예제 #1
0
        ///bilateral constraint between two dynamic objects
        ///positive distance = separation, negative distance = penetration
        public static void ResolveSingleBilateral(RigidBody body1, ref IndexedVector3 pos1,
                                                  RigidBody body2, ref IndexedVector3 pos2,
                                                  float distance, ref IndexedVector3 normal, ref float impulse, float timeStep)
        {
            float normalLenSqr = normal.LengthSquared();

            Debug.Assert(Math.Abs(normalLenSqr) < 1.1f);
            if (normalLenSqr > 1.1f)
            {
                impulse = 0f;
                return;
            }
            IndexedVector3 rel_pos1 = pos1 - body1.GetCenterOfMassPosition();
            IndexedVector3 rel_pos2 = pos2 - body2.GetCenterOfMassPosition();
            //this jacobian entry could be re-used for all iterations

            IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
            IndexedVector3 vel2 = body2.GetVelocityInLocalPoint(ref rel_pos2);
            IndexedVector3 vel  = vel1 - vel2;

            IndexedBasisMatrix m1 = body1.GetCenterOfMassTransform()._basis.Transpose();
            IndexedBasisMatrix m2 = body2.GetCenterOfMassTransform()._basis.Transpose();


            JacobianEntry jac = new JacobianEntry(m1, m2, rel_pos1, rel_pos2, normal,
                                                  body1.GetInvInertiaDiagLocal(), body1.GetInvMass(),
                                                  body2.GetInvInertiaDiagLocal(), body2.GetInvMass());

            float jacDiagAB    = jac.GetDiagonal();
            float jacDiagABInv = 1f / jacDiagAB;


            float rel_vel = jac.GetRelativeVelocity(
                body1.GetLinearVelocity(),
                body1.GetCenterOfMassTransform()._basis.Transpose() * body1.GetAngularVelocity(),
                body2.GetLinearVelocity(),
                body2.GetCenterOfMassTransform()._basis.Transpose() * body2.GetAngularVelocity());
            float a = jacDiagABInv;

            rel_vel = normal.Dot(ref vel);

            //todo: move this into proper structure
            float contactDamping = 0.2f;

            if (ONLY_USE_LINEAR_MASS)
            {
                float massTerm = 1f / (body1.GetInvMass() + body2.GetInvMass());
                impulse = -contactDamping * rel_vel * massTerm;
            }
            else
            {
                float velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
                impulse = velocityImpulse;
            }
        }
		protected void SetFrictionConstraintImpulse(ref SolverConstraint solverConstraint, RigidBody rb0, RigidBody rb1,
										 ManifoldPoint cp, ContactSolverInfo infoGlobal)
		{
			if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_FRICTION_WARMSTARTING))
			{
				{
					SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
                            rb0.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb0.GetInvMass(), frictionConstraint1.m_angularComponentA, frictionConstraint1.m_appliedImpulse,"SetupFriction-rb0");
						}
						if (rb1 != null)
						{
                            rb1.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb1.GetInvMass(), -frictionConstraint1.m_angularComponentB, -frictionConstraint1.m_appliedImpulse, "SetupFriction-rb1");
						}
					}
					else
					{
						frictionConstraint1.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

				}

				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
							rb0.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb0.GetInvMass(), frictionConstraint2.m_angularComponentA, frictionConstraint2.m_appliedImpulse,"SetFriction-rb0");
						}
						if (rb1 != null)
						{
							rb1.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb1.GetInvMass(), -frictionConstraint2.m_angularComponentB, -frictionConstraint2.m_appliedImpulse,"SetFriction-rb1");
						}
					}
					else
					{
						frictionConstraint2.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
			}
			else
			{
				SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
				frictionConstraint1.m_appliedImpulse = 0f;
				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					frictionConstraint2.m_appliedImpulse = 0f;
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
				m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

			}
		}
예제 #3
0
		public float SolveLinearAxis(
			float timeStep,
			float jacDiagABInv,
			RigidBody body1, ref IndexedVector3 pointInA,
			RigidBody body2, ref IndexedVector3 pointInB,
			int limit_index,
			ref IndexedVector3 axis_normal_on_a,
			ref IndexedVector3 anchorPos)
		{
			///find relative velocity
			//    IndexedVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition();
			//    IndexedVector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition();
			IndexedVector3 rel_pos1 = anchorPos - body1.GetCenterOfMassPosition();
			IndexedVector3 rel_pos2 = anchorPos - body2.GetCenterOfMassPosition();

