Split rigid-bodies and colliders into multiple components

This commit is contained in:
Crozet Sébastien
2021-04-26 17:59:25 +02:00
parent aaf80bfa87
commit c32da78f2a
91 changed files with 5969 additions and 3653 deletions

View File

@@ -2,12 +2,13 @@ use super::{
AnyVelocityConstraint, DeltaVel, VelocityGroundConstraintElement,
VelocityGroundConstraintNormalPart,
};
use crate::math::{Real, Vector, DIM, MAX_MANIFOLD_POINTS};
use crate::math::{Point, Real, Vector, DIM, MAX_MANIFOLD_POINTS};
#[cfg(feature = "dim2")]
use crate::utils::WBasis;
use crate::utils::{WAngularInertia, WCross, WDot};
use crate::dynamics::{IntegrationParameters, RigidBodySet};
use crate::data::{BundleSet, ComponentSet};
use crate::dynamics::{IntegrationParameters, RigidBodyIds, RigidBodyMassProps, RigidBodyVelocity};
use crate::geometry::{ContactManifold, ContactManifoldIndex};
#[derive(Copy, Clone, Debug)]
@@ -28,35 +29,50 @@ pub(crate) struct VelocityGroundConstraint {
}
impl VelocityGroundConstraint {
pub fn generate(
pub fn generate<Bodies>(
params: &IntegrationParameters,
manifold_id: ContactManifoldIndex,
manifold: &ContactManifold,
bodies: &RigidBodySet,
bodies: &Bodies,
out_constraints: &mut Vec<AnyVelocityConstraint>,
push: bool,
) {
) where
Bodies: ComponentSet<RigidBodyIds>
+ ComponentSet<RigidBodyVelocity>
+ ComponentSet<RigidBodyMassProps>,
{
let inv_dt = params.inv_dt();
let velocity_based_erp_inv_dt = params.velocity_based_erp_inv_dt();
let mut rb1 = &bodies[manifold.data.body_pair.body1];
let mut rb2 = &bodies[manifold.data.body_pair.body2];
let mut handle1 = manifold.data.rigid_body1;
let mut handle2 = manifold.data.rigid_body2;
let flipped = manifold.data.relative_dominance < 0;
let (force_dir1, flipped_multiplier) = if flipped {
std::mem::swap(&mut rb1, &mut rb2);
std::mem::swap(&mut handle1, &mut handle2);
(manifold.data.normal, -1.0)
} else {
(-manifold.data.normal, 1.0)
};
let (vels1, world_com1) = if let Some(handle1) = handle1 {
let (vels1, mprops1): (&RigidBodyVelocity, &RigidBodyMassProps) =
bodies.index_bundle(handle1.0);
(*vels1, mprops1.world_com)
} else {
(RigidBodyVelocity::zero(), Point::origin())
};
let (ids2, vels2, mprops2): (&RigidBodyIds, &RigidBodyVelocity, &RigidBodyMassProps) =
bodies.index_bundle(handle2.unwrap().0);
#[cfg(feature = "dim2")]
let tangents1 = force_dir1.orthonormal_basis();
#[cfg(feature = "dim3")]
let (tangents1, tangent_rot1) =
super::compute_tangent_contact_directions(&force_dir1, &rb1.linvel, &rb2.linvel);
super::compute_tangent_contact_directions(&force_dir1, &vels1.linvel, &vels2.linvel);
let mj_lambda2 = rb2.active_set_offset;
let mj_lambda2 = ids2.active_set_offset;
let warmstart_coeff = manifold.data.warmstart_multiplier * params.warmstart_coeff;
for (_l, manifold_points) in manifold
@@ -73,7 +89,7 @@ impl VelocityGroundConstraint {
#[cfg(feature = "dim3")]
tangent_rot1,
elements: [VelocityGroundConstraintElement::zero(); MAX_MANIFOLD_POINTS],
im2: rb2.effective_inv_mass,
im2: mprops2.effective_inv_mass,
limit: 0.0,
mj_lambda2,
manifold_id,
@@ -119,7 +135,7 @@ impl VelocityGroundConstraint {
constraint.tangent1 = tangents1[0];
constraint.tangent_rot1 = tangent_rot1;
}
constraint.im2 = rb2.effective_inv_mass;
constraint.im2 = mprops2.effective_inv_mass;
constraint.limit = 0.0;
constraint.mj_lambda2 = mj_lambda2;
constraint.manifold_id = manifold_id;
@@ -129,10 +145,10 @@ impl VelocityGroundConstraint {
for k in 0..manifold_points.len() {
let manifold_point = &manifold_points[k];
let dp2 = manifold_point.point - rb2.world_com;
let dp1 = manifold_point.point - rb1.world_com;
let vel1 = rb1.linvel + rb1.angvel.gcross(dp1);
let vel2 = rb2.linvel + rb2.angvel.gcross(dp2);
let dp2 = manifold_point.point - mprops2.world_com;
let dp1 = manifold_point.point - world_com1;
let vel1 = vels1.linvel + vels1.angvel.gcross(dp1);
let vel2 = vels2.linvel + vels2.angvel.gcross(dp2);
let warmstart_correction;
constraint.limit = manifold_point.friction;
@@ -140,11 +156,11 @@ impl VelocityGroundConstraint {
// Normal part.
{
let gcross2 = rb2
let gcross2 = mprops2
.effective_world_inv_inertia_sqrt
.transform_vector(dp2.gcross(-force_dir1));
let r = 1.0 / (rb2.effective_inv_mass + gcross2.gdot(gcross2));
let r = 1.0 / (mprops2.effective_inv_mass + gcross2.gdot(gcross2));
let is_bouncy = manifold_point.is_bouncy() as u32 as Real;
let is_resting = 1.0 - is_bouncy;
@@ -178,10 +194,10 @@ impl VelocityGroundConstraint {
constraint.elements[k].tangent_part.impulse = impulse;
for j in 0..DIM - 1 {
let gcross2 = rb2
let gcross2 = mprops2
.effective_world_inv_inertia_sqrt
.transform_vector(dp2.gcross(-tangents1[j]));
let r = 1.0 / (rb2.effective_inv_mass + gcross2.gdot(gcross2));
let r = 1.0 / (mprops2.effective_inv_mass + gcross2.gdot(gcross2));
let rhs = (vel1 - vel2
+ flipped_multiplier * manifold_point.tangent_velocity)
.dot(&tangents1[j]);