rbdlsim/src/rbdlsim.cc

906 lines
26 KiB
C++

#include "rbdlsim.h"
#include <ccd/ccd.h>
#include <ccd/quat.h>
#include <rbdl/Dynamics.h>
#include <rbdl/Kinematics.h>
#include <rbdl/Model.h>
#include <rbdl/rbdl_math.h>
#include <iostream>
#include <vector>
#include "utils.h"
using namespace std;
namespace RBDLSim {
void SimBody::step(double dt) {
// Prerequisite: qdot has already been updated by resolveCollisions();
calcNextPositions(dt, qdot, q);
}
void SimBody::calcNextPositions(
double dt,
const VectorNd& in_qdot,
VectorNd& io_q) {
for (int i = 1; i < mModel.mJoints.size(); ++i) {
const Joint& joint = mModel.mJoints[i];
if (joint.mJointType != JointTypeSpherical) {
io_q.block(joint.q_index, 0, joint.mDoFCount, 1) +=
dt * in_qdot.block(joint.q_index, 0, joint.mDoFCount, 1);
continue;
}
// Integrate the Quaternion
Quaternion q0 = mModel.GetQuaternion(i, io_q);
Vector3d omega(in_qdot.block(joint.q_index, 0, 3, 1));
Quaternion qd = q0.omegaToQDot(omega);
Quaternion q1 = (q0 + qd * dt).normalize();
assert(!isnan(q1.squaredNorm()));
mModel.SetQuaternion(i, q1, io_q);
}
}
/** Support function for box */
void SimShapeSupport(
const void* _shape,
const ccd_vec3_t* _dir,
ccd_vec3_t* v) {
SimShape* shape = (SimShape*)_shape;
CCD_VEC3(pos, shape->pos[0], shape->pos[1], shape->pos[2]);
CCD_QUAT(
quat,
shape->orientation[0],
shape->orientation[1],
shape->orientation[2],
shape->orientation[3]);
ccd_vec3_t dir;
ccd_quat_t qinv;
// apply rotation on direction vector
ccdVec3Copy(&dir, _dir);
ccdQuatInvert2(&qinv, &quat);
ccdQuatRotVec(&dir, &qinv);
// compute support point in specified direction
if (shape->mType == SimShape::Box) {
ccdVec3Set(
v,
ccdSign(ccdVec3X(&dir)) * shape->scale[0] * CCD_REAL(0.5),
ccdSign(ccdVec3Y(&dir)) * shape->scale[1] * CCD_REAL(0.5),
ccdSign(ccdVec3Z(&dir)) * shape->scale[2] * CCD_REAL(0.5));
} else if (shape->mType == SimShape::Sphere) {
ccd_real_t len;
assert((shape->scale[0] - shape->scale[1]) < 1.0e-12);
assert((shape->scale[2] - shape->scale[1]) < 1.0e-12);
len = ccdVec3Len2(&dir);
if (len - CCD_EPS > CCD_ZERO) {
ccdVec3Copy(v, &dir);
ccdVec3Scale(v, shape->scale[0] * CCD_REAL(0.5) / CCD_SQRT(len));
} else {
ccdVec3Set(v, CCD_ZERO, CCD_ZERO, CCD_ZERO);
}
} else {
cerr << "Unknown shape type: " << shape->mType << endl;
abort();
}
// transform support point according to position and rotation of object
ccdQuatRotVec(v, &quat);
ccdVec3Add(v, &pos);
}
static void sSwapCollisionInfoShapeOrder(CollisionInfo& cinfo) {
cinfo.dir *= -1.;
Vector3d temp_pos = cinfo.posA;
cinfo.posA = cinfo.posB;
cinfo.posB = temp_pos;
}
static void sCalcTangentVectors(const Vector3d &normal, Vector3d* tangent0, Vector3d* tangent1) {
if (fabs(normal.dot(Vector3d(0., 0., 1.))) < 0.6) {
*tangent0 = normal.cross(Vector3d(0., 0., 1.));
*tangent1 = tangent0->cross(normal);
} else {
*tangent0 = normal.cross(Vector3d(1., 0., 0.));
*tangent1 = tangent0->cross(normal);
}
assert (tangent0->squaredNorm() > cCollisionEps);
