906 lines
26 KiB
C++
906 lines
26 KiB
C++
#include "rbdlsim.h"
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#include <ccd/ccd.h>
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#include <ccd/quat.h>
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#include <rbdl/Dynamics.h>
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#include <rbdl/Kinematics.h>
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#include <rbdl/Model.h>
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#include <rbdl/rbdl_math.h>
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#include <iostream>
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#include <vector>
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#include "utils.h"
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using namespace std;
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namespace RBDLSim {
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void SimBody::step(double dt) {
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// Prerequisite: qdot has already been updated by resolveCollisions();
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calcNextPositions(dt, qdot, q);
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}
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void SimBody::calcNextPositions(
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double dt,
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const VectorNd& in_qdot,
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VectorNd& io_q) {
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for (int i = 1; i < mModel.mJoints.size(); ++i) {
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const Joint& joint = mModel.mJoints[i];
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if (joint.mJointType != JointTypeSpherical) {
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io_q.block(joint.q_index, 0, joint.mDoFCount, 1) +=
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dt * in_qdot.block(joint.q_index, 0, joint.mDoFCount, 1);
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continue;
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}
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// Integrate the Quaternion
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Quaternion q0 = mModel.GetQuaternion(i, io_q);
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Vector3d omega(in_qdot.block(joint.q_index, 0, 3, 1));
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Quaternion qd = q0.omegaToQDot(omega);
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Quaternion q1 = (q0 + qd * dt).normalize();
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assert(!isnan(q1.squaredNorm()));
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mModel.SetQuaternion(i, q1, io_q);
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}
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}
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/** Support function for box */
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void SimShapeSupport(
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const void* _shape,
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const ccd_vec3_t* _dir,
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ccd_vec3_t* v) {
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SimShape* shape = (SimShape*)_shape;
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CCD_VEC3(pos, shape->pos[0], shape->pos[1], shape->pos[2]);
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CCD_QUAT(
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quat,
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shape->orientation[0],
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shape->orientation[1],
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shape->orientation[2],
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shape->orientation[3]);
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ccd_vec3_t dir;
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ccd_quat_t qinv;
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// apply rotation on direction vector
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ccdVec3Copy(&dir, _dir);
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ccdQuatInvert2(&qinv, &quat);
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ccdQuatRotVec(&dir, &qinv);
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// compute support point in specified direction
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if (shape->mType == SimShape::Box) {
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ccdVec3Set(
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v,
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ccdSign(ccdVec3X(&dir)) * shape->scale[0] * CCD_REAL(0.5),
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ccdSign(ccdVec3Y(&dir)) * shape->scale[1] * CCD_REAL(0.5),
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ccdSign(ccdVec3Z(&dir)) * shape->scale[2] * CCD_REAL(0.5));
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} else if (shape->mType == SimShape::Sphere) {
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ccd_real_t len;
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assert((shape->scale[0] - shape->scale[1]) < 1.0e-12);
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assert((shape->scale[2] - shape->scale[1]) < 1.0e-12);
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len = ccdVec3Len2(&dir);
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if (len - CCD_EPS > CCD_ZERO) {
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ccdVec3Copy(v, &dir);
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ccdVec3Scale(v, shape->scale[0] * CCD_REAL(0.5) / CCD_SQRT(len));
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} else {
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ccdVec3Set(v, CCD_ZERO, CCD_ZERO, CCD_ZERO);
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}
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} else {
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cerr << "Unknown shape type: " << shape->mType << endl;
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abort();
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}
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// transform support point according to position and rotation of object
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ccdQuatRotVec(v, &quat);
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ccdVec3Add(v, &pos);
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}
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static void sSwapCollisionInfoShapeOrder(CollisionInfo& cinfo) {
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cinfo.dir *= -1.;
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Vector3d temp_pos = cinfo.posA;
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cinfo.posA = cinfo.posB;
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cinfo.posB = temp_pos;
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}
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static void sCalcTangentVectors(const Vector3d &normal, Vector3d* tangent0, Vector3d* tangent1) {
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if (fabs(normal.dot(Vector3d(0., 0., 1.))) < 0.6) {
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*tangent0 = normal.cross(Vector3d(0., 0., 1.));
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*tangent1 = tangent0->cross(normal);
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} else {
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*tangent0 = normal.cross(Vector3d(1., 0., 0.));
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*tangent1 = tangent0->cross(normal);
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}
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assert (tangent0->squaredNorm() > cCollisionEps);
