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ContactPoint = set of assymetric distance consraints
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4 changed files with 127 additions and 60 deletions
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@ -18,8 +18,10 @@ ContactPoint::ContactPoint() : _lastFrame(0), _shapeA(NULL), _shapeB(NULL),
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}
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ContactPoint::ContactPoint(const CollisionInfo& collision, quint32 frame) : _lastFrame(frame),
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_shapeA(collision.getShapeA()), _shapeB(collision.getShapeB()), _offsetA(0.0f), _offsetB(0.0f), _normal(0.0f) {
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_shapeA(collision.getShapeA()), _shapeB(collision.getShapeB()), _offsetA(0.0f), _offsetB(0.0f),
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_numPointsA(0), _numPoints(0), _normal(0.0f) {
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_contactPoint = collision._contactPoint - 0.5f * collision._penetration;
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_offsetA = collision._contactPoint - _shapeA->getTranslation();
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_offsetB = collision._contactPoint - collision._penetration - _shapeB->getTranslation();
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float pLength = glm::length(collision._penetration);
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@ -37,36 +39,94 @@ ContactPoint::ContactPoint(const CollisionInfo& collision, quint32 frame) : _las
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_offsetB = temp;
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_normal = - _normal;
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}
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_shapeA->getVerletPoints(_points);
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_numPointsA = _points.size();
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_shapeB->getVerletPoints(_points);
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_numPoints = _points.size();
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// compute offsets for shapeA
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for (int i = 0; i < _numPointsA; ++i) {
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glm::vec3 offset = _points[i]->_position - collision._contactPoint;
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_offsets.push_back(offset);
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_distances.push_back(glm::length(offset));
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}
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// compute offsets for shapeB
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for (int i = _numPointsA; i < _numPoints; ++i) {
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glm::vec3 offset = _points[i]->_position - collision._contactPoint + collision._penetration;
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_offsets.push_back(offset);
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_distances.push_back(glm::length(offset));
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}
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}
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// virtual
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float ContactPoint::enforce() {
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glm::vec3 pointA = _shapeA->getTranslation() + _offsetA;
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glm::vec3 pointB = _shapeB->getTranslation() + _offsetB;
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glm::vec3 penetration = pointA - pointB;
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float pDotN = glm::dot(penetration, _normal);
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if (pDotN > EPSILON) {
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penetration = (0.99f * pDotN) * _normal;
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// NOTE: Shape::computeEffectiveMass() has side effects: computes and caches partial Lagrangian coefficients
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// which are then used in the accumulateDelta() calls below.
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float massA = _shapeA->computeEffectiveMass(penetration, pointA);
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float massB = _shapeB->computeEffectiveMass(-penetration, pointB);
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float totalMass = massA + massB;
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if (totalMass < EPSILON) {
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massA = massB = 1.0f;
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totalMass = 2.0f;
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int numPoints = _points.size();
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for (int i = 0; i < numPoints; ++i) {
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glm::vec3& position = _points[i]->_position;
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// TODO: use a fast distance approximation
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float newDistance = glm::distance(_contactPoint, position);
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float constrainedDistance = _distances[i];
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// NOTE: these "distance" constraints only push OUT, don't pull IN.
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if (newDistance > EPSILON && newDistance < constrainedDistance) {
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glm::vec3 direction = (_contactPoint - position) / newDistance;
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glm::vec3 center = 0.5f * (_contactPoint + position);
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_contactPoint = center + (0.5f * constrainedDistance) * direction;
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position = center - (0.5f * constrainedDistance) * direction;
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}
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// NOTE: Shape::accumulateDelta() uses the coefficients from previous call to Shape::computeEffectiveMass()
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// and remember that penetration points from A into B
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_shapeA->accumulateDelta(massB / totalMass, -penetration);
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_shapeB->accumulateDelta(massA / totalMass, penetration);
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return pDotN;
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}
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return 0.0f;
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}
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void ContactPoint::buildConstraints() {
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glm::vec3 pointA = _shapeA->getTranslation() + _offsetA;
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glm::vec3 pointB = _shapeB->getTranslation() + _offsetB;
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glm::vec3 penetration = pointA - pointB;
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float pDotN = glm::dot(penetration, _normal);
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bool actuallyMovePoints = (pDotN > EPSILON);
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// the contact point will be the average of the two points on the shapes
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_contactPoint = 0.5f * (pointA + pointB);
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// TODO: Andrew to compute more correct lagrangian weights that provide a more realistic response.
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//
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// HACK: since the weights are naively equal for all points (which is what the above TODO is about) we
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// don't want to use the full-strength delta because otherwise there can be annoying oscillations. We
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// reduce this problem by in the short-term by attenuating the delta that is applied, the tradeoff is
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// that this makes it easier for limbs to tunnel through during collisions.
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const float HACK_STRENGTH = 0.5f;
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int numPoints = _points.size();
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for (int i = 0; i < numPoints; ++i) {
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VerletPoint* point = _points[i];
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glm::vec3 offset = _offsets[i];
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// split delta into parallel and perpendicular components
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glm::vec3 delta = _contactPoint + offset - point->_position;
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glm::vec3 paraDelta = glm::dot(delta, _normal) * _normal;
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glm::vec3 perpDelta = delta - paraDelta;
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// use the relative sizes of the components to decide how much perpenducular delta to use
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// perpendicular < parallel ==> static friciton ==> perpFactor = 1.0
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// perpendicular > parallel ==> dynamic friciton ==> cap to length of paraDelta ==> perpFactor < 1.0
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float paraLength = glm::length(paraDelta);
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float perpLength = glm::length(perpDelta);
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float perpFactor = (perpLength > paraLength && perpLength > EPSILON) ? (paraLength / perpLength) : 1.0f;
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// recombine the two components to get the final delta
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delta = paraDelta + perpFactor * perpDelta;
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glm::vec3 targetPosition = point->_position + delta;
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_distances[i] = glm::distance(_contactPoint, targetPosition);
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if (actuallyMovePoints) {
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point->_position += HACK_STRENGTH * delta;
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}
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}
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}
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void ContactPoint::updateContact(const CollisionInfo& collision, quint32 frame) {
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_lastFrame = frame;
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_contactPoint = collision._contactPoint - 0.5f * collision._penetration;
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_offsetA = collision._contactPoint - collision._shapeA->getTranslation();
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_offsetB = collision._contactPoint - collision._penetration - collision._shapeB->getTranslation();
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float pLength = glm::length(collision._penetration);
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@ -75,6 +135,7 @@ void ContactPoint::updateContact(const CollisionInfo& collision, quint32 frame)
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} else {
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_normal = glm::vec3(0.0f);
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}
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if (collision._shapeA->getID() > collision._shapeB->getID()) {
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// our _shapeA always has lower ID
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glm::vec3 temp = _offsetA;
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@ -82,4 +143,14 @@ void ContactPoint::updateContact(const CollisionInfo& collision, quint32 frame)
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_offsetB = temp;
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_normal = - _normal;
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}
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// compute offsets for shapeA
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assert(_offsets.size() == _numPoints);
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for (int i = 0; i < _numPointsA; ++i) {
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_offsets[i] = (_points[i]->_position - collision._contactPoint);
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}
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// compute offsets for shapeB
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for (int i = _numPointsA; i < _numPoints; ++i) {
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_offsets[i] = (_points[i]->_position - collision._contactPoint + collision._penetration);
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}
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}
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@ -16,6 +16,7 @@
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#include <glm/glm.hpp>
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#include "CollisionInfo.h"
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#include "VerletPoint.h"
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class Shape;
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@ -26,6 +27,7 @@ public:
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virtual float enforce();
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void buildConstraints();
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void updateContact(const CollisionInfo& collision, quint32 frame);
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quint32 getLastFrame() const { return _lastFrame; }
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@ -38,6 +40,12 @@ protected:
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Shape* _shapeB;
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glm::vec3 _offsetA; // contact point relative to A's center
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glm::vec3 _offsetB; // contact point relative to B's center
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glm::vec3 _contactPoint; // a "virtual" point that is added to the simulation
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int _numPointsA; // number of VerletPoints that belong to _shapeA
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int _numPoints; // total number of VerletPoints
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QVector<VerletPoint*> _points; // points that belong to colliding shapes
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QVector<glm::vec3> _offsets; // offsets to _points from contactPoint
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QVector<float> _distances; // distances to _points from contactPoint (during enforcement stage)
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glm::vec3 _normal; // (points from A toward B)
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};
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@ -10,7 +10,6 @@
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//
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#include <glm/glm.hpp>
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#include <iostream>
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#include "PhysicsSimulation.h"
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@ -143,11 +142,13 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
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quint64 expiry = startTime + maxUsec;
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moveRagdolls(deltaTime);
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computeCollisions();
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enforceContacts();
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buildContactConstraints();
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int numDolls = _dolls.size();
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for (int i = 0; i < numDolls; ++i) {
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_dolls[i]->enforceRagdollConstraints();
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{
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PerformanceTimer perfTimer("enforce");
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for (int i = 0; i < numDolls; ++i) {
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_dolls[i]->enforceRagdollConstraints();
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}
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}
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int iterations = 0;
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resolveCollisions();
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{ // enforce constraints
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PerformanceTimer perfTimer("5-enforce");
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PerformanceTimer perfTimer("enforce");
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error = 0.0f;
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for (int i = 0; i < numDolls; ++i) {
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error = glm::max(error, _dolls[i]->enforceRagdollConstraints());
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}
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}
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enforceContactConstraints();
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++iterations;
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now = usecTimestampNow();
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} while (_collisions.size() != 0 && (iterations < maxIterations) && (error > minError) && (now < expiry));
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#ifdef ANDREW_DEBUG
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quint64 stepTime = usecTimestampNow()- startTime;
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// temporary debug info for watching simulation performance
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if (0 == (_frame % 100)) {
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std::cout << "Ni = " << iterations << " E = " << error << " t = " << stepTime << std::endl;
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}
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#endif // ANDREW_DEBUG
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pruneContacts();
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}
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void PhysicsSimulation::moveRagdolls(float deltaTime) {
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PerformanceTimer perfTimer("1-integrate");
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PerformanceTimer perfTimer("integrate");
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int numDolls = _dolls.size();
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for (int i = 0; i < numDolls; ++i) {
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_dolls.at(i)->stepRagdollForward(deltaTime);
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@ -189,7 +183,7 @@ void PhysicsSimulation::moveRagdolls(float deltaTime) {
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}
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void PhysicsSimulation::computeCollisions() {
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PerformanceTimer perfTimer("2-collide");
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PerformanceTimer perfTimer("collide");
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_collisions.clear();
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// TODO: keep track of QSet<PhysicsEntity*> collidedEntities;
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int numEntities = _entities.size();
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}
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void PhysicsSimulation::resolveCollisions() {
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PerformanceTimer perfTimer("4-resolve");
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PerformanceTimer perfTimer("resolve");
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// walk all collisions, accumulate movement on shapes, and build a list of affected shapes
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QSet<Shape*> shapes;
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int numCollisions = _collisions.size();
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}
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}
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void PhysicsSimulation::enforceContacts() {
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QSet<Shape*> shapes;
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int numCollisions = _collisions.size();
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for (int i = 0; i < numCollisions; ++i) {
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CollisionInfo* collision = _collisions.getCollision(i);
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quint64 key = collision->getShapePairKey();
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if (key == 0) {
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continue;
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}
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QMap<quint64, ContactPoint>::iterator itr = _contacts.find(key);
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if (itr != _contacts.end()) {
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if (itr.value().enforce() > 0.0f) {
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shapes.insert(collision->getShapeA());
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shapes.insert(collision->getShapeB());
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}
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}
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void PhysicsSimulation::buildContactConstraints() {
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PerformanceTimer perfTimer("contacts");
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QMap<quint64, ContactPoint>::iterator itr = _contacts.begin();
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while (itr != _contacts.end()) {
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itr.value().buildConstraints();
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++itr;
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}
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// walk all affected shapes and apply accumulated movement
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QSet<Shape*>::const_iterator shapeItr = shapes.constBegin();
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while (shapeItr != shapes.constEnd()) {
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(*shapeItr)->applyAccumulatedDelta();
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++shapeItr;
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}
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void PhysicsSimulation::enforceContactConstraints() {
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PerformanceTimer perfTimer("contacts");
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QMap<quint64, ContactPoint>::iterator itr = _contacts.begin();
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while (itr != _contacts.end()) {
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itr.value().enforce();
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++itr;
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}
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}
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void PhysicsSimulation::updateContacts() {
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PerformanceTimer perfTimer("3-updateContacts");
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PerformanceTimer perfTimer("contacts");
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int numCollisions = _collisions.size();
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for (int i = 0; i < numCollisions; ++i) {
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CollisionInfo* collision = _collisions.getCollision(i);
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@ -49,7 +49,8 @@ protected:
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void computeCollisions();
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void resolveCollisions();
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void enforceContacts();
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void buildContactConstraints();
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void enforceContactConstraints();
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void updateContacts();
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void pruneContacts();
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