assert (tangent1->squaredNorm() > cCollisionEps);
}
bool CheckPenetration(
const SimShape& shape_a,
const SimShape& shape_b,
CollisionInfo& cinfo) {
cinfo.mShapeA = &shape_a;
cinfo.mShapeB = &shape_b;
bool result = false;
if (shape_a.mType == SimShape::Sphere && shape_b.mType == SimShape::Plane) {
result = CheckPenetrationSphereVsPlane(shape_a, shape_b, cinfo);
sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
return result;
} else if (
shape_b.mType == SimShape::Sphere && shape_a.mType == SimShape::Plane) {
result = CheckPenetrationSphereVsPlane(shape_b, shape_a, cinfo);
sSwapCollisionInfoShapeOrder(cinfo);
sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
return result;
} else if (
shape_a.mType == SimShape::Sphere && shape_b.mType == SimShape::Sphere) {
result = CheckPenetrationSphereVsSphere(shape_a, shape_b, cinfo);
sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
return result;
} else if (
shape_a.mType == SimShape::Box && shape_b.mType == SimShape::Plane) {
result = CheckPenetrationBoxVsPlane(shape_a, shape_b, cinfo);
sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
return result;
} else if (
shape_a.mType == SimShape::Plane && shape_b.mType == SimShape::Box) {
bool result = CheckPenetrationBoxVsPlane(shape_b, shape_a, cinfo);
sSwapCollisionInfoShapeOrder(cinfo);
sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
return result;
}
ccd_t ccd;
CCD_INIT(&ccd);
ccd.support1 = SimShapeSupport;
ccd.support2 = SimShapeSupport;
ccd.max_iterations = 100;
ccd.epa_tolerance = 0.0001;
ccd_real_t depth;
ccd_vec3_t dir, pos;
int intersect =
ccdGJKPenetration(&shape_a, &shape_b, &ccd, &depth, &dir, &pos);
if (intersect == 0) {
cinfo.posA.set(pos.v[0], pos.v[1], pos.v[2]);
cinfo.posB.set(pos.v[0], pos.v[1], pos.v[2]);
cinfo.dir.set(dir.v[0], dir.v[1], dir.v[2]);
cinfo.depth = depth;
}
sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
return !intersect;
}
bool CheckPenetrationSphereVsSphere(
const SimShape& shape_a,
const SimShape& shape_b,
CollisionInfo& cinfo) {
assert(shape_a.mType == SimShape::Sphere);
assert(
shape_a.scale[0] == shape_a.scale[1]
&& shape_a.scale[1] == shape_a.scale[2]);
assert(shape_b.mType == SimShape::Sphere);
assert(
shape_b.scale[0] == shape_b.scale[1]
&& shape_b.scale[1] == shape_b.scale[2]);
Vector3d diff_pos = shape_b.pos - shape_a.pos;
double diff_pos_norm = diff_pos.norm();
double distance = diff_pos_norm - (shape_a.scale[0] + shape_b.scale[0]) * 0.5;
if (distance < cCollisionEps) {
cinfo.dir = diff_pos / diff_pos_norm;
cinfo.posA = shape_a.pos + cinfo.dir * shape_a.scale[0] * 0.5;
cinfo.posB = shape_b.pos - cinfo.dir * shape_b.scale[0] * 0.5;
cinfo.depth = fabs(distance);
return true;
}
return false;
}
bool CheckPenetrationSphereVsPlane(
const SimShape& shape_a,
const SimShape& shape_b,
CollisionInfo& cinfo) {
assert(shape_a.mType == SimShape::Sphere);
assert(shape_b.mType == SimShape::Plane);
Vector3d plane_normal =
