Added restitution to CreateSphereBody, debugging impulse computation.
parent
60ec46d090
commit
3fac49ed9e
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@ -8,7 +8,7 @@ using namespace RBDLSim;
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void simplesim() {
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World world;
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SimBody sphere_body =
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CreateSphereBody(10., 1., Vector3d(0., 5.405, 0.), Vector3d::Zero());
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CreateSphereBody(10., 1., 0., Vector3d(0., 5.405, 0.), Vector3d::Zero());
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world.mBodies.push_back(sphere_body);
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SimShape ground_shape;
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105
src/rbdlsim.cc
105
src/rbdlsim.cc
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@ -338,6 +338,9 @@ void PrepareConstraintImpulse(
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&cinfo.MInvB,
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&cinfo.jacB,
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&cinfo.GMInvGTB);
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cout << "jacA = " << cinfo.jacA << endl;
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cout << "jacB = " << cinfo.jacB << endl;
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}
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void CalcConstraintImpulse(
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@ -367,121 +370,28 @@ void CalcConstraintImpulse(
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if (body_b && !body_b->mIsStatic) {
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double old_impulse = cinfo.accumImpulseB;
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cinfo.deltaImpulseB = std::max(0., rhs / denom);
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cinfo.deltaImpulseB = -rhs / denom;
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cinfo.accumImpulseB += cinfo.deltaImpulseB;
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cinfo.accumImpulseB = std::max(0., cinfo.accumImpulseB);
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cinfo.deltaImpulseB = cinfo.accumImpulseB - old_impulse;
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gLog ("deltaImpulse: %f", cinfo.deltaImpulseB);
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}
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}
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void ApplyConstraintImpulse(
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SimBody* body,
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const MatrixNd& MInv,
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const VectorNd& jac,
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double impulse) {}
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void ApplyConstraintImpulse(
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SimBody* body_a,
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SimBody* body_b,
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CollisionInfo& cinfo) {
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if (body_a && !body_a->mIsStatic) {
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body_a->qdot += cinfo.MInvA * cinfo.jacA.transpose()
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* (-cinfo.deltaImpulseA);
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* (cinfo.deltaImpulseA);
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}
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if (body_b && !body_b->mIsStatic) {
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body_b->qdot += cinfo.MInvB * cinfo.jacB.transpose()
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* (-cinfo.deltaImpulseB);
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* (cinfo.deltaImpulseB);
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}
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}
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void SimBody::resolveCollisions(
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double dt,
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std::vector<CollisionInfo>& collisions) {
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if (collisions.size() == 0) {
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// No contacts, calculate new qdot using simple forward
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// dynamics
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ForwardDynamics(mModel, q, qdot, tau, qddot);
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// semi-implicit eulers
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qdot += dt * qddot;
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return;
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}
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int ndof = mModel.qdot_size;
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int nconstraints = collisions.size();
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// Allocate space for the constraint system
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MatrixNd M(MatrixNd::Zero(ndof, ndof));
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MatrixNd Minv(MatrixNd::Zero(ndof, ndof));
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VectorNd N(VectorNd::Zero(ndof));
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MatrixNd G(MatrixNd::Zero(nconstraints, ndof));
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VectorNd gamma(VectorNd::Zero(nconstraints));
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// Calculate local coordinates of the contact point
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std::vector<Vector3d> pos_local;
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VectorNd constr_value(VectorNd::Zero(nconstraints));
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UpdateKinematicsCustom(mModel, &q, nullptr, nullptr);
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for (int i = 0; i < nconstraints; i++) {
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constr_value[i] = -collisions[i].depth;
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pos_local.push_back(CalcBaseToBodyCoordinates(
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mModel,
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q,
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collisions[i].mBodyAIndex,
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collisions[i].posA,
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false));
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}
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// Calculate predicted position state
