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https://github.com/bulletphysics/bullet3
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contact solve for newton
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parent
5826492020
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7d1b93cc17
15
data/single_tet.vtk
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15
data/single_tet.vtk
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@ -0,0 +1,15 @@
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# vtk DataFile Version 2.0
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ball_, Created by Gmsh
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ASCII
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DATASET UNSTRUCTURED_GRID
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POINTS 4 double
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0 0 0
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1 0 0
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0 1 0
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0 0 1
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CELLS 1 1
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4 0 1 2 3
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CELL_TYPES 1
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10
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@ -234,11 +234,11 @@ void DeformableRigid::initPhysics()
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psb->setTotalMass(1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 1;
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psb->m_cfg.kDF = 2;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(2,0.01, false);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(2,0.1, true);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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m_forces.push_back(mass_spring);
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@ -325,7 +325,8 @@ void GraspDeformable::initPhysics()
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{
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char relative_path[1024];
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// b3FileUtils::findFile("banana.vtk", relative_path, 1024);
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b3FileUtils::findFile("ball.vtk", relative_path, 1024);
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b3FileUtils::findFile("ball.vtk", relative_path, 1024);
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// b3FileUtils::findFile("single_tet.vtk", relative_path, 1024);
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// b3FileUtils::findFile("tube.vtk", relative_path, 1024);
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// b3FileUtils::findFile("torus.vtk", relative_path, 1024);
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// b3FileUtils::findFile("paper_roll.vtk", relative_path, 1024);
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@ -343,21 +344,16 @@ void GraspDeformable::initPhysics()
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psb->scale(btVector3(.25, .25, .25));
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// psb->scale(btVector3(.3, .3, .3)); // for tube, torus, boot
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// psb->scale(btVector3(1, 1, 1)); // for ditto
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// psb->translate(btVector3(0, 0, 2)); for boot
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psb->getCollisionShape()->setMargin(0.01);
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psb->translate(btVector3(.25, 0, 0.4));
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psb->getCollisionShape()->setMargin(0.02);
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psb->setTotalMass(.1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 2;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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psb->getWorldInfo()->m_maxDisplacement = .1f;
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// nonlinear damping
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// getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce(1,0.04, true));
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// getDeformableDynamicsWorld()->addForce(psb, new btDeformableGravityForce(gravity));
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// getDeformableDynamicsWorld()->addForce(psb, new btDeformableCorotatedForce(0,6));
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(.0,0.04, true);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(.0,.04, true);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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m_forces.push_back(mass_spring);
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@ -365,7 +361,7 @@ void GraspDeformable::initPhysics()
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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m_forces.push_back(gravity_force);
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btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(2,10);
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btDeformableNeoHookeanForce* neohookean = new btDeformableNeoHookeanForce(5,10);
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getDeformableDynamicsWorld()->addForce(psb, neohookean);
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m_forces.push_back(neohookean);
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}
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@ -415,8 +411,8 @@ void GraspDeformable::initPhysics()
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{
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SliderParams slider("Closing velocity", &sGripperClosingTargetVelocity);
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slider.m_minVal = -.1;
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slider.m_maxVal = .1;
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slider.m_minVal = -.3;
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slider.m_maxVal = .3;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
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}
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@ -470,8 +466,8 @@ btMultiBody* GraspDeformable::createFeatherstoneMultiBody(btMultiBodyDynamicsWor
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{
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//init the base
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btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
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float baseMass = 1.f;
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float linkMass = 1.f;
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float baseMass = 100.f;
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float linkMass = 100.f;
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int numLinks = 2;
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if (baseMass)
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@ -83,7 +83,7 @@ void btDeformableBackwardEulerObjective::multiply(const TVStack& x, TVStack& b)
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void btDeformableBackwardEulerObjective::updateVelocity(const TVStack& dv)
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{
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// only the velocity of the constrained nodes needs to be updated during CG solve
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// only the velocity of the constrained nodes needs to be updated during contact solve
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for (int i = 0; i < projection.m_constraints.size(); ++i)
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{
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int index = projection.m_constraints.getKeyAtIndex(i).getUid1();
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@ -67,7 +67,7 @@ void btDeformableBodySolver::solveDeformableConstraints(btScalar solverdt)
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{
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break;
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}
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// m_objective->applyDynamicFriction(m_residual);
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m_objective->applyDynamicFriction(m_residual);
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computeStep(m_ddv, m_residual);
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updateDv();
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for (int j = 0; j < m_numNodes; ++j)
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@ -189,6 +189,20 @@ void btDeformableBodySolver::backupVelocity()
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}
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}
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void btDeformableBodySolver::backupVn()
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{
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int counter = 0;
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for (int i = 0; i < m_softBodySet.size(); ++i)
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{
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btSoftBody* psb = m_softBodySet[i];
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for (int j = 0; j < psb->m_nodes.size(); ++j)
