only call buildIslands once for multibody in each timestep

This commit is contained in:
Xuchen Han 2019-08-02 10:19:31 -07:00
parent f1e7ce9ce1
commit 3dc8abcf36
6 changed files with 20 additions and 10 deletions

View File

@ -233,7 +233,7 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher, btCollisi
// printf("error in island management\n");
}
// btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
if (colObj0->getActivationState() == ACTIVE_TAG ||
@ -257,7 +257,7 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher, btCollisi
// printf("error in island management\n");
}
// btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
@ -278,7 +278,7 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher, btCollisi
// printf("error in island management\n");
}
// btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)

View File

@ -428,14 +428,18 @@ void btMultiBodyDynamicsWorld::forwardKinematics()
void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
{
solveExternalForces(solverInfo);
buildIslands();
solveInternalConstraints(solverInfo);
}
void btMultiBodyDynamicsWorld::buildIslands()
{
m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_solverMultiBodyIslandCallback);
}
void btMultiBodyDynamicsWorld::solveInternalConstraints(btContactSolverInfo& solverInfo)
{
/// solve all the constraints for this island
m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_solverMultiBodyIslandCallback);
m_solverMultiBodyIslandCallback->processConstraints();
m_constraintSolver->allSolved(solverInfo, m_debugDrawer);

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@ -116,6 +116,7 @@ public:
virtual void solveExternalForces(btContactSolverInfo& solverInfo);
virtual void solveInternalConstraints(btContactSolverInfo& solverInfo);
void buildIslands();
};
#endif //BT_MULTIBODY_DYNAMICS_WORLD_H

View File

@ -128,3 +128,11 @@ void btDeformableBackwardEulerObjective::initialGuess(TVStack& dv, const TVStack
}
}
}
//set constraints as projections
void btDeformableBackwardEulerObjective::setConstraints()
{
// build islands for multibody solve
m_world->btMultiBodyDynamicsWorld::buildIslands();
projection.setConstraints();
}

View File

@ -73,10 +73,7 @@ public:
void updateVelocity(const TVStack& dv);
//set constraints as projections
void setConstraints()
{
projection.setConstraints();
}
void setConstraints();
// update the projections and project the residual
void project(TVStack& r)

View File

@ -31,7 +31,7 @@ void btDeformableBodySolver::solveConstraints(float solverdt)
backupVelocity();
m_objective->computeResidual(solverdt, m_residual);
// m_objective->initialGuess(m_dv, m_residual);
computeStep(m_dv, m_residual);
updateVelocity();
}