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VectorNd q_next_pred(q);
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calcNextPositions(dt, qdot, q_next_pred);
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// Compute vectors and matrices of the contact system
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NonlinearEffects(mModel, q_next_pred, qdot, N);
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CompositeRigidBodyAlgorithm(mModel, q_next_pred, M, false);
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Minv = M.inverse();
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// Calculate contact Jacobians
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for (int i = 0; i < nconstraints; i++) {
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MatrixNd G_constr(MatrixNd::Zero(3, ndof));
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CalcPointJacobian(
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mModel,
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q_next_pred,
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collisions[i].mBodyAIndex,
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pos_local[i],
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G_constr,
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false);
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G.block(i, 0, 1, ndof) = collisions[i].dir.transpose() * G_constr;
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}
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MatrixNd A(MatrixNd::Zero(nconstraints, nconstraints));
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VectorNd b(VectorNd::Zero(nconstraints));
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// Solve for the impules hlambda
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A = G * Minv * G.transpose();
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b = (constr_value)*1. / dt + G * (qdot + Minv * dt * (tau - N));
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VectorNd hlambda(VectorNd::Zero(nconstraints));
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VectorNd hlambda_lo(VectorNd::Constant(nconstraints, 0.));
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VectorNd hlambda_hi(VectorNd::Constant(nconstraints, 1.0e9));
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bool solve_result = false;
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solve_result = SolveGaussSeidelProj(A, b, hlambda, hlambda_lo, hlambda_hi);
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// VectorNd hlambda = A.colPivHouseholderQr().solve(b) * -1.;
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if (!solve_result) {
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cout << "Impulse Solve Failed!! " << endl;
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}
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cout << "Contact impulse: " << hlambda.transpose() << endl;
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// solve for the new velocity
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qdot = qdot + Minv * (dt * tau + dt * N + G.transpose() * hlambda);
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}
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void World::calcUnconstrainedVelUpdate(double dt) {
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for (SimBody& body : mBodies) {
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ForwardDynamics(body.mModel, body.q, body.qdot, body.tau, body.qddot);
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@ -560,6 +470,7 @@ bool World::integrateWorld(double dt) {
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SimBody CreateSphereBody(
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double mass,
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double radius,
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double restitution,
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const Vector3d& pos,
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const Vector3d& vel) {
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SimBody result;
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@ -596,7 +507,7 @@ SimBody CreateSphereBody(
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shape.pos = pos;
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shape.orientation.set(0., 0., 0., 1.);
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shape.scale.set(radius, radius, radius);
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shape.restitution = 0.3;
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shape.restitution = restitution;
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result.mCollisionShapes.push_back(
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SimBody::BodyCollisionInfo(sphere_body, shape));
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@ -36,11 +36,11 @@ void simulator_init() {
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sWorld.mStaticShapes.push_back(sGroundShape);
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sSphereBody =
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CreateSphereBody(1., 1., Vector3d(0., 1.405, 0.), Vector3d::Zero());
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CreateSphereBody(1., 1., 0., Vector3d(0., 1.405, 0.), Vector3d::Zero());
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sWorld.mBodies.push_back(sSphereBody);
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sSphereBody2 =
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CreateSphereBody(1., 1., Vector3d(0.3, 2.405, 0.), Vector3d::Zero());
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CreateSphereBody(1., 1., 0., Vector3d(0.3, 2.405, 0.), Vector3d::Zero());
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// sWorld.mBodies.push_back(sSphereBody2);
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sWorld.mSimTime = 0.;
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@ -160,9 +160,9 @@ TEST_CASE("CalcConstraintImpulse", "[Collision]") {
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double sphere_b_mass = 1.5;
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SimBody sphere_a_body = CreateSphereBody(
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sphere_a_mass, 1.0, Vector3d (0., 0.5, 0.), Vector3d (0., -1., 0.));
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sphere_a_mass, 1.0, 0., Vector3d (0., 0.5, 0.), Vector3d (0., -1., 0.));
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SimBody sphere_b_body = CreateSphereBody(
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sphere_b_mass, 1.0, Vector3d (0., 0.5, 0.), Vector3d (0., -1., 0.));
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sphere_b_mass, 1.0, 0., Vector3d (0., 0.5, 0.), Vector3d (0., -1., 0.));
