Implemented contact impulse calculation.
parent
a881ad5ae2
commit
fff003ec24
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@ -28,6 +28,7 @@ struct SimShape {
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struct SimBody {
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VectorNd q, qdot, qddot, tau;
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Model mModel;
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bool mIsStatic = false;
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typedef std::pair<unsigned int, SimShape> BodyCollisionInfo;
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std::vector<BodyCollisionInfo> mCollisionShapes;
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@ -39,16 +40,25 @@ struct SimBody {
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};
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struct CollisionInfo {
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const SimBody* mBodyA;
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const SimBody* mBodyB;
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const SimShape* mShapeA;
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const SimShape* mShapeB;
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const SimBody* mBodyA = nullptr;
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const SimBody* mBodyB = nullptr;
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const SimShape* mShapeA = nullptr;
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const SimShape* mShapeB = nullptr;
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int mBodyAIndex;
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int mBodyBIndex;
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Vector3d posA;
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Vector3d posB;
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Vector3d dir;
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double depth;
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Vector3d posA = Vector3d::Zero();
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Vector3d posB = Vector3d::Zero();
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Vector3d accumImpulseA = Vector3d::Zero();
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Vector3d accumImpulseB = Vector3d::Zero();
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Vector3d dir = Vector3d::Zero();
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VectorNd jacA = VectorNd::Zero(1);
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VectorNd jacB = VectorNd::Zero(1);
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MatrixNd MInvA = MatrixNd::Zero(1, 1);
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MatrixNd MInvB = MatrixNd::Zero(1, 1);
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double GMInvGTA = 0.;
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double GMInvGTB = 0.;
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double depth = 0.;
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};
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struct World {
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@ -90,6 +100,24 @@ SimBody CreateBoxBody(
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const Vector3d& pos,
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const Vector3d& vel);
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void PrepareConstraintImpulse(
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SimBody* body_a,
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SimBody* body_b,
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CollisionInfo& cinfo);
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void CalcCollisions(
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const SimBody& body_a,
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const SimBody& body_b,
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std::vector<CollisionInfo>& collisions);
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void CalcConstraintImpulse(
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SimBody* body_a,
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SimBody* body_b,
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CollisionInfo& cinfo,
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const double dt);
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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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} // namespace RBDLSim
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#endif //RBDLSIM_RBDLSIM_H
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129
src/rbdlsim.cc
129
src/rbdlsim.cc
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@ -96,6 +96,8 @@ bool CheckPenetration(
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const SimShape& shape_a,
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const SimShape& shape_b,
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CollisionInfo& cinfo) {
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cinfo.mShapeA = &shape_a;
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cinfo.mShapeB = &shape_b;
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if (shape_a.mType == SimShape::Sphere && shape_b.mType == SimShape::Plane) {
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return CheckPenetrationSphereVsPlane(shape_a, shape_b, cinfo);
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}
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@ -104,6 +106,9 @@ bool CheckPenetration(
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cinfo.dir *= -1.;
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return result;
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}
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if (shape_a.mType == SimShape::Sphere && shape_b.mType == SimShape::Sphere) {
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return CheckPenetrationSphereVsSphere(shape_b, shape_a, cinfo);
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}
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ccd_t ccd;
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CCD_INIT(&ccd);
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@ -176,7 +181,7 @@ bool CheckPenetrationSphereVsPlane(
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double sphere_center_height =
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plane_normal.transpose() * (sphere_point_to_plane - plane_point);
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if (sphere_center_height < cCollisionEps) {
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cinfo.dir = plane_normal;
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cinfo.dir = -plane_normal;
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cinfo.depth = sphere_center_height;