shape_b.orientation.conjugate().rotate(Vector3d(0., 1., 0.));
Vector3d plane_point = shape_b.pos;
Vector3d sphere_point_to_plane =
shape_a.pos - plane_normal * shape_a.scale[0] * 0.5;
double sphere_center_height =
plane_normal.transpose() * (sphere_point_to_plane - plane_point);
if (sphere_center_height < cCollisionEps) {
cinfo.dir = -plane_normal;
cinfo.depth = sphere_center_height;
cinfo.mManifoldPoints[cinfo.mNumManifoldPoints++] =
sphere_point_to_plane - sphere_center_height * plane_normal;
cinfo.posA = sphere_point_to_plane;
cinfo.posB = sphere_point_to_plane - sphere_center_height * plane_normal;
return 1;
}
return 0;
}
void CalcIntersectionLineSegmentPlane(
const Vector3d& vA,
const Vector3d& vB,
const Vector3d& plane_point,
const Vector3d& plane_normal,
Vector3d& result) {
double dA = (vA - plane_point).dot(plane_normal);
double dB = (vB - plane_point).dot(plane_normal);
double s = (-dA) / (dB - dA);
assert(s >= 0);
assert(s <= 1.);
result = vA + s * (vB - vA);
}
bool CheckPenetrationBoxVsPlane(
const SimShape& shape_a,
const SimShape& shape_b,
CollisionInfo& cinfo) {
assert(shape_a.mType == SimShape::Box);
assert(shape_b.mType == SimShape::Plane);
SimShape aabb = shape_a;
SimShape plane = shape_b;
aabb.pos.setZero();
aabb.orientation = Quaternion(0., 0., 0., 1.);
const Matrix3d shape_a_rot = shape_a.orientation.toMatrix();
plane.pos = shape_a_rot * (shape_b.pos - shape_a.pos);
Quaternion rot_rel_box =
shape_a.orientation.conjugate() * shape_b.orientation;
plane.orientation = rot_rel_box;
bool result = CheckPenetrationAABBVsPlane(aabb, plane, cinfo);
if (isnan(cinfo.posA.squaredNorm())) {
gLog("NaN error!");
}
assert(!isnan(cinfo.dir.squaredNorm()));
assert(!isnan(cinfo.posA.squaredNorm()));
assert(!isnan(cinfo.posB.squaredNorm()));
cinfo.posA = shape_a_rot.transpose() * (cinfo.posA) + shape_a.pos;
cinfo.posB = shape_a_rot.transpose() * (cinfo.posB) + shape_a.pos;
cinfo.dir = shape_a_rot.transpose() * (cinfo.dir);
// also transform all contact manifold points
for (int i = 0; i < cinfo.mNumManifoldPoints; i++) {
cinfo.mManifoldPoints[i] =
shape_a_rot.transpose() * cinfo.mManifoldPoints[i] + shape_a.pos;
}
return result;
}
bool CheckPenetrationAABBVsPlane(
const SimShape& shape_a,
const SimShape& shape_b,
CollisionInfo& cinfo) {
assert(shape_a.mType == SimShape::Box);
assert(shape_b.mType == SimShape::Plane);
cinfo.mNumManifoldPoints = 0;
Vector3d plane_normal =
shape_b.orientation.conjugate().rotate(Vector3d(0., 1., 0.));
Vector3d plane_pos = shape_b.pos;
Vector3d dir_min, dir_max;
for (int i = 0; i < 3; i++) {
double sign = plane_normal[i] >= 0 ? -1. : 1.;
dir_min[i] = sign * shape_a.scale[i] * 0.5;
dir_max[i] = -sign * shape_a.scale[i] * 0.5;
}
double distance = (dir_min - plane_pos).dot(plane_normal);
if (distance > cCollisionEps) {
// early out: all points above plane
return false;
}
// Separation direction clear: we would need to push the plane along its
// negative plane normal for separation.