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assert (tangent1->squaredNorm() > cCollisionEps);
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}
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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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bool result = false;
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if (shape_a.mType == SimShape::Sphere && shape_b.mType == SimShape::Plane) {
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result = CheckPenetrationSphereVsPlane(shape_a, shape_b, cinfo);
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sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
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return result;
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} else if (
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shape_b.mType == SimShape::Sphere && shape_a.mType == SimShape::Plane) {
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result = CheckPenetrationSphereVsPlane(shape_b, shape_a, cinfo);
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sSwapCollisionInfoShapeOrder(cinfo);
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sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
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return result;
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} else if (
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shape_a.mType == SimShape::Sphere && shape_b.mType == SimShape::Sphere) {
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result = CheckPenetrationSphereVsSphere(shape_a, shape_b, cinfo);
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sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
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return result;
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} else if (
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shape_a.mType == SimShape::Box && shape_b.mType == SimShape::Plane) {
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result = CheckPenetrationBoxVsPlane(shape_a, shape_b, cinfo);
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sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
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return result;
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} else if (
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shape_a.mType == SimShape::Plane && shape_b.mType == SimShape::Box) {
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bool result = CheckPenetrationBoxVsPlane(shape_b, shape_a, cinfo);
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sSwapCollisionInfoShapeOrder(cinfo);
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sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
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return result;
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}
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ccd_t ccd;
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CCD_INIT(&ccd);
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ccd.support1 = SimShapeSupport;
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ccd.support2 = SimShapeSupport;
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ccd.max_iterations = 100;
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ccd.epa_tolerance = 0.0001;
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ccd_real_t depth;
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ccd_vec3_t dir, pos;
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int intersect =
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ccdGJKPenetration(&shape_a, &shape_b, &ccd, &depth, &dir, &pos);
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if (intersect == 0) {
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cinfo.posA.set(pos.v[0], pos.v[1], pos.v[2]);
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cinfo.posB.set(pos.v[0], pos.v[1], pos.v[2]);
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cinfo.dir.set(dir.v[0], dir.v[1], dir.v[2]);
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cinfo.depth = depth;
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}
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sCalcTangentVectors(cinfo.dir, &cinfo.tangents[0], &cinfo.tangents[1]);
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return !intersect;
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}
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bool CheckPenetrationSphereVsSphere(
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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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assert(shape_a.mType == SimShape::Sphere);
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assert(
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shape_a.scale[0] == shape_a.scale[1]
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&& shape_a.scale[1] == shape_a.scale[2]);
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assert(shape_b.mType == SimShape::Sphere);
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assert(
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shape_b.scale[0] == shape_b.scale[1]
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&& shape_b.scale[1] == shape_b.scale[2]);
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Vector3d diff_pos = shape_b.pos - shape_a.pos;
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double diff_pos_norm = diff_pos.norm();
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double distance = diff_pos_norm - (shape_a.scale[0] + shape_b.scale[0]) * 0.5;
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if (distance < cCollisionEps) {
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cinfo.dir = diff_pos / diff_pos_norm;
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cinfo.posA = shape_a.pos + cinfo.dir * shape_a.scale[0] * 0.5;
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cinfo.posB = shape_b.pos - cinfo.dir * shape_b.scale[0] * 0.5;
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cinfo.depth = fabs(distance);
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return true;
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}
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return false;
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}
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bool CheckPenetrationSphereVsPlane(
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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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assert(shape_a.mType == SimShape::Sphere);
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assert(shape_b.mType == SimShape::Plane);
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Vector3d plane_normal =
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shape_b.orientation.conjugate().rotate(Vector3d(0., 1., 0.));
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Vector3d plane_point = shape_b.pos;
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Vector3d sphere_point_to_plane =
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shape_a.pos - plane_normal * shape_a.scale[0] * 0.5;
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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.depth = sphere_center_height;
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cinfo.mManifoldPoints[cinfo.mNumManifoldPoints++] =
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sphere_point_to_plane - sphere_center_height * plane_normal;
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cinfo.posA = sphere_point_to_plane;
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cinfo.posB = sphere_point_to_plane - sphere_center_height * plane_normal;
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return 1;
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}
