#include "btReducedDeformableContactConstraint.h" #include // ================= static constraints =================== btReducedDeformableStaticConstraint::btReducedDeformableStaticConstraint( btReducedDeformableBody* rsb, btSoftBody::Node* node, const btVector3& ri, const btVector3& x0, const btVector3& dir, const btContactSolverInfo& infoGlobal, btScalar dt) : m_rsb(rsb), m_ri(ri), m_targetPos(x0), m_impulseDirection(dir), m_dt(dt), btDeformableStaticConstraint(node, infoGlobal) { m_erp = 0.2; m_appliedImpulse = 0; // get impulse factor m_impulseFactorMatrix = rsb->getImpulseFactor(m_node->index); m_impulseFactor = (m_impulseFactorMatrix * m_impulseDirection).dot(m_impulseDirection); btScalar vel_error = btDot(-m_node->m_v, m_impulseDirection); btScalar pos_error = btDot(m_targetPos - m_node->m_x, m_impulseDirection); m_rhs = (vel_error + m_erp * pos_error / m_dt) / m_impulseFactor; } btScalar btReducedDeformableStaticConstraint::solveConstraint(const btContactSolverInfo& infoGlobal) { // target velocity of fixed constraint is 0 btVector3 deltaVa = getDeltaVa(); btScalar deltaV_rel = btDot(deltaVa, m_impulseDirection); btScalar deltaImpulse = m_rhs - deltaV_rel / m_impulseFactor; m_appliedImpulse = m_appliedImpulse + deltaImpulse; btVector3 impulse = deltaImpulse * m_impulseDirection; applyImpulse(impulse); // calculate residual btScalar residualSquare = m_impulseFactor * deltaImpulse; residualSquare *= residualSquare; return residualSquare; } // this calls reduced deformable body's internalApplyFullSpaceImpulse void btReducedDeformableStaticConstraint::applyImpulse(const btVector3& impulse) { // apply full space impulse m_rsb->internalApplyFullSpaceImpulse(impulse, m_ri, m_node->index, m_dt); } btVector3 btReducedDeformableStaticConstraint::getDeltaVa() const { return m_rsb->internalComputeNodeDeltaVelocity(m_rsb->getInterpolationWorldTransform(), m_node->index); } // ================= base contact constraints =================== btReducedDeformableRigidContactConstraint::btReducedDeformableRigidContactConstraint( btReducedDeformableBody* rsb, const btSoftBody::DeformableRigidContact& c, const btContactSolverInfo& infoGlobal, btScalar dt) : m_rsb(rsb), m_dt(dt), btDeformableRigidContactConstraint(c, infoGlobal) { m_nodeQueryIndex = 0; m_appliedNormalImpulse = 0; m_appliedTangentImpulse = 0; m_rhs = 0; m_rhs_tangent = 0; m_cfm = infoGlobal.m_deformable_cfm; m_cfm_friction = 0; m_erp = infoGlobal.m_deformable_erp; m_erp_friction = infoGlobal.m_deformable_erp; m_friction = infoGlobal.m_friction; m_collideStatic = m_contact->m_cti.m_colObj->isStaticObject(); m_collideMultibody = (m_contact->m_cti.m_colObj->getInternalType() == btCollisionObject::CO_FEATHERSTONE_LINK); } void btReducedDeformableRigidContactConstraint::setSolverBody(const int bodyId, btSolverBody& solver_body) { if (!m_collideMultibody) { m_solverBodyId = bodyId; m_solverBody = &solver_body; m_linearComponentNormal = -m_contactNormalA * m_solverBody->internalGetInvMass(); btVector3 torqueAxis = -m_relPosA.cross(m_contactNormalA); m_angularComponentNormal = m_solverBody->m_originalBody->getInvInertiaTensorWorld() * torqueAxis; m_linearComponentTangent = m_contactTangent * m_solverBody->internalGetInvMass(); btVector3 torqueAxisTangent = m_relPosA.cross(m_contactTangent); m_angularComponentTangent = m_solverBody->m_originalBody->getInvInertiaTensorWorld() * torqueAxisTangent; } } btVector3 btReducedDeformableRigidContactConstraint::getVa() const { btVector3 Va(0, 0, 0); if (!m_collideStatic) { Va = btDeformableRigidContactConstraint::getVa(); } return Va; } btScalar btReducedDeformableRigidContactConstraint::solveConstraint(const btContactSolverInfo& infoGlobal) { // btVector3 Va = getVa(); // btVector3 deltaVa = Va - m_bufferVelocityA; // if (!m_collideStatic) // { // std::cout << "moving collision!!!\n"; // std::cout << "relPosA: " << m_relPosA[0] << "\t" << m_relPosA[1] << "\t" << m_relPosA[2] << "\n"; // std::cout << "moving rigid linear_vel: " << m_solverBody->m_originalBody->getLinearVelocity()[0] << '\t' // << m_solverBody->m_originalBody->getLinearVelocity()[1] << '\t' // << m_solverBody->m_originalBody->getLinearVelocity()[2] << '\n'; // } btVector3 deltaVa = getDeltaVa(); btVector3 deltaVb = getDeltaVb(); // if (!m_collideStatic) // { // std::cout << "deltaVa: " << deltaVa[0] << '\t' << deltaVa[1] << '\t' << deltaVa[2] << '\n'; // std::cout << "deltaVb: " << deltaVb[0] << '\t' << deltaVb[1] << '\t' << deltaVb[2] << '\n'; // } // get delta relative velocity and magnitude (i.e., how much impulse has been applied?) btVector3 deltaV_rel = deltaVa - deltaVb; btScalar deltaV_rel_normal = -btDot(deltaV_rel, m_contactNormalA); // if (!m_collideStatic) // { // std::cout << "deltaV_rel: " << deltaV_rel[0] << '\t' << deltaV_rel[1] << '\t' << deltaV_rel[2] << "\n"; // std::cout << "deltaV_rel_normal: " << deltaV_rel_normal << "\n"; // std::cout << "normal_A: " << m_contactNormalA[0] << '\t' << m_contactNormalA[1] << '\t' << m_contactNormalA[2] << '\n'; // } // get the normal impulse to be applied btScalar deltaImpulse = m_rhs - m_appliedNormalImpulse * m_cfm - deltaV_rel_normal / m_normalImpulseFactor; // if (!m_collideStatic) // { // std::cout << "m_rhs: " << m_rhs << '\t' << "m_appliedNormalImpulse: " << m_appliedNormalImpulse << "\n"; // std::cout << "m_normalImpulseFactor: " << m_normalImpulseFactor << '\n'; // } { // cumulative impulse that has been applied btScalar sum = m_appliedNormalImpulse + deltaImpulse; // if the cumulative impulse is pushing the object into the rigid body, set it zero if (sum < 0) { deltaImpulse = -m_appliedNormalImpulse; m_appliedNormalImpulse = 0; } else { m_appliedNormalImpulse = sum; } } // if (!m_collideStatic) // { // std::cout << "m_appliedNormalImpulse: " << m_appliedNormalImpulse << '\n'; // std::cout << "deltaImpulse: " << deltaImpulse << '\n'; // } // residual is the nodal normal velocity change in current iteration btScalar residualSquare = deltaImpulse * m_normalImpulseFactor; // get residual residualSquare *= residualSquare; // apply Coulomb friction (based on delta velocity, |dv_t| = |dv_n * friction|) btScalar deltaImpulse_tangent = 0; btScalar deltaImpulse_tangent2 = 0; { // calculate how much impulse is needed // btScalar deltaV_rel_tangent = btDot(deltaV_rel, m_contactTangent); // btScalar impulse_changed = deltaV_rel_tangent * m_tangentImpulseFactorInv; // deltaImpulse_tangent = m_rhs_tangent - impulse_changed; // btScalar sum = m_appliedTangentImpulse + deltaImpulse_tangent; btScalar lower_limit = - m_appliedNormalImpulse * m_friction; btScalar upper_limit = m_appliedNormalImpulse * m_friction; // if (sum > upper_limit) // { // deltaImpulse_tangent = upper_limit - m_appliedTangentImpulse; // m_appliedTangentImpulse = upper_limit; // } // else if (sum < lower_limit) // { // deltaImpulse_tangent = lower_limit - m_appliedTangentImpulse; // m_appliedTangentImpulse = lower_limit; // } // else // { // m_appliedTangentImpulse = sum; // } // calculateTangentialImpulse(deltaImpulse_tangent, m_appliedTangentImpulse, m_rhs_tangent, m_tangentImpulseFactorInv, m_contactTangent, lower_limit, upper_limit, deltaV_rel); if (m_collideMultibody) { calculateTangentialImpulse(deltaImpulse_tangent2, m_appliedTangentImpulse2, m_rhs_tangent2, m_tangentImpulseFactorInv2, m_contactTangent2, lower_limit, upper_limit, deltaV_rel); } if (!m_collideStatic) { // std::cout << "m_contactTangent: " << m_contactTangent[0] << "\t" << m_contactTangent[1] << "\t" << m_contactTangent[2] << "\n"; // std::cout << "deltaV_rel_tangent: " << deltaV_rel_tangent << '\n'; // std::cout << "deltaImpulseTangent: " << deltaImpulse_tangent << '\n'; // std::cout << "m_appliedTangentImpulse: " << m_appliedTangentImpulse << '\n'; } } // get the total impulse vector btVector3 impulse_normal = deltaImpulse * m_contactNormalA; btVector3 impulse_tangent = deltaImpulse_tangent * (-m_contactTangent); btVector3 impulse_tangent2 = deltaImpulse_tangent2 * (-m_contactTangent2); btVector3 impulse = impulse_normal + impulse_tangent + impulse_tangent2; applyImpulse(impulse); // apply impulse to the rigid/multibodies involved and change their velocities if (!m_collideStatic) { // std::cout << "linear_component: " << m_linearComponentNormal[0] << '\t' // << m_linearComponentNormal[1] << '\t' // << m_linearComponentNormal[2] << '\n'; // std::cout << "angular_component: " << m_angularComponentNormal[0] << '\t' // << m_angularComponentNormal[1] << '\t' // << m_angularComponentNormal[2] << '\n'; if (!m_collideMultibody) // collision with rigid body { // std::cout << "rigid impulse applied!!\n"; // std::cout << "delta Linear: " << m_solverBody->getDeltaLinearVelocity()[0] << '\t' // << m_solverBody->getDeltaLinearVelocity()[1] << '\t' // << m_solverBody->getDeltaLinearVelocity()[2] << '\n'; // std::cout << "delta Angular: " << m_solverBody->getDeltaAngularVelocity()[0] << '\t' // << m_solverBody->getDeltaAngularVelocity()[1] << '\t' // << m_solverBody->getDeltaAngularVelocity()[2] << '\n'; m_solverBody->internalApplyImpulse(m_linearComponentNormal, m_angularComponentNormal, deltaImpulse); m_solverBody->internalApplyImpulse(m_linearComponentTangent, m_angularComponentTangent, deltaImpulse_tangent); // std::cout << "after\n"; // std::cout << "rigid impulse applied!!\n"; // std::cout << "delta Linear: " << m_solverBody->getDeltaLinearVelocity()[0] << '\t' // << m_solverBody->getDeltaLinearVelocity()[1] << '\t' // << m_solverBody->getDeltaLinearVelocity()[2] << '\n'; // std::cout << "delta Angular: " << m_solverBody->getDeltaAngularVelocity()[0] << '\t' // << m_solverBody->getDeltaAngularVelocity()[1] << '\t' // << m_solverBody->getDeltaAngularVelocity()[2] << '\n'; } else // collision with multibody { btMultiBodyLinkCollider* multibodyLinkCol = 0; multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(m_contact->m_cti.m_colObj); if (multibodyLinkCol) { const btScalar* deltaV_normal = &m_contact->jacobianData_normal.m_deltaVelocitiesUnitImpulse[0]; // apply