cinfo.dir = -plane_normal;
// If center is below plane, return that
double center_distance = (Vector3d::Zero() - plane_pos).dot(plane_normal);
if (center_distance < cCollisionEps) {
cinfo.posA = Vector3d::Zero();
cinfo.posB = Vector3d::Zero();
cinfo.depth = center_distance - cCollisionEps;
return true;
}
const Vector3d& scale = shape_a.scale;
// clang-format off
Vector3d vertices[8] = {
Vector3d( scale[0] * 0.5, -scale[1] * 0.5, scale[2] * 0.5),
Vector3d( scale[0] * 0.5, -scale[1] * 0.5, -scale[2] * 0.5),
Vector3d( scale[0] * 0.5, scale[1] * 0.5, scale[2] * 0.5),
Vector3d( scale[0] * 0.5, scale[1] * 0.5, -scale[2] * 0.5),
Vector3d(-scale[0] * 0.5, -scale[1] * 0.5, scale[2] * 0.5),
Vector3d(-scale[0] * 0.5, -scale[1] * 0.5, -scale[2] * 0.5),
Vector3d(-scale[0] * 0.5, scale[1] * 0.5, scale[2] * 0.5),
Vector3d(-scale[0] * 0.5, scale[1] * 0.5, -scale[2] * 0.5)
};
// clang-format on
// Check whether any vertices are touching the plane.
double distances[8];
double max_depth = -cCollisionEps;
for (int i = 0; i < 8; i++) {
distances[i] = (vertices[i] - plane_pos).dot(plane_normal);
if (distances[i] >= 0. && distances[i] < cCollisionEps) {
cinfo.mManifoldPoints[cinfo.mNumManifoldPoints] = vertices[i];
cinfo.mNumManifoldPoints++;
}
max_depth = distances[i] < max_depth ? distances[i] : max_depth;
}
if (cinfo.mNumManifoldPoints == 0) {
// We have no vertex contacts so we have to compute points on the edges.
const int num_edges = 12;
char edge_pairs[num_edges][2] = {
{0, 1},
{0, 2},
{0, 4},
{1, 3},
{1, 5},
{2, 3},
{2, 6},
{3, 7},
{4, 5},
{4, 6},
{5, 7},
{6, 7}};
for (int i = 0; i < num_edges; i++) {
const double& d0 = distances[edge_pairs[i][0]];
const double& d1 = distances[edge_pairs[i][1]];
if (d0 * d1 < 0) {
// we have an intersection on this edge, compute the contact point on
// this edge.
const Vector3d& v0 = vertices[edge_pairs[i][0]];
const Vector3d& v1 = vertices[edge_pairs[i][1]];
double s = (-d0) / (d1 - d0);
assert(s >= 0);
assert(s <= 1.);
s = s < cCollisionEps ? 0. : s;
s = s > 1.0 - cCollisionEps ? 1.0 : s;
Vector3d vc = v0 + s * (v1 - v0);
bool found_duplicate_point = false;
for (int j = 0; j < cinfo.mNumManifoldPoints; j++) {
if ((cinfo.mManifoldPoints[j] - vc).squaredNorm() < cCollisionEps) {
gLog("Removing duplicate point");
found_duplicate_point = true;
break;
}
}
if (!found_duplicate_point) {
cinfo.mManifoldPoints[cinfo.mNumManifoldPoints++] =
v0 + s * (v1 - v0);
}
if (cinfo.mNumManifoldPoints > 4) {
gLog("Have %d manifold points?!", cinfo.mNumManifoldPoints);
}
}
}
}
// Average manifold points to compute the central contact point.