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CollisionInfo cinfo;
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@ -183,8 +183,9 @@ TEST_CASE("CalcConstraintImpulse", "[Collision]") {
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PrepareConstraintImpulse(&ground_body, &sphere_a_body, cinfo);
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CalcConstraintImpulse(&ground_body,&sphere_a_body, cinfo, 0);
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REQUIRE((cinfo.accumImpulseA - Vector3d(0., 0., 0.)).norm() < 1.0e-12);
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REQUIRE((cinfo.accumImpulseB - Vector3d(0., -sphere_a_mass * sphere_a_body.qdot[1], 0.)).norm() < 1.0e-12);
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double reference_impulseB = sphere_a_mass * sphere_a_body.qdot[1];
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REQUIRE(cinfo.accumImpulseA < 1.0e-12);
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REQUIRE(cinfo.accumImpulseB + reference_impulseB < 1.0e-12);
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ApplyConstraintImpulse(&ground_body, &sphere_a_body, cinfo);
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REQUIRE(sphere_a_body.qdot.norm() < 1.0e-12);
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@ -192,7 +193,7 @@ TEST_CASE("CalcConstraintImpulse", "[Collision]") {
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SECTION ("SphereVsSphereCollision") {
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double sphere_b_mass = 1.5;
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SimBody sphere_b_body = CreateSphereBody(sphere_b_mass, 1.0, Vector3d (0., -0.5, 0.), Vector3d (0., 1., 0.));
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SimBody sphere_b_body = CreateSphereBody(sphere_b_mass, 1.0, 0., Vector3d (0., -0.5, 0.), Vector3d (0., 1., 0.));
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sphere_a_body.q[1] = 0.5;
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sphere_a_body.qdot[1] = -1.23;
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@ -223,56 +224,4 @@ TEST_CASE("CalcConstraintImpulse", "[Collision]") {
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REQUIRE(sphere_a_body.qdot.norm() < 1.0e-12);
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REQUIRE(sphere_b_body.qdot.norm() < 1.0e-12);
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}
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SECTION ("DoubleSpheresOnGround") {
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sphere_b_body = CreateSphereBody(
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sphere_b_mass, 5.0, Vector3d (0., 1.5, 0.), Vector3d (0., -1., 0.));
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sphere_a_body.q[1] = 0.5;
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sphere_a_body.qdot[1] = -1.8;
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sphere_a_body.updateCollisionShapes();
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sphere_b_body.q[1] = 1.5;
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sphere_b_body.qdot[1] = -1.23;
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sphere_b_body.updateCollisionShapes();
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std::vector<CollisionInfo> collisions;
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CalcCollisions(sphere_a_body, sphere_b_body, collisions);
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REQUIRE(collisions.size() == 1);
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CollisionInfo sph_v_sph_cinfo = collisions[0];
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// REQUIRE((sph_v_sph_cinfo.dir - Vector3d(0., 1., 0.)).norm() < 1.0e-12);
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CalcCollisions(ground_body, sphere_a_body, collisions);
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REQUIRE(collisions.size() == 1);
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CollisionInfo sph_v_ground_cinfo = collisions[0];
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REQUIRE((sph_v_ground_cinfo.dir - Vector3d(0., 1., 0.)).norm() < 1.0e-12);
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PrepareConstraintImpulse(&sphere_a_body, &sphere_b_body, sph_v_sph_cinfo);
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PrepareConstraintImpulse(&ground_body, &sphere_a_body, sph_v_ground_cinfo);
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int num_iter = 20;
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for (int i = 0; i < num_iter; i++) {
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cout << "-- Iter " << i << endl;
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// REQUIRE((cinfo.accumImpulseA - Vector3d(0., 0., 0.)).norm() < 1.0e-12);
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// REQUIRE((cinfo.accumImpulseB - Vector3d(0., -sphere_a_mass * sphere_a_body.qdot[1], 0.)).norm() < 1.0e-12);
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cout << "pre impulse: " << sphere_a_body.qdot.transpose() << endl;
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cout << "pre impulse2: " << sphere_b_body.qdot.transpose() << endl;
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CalcConstraintImpulse(&sphere_a_body, &sphere_b_body, sph_v_sph_cinfo, 0);
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ApplyConstraintImpulse(&sphere_a_body, &sphere_b_body, sph_v_sph_cinfo);
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cout << "Sph v Sph Impulse: " << sph_v_sph_cinfo.accumImpulseB.transpose() * sph_v_sph_cinfo.dir << endl;
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cout << "pst sph_v_sph impulse: " << sphere_a_body.qdot.transpose()
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<< endl;
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cout << "pst sph_v_sph impulse2: " << sphere_b_body.qdot.transpose()
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<< endl;
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CalcConstraintImpulse(&ground_body, &sphere_a_body, sph_v_ground_cinfo, 0);
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ApplyConstraintImpulse(&ground_body, &sphere_a_body, sph_v_ground_cinfo);
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cout << "Gnd v Sph Impulse: " << sph_v_ground_cinfo.accumImpulseB.transpose() * sph_v_ground_cinfo.dir << endl;
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cout << "pst gnd_v_sph impulse: " << sphere_a_body.qdot.transpose()
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<< endl;
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}
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}
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}
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