			IndexedVector3 vel1 = IndexedVector3.Zero;
			body1.InternalGetVelocityInLocalPointObsolete(ref rel_pos1, ref vel1);
			IndexedVector3 vel2 = IndexedVector3.Zero; ;
			body2.InternalGetVelocityInLocalPointObsolete(ref rel_pos2, ref vel2);
			IndexedVector3 vel = vel1 - vel2;

			float rel_vel = IndexedVector3.Dot(axis_normal_on_a, vel);

			/// apply displacement correction

			//positional error (zeroth order error)
			float depth = -IndexedVector3.Dot((pointInA - pointInB), axis_normal_on_a);
			float lo = float.MinValue;
			float hi = float.MaxValue;

			float minLimit = m_lowerLimit[limit_index];
			float maxLimit = m_upperLimit[limit_index];

			//handle the limits
			if (minLimit < maxLimit)
			{
				{
					if (depth > maxLimit)
					{
						depth -= maxLimit;
						lo = 0f;

					}
					else
					{
						if (depth < minLimit)
						{
							depth -= minLimit;
							hi = 0f;
						}
						else
						{
							return 0.0f;
						}
					}
				}
			}

			float normalImpulse = m_limitSoftness * (m_restitution * depth / timeStep - m_damping * rel_vel) * jacDiagABInv;

			float oldNormalImpulse = m_accumulatedImpulse[limit_index];
			float sum = oldNormalImpulse + normalImpulse;
			m_accumulatedImpulse[limit_index] =  (sum > hi ? 0f : sum < lo ? 0f : sum);
			normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;

			IndexedVector3 impulse_vector = axis_normal_on_a * normalImpulse;
			//body1.applyImpulse( impulse_vector, rel_pos1);
			//body2.applyImpulse(-impulse_vector, rel_pos2);

			IndexedVector3 ftorqueAxis1 = IndexedVector3.Cross(rel_pos1, axis_normal_on_a);
			IndexedVector3 ftorqueAxis2 = IndexedVector3.Cross(rel_pos2, axis_normal_on_a);
            body1.InternalApplyImpulse(axis_normal_on_a * body1.GetInvMass(), body1.GetInvInertiaTensorWorld() * ftorqueAxis1, normalImpulse, "Generic6DoF body1");
            body2.InternalApplyImpulse(axis_normal_on_a * body2.GetInvMass(), body2.GetInvInertiaTensorWorld() * ftorqueAxis2, -normalImpulse, "Generic6DoF body2");

			return normalImpulse;

		}
		///bilateral constraint between two dynamic objects
		///positive distance = separation, negative distance = penetration
		public static void ResolveSingleBilateral(RigidBody body1, ref IndexedVector3 pos1,
							  RigidBody body2, ref IndexedVector3 pos2,
							  float distance, ref IndexedVector3 normal, ref float impulse, float timeStep)
		{
			float normalLenSqr = normal.LengthSquared();
			Debug.Assert(Math.Abs(normalLenSqr) < 1.1f);
			if (normalLenSqr > 1.1f)
			{
				impulse = 0f;
				return;
			}
			IndexedVector3 rel_pos1 = pos1 - body1.GetCenterOfMassPosition();
			IndexedVector3 rel_pos2 = pos2 - body2.GetCenterOfMassPosition();
			//this jacobian entry could be re-used for all iterations

			IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
			IndexedVector3 vel2 = body2.GetVelocityInLocalPoint(ref rel_pos2);
			IndexedVector3 vel = vel1 - vel2;

            IndexedBasisMatrix m1 = body1.GetCenterOfMassTransform()._basis.Transpose();
            IndexedBasisMatrix m2 = body2.GetCenterOfMassTransform()._basis.Transpose();


			JacobianEntry jac = new JacobianEntry(m1, m2, rel_pos1, rel_pos2, normal,
				body1.GetInvInertiaDiagLocal(), body1.GetInvMass(),
				body2.GetInvInertiaDiagLocal(), body2.GetInvMass());

			float jacDiagAB = jac.GetDiagonal();
			float jacDiagABInv = 1f / jacDiagAB;


			float rel_vel = jac.GetRelativeVelocity(
				body1.GetLinearVelocity(),
                body1.GetCenterOfMassTransform()._basis.Transpose() * body1.GetAngularVelocity(),
                body2.GetLinearVelocity(),
                body2.GetCenterOfMassTransform()._basis.Transpose() * body2.GetAngularVelocity());
            float a = jacDiagABInv;

			rel_vel = normal.Dot(ref vel);

			//todo: move this into proper structure
			float contactDamping = 0.2f;

			if (ONLY_USE_LINEAR_MASS)
			{
				float massTerm = 1f / (body1.GetInvMass() + body2.GetInvMass());
				impulse = -contactDamping * rel_vel * massTerm;
			}
			else
			{
				float velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
				impulse = velocityImpulse;
			}
		}