cinfo.posA.setZero();
for (int i = 0; i < cinfo.mNumManifoldPoints; i++) {
cinfo.posA += cinfo.mManifoldPoints[i];
}
cinfo.posA = cinfo.posA / (double)cinfo.mNumManifoldPoints;
cinfo.posB = cinfo.posA;
cinfo.depth = max_depth;
return true;
}
void SimBody::updateCollisionShapes() {
UpdateKinematicsCustom(mModel, &q, nullptr, nullptr);
for (SimBody::BodyCollisionInfo& body_col_info : mCollisionShapes) {
const unsigned int& body_id = body_col_info.first;
SimShape& shape = body_col_info.second;
shape.pos =
CalcBodyToBaseCoordinates(mModel, q, body_id, Vector3d::Zero(), false);
shape.orientation = Quaternion::fromMatrix(
CalcBodyWorldOrientation(mModel, q, body_id, false));
}
}
bool SolveGaussSeidelProj(
MatrixNd& A,
VectorNd& b,
VectorNd& x,
VectorNd& xlo,
VectorNd& xhi,
double tol = 1.0e-6,
int maxiter = 100) {
int n = A.cols();
for (int iter = 0; iter < maxiter; iter++) {
double residual = 0.;
for (int i = 0; i < n; i++) {
double sigma = 0.;
for (int j = 0; j < i; j++) {
sigma += A(i, j) * x[j];
}
for (int j = i + 1; j < n; j++) {
sigma += A(i, j) * x[j];
}
double x_old = x[i];
x[i] = (b[i] - sigma) / A(i, i);
// Projection onto admissible values
if (x[i] < xlo[i]) {
x[i] = xlo[i];
}
if (x[i] > xhi[i]) {
x[i] = xhi[i];
}
double diff = x[i] - x_old;
residual += diff * diff;
}
if (residual < tol) {
cout << "Numiter: " << iter << endl;
return true;
}
if (iter > maxiter) {
break;
}
}
return false;
}
void CalcCollisions(
SimBody& body_a,
SimBody& body_b,
std::vector<CollisionInfo>& collisions) {
for (int i = 0, ni = body_a.mCollisionShapes.size(); i < ni; ++i) {
const SimShape& shape_a = body_a.mCollisionShapes[i].second;
for (int j = 0, nj = body_b.mCollisionShapes.size(); j < nj; ++j) {
const SimShape& shape_b = body_b.mCollisionShapes[j].second;
CollisionInfo cinfo;
bool has_penetration = false;
has_penetration = CheckPenetration(shape_a, shape_b, cinfo);
cinfo.effectiveRestitution = shape_a.restitution * shape_b.restitution;
if (has_penetration) {
cinfo.mBodyA = &body_a;
cinfo.mBodyAIndex = body_a.mCollisionShapes[i].first;
cinfo.mBodyB = &body_b;
cinfo.mBodyBIndex = body_b.mCollisionShapes[j].first;
collisions.push_back(cinfo);
}
}
}
}
void CalcImpulseVariables(
double dt,
SimBody* body,
unsigned int body_index,
const Vector3d& pos,
const Vector3d& dir,
const Vector3d* tangents,
const double depth,
VectorNd* MInvJacT,
VectorNd* jac,
double* G_MInv_GT,
VectorNd* tangentJac,
VectorNd* tangentMInvJacT,
double* tangentGMInvGT,
double* bias_vel,
double restitution) {
if (body == nullptr || body->mIsStatic) {
jac->setZero();
*G_MInv_GT = 0.;
*bias_vel = 0.;
return;
}
Model* model = &body->mModel;
int ndof = model->qdot_size;
const VectorNd& q = body->q;
const VectorNd& qdot = body->qdot;
assert(!isnan(q.squaredNorm()));
// Calculate local coordinates of the contact point
UpdateKinematicsCustom(*model, &q, nullptr, nullptr);
Vector3d point_local_b =
CalcBaseToBodyCoordinates(*model, q, body_index, pos, false);
// Compute vectors and matrices of the contact system
MatrixNd M(MatrixNd::Zero(ndof, ndof));
CompositeRigidBodyAlgorithm(*model, q, M, false);
MatrixNd G_constr(MatrixNd::Zero(3, ndof));
CalcPointJacobian(*model, q, body_index, point_local_b, G_constr, false);
(*jac) = dir.transpose() * G_constr;