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{
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m_dv[counter] += m_backupVelocity[counter] - psb->m_nodes[j].m_vn;
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m_backupVelocity[counter++] = psb->m_nodes[j].m_vn;
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}
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}
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}
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void btDeformableBodySolver::revertVelocity()
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{
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int counter = 0;
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@ -246,8 +260,7 @@ void btDeformableBodySolver::predictDeformableMotion(btSoftBody* psb, btScalar d
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for (i = 0, ni = psb->m_nodes.size(); i < ni; ++i)
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{
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btSoftBody::Node& n = psb->m_nodes[i];
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n.m_q = n.m_x;
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n.m_q += n.m_v * dt;
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n.m_q = n.m_x + n.m_v * dt;
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}
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/* Bounds */
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psb->updateBounds();
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void predictDeformableMotion(btSoftBody* psb, btScalar dt);
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void backupVelocity();
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void backupVn();
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void revertVelocity();
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void updateVelocity();
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@ -168,6 +168,7 @@ void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
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}
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node.m_x = node.m_x + timeStep * node.m_v;
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node.m_q = node.m_x;
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node.m_vn = node.m_v;
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}
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}
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m_deformableBodySolver->revertVelocity();
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@ -175,11 +176,8 @@ void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
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void btDeformableMultiBodyDynamicsWorld::solveConstraints(btScalar timeStep)
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{
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if (!m_implicit)
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{
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// save v_{n+1}^* velocity after explicit forces
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m_deformableBodySolver->backupVelocity();
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}
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// save v_{n+1}^* velocity after explicit forces
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m_deformableBodySolver->backupVelocity();
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// set up constraints among multibodies and between multibodies and deformable bodies
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setupConstraints();
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@ -187,11 +185,13 @@ void btDeformableMultiBodyDynamicsWorld::solveConstraints(btScalar timeStep)
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if (m_implicit)
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{
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// revert to v_n after collisions are registered
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m_deformableBodySolver->revertVelocity();
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// todo @xuchenhan : think about whether contact solve should be done with v_n velocity or v_{n+1}^* velocity. It's using v_n for implicit and v_{n+1}^* for non-implicit now.
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// at this point dv = v_{n+1} - v_{n+1}^*
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// modify dv such that dv = v_{n+1} - v_n
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// modify m_backupVelocity so that it stores v_n instead of v_{n+1}^* as needed by Newton
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m_deformableBodySolver->backupVn();
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}
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// At this point, dv is golden for nodes in contact
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// At this point, dv should be golden for nodes in contact
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m_deformableBodySolver->solveDeformableConstraints(timeStep);
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}
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@ -211,7 +211,6 @@ void btDeformableMultiBodyDynamicsWorld::setupConstraints()
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// build islands
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m_islandManager->buildIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld());
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// write the constraint information of each island to the callback, and also setup the constraints in solver
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}
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}
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@ -317,11 +316,11 @@ void btDeformableMultiBodyDynamicsWorld::reinitialize(btScalar timeStep)
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m_internalTime += timeStep;
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m_deformableBodySolver->setImplicit(m_implicit);
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m_deformableBodySolver->reinitialize(m_softBodies, timeStep);
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if (m_implicit)
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{
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// backup v_n velocity
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m_deformableBodySolver->backupVelocity();
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}
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// if (m_implicit)
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// {
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// // todo: backup v_n velocity somewhere else
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// m_deformableBodySolver->backupVelocity();
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// }
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btDispatcherInfo& dispatchInfo = btMultiBodyDynamicsWorld::getDispatchInfo();
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dispatchInfo.m_timeStep = timeStep;
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dispatchInfo.m_stepCount = 0;
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m_sbi.m_broadphase = pairCache;
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m_sbi.m_dispatcher = dispatcher;
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m_sbi.m_sparsesdf.Initialize();
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m_sbi.m_sparsesdf.setDefaultVoxelsz(0.0025);
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m_sbi.m_sparsesdf.setDefaultVoxelsz(0.025);
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m_sbi.m_sparsesdf.Reset();
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m_sbi.air_density = (btScalar)1.2;
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@ -82,7 +82,7 @@ public:
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m_sbi.water_normal = btVector3(0, 0, 0);
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m_sbi.m_gravity.setValue(0, -10, 0);
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m_internalTime = 0.0;
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m_implicit = false;
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m_implicit = true;
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}
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void setSolverCallback(btSolverCallback cb)
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@ -251,8 +251,9 @@ public:
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struct Node : Feature
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{
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btVector3 m_x; // Position
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btVector3 m_q; // Previous step position
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btVector3 m_q; // Previous step position/Test position
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btVector3 m_v; // Velocity
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btVector3 m_vn; // Previous step velocity
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btVector3 m_f; // Force accumulator
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btVector3 m_n; // Normal
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btScalar m_im; // 1/mass
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