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cinfo.posA = sphere_point_to_plane;
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@ -249,6 +254,128 @@ bool SolveGaussSeidelProj(
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return false;
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}
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void CalcCollisions(
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const SimBody& body_a,
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const SimBody& body_b,
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std::vector<CollisionInfo>& collisions) {
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collisions.clear();
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for (int i = 0, ni = body_a.mCollisionShapes.size(); i < ni; ++i) {
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const SimShape& shape_a = body_a.mCollisionShapes[i].second;
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for (int j = 0, nj = body_b.mCollisionShapes.size(); j < nj; ++j) {
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const SimShape& shape_b = body_b.mCollisionShapes[j].second;
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CollisionInfo cinfo;
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bool has_penetration = false;
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has_penetration = CheckPenetration(shape_a, shape_b, cinfo);
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if (has_penetration) {
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cinfo.mBodyA = &body_a;
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cinfo.mBodyAIndex = body_a.mCollisionShapes[i].first;
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cinfo.mBodyB = &body_b;
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cinfo.mBodyBIndex = body_b.mCollisionShapes[j].first;
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collisions.push_back(cinfo);
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}
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}
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}
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}
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void CalcImpulseVariables(
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SimBody* body,
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unsigned int body_index,
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const Vector3d& pos,
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const Vector3d& dir,
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MatrixNd* MInv,
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VectorNd* jac,
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double* G_MInv_GT) {
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if (body->mIsStatic) {
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*G_MInv_GT = 0.;
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return;
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}
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Model* model = &body->mModel;
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int ndof = model->qdot_size;
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const VectorNd& q = body->q;
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const VectorNd& qdot = body->qdot;
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// Calculate local coordinates of the contact point
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UpdateKinematicsCustom(*model, &q, nullptr, nullptr);
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Vector3d point_local_b =
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CalcBodyToBaseCoordinates(*model, q, body_index, pos, false);
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// Compute vectors and matrices of the contact system
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MatrixNd M(MatrixNd::Zero(ndof, ndof));
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CompositeRigidBodyAlgorithm(*model, q, M, false);
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*MInv = M.inverse();
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MatrixNd G_constr(MatrixNd::Zero(3, ndof));
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CalcPointJacobian(
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*model,
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q,
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body_index,
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point_local_b,
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G_constr,
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false);
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(*jac) = dir.transpose() * G_constr;
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*G_MInv_GT = (*jac) * (*MInv) * (*jac).transpose();
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}
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void PrepareConstraintImpulse (SimBody* body_a, SimBody* body_b, CollisionInfo& cinfo) {
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CalcImpulseVariables (body_a, cinfo.mBodyAIndex, cinfo.posA, cinfo.dir, &cinfo.MInvA, &cinfo.jacA, &cinfo.GMInvGTA);
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CalcImpulseVariables (body_b, cinfo.mBodyBIndex, cinfo.posB, -cinfo.dir, &cinfo.MInvB, &cinfo.jacB, &cinfo.GMInvGTB);
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}
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void CalcConstraintImpulse(
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SimBody* body_a,
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SimBody* body_b,
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CollisionInfo& cinfo,
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const double dt) {
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// Todo: add nonlinear effects * dt
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double rhs = 0.;
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if (!body_a->mIsStatic) {
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rhs += cinfo.jacA * body_a->qdot;
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}
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if (!body_b->mIsStatic) {
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rhs += cinfo.jacB * body_b->qdot;
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}
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double denom = cinfo.GMInvGTA + cinfo.GMInvGTB;
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if (!body_a->mIsStatic) {
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cinfo.accumImpulseA = -rhs / denom * cinfo.dir;
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}
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if (!body_b->mIsStatic) {
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cinfo.accumImpulseB = rhs / denom * cinfo.dir;
