/* * Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com * * Permission to use, copy, modify, distribute and sell this software * and its documentation for any purpose is hereby granted without fee, * provided that the above copyright notice appear in all copies. * Erwin Coumans makes no representations about the suitability * of this software for any purpose. * It is provided "as is" without express or implied warranty. */ #include "ContactConstraint.h" #include "Dynamics/RigidBody.h" #include "SimdVector3.h" #include "JacobianEntry.h" #include "ContactSolverInfo.h" #include "GEN_MinMax.h" #define ASSERT2 assert //some values to find stable penalty method tresholds float MAX_FRICTION = 100.f; static SimdScalar ContactThreshold = -10.0f; float useGlobalSettingContacts = false;//true; SimdScalar contactDamping = 0.2f; SimdScalar contactTau = .02f;//0.02f;//*0.02f; SimdScalar restitutionCurve(SimdScalar rel_vel, SimdScalar restitution) { return 0.f; // return restitution * GEN_min(1.0f, rel_vel / ContactThreshold); } SimdScalar calculateCombinedFriction(RigidBody& body0,RigidBody& body1) { SimdScalar friction = body0.getFriction() * body1.getFriction(); if (friction < 0.f) friction = 0.f; if (friction > MAX_FRICTION) friction = MAX_FRICTION; return friction; } //bilateral constraint between two dynamic objects void resolveSingleBilateral(RigidBody& body1, const SimdVector3& pos1, RigidBody& body2, const SimdVector3& pos2, SimdScalar distance, const SimdVector3& normal,SimdScalar& impulse ,float timeStep) { float normalLenSqr = normal.length2(); ASSERT2(fabs(normalLenSqr) < 1.1f); if (normalLenSqr > 1.1f) { impulse = 0.f; return; } SimdVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition(); SimdVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition(); //this jacobian entry could be re-used for all iterations SimdVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); SimdVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); SimdVector3 vel = vel1 - vel2; JacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(), body2.getCenterOfMassTransform().getBasis().transpose(), rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(), body2.getInvInertiaDiagLocal(),body2.getInvMass()); SimdScalar jacDiagAB = jac.getDiagonal(); SimdScalar jacDiagABInv = 1.f / jacDiagAB; SimdScalar rel_vel = jac.getRelativeVelocity( body1.getLinearVelocity(), body1.getCenterOfMassTransform().getBasis().transpose() * body1.getAngularVelocity(), body2.getLinearVelocity(), body2.getCenterOfMassTransform().getBasis().transpose() * body2.getAngularVelocity()); float a; a=jacDiagABInv; rel_vel = normal.dot(vel); #ifdef ONLY_USE_LINEAR_MASS SimdScalar massTerm = 1.f / (body1.getInvMass() + body2.getInvMass()); impulse = - contactDamping * rel_vel * massTerm; #else SimdScalar velocityImpulse = -contactDamping * rel_vel * jacDiagABInv; impulse = velocityImpulse; #endif } //velocity + friction //response between two dynamic objects with friction float resolveSingleCollisionWithFriction( RigidBody& body1, const SimdVector3& pos1, RigidBody& body2, const SimdVector3& pos2, SimdScalar distance, const SimdVector3& normal, const ContactSolverInfo& solverInfo ) { float normalLenSqr = normal.length2(); ASSERT2(fabs(normalLenSqr) < 1.1f); if (normalLenSqr > 1.1f) return 0.f; SimdVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition(); SimdVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition(); //this jacobian entry could be re-used for all iterations JacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(), body2.getCenterOfMassTransform().getBasis().transpose(), rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(), body2.getInvInertiaDiagLocal(),body2.getInvMass()); SimdScalar jacDiagAB = jac.getDiagonal(); SimdScalar jacDiagABInv = 1.f / jacDiagAB; SimdVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); SimdVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); SimdVector3 vel = vel1 - vel2; SimdScalar rel_vel; /* rel_vel = jac.getRelativeVelocity( body1.getLinearVelocity(), body1.getTransform().getBasis().transpose() * body1.getAngularVelocity(), body2.getLinearVelocity(), body2.getTransform().getBasis().transpose() * body2.getAngularVelocity()); */ rel_vel = normal.dot(vel); // if (rel_vel< 0.f)//-SIMD_EPSILON) // { float combinedRestitution = body1.getRestitution() * body2.getRestitution(); SimdScalar rest = restitutionCurve(rel_vel, combinedRestitution); // SimdScalar massTerm = 1.f / (body1.getInvMass() + body2.getInvMass()); SimdScalar timeCorrection = 0.5f / solverInfo.m_timeStep ; float damping = solverInfo.m_damping ; float tau = solverInfo.m_tau; if (useGlobalSettingContacts) { damping = contactDamping; tau = contactTau; } SimdScalar penetrationImpulse = (-distance* tau *timeCorrection) * jacDiagABInv; SimdScalar velocityImpulse = -(1.0f + rest) * damping * rel_vel * jacDiagABInv; SimdScalar friction_impulse = 0.f; SimdScalar totalimpulse = penetrationImpulse+velocityImpulse; if (totalimpulse > 0.f) { // SimdVector3 impulse_vector = normal * impulse; body1.applyImpulse(normal*(velocityImpulse+penetrationImpulse), rel_pos1); body2.applyImpulse(-normal*(velocityImpulse+penetrationImpulse), rel_pos2); //friction { SimdVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); SimdVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); SimdVector3 vel = vel1 - vel2; rel_vel = normal.dot(vel); #define PER_CONTACT_FRICTION #ifdef PER_CONTACT_FRICTION SimdVector3 lat_vel = vel - normal * rel_vel; SimdScalar lat_rel_vel = lat_vel.length(); float combinedFriction = calculateCombinedFriction(body1,body2); if (lat_rel_vel > SIMD_EPSILON) { lat_vel /= lat_rel_vel; SimdVector3 temp1 = body1.getInvInertiaTensorWorld() * rel_pos1.cross(lat_vel); SimdVector3 temp2 = body2.getInvInertiaTensorWorld() * rel_pos2.cross(lat_vel); friction_impulse = lat_rel_vel / (body1.getInvMass() + body2.getInvMass() + lat_vel.dot(temp1.cross(rel_pos1) + temp2.cross(rel_pos2))); SimdScalar normal_impulse = (penetrationImpulse+ velocityImpulse) * combinedFriction; GEN_set_min(friction_impulse, normal_impulse); body1.applyImpulse(lat_vel * -friction_impulse, rel_pos1); body2.applyImpulse(lat_vel * friction_impulse, rel_pos2); } #endif } } return velocityImpulse + friction_impulse; }