normal component of the impulse multibodyLinkCol->m_multiBody->applyDeltaVeeMultiDof2(deltaV_normal, -deltaImpulse); // const int ndof = multibodyLinkCol->m_multiBody->getNumDofs() + 6; // std::cout << "deltaV_normal: "; // for (int i = 0; i < ndof; ++i) // { // std::cout << i << "\t" << deltaV_normal[i] << '\n'; // } if (impulse_tangent.norm() > SIMD_EPSILON) { // apply tangential component of the impulse const btScalar* deltaV_t1 = &m_contact->jacobianData_t1.m_deltaVelocitiesUnitImpulse[0]; multibodyLinkCol->m_multiBody->applyDeltaVeeMultiDof2(deltaV_t1, deltaImpulse_tangent); const btScalar* deltaV_t2 = &m_contact->jacobianData_t2.m_deltaVelocitiesUnitImpulse[0]; multibodyLinkCol->m_multiBody->applyDeltaVeeMultiDof2(deltaV_t2, deltaImpulse_tangent2); } } } } return residualSquare; } void btReducedDeformableRigidContactConstraint::calculateTangentialImpulse(btScalar& deltaImpulse_tangent, btScalar& appliedImpulse, const btScalar rhs_tangent, const btScalar tangentImpulseFactorInv, const btVector3& tangent, const btScalar lower_limit, const btScalar upper_limit, const btVector3& deltaV_rel) { btScalar deltaV_rel_tangent = btDot(deltaV_rel, tangent); btScalar impulse_changed = deltaV_rel_tangent * tangentImpulseFactorInv; deltaImpulse_tangent = rhs_tangent - m_cfm_friction * appliedImpulse - impulse_changed; btScalar sum = appliedImpulse + deltaImpulse_tangent; if (sum > upper_limit) { deltaImpulse_tangent = upper_limit - appliedImpulse; appliedImpulse = upper_limit; } else if (sum < lower_limit) { deltaImpulse_tangent = lower_limit - appliedImpulse; appliedImpulse = lower_limit; } else { appliedImpulse = sum; } } // ================= node vs rigid constraints =================== btReducedDeformableNodeRigidContactConstraint::btReducedDeformableNodeRigidContactConstraint( btReducedDeformableBody* rsb, const btSoftBody::DeformableNodeRigidContact& contact, const btContactSolverInfo& infoGlobal, btScalar dt) : m_node(contact.m_node), btReducedDeformableRigidContactConstraint(rsb, contact, infoGlobal, dt) { m_contactNormalA = contact.m_cti.m_normal; m_contactNormalB = -contact.m_cti.m_normal; if (contact.m_node->index < rsb->m_nodes.size()) { m_nodeQueryIndex = contact.m_node->index; } else { m_nodeQueryIndex = m_node->index - rsb->m_nodeIndexOffset; } if (m_contact->m_cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY) { m_relPosA = contact.m_c1; } else { m_relPosA = btVector3(0,0,0); } m_relPosB = m_node->m_x - m_rsb->getRigidTransform().getOrigin(); if (m_collideStatic) // colliding with static object, only consider reduced deformable body's impulse factor { m_impulseFactor = m_rsb->getImpulseFactor(m_nodeQueryIndex); } else // colliding with dynamic object, consider both reduced deformable and rigid body's impulse factors { m_impulseFactor = m_rsb->getImpulseFactor(m_nodeQueryIndex) + contact.m_c0; } m_normalImpulseFactor = (m_impulseFactor * m_contactNormalA).dot(m_contactNormalA); m_tangentImpulseFactor = 0; warmStarting(); } void btReducedDeformableNodeRigidContactConstraint::warmStarting() { btVector3 va = getVa(); btVector3 vb = getVb(); m_bufferVelocityA = va; m_bufferVelocityB = vb; // we define the (+) direction of errors to be the outward surface normal of the rigid object btVector3 v_rel = vb - va; // get