SimpleMath::LLT<MatrixNd> M_llt = M.llt();
(*MInvJacT) = M_llt.solve(jac->transpose());
*G_MInv_GT = (*jac) * (*MInvJacT);
assert(!isnan(*G_MInv_GT));
double beta = 0.01;
double delta_slop = 0.05;
*bias_vel = (*jac) * qdot * restitution - beta / dt * std::max (0., -depth - delta_slop);
tangentJac[0] = tangents[0].transpose() * G_constr;
tangentJac[1] = tangents[1].transpose() * G_constr;
tangentMInvJacT[0] = M_llt.solve(tangentJac[0].transpose());
tangentMInvJacT[1] = M_llt.solve(tangentJac[1].transpose());
tangentGMInvGT[0] = tangentJac[0] * tangentMInvJacT[0];
tangentGMInvGT[1] = tangentJac[1] * tangentMInvJacT[1];
assert (tangentGMInvGT[0] > 0.);
assert (tangentGMInvGT[1] > 0.);
}
void PrepareConstraintImpulse(
double dt,
SimBody* body_a,
SimBody* body_b,
CollisionInfo& cinfo) {
CalcImpulseVariables(
dt,
body_a,
cinfo.mBodyAIndex,
cinfo.posA,
cinfo.dir,
cinfo.tangents,
cinfo.depth,
&cinfo.MInvJacTA,
&cinfo.jacA,
&cinfo.GMInvGTA,
cinfo.tangentJacA,
cinfo.tangentMInvJacTA,
cinfo.tangentGMInvGTA,
&cinfo.biasVelocityA,
cinfo.effectiveRestitution);
CalcImpulseVariables(
dt,
body_b,
cinfo.mBodyBIndex,
cinfo.posB,
cinfo.dir,
cinfo.tangents,
-cinfo.depth,
&cinfo.MInvJacTB,
&cinfo.jacB,
&cinfo.GMInvGTB,
cinfo.tangentJacB,
cinfo.tangentMInvJacTB,
cinfo.tangentGMInvGTB,
&cinfo.biasVelocityB,
cinfo.effectiveRestitution);
}
/// Calculates the impulse that we apply on body_b to resolve the contact.
void CalcFrictionImpulse(
SimBody* body_a,
SimBody* body_b,
CollisionInfo& cinfo) {
// Todo: add nonlinear effects * dt
double rhs_tangent[2] = {0., 0.};
if (body_a && !body_a->mIsStatic) {
rhs_tangent[0] += cinfo.tangentJacA[0] * body_a->qdot;
rhs_tangent[1] += cinfo.tangentJacA[1] * body_a->qdot;
}
if (body_b && !body_b->mIsStatic) {
rhs_tangent[0] -= cinfo.tangentJacB[0] * body_b->qdot;
rhs_tangent[1] -= cinfo.tangentJacB[1] * body_b->qdot;
}
for (int i = 0; i < 2; i++) {
double denom = cinfo.tangentGMInvGTA[i] + cinfo.tangentGMInvGTB[i];
assert (denom > cCollisionEps);
double old_impulse = cinfo.accumFrictionImpulse[i];
cinfo.deltaFrictionImpulse[i] = rhs_tangent[i] / denom;
cinfo.accumFrictionImpulse[i] = cinfo.accumFrictionImpulse[i] + cinfo.deltaFrictionImpulse[i];
if (cinfo.accumFrictionImpulse[i] >= cinfo.effectiveFriction * cinfo.accumImpulse) {
cinfo.accumFrictionImpulse[i] = cinfo.effectiveFriction * cinfo.accumImpulse;
}
if (cinfo.accumFrictionImpulse[i] < -cinfo.effectiveFriction * cinfo.accumImpulse) {
cinfo.accumFrictionImpulse[i] = -cinfo.effectiveFriction * cinfo.accumImpulse;
}
cinfo.deltaFrictionImpulse[i] = cinfo.accumFrictionImpulse[i] - old_impulse;
assert (!isnan(cinfo.deltaFrictionImpulse[i]));
}
}
void ApplyFrictionImpulse(
SimBody* body_a,
SimBody* body_b,
CollisionInfo& cinfo) {
if (body_a && !body_a->mIsStatic) {
body_a->qdot +=
cinfo.tangentMInvJacTA[0] * (-cinfo.deltaFrictionImpulse[0]);
body_a->qdot +=
cinfo.tangentMInvJacTA[1] * (-cinfo.deltaFrictionImpulse[1]);
assert(!isnan(body_a->qdot.squaredNorm()));
}
if (body_b && !body_b->mIsStatic) {
body_b->qdot +=
-cinfo.tangentMInvJacTB[0] * (-cinfo.deltaFrictionImpulse[0]);
body_b->qdot +=
-cinfo.tangentMInvJacTB[1] * (-cinfo.deltaFrictionImpulse[1]);
assert(!isnan(body_b->qdot.squaredNorm()));
}
}
/// Calculates the impulse that we apply on body_b to resolve the contact.