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return 0;
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}
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void CalcIntersectionLineSegmentPlane(
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const Vector3d& vA,
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const Vector3d& vB,
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const Vector3d& plane_point,
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const Vector3d& plane_normal,
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Vector3d& result) {
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double dA = (vA - plane_point).dot(plane_normal);
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double dB = (vB - plane_point).dot(plane_normal);
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double s = (-dA) / (dB - dA);
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assert(s >= 0);
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assert(s <= 1.);
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result = vA + s * (vB - vA);
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}
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bool CheckPenetrationBoxVsPlane(
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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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assert(shape_a.mType == SimShape::Box);
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assert(shape_b.mType == SimShape::Plane);
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SimShape aabb = shape_a;
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SimShape plane = shape_b;
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aabb.pos.setZero();
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aabb.orientation = Quaternion(0., 0., 0., 1.);
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const Matrix3d shape_a_rot = shape_a.orientation.toMatrix();
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plane.pos = shape_a_rot * (shape_b.pos - shape_a.pos);
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Quaternion rot_rel_box =
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shape_a.orientation.conjugate() * shape_b.orientation;
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plane.orientation = rot_rel_box;
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bool result = CheckPenetrationAABBVsPlane(aabb, plane, cinfo);
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if (isnan(cinfo.posA.squaredNorm())) {
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gLog("NaN error!");
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}
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assert(!isnan(cinfo.dir.squaredNorm()));
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assert(!isnan(cinfo.posA.squaredNorm()));
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assert(!isnan(cinfo.posB.squaredNorm()));
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cinfo.posA = shape_a_rot.transpose() * (cinfo.posA) + shape_a.pos;
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cinfo.posB = shape_a_rot.transpose() * (cinfo.posB) + shape_a.pos;
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cinfo.dir = shape_a_rot.transpose() * (cinfo.dir);
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// also transform all contact manifold points
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for (int i = 0; i < cinfo.mNumManifoldPoints; i++) {
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cinfo.mManifoldPoints[i] =
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shape_a_rot.transpose() * cinfo.mManifoldPoints[i] + shape_a.pos;
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}
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return result;
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}
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bool CheckPenetrationAABBVsPlane(
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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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assert(shape_a.mType == SimShape::Box);
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assert(shape_b.mType == SimShape::Plane);
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cinfo.mNumManifoldPoints = 0;
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Vector3d plane_normal =
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shape_b.orientation.conjugate().rotate(Vector3d(0., 1., 0.));
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Vector3d plane_pos = shape_b.pos;
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Vector3d dir_min, dir_max;
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for (int i = 0; i < 3; i++) {
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double sign = plane_normal[i] >= 0 ? -1. : 1.;
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dir_min[i] = sign * shape_a.scale[i] * 0.5;
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dir_max[i] = -sign * shape_a.scale[i] * 0.5;
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}
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double distance = (dir_min - plane_pos).dot(plane_normal);
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if (distance > cCollisionEps) {
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// early out: all points above plane
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return false;
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}
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// Separation direction clear: we would need to push the plane along its
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// negative plane normal for separation.
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cinfo.dir = -plane_normal;
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// If center is below plane, return that
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double center_distance = (Vector3d::Zero() - plane_pos).dot(plane_normal);
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if (center_distance < cCollisionEps) {
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cinfo.posA = Vector3d::Zero();
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cinfo.posB = Vector3d::Zero();
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cinfo.depth = center_distance - cCollisionEps;
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return true;
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}
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const Vector3d& scale = shape_a.scale;
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// clang-format off
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Vector3d vertices[8] = {
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Vector3d( scale[0] * 0.5, -scale[1] * 0.5, scale[2] * 0.5),
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Vector3d( scale[0] * 0.5, -scale[1] * 0.5, -scale[2] * 0.5),
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Vector3d( scale[0] * 0.5, scale[1] * 0.5, scale[2] * 0.5),
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Vector3d( scale[0] * 0.5, scale[1] * 0.5, -scale[2] * 0.5),
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Vector3d(-scale[0] * 0.5, -scale[1] * 0.5, scale[2] * 0.5),
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Vector3d(-scale[0] * 0.5, -scale[1] * 0.5, -scale[2] * 0.5),
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Vector3d(-scale[0] * 0.5, scale[1] * 0.5, scale[2] * 0.5),
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Vector3d(-scale[0] * 0.5, scale[1] * 0.5, -scale[2] * 0.5)
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};
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// clang-format on
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// Check whether any vertices are touching the plane.
