add ContactConstraint and use to impede muscles

This commit is contained in:
Andrew Meadows 2014-07-31 13:16:06 -07:00
parent 0f82236f2c
commit fc1d805d54
4 changed files with 225 additions and 29 deletions

View file

@ -0,0 +1,83 @@
//
// ContactConstraint.cpp
// libraries/shared/src
//
// Created by Andrew Meadows 2014.07.30
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ContactConstraint.h"
#include "Shape.h"
#include "SharedUtil.h"
ContactConstraint::ContactConstraint() : _lastFrame(0), _shapeA(NULL), _shapeB(NULL),
_offsetA(0.0f), _offsetB(0.0f), _normal(0.0f) {
}
ContactConstraint::ContactConstraint(const CollisionInfo& collision, quint32 frame) : _lastFrame(frame),
_shapeA(collision.getShapeA()), _shapeB(collision.getShapeB()), _offsetA(0.0f), _offsetB(0.0f), _normal(0.0f) {
_offsetA = collision._contactPoint - _shapeA->getTranslation();
_offsetB = collision._contactPoint - collision._penetration - _shapeB->getTranslation();
float pLength = glm::length(collision._penetration);
if (pLength > EPSILON) {
_normal = collision._penetration / pLength;
}
if (_shapeA->getID() > _shapeB->getID()) {
// swap so that _shapeA always has lower ID
_shapeA = collision.getShapeB();
_shapeB = collision.getShapeA();
glm::vec3 temp = _offsetA;
_offsetA = _offsetB;
_offsetB = temp;
_normal = - _normal;
}
}
// virtual
float ContactConstraint::enforce() {
glm::vec3 pointA = _shapeA->getTranslation() + _offsetA;
glm::vec3 pointB = _shapeB->getTranslation() + _offsetB;
glm::vec3 penetration = pointA - pointB;
if (glm::dot(penetration, _normal) > EPSILON) {
// NOTE: Shape::computeEffectiveMass() has side effects: computes and caches partial Lagrangian coefficients
// which are then used in the accumulateDelta() calls below.
float massA = _shapeA->computeEffectiveMass(penetration, pointA);
float massB = _shapeB->computeEffectiveMass(-penetration, pointB);
float totalMass = massA + massB;
if (totalMass < EPSILON) {
massA = massB = 1.0f;
totalMass = 2.0f;
}
// NOTE: Shape::accumulateDelta() uses the coefficients from previous call to Shape::computeEffectiveMass()
// and remember that penetration points from A into B
_shapeA->accumulateDelta(0.99f * massB / totalMass, -penetration);
_shapeB->accumulateDelta(0.99f * massA / totalMass, penetration);
return glm::length(penetration);
}
return 0.0f;
}
void ContactConstraint::updateContact(const CollisionInfo& collision, quint32 frame) {
_lastFrame = frame;
_offsetA = collision._contactPoint - collision._shapeA->getTranslation();
_offsetB = collision._contactPoint - collision._penetration - collision._shapeB->getTranslation();
float pLength = glm::length(collision._penetration);
if (pLength > EPSILON) {
_normal = collision._penetration / pLength;
} else {
_normal = glm::vec3(0.0f);
}
if (collision._shapeA->getID() > collision._shapeB->getID()) {
// our _shapeA always has lower ID
glm::vec3 temp = _offsetA;
_offsetA = _offsetB;
_offsetB = temp;
_normal = - _normal;
}
}

View file

@ -0,0 +1,44 @@
//
// ContactConstraint.h
// libraries/shared/src
//
// Created by Andrew Meadows 2014.07.30
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_ContactConstraint_h
#define hifi_ContactConstraint_h
#include <QtGlobal>
#include <glm/glm.hpp>
#include "CollisionInfo.h"
class Shape;
class ContactConstraint {
public:
ContactConstraint();
ContactConstraint(const CollisionInfo& collision, quint32 frame);
virtual float enforce();
void updateContact(const CollisionInfo& collision, quint32 frame);
quint32 getLastFrame() const { return _lastFrame; }
Shape* getShapeA() const { return _shapeA; }
Shape* getShapeB() const { return _shapeB; }
protected:
quint32 _lastFrame; // frame count of last update
Shape* _shapeA;
Shape* _shapeB;
glm::vec3 _offsetA; // contact point relative to A's center
glm::vec3 _offsetB; // contact point relative to B's center
glm::vec3 _normal; // (points from A toward B)
};
#endif // hifi_ContactConstraint_h

View file

@ -25,8 +25,7 @@ int MAX_ENTITIES_PER_SIMULATION = 64;
int MAX_COLLISIONS_PER_SIMULATION = 256;
PhysicsSimulation::PhysicsSimulation() : _collisionList(MAX_COLLISIONS_PER_SIMULATION),
_frame(0), _numIterations(0), _numCollisions(0), _constraintError(0.0f), _stepTime(0) {
PhysicsSimulation::PhysicsSimulation() : _frame(0), _collisions(MAX_COLLISIONS_PER_SIMULATION) {
}
PhysicsSimulation::~PhysicsSimulation() {
@ -88,6 +87,15 @@ void PhysicsSimulation::removeEntity(PhysicsEntity* entity) {
break;
}
}
// remove corresponding contacts
QMap<quint64, ContactConstraint>::iterator itr = _contacts.begin();
while (itr != _contacts.end()) {
if (entity == itr.value().getShapeA()->getEntity() || entity == itr.value().getShapeB()->getEntity()) {
itr = _contacts.erase(itr);
} else {
++itr;
}
}
}
bool PhysicsSimulation::addRagdoll(Ragdoll* doll) {
@ -135,14 +143,19 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
quint64 expiry = startTime + maxUsec;
moveRagdolls(deltaTime);
computeCollisions();
enforceContacts();
int numDolls = _dolls.size();
_numCollisions = 0;
for (int i = 0; i < numDolls; ++i) {
_dolls[i]->enforceRagdollConstraints();
}
int iterations = 0;
float error = 0.0f;
do {
computeCollisions();
processCollisions();
updateContacts();
resolveCollisions();
{ // enforce constraints
PerformanceTimer perfTimer("4-enforce");
@ -154,19 +167,17 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
++iterations;
now = usecTimestampNow();
} while (_numCollisions != 0 && (iterations < maxIterations) && (error > minError) && (now < expiry));
} while (_collisions.size() != 0 && (iterations < maxIterations) && (error > minError) && (now < expiry));
_numIterations = iterations;
_constraintError = error;
_stepTime = usecTimestampNow()- startTime;
#ifdef ANDREW_DEBUG
quint64 stepTime = usecTimestampNow()- startