Avoid bias overrotation in contact resolution
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bc005a57d3
commit
650d5630af
3 changed files with 37 additions and 12 deletions
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@ -46,6 +46,7 @@
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//#define ALLOWED_PENETRATION 0.01
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#define RELAXATION_TIMESTEPS 3
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#define MIN_VELOCITY 0.0001
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#define MAX_BIAS_ROTATION (Math_PI / 8)
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void BodyPairSW::_contact_added_callback(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {
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@ -71,6 +72,7 @@ void BodyPairSW::contact_added_callback(const Vector3 &p_point_A, const Vector3
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contact.acc_normal_impulse = 0;
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contact.acc_bias_impulse = 0;
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contact.acc_bias_impulse_center_of_mass = 0;
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contact.acc_tangent_impulse = Vector3();
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contact.local_A = local_A;
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contact.local_B = local_B;
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@ -82,12 +84,12 @@ void BodyPairSW::contact_added_callback(const Vector3 &p_point_A, const Vector3
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for (int i = 0; i < contact_count; i++) {
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Contact &c = contacts[i];
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if (
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c.local_A.distance_squared_to(local_A) < (contact_recycle_radius * contact_recycle_radius) &&
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if (c.local_A.distance_squared_to(local_A) < (contact_recycle_radius * contact_recycle_radius) &&
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c.local_B.distance_squared_to(local_B) < (contact_recycle_radius * contact_recycle_radius)) {
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contact.acc_normal_impulse = c.acc_normal_impulse;
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contact.acc_bias_impulse = c.acc_bias_impulse;
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contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass;
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contact.acc_tangent_impulse = c.acc_tangent_impulse;
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new_index = i;
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break;
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@ -325,9 +327,7 @@ bool BodyPairSW::setup(real_t p_step) {
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A->apply_impulse(c.rA + A->get_center_of_mass(), -j_vec);
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B->apply_impulse(c.rB + B->get_center_of_mass(), j_vec);
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c.acc_bias_impulse = 0;
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Vector3 jb_vec = c.normal * c.acc_bias_impulse;
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A->apply_bias_impulse(c.rA + A->get_center_of_mass(), -jb_vec);
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B->apply_bias_impulse(c.rB + B->get_center_of_mass(), jb_vec);
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c.acc_bias_impulse_center_of_mass = 0;
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c.bounce = MAX(A->get_bounce(), B->get_bounce());
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if (c.bounce) {
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@ -356,7 +356,7 @@ void BodyPairSW::solve(real_t p_step) {
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c.active = false; //try to deactivate, will activate itself if still needed
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//bias impule
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//bias impulse
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Vector3 crbA = A->get_biased_angular_velocity().cross(c.rA);
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Vector3 crbB = B->get_biased_angular_velocity().cross(c.rB);
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@ -372,8 +372,26 @@ void BodyPairSW::solve(real_t p_step) {
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Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
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A->apply_bias_impulse(c.rA + A->get_center_of_mass(), -jb);
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B->apply_bias_impulse(c.rB + B->get_center_of_mass(), jb);
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A->apply_bias_impulse(c.rA + A->get_center_of_mass(), -jb, MAX_BIAS_ROTATION / p_step);
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B->apply_bias_impulse(c.rB + B->get_center_of_mass(), jb, MAX_BIAS_ROTATION / p_step);
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crbA = A->get_biased_angular_velocity().cross(c.rA);
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crbB = B->get_biased_angular_velocity().cross(c.rB);
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dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
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vbn = dbv.dot(c.normal);
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if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
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real_t jbn_com = (-vbn + c.bias) / (A->get_inv_mass() + B->get_inv_mass());
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real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
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c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
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Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
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A->apply_bias_impulse(A->get_center_of_mass(), -jb_com, 0.0f);
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B->apply_bias_impulse(B->get_center_of_mass(), jb_com, 0.0f);
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}
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c.active = true;
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}
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@ -382,7 +400,7 @@ void BodyPairSW::solve(real_t p_step) {
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Vector3 crB = B->get_angular_velocity().cross(c.rB);
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Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
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//normal impule
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//normal impulse
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real_t vn = dv.dot(c.normal);
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if (Math::abs(vn) > MIN_VELOCITY) {
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@ -399,7 +417,7 @@ void BodyPairSW::solve(real_t p_step) {
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c.active = true;
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}
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//friction impule
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//friction impulse
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real_t friction = A->get_friction() * B->get_friction();
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@ -59,6 +59,7 @@ class BodyPairSW : public ConstraintSW {
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real_t acc_normal_impulse; // accumulated normal impulse (Pn)
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Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
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real_t acc_bias_impulse; // accumulated normal impulse for position bias (Pnb)
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real_t acc_bias_impulse_center_of_mass; // accumulated normal impulse for position bias applied to com
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real_t mass_normal;
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real_t bias;
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real_t bounce;
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@ -223,10 +223,16 @@ public:
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angular_velocity += _inv_inertia_tensor.xform(p_j);
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}
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_FORCE_INLINE_ void apply_bias_impulse(const Vector3 &p_pos, const Vector3 &p_j) {
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_FORCE_INLINE_ void apply_bias_impulse(const Vector3 &p_pos, const Vector3 &p_j, real_t p_max_delta_av = -1.0) {
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biased_linear_velocity += p_j * _inv_mass;
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biased_angular_velocity += _inv_inertia_tensor.xform((p_pos - center_of_mass).cross(p_j));
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if (p_max_delta_av != 0.0) {
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Vector3 delta_av = _inv_inertia_tensor.xform((p_pos - center_of_mass).cross(p_j));
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if (p_max_delta_av > 0 && delta_av.length() > p_max_delta_av) {
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delta_av = delta_av.normalized() * p_max_delta_av;
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}
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biased_angular_velocity += delta_av;
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}
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}
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_FORCE_INLINE_ void apply_bias_torque_impulse(const Vector3 &p_j) {
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