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double distances[8];
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double max_depth = -cCollisionEps;
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for (int i = 0; i < 8; i++) {
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distances[i] = (vertices[i] - plane_pos).dot(plane_normal);
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if (distances[i] >= 0. && distances[i] < cCollisionEps) {
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cinfo.mManifoldPoints[cinfo.mNumManifoldPoints] = vertices[i];
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cinfo.mNumManifoldPoints++;
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}
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max_depth = distances[i] < max_depth ? distances[i] : max_depth;
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}
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if (cinfo.mNumManifoldPoints == 0) {
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// We have no vertex contacts so we have to compute points on the edges.
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const int num_edges = 12;
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char edge_pairs[num_edges][2] = {
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{0, 1},
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{0, 2},
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{0, 4},
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{1, 3},
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{1, 5},
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{2, 3},
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{2, 6},
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{3, 7},
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{4, 5},
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{4, 6},
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{5, 7},
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{6, 7}};
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for (int i = 0; i < num_edges; i++) {
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const double& d0 = distances[edge_pairs[i][0]];
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const double& d1 = distances[edge_pairs[i][1]];
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if (d0 * d1 < 0) {
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// we have an intersection on this edge, compute the contact point on
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// this edge.
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const Vector3d& v0 = vertices[edge_pairs[i][0]];
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const Vector3d& v1 = vertices[edge_pairs[i][1]];
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double s = (-d0) / (d1 - d0);
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assert(s >= 0);
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assert(s <= 1.);
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s = s < cCollisionEps ? 0. : s;
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s = s > 1.0 - cCollisionEps ? 1.0 : s;
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Vector3d vc = v0 + s * (v1 - v0);
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bool found_duplicate_point = false;
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for (int j = 0; j < cinfo.mNumManifoldPoints; j++) {
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if ((cinfo.mManifoldPoints[j] - vc).squaredNorm() < cCollisionEps) {
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gLog("Removing duplicate point");
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found_duplicate_point = true;
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break;
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}
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}
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if (!found_duplicate_point) {
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cinfo.mManifoldPoints[cinfo.mNumManifoldPoints++] =
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v0 + s * (v1 - v0);
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}
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if (cinfo.mNumManifoldPoints > 4) {
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gLog("Have %d manifold points?!", cinfo.mNumManifoldPoints);
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}
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}
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}
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}
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// Average manifold points to compute the central contact point.
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cinfo.posA.setZero();
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for (int i = 0; i < cinfo.mNumManifoldPoints; i++) {
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cinfo.posA += cinfo.mManifoldPoints[i];
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}
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cinfo.posA = cinfo.posA / (double)cinfo.mNumManifoldPoints;
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cinfo.posB = cinfo.posA;
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cinfo.depth = max_depth;
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return true;
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}
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void SimBody::updateCollisionShapes() {
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UpdateKinematicsCustom(mModel, &q, nullptr, nullptr);
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for (SimBody::BodyCollisionInfo& body_col_info : mCollisionShapes) {
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const unsigned int& body_id = body_col_info.first;
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SimShape& shape = body_col_info.second;
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shape.pos =
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CalcBodyToBaseCoordinates(mModel, q, body_id, Vector3d::Zero(), false);
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shape.orientation = Quaternion::fromMatrix(
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CalcBodyWorldOrientation(mModel, q, body_id, false));
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}
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}
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bool SolveGaussSeidelProj(
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MatrixNd& A,
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VectorNd& b,
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VectorNd& x,
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VectorNd& xlo,
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VectorNd& xhi,
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double tol = 1.0e-6,
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int maxiter = 100) {
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int n = A.cols();
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for (int iter = 0; iter < maxiter; iter++) {
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double residual = 0.;
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for (int i = 0; i < n; i++) {
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double sigma = 0.;
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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
|