tangent direction of the relative velocity btVector3 v_tangent = v_rel - v_rel.dot(m_contactNormalA) * m_contactNormalA; if (v_tangent.norm() < SIMD_EPSILON) { m_contactTangent = btVector3(0, 0, 0); // tangent impulse factor m_tangentImpulseFactor = 0; m_tangentImpulseFactorInv = 0; } else { if (!m_collideMultibody) { m_contactTangent = v_tangent.normalized(); m_contactTangent2.setZero(); // tangent impulse factor 1 m_tangentImpulseFactor = (m_impulseFactor * m_contactTangent).dot(m_contactTangent); m_tangentImpulseFactorInv = btScalar(1) / m_tangentImpulseFactor; // tangent impulse factor 2 m_tangentImpulseFactor2 = 0; m_tangentImpulseFactorInv2 = 0; } else // multibody requires 2 contact directions { m_contactTangent = m_contact->t1; m_contactTangent2 = m_contact->t2; // tangent impulse factor 1 m_tangentImpulseFactor = (m_impulseFactor * m_contactTangent).dot(m_contactTangent); m_tangentImpulseFactorInv = btScalar(1) / m_tangentImpulseFactor; // tangent impulse factor 2 m_tangentImpulseFactor2 = (m_impulseFactor * m_contactTangent2).dot(m_contactTangent2); m_tangentImpulseFactorInv2 = btScalar(1) / m_tangentImpulseFactor2; } } // initial guess for normal impulse { btScalar velocity_error = btDot(v_rel, m_contactNormalA); // magnitude of relative velocity btScalar position_error = 0; if (m_penetration > 0) { velocity_error += m_penetration / m_dt; } else { // add penetration correction vel position_error = m_penetration * m_erp / m_dt; } // get the initial estimate of impulse magnitude to be applied m_rhs = -(velocity_error + position_error) / m_normalImpulseFactor; } // initial guess for tangential impulse { btScalar velocity_error = btDot(v_rel, m_contactTangent); m_rhs_tangent = velocity_error * m_tangentImpulseFactorInv; if (m_collideMultibody) { btScalar velocity_error2 = btDot(v_rel, m_contactTangent2); m_rhs_tangent2 = velocity_error2 * m_tangentImpulseFactorInv2; } } // warm starting // applyImpulse(m_rhs * m_contactNormalA); // if (!m_collideStatic) // { // const btSoftBody::sCti& cti = m_contact->m_cti; // if (cti.m_colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY) // { // m_solverBody->internalApplyImpulse(m_linearComponentNormal, m_angularComponentNormal, -m_rhs); // } // } } btVector3 btReducedDeformableNodeRigidContactConstraint::getVb() const { return m_node->m_v; } btVector3 btReducedDeformableNodeRigidContactConstraint::getDeltaVa() const { btVector3 deltaVa(0, 0, 0); if (!m_collideStatic) { if (!m_collideMultibody) // for rigid body { deltaVa = m_solverBody->internalGetDeltaLinearVelocity() + m_solverBody->internalGetDeltaAngularVelocity().cross(m_relPosA); } else // for multibody { btMultiBodyLinkCollider* multibodyLinkCol = 0; multibodyLinkCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(m_contact->m_cti.m_colObj); if (multibodyLinkCol) { const int ndof = multibodyLinkCol->m_multiBody->getNumDofs() + 6; const btScalar* J_n = &m_contact->jacobianData_normal.m_jacobians[0]; const btScalar* J_t1 = &m_contact->jacobianData_t1.m_jacobians[0]; const btScalar* J_t2 = &m_contact->jacobianData_t2.m_jacobians[0]; const btScalar* local_dv = multibodyLinkCol->m_multiBody->getDeltaVelocityVector(); // add in the normal component of the va btScalar vel = 0; for (int k = 0; k < ndof; ++k) { vel += local_dv[k] * J_n[k]; } deltaVa = m_contact->m_cti.m_normal * vel; // add in the tangential components of the va vel = 0; for (int k = 0; k < ndof; ++k) { vel += local_dv[k] * J_t1[k]; } deltaVa += m_contact->t1 * vel; vel = 0; for (int k = 0; k < ndof; ++k) { vel += local_dv[k] * J_t2[k]; } deltaVa += m_contact->t2 * vel; } } } return deltaVa; } btVector3 btReducedDeformableNodeRigidContactConstraint::getDeltaVb() const { // std::cout << "node: " << m_node->index << '\n'; return m_rsb->internalComputeNodeDeltaVelocity(m_rsb->getInterpolationWorldTransform(), m_nodeQueryIndex); } btVector3 btReducedDeformableNodeRigidContactConstraint::getSplitVb() const { return m_node->m_splitv; } btVector3 btReducedDeformableNodeRigidContactConstraint::getDv(const btSoftBody::Node* node) const { return m_total_normal_dv + m_total_tangent_dv; } void btReducedDeformableNodeRigidContactConstraint::applyImpulse(const btVector3& impulse) { m_rsb->internalApplyFullSpaceImpulse(impulse, m_relPosB, m_nodeQueryIndex, m_dt); // m_rsb->applyFullSpaceImpulse(impulse, m_relPosB, m_node->index, m_dt); // m_rsb->mapToFullVelocity(m_rsb->getInterpolationWorldTransform()); // if (!m_collideStatic) // { // // std::cout << "impulse applied: " << impulse[0] << '\t' << impulse[1] << '\t' << impulse[2] << '\n'; // // std::cout << "node: " << m_node->index << " vel: " << m_node->m_v[0] << '\t' << m_node->m_v[1] << '\t' << m_node->m_v[2] << '\n'; // btVector3 v_after = getDeltaVb() + m_node->m_v; // // std::cout << "vel after: " << v_after[0] << '\t' << v_after[1] << '\t' << v_after[2] << '\n'; // } // std::cout << "node: " << m_node->index << " pos: " << m_node->m_x[0] << '\t' << m_node->m_x[1] << '\t' << m_node->m_x[2] << '\n'; } // ================= face vs rigid constraints =================== btReducedDeformableFaceRigidContactConstraint::btReducedDeformableFaceRigidContactConstraint( btReducedDeformableBody* rsb, const btSoftBody::DeformableFaceRigidContact& contact, const btContactSolverInfo& infoGlobal, btScalar dt, bool useStrainLimiting) : m_face(contact.m_face), m_useStrainLimiting(useStrainLimiting), btReducedDeformableRigidContactConstraint(rsb, contact, infoGlobal, dt) {} btVector3 btReducedDeformableFaceRigidContactConstraint::getVb() const { const btSoftBody::DeformableFaceRigidContact* contact = getContact(); btVector3 vb = m_face->m_n[0]->m_v * contact->m_bary[0] + m_face->m_n[1]->m_v * contact->m_bary[1] + m_face->m_n[2]->m_v * contact->m_bary[2]; return vb; } btVector3 btReducedDeformableFaceRigidContactConstraint::getSplitVb() const { const btSoftBody::DeformableFaceRigidContact* contact = getContact(); btVector3 vb = (m_face->m_n[0]->m_splitv) * contact->m_bary[0] + (m_face->m_n[1]->m_splitv) * contact->m_bary[1] + (m_face->m_n[2]->m_splitv) * contact->m_bary[2]; return vb; } btVector3 btReducedDeformableFaceRigidContactConstraint::getDv(const btSoftBody::Node* node) const { btVector3 face_dv = m_total_normal_dv + m_total_tangent_dv; const btSoftBody::DeformableFaceRigidContact* contact = getContact(); if (m_face->m_n[0] == node) { return face_dv * contact->m_weights[0]; } if (m_face->m_n[1] == node) { return face_dv * contact->m_weights[1]; } btAssert(node == m_face->m_n[2]); return face_dv * contact->m_weights[2]; } void btReducedDeformableFaceRigidContactConstraint::applyImpulse(const btVector3& impulse) { // }