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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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) {
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}
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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->mIsStatic) {
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body_a->qdot += cinfo.MInvA * cinfo.jacA.transpose() * (-cinfo.dir.transpose() * cinfo.accumImpulseB);
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}
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if (!body_b->mIsStatic) {
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body_b->qdot += cinfo.MInvB * cinfo.jacB.transpose() * (-cinfo.dir.transpose() * cinfo.accumImpulseB);
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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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@ -145,4 +145,77 @@ TEST_CASE("CheckCollisionSphereVsSphere", "[Collision]") {
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REQUIRE((cinfo.posB - Vector3d(0., 0.3, 0.)).norm() < 1.0e-12);
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REQUIRE_THAT(cinfo.depth, Catch::WithinRel(0.5, 1.0e-12));
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}
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}
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TEST_CASE("CalcConstraintImpulse", "[Collision]") {
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SimBody ground_body;
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SimShape ground_shape;
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ground_shape.mType = SimShape::Plane;
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ground_shape.pos = Vector3d::Zero();
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ground_shape.orientation = Quaternion(0., 0., 0., 1.);
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ground_body.mCollisionShapes.push_back(SimBody::BodyCollisionInfo(-1, ground_shape));
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ground_body.mIsStatic = true;
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double sphere_mass = 1.5;
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SimBody sphere_body = CreateSphereBody(sphere_mass, 1.0, Vector3d (0., 0.5, 0.), Vector3d (0., -1., 0.));
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CollisionInfo cinfo;
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SECTION ("SphereOnGroundButColliding") {
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sphere_body.q[1] = 0.5;
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sphere_body.qdot[1] = -1.23;
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sphere_body.updateCollisionShapes();
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std::vector<CollisionInfo> collisions;
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CalcCollisions(ground_body, sphere_body, collisions);
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REQUIRE(collisions.size() == 1);
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cinfo = collisions[0];
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bool cresult = CheckPenetration(ground_shape, sphere_body.mCollisionShapes[0].second, cinfo);
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REQUIRE(cresult == true);
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REQUIRE((cinfo.dir - Vector3d(0., 1., 0.)).norm() < 1.0e-12);
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PrepareConstraintImpulse(&ground_body, &sphere_body, cinfo);
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CalcConstraintImpulse(&ground_body, &sphere_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_mass * sphere_body.qdot[1], 0.)).norm() < 1.0e-12);
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ApplyConstraintImpulse(&ground_body, &sphere_body, cinfo);
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REQUIRE(sphere_body.qdot.norm() < 1.0e-12);
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}
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SECTION ("SphereVsSphereCollision") {
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double sphere2_mass = 1.5;
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SimBody sphere2_body = CreateSphereBody(sphere2_mass, 1.0, Vector3d (0., -0.5, 0.), Vector3d (0., 1., 0.));
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sphere_body.q[1] = 0.5;
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sphere_body.qdot[1] = -1.23;
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sphere_body.updateCollisionShapes();
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sphere2_body.q[1] = -0.5;
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sphere2_body.qdot[1] = 1.23;
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sphere2_body.updateCollisionShapes();
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std::vector<CollisionInfo> collisions;
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CalcCollisions(sphere_body, sphere2_body, collisions);
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REQUIRE(collisions.size() == 1);
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cinfo = collisions[0];
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bool cresult = CheckPenetration(sphere_body.mCollisionShapes[0].second, sphere2_body.mCollisionShapes[0].second, cinfo);
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REQUIRE(cresult == true);
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REQUIRE((cinfo.dir - Vector3d(0., 1., 0.)).norm() < 1.0e-12);
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PrepareConstraintImpulse(&sphere_body, &sphere2_body, cinfo);
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CalcConstraintImpulse(&sphere_body, &sphere2_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_mass * sphere_body.qdot[1], 0.)).norm() < 1.0e-12);
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cout << "pre impulse: " << sphere_body.qdot.transpose() << endl;
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cout << "pre impulse2: " << sphere2_body.qdot.transpose() << endl;
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ApplyConstraintImpulse(&sphere_body, &sphere2_body, cinfo);
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cout << "pst impulse: " << sphere_body.qdot.transpose() << endl;
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cout << "pst impulse2: " << sphere2_body.qdot.transpose() << endl;
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REQUIRE(sphere_body.qdot.norm() < 1.0e-12);
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REQUIRE(sphere2_body.qdot.norm() < 1.0e-12);
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}
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}
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