rb2 = &bodies[manifold.body_pair.body2];
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let mj_lambda1 = rb1.active_set_offset;
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let mj_lambda2 = rb2.active_set_offset;
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let force_dir1 = rb1.position * (-manifold.local_n1);
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let pos_coll1 = rb1.position * manifold.delta1;
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let pos_coll2 = rb2.position * manifold.delta2;
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let force_dir1 = pos_coll1 * (-manifold.local_n1);
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let warmstart_coeff = manifold.warmstart_multiplier * params.warmstart_coeff;
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for (l, manifold_points) in manifold
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@@ -215,8 +217,8 @@ impl VelocityConstraint {
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for k in 0..manifold_points.len() {
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let manifold_point = &manifold_points[k];
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let dp1 = (rb1.position * manifold_point.local_p1) - rb1.world_com;
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let dp2 = (rb2.position * manifold_point.local_p2) - rb2.world_com;
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let dp1 = (pos_coll1 * manifold_point.local_p1) - rb1.world_com;
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let dp2 = (pos_coll2 * manifold_point.local_p2) - rb2.world_com;
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let vel1 = rb1.linvel + rb1.angvel.gcross(dp1);
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let vel2 = rb2.linvel + rb2.angvel.gcross(dp2);
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@@ -72,6 +72,9 @@ impl WVelocityConstraint {
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let rbs1 = array![|ii| &bodies[manifolds[ii].body_pair.body1]; SIMD_WIDTH];
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let rbs2 = array![|ii| &bodies[manifolds[ii].body_pair.body2]; SIMD_WIDTH];
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let delta1 = Isometry::from(array![|ii| manifolds[ii].delta1; SIMD_WIDTH]);
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let delta2 = Isometry::from(array![|ii| manifolds[ii].delta2; SIMD_WIDTH]);
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let im1 = SimdFloat::from(array![|ii| rbs1[ii].mass_properties.inv_mass; SIMD_WIDTH]);
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let ii1: AngularInertia<SimdFloat> =
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AngularInertia::from(array![|ii| rbs1[ii].world_inv_inertia_sqrt; SIMD_WIDTH]);
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@@ -79,7 +82,7 @@ impl WVelocityConstraint {
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let linvel1 = Vector::from(array![|ii| rbs1[ii].linvel; SIMD_WIDTH]);
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let angvel1 = AngVector::<SimdFloat>::from(array![|ii| rbs1[ii].angvel; SIMD_WIDTH]);
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let position1 = Isometry::from(array![|ii| rbs1[ii].position; SIMD_WIDTH]);
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let pos1 = Isometry::from(array![|ii| rbs1[ii].position; SIMD_WIDTH]);
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let world_com1 = Point::from(array![|ii| rbs1[ii].world_com; SIMD_WIDTH]);
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let im2 = SimdFloat::from(array![|ii| rbs2[ii].mass_properties.inv_mass; SIMD_WIDTH]);
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@@ -89,10 +92,13 @@ impl WVelocityConstraint {
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let linvel2 = Vector::from(array![|ii| rbs2[ii].linvel; SIMD_WIDTH]);
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let angvel2 = AngVector::<SimdFloat>::from(array![|ii| rbs2[ii].angvel; SIMD_WIDTH]);
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let position2 = Isometry::from(array![|ii| rbs2[ii].position; SIMD_WIDTH]);
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let pos2 = Isometry::from(array![|ii| rbs2[ii].position; 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 = position1 * -Vector::from(array![|ii| manifolds[ii].local_n1; SIMD_WIDTH]);
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let coll_pos1 = pos1 * delta1;
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let coll_pos2 = pos2 * delta2;
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let force_dir1 = coll_pos1 * -Vector::from(array![|ii| manifolds[ii].local_n1; SIMD_WIDTH]);
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let mj_lambda1 = array![|ii| rbs1[ii].active_set_offset; SIMD_WIDTH];
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let mj_lambda2 = array![|ii| rbs2[ii].active_set_offset; SIMD_WIDTH];
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@@ -120,11 +126,11 @@ impl WVelocityConstraint {
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};
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for k in 0..num_points {
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// FIXME: can we avoid the multiplications by position1/position2 here?
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// FIXME: can we avoid the multiplications by coll_pos1/coll_pos2 here?
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// By working as much as possible in local-space.
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let p1 = position1
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let p1 = coll_pos1
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* Point::from(array![|ii| manifold_points[ii][k].local_p1; SIMD_WIDTH]);
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let p2 = position2
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let p2 = coll_pos2
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* Point::from(array![|ii| manifold_points[ii][k].local_p2; SIMD_WIDTH]);
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let dist = SimdFloat::from(array![|ii| manifold_points[ii][k].dist; SIMD_WIDTH]);
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@@ -66,20 +66,22 @@ impl VelocityGroundConstraint {
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let mut rb1 = &bodies[manifold.body_pair.body1];
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let mut rb2 = &bodies[manifold.body_pair.body2];
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let flipped = !rb2.is_dynamic();
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let force_dir1;
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let coll_pos1;
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let coll_pos2;
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if flipped {
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coll_pos1 = rb2.position * manifold.delta2;
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coll_pos2 = rb1.position * manifold.delta1;
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force_dir1 = coll_pos1 * (-manifold.local_n2);
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std::mem::swap(&mut rb1, &mut rb2);
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} else {
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coll_pos1 = rb1.position * manifold.delta1;
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coll_pos2 = rb2.position * manifold.delta2;
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force_dir1 = coll_pos1 * (-manifold.local_n1);
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}
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let mj_lambda2 = rb2.active_set_offset;
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let force_dir1 = if flipped {
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// NOTE: we already swapped rb1 and rb2
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// so we multiply by rb1.position.
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rb1.position * (-manifold.local_n2)
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} else {
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rb1.position * (-manifold.local_n1)
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};
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let warmstart_coeff = manifold.warmstart_multiplier * params.warmstart_coeff;
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for (l, manifold_points) in manifold
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@@ -144,15 +146,15 @@ impl VelocityGroundConstraint {
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let manifold_point = &manifold_points[k];
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let (p1, p2) = if flipped {
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// NOTE: we already swapped rb1 and rb2
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// so we multiply by rb2.position.
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// so we multiply by coll_pos1/coll_pos2.
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(
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rb1.position * manifold_point.local_p2,
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rb2.position * manifold_point.local_p1,
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coll_pos1 * manifold_point.local_p2,
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coll_pos2 * manifold_point.local_p1,
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)
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} else {
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(
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rb1.position * manifold_point.local_p1,
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rb2.position * manifold_point.local_p2,
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coll_pos1 * manifold_point.local_p1,
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coll_pos2 * manifold_point.local_p2,
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)
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};
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let dp2 = p2 - rb2.world_com;
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@@ -86,13 +86,23 @@ impl WVelocityGroundConstraint {
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let linvel2 = Vector::from(array![|ii| rbs2[ii].linvel; SIMD_WIDTH]);
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let angvel2 = AngVector::<SimdFloat>::from(array![|ii| rbs2[ii].angvel; SIMD_WIDTH]);
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let position1 = Isometry::from(array![|ii| rbs1[ii].position; SIMD_WIDTH]);
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let position2 = Isometry::from(array![|ii| rbs2[ii].position; 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].delta2 } else { manifolds[ii].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].delta1 } else { manifolds[ii].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 = position1
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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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@@ -120,11 +130,11 @@ impl WVelocityGroundConstraint {
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};
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for k in 0..num_points {
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let p1 = position1
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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 = position2
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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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