void CalcConstraintImpulse(
SimBody* body_a,
SimBody* body_b,
CollisionInfo& cinfo) {
// Todo: add nonlinear effects * dt
double rhs = 0.;
if (body_a && !body_a->mIsStatic) {
rhs += cinfo.jacA * body_a->qdot + cinfo.biasVelocityA;
}
if (body_b && !body_b->mIsStatic) {
rhs += -cinfo.jacB * body_b->qdot - cinfo.biasVelocityB;
}
double denom = cinfo.GMInvGTA + cinfo.GMInvGTB;
assert(denom > cCollisionEps);
double old_impulse = cinfo.accumImpulse;
// TODO: is this really needed here??
cinfo.deltaImpulse = rhs / denom;
cinfo.accumImpulse = std::max(0., cinfo.accumImpulse + cinfo.deltaImpulse);
cinfo.deltaImpulse = cinfo.accumImpulse - old_impulse;
}
void ApplyConstraintImpulse(
SimBody* body_a,
SimBody* body_b,
CollisionInfo& cinfo) {
if (body_a && !body_a->mIsStatic) {
body_a->qdot +=
cinfo.MInvJacTA * (-cinfo.deltaImpulse);
assert(!isnan(body_a->qdot.squaredNorm()));
}
if (body_b && !body_b->mIsStatic) {
body_b->qdot += cinfo.MInvJacTB * (cinfo.deltaImpulse);
assert(!isnan(body_b->qdot.squaredNorm()));
}
}
void World::calcUnconstrainedVelUpdate(double dt) {
for (SimBody& body : mBodies) {
assert(!isnan(body.q.squaredNorm()));
ForwardDynamics(body.mModel, body.q, body.qdot, body.tau, body.qddot);
// semi-implicit eulers
body.qdot += dt * body.qddot;
}
}
void World::updateCollisionShapes() {
for (SimBody& body : mBodies) {
body.updateCollisionShapes();
}
}
void World::detectCollisions() {
mContactPoints.clear();
for (int i = 0, n = mBodies.size(); i < n; ++i) {
SimBody& ref_body = mBodies[i];
// Check collisions against moving bodies
for (int j = i + 1; j < n; ++j) {
SimBody& other_body = mBodies[j];
CalcCollisions(ref_body, other_body, mContactPoints);
}
// Check collisions against static bodies
for (SimBody::BodyCollisionInfo& body_col_info :
ref_body.mCollisionShapes) {
SimShape& ref_body_shape = body_col_info.second;
// check against all static shapes
for (SimShape& static_shape : mStaticShapes) {
bool has_penetration = false;
CollisionInfo cinfo;
has_penetration = CheckPenetration(static_shape, ref_body_shape, cinfo);
cinfo.effectiveRestitution = ref_body_shape.restitution;
if (has_penetration) {
if (isnan(cinfo.posA.squaredNorm())) {
gLog("NaN error!");
}
cinfo.mBodyA = nullptr;
cinfo.mBodyAIndex = -1;
cinfo.mBodyB = &ref_body;
cinfo.mBodyBIndex = body_col_info.first;
assert(!isnan(cinfo.posA.squaredNorm()));
assert(!isnan(cinfo.posB.squaredNorm()));
for (int i = 0; i < cinfo.mNumManifoldPoints; i++) {
CollisionInfo cpinfo(cinfo);
cinfo.posA = cinfo.mManifoldPoints[i];
cinfo.posB = cinfo.mManifoldPoints[i];
mContactPoints.push_back(cinfo);
}
}
}
}
}
}
void World::resolveCollisions(double dt) {
for (CollisionInfo& cinfo : mContactPoints) {
PrepareConstraintImpulse(dt, cinfo.mBodyA, cinfo.mBodyB, cinfo);
}
int num_iter = 20;
for (int i = 0; i < num_iter; i++) {
for (CollisionInfo& cinfo : mContactPoints) {
CalcFrictionImpulse(cinfo.mBodyA, cinfo.mBodyB, cinfo);
ApplyFrictionImpulse(cinfo.mBodyA, cinfo.mBodyB, cinfo);
CalcConstraintImpulse(cinfo.mBodyA, cinfo.mBodyB, cinfo);
ApplyConstraintImpulse(cinfo.mBodyA, cinfo.mBodyB, cinfo);
}
}
}
bool World::integrateWorld(double dt) {
for (SimBody& body : mBodies) {
body.step(dt);
}
return true;
}
SimBody CreateSphereBody(
double mass,
double radius,
double restitution,
const Vector3d& pos,
const Vector3d& vel) {
SimBody result;
Joint joint_trans_xyz(JointTypeTranslationXYZ);
Joint joint_rot_quat(JointTypeSpherical);
Body nullbody(0., Vector3d(0., 0., 0.), Matrix3d::Zero());
Body body(
mass,
Vector3d(0., 0., 0.),
Matrix3d::Identity() * 2. / 5. * mass * radius * radius);
result.mModel.AppendBody(
Xtrans(Vector3d(0., 0., 0.)),
joint_trans_xyz,
nullbody);
unsigned int sphere_body = result.mModel.AppendBody(
Xtrans(Vector3d(0., 0., 0.)),
joint_rot_quat,
body);
result.q = VectorNd::Zero(result.mModel.q_size);
result.q.block(0, 0, 3, 1) = pos;
result.mModel.SetQuaternion(
sphere_body,
Quaternion(0., 0., 0., 1.),
result.q);
result.qdot = VectorNd::Zero(result.mModel.qdot_size);
result.qddot = VectorNd::Zero(result.mModel.qdot_size);
result.tau = VectorNd::Zero(result.mModel.qdot_size);
SimShape shape;
shape.mType = SimShape::Sphere;
shape.pos = pos;
shape.orientation.set(0., 0., 0., 1.);
shape.scale.set(radius, radius, radius);
shape.restitution = restitution;
result.mCollisionShapes.push_back(
SimBody::BodyCollisionInfo(sphere_body, shape));
return result;
}
SimBody CreateBoxBody(
double mass,
const Vector3d& size,
double restitution,
const Vector3d& pos,
const Vector3d& vel) {
SimBody result;
Joint joint_trans_xyz(JointTypeTranslationXYZ);
Joint joint_rot_quat(JointTypeSpherical);
Body nullbody(0., Vector3d(0., 0., 0.), Matrix3d::Zero());
Matrix3d inertia(Matrix3d::Zero());
inertia(0, 0) = (1. / 12.) * mass * (size[1] * size[1] + size[2] * size[2]);
inertia(1, 1) = (1. / 12.) * mass * (size[0] * size[0] + size[2] * size[2]);
inertia(2, 2) = (1. / 12.) * mass * (size[1] * size[1] + size[0] * size[0]);
Body body(mass, Vector3d(0., 0., 0.), inertia);
result.mModel.AppendBody(
Xtrans(Vector3d(0., 0., 0.)),
joint_trans_xyz,
nullbody);
unsigned int sphere_body = result.mModel.AppendBody(
Xtrans(Vector3d(0., 0., 0.)),
joint_rot_quat,
body);
result.q = VectorNd::Zero(result.mModel.q_size);
result.q.block(0, 0, 3, 1) = pos;
result.mModel.SetQuaternion(
sphere_body,
Quaternion(0., 0., 0., 1.),
result.q);
result.qdot = VectorNd::Zero(result.mModel.qdot_size);
result.qddot = VectorNd::Zero(result.mModel.qdot_size);
result.tau = VectorNd::Zero(result.mModel.qdot_size);
SimShape shape;
shape.mType = SimShape::Box;
shape.pos = pos;
shape.orientation.set(0., 0., 0., 1.);
shape.scale.set(size[0], size[1], size[2]);
shape.restitution = restitution;
result.mCollisionShapes.push_back(
SimBody::BodyCollisionInfo(sphere_body, shape));
return result;
}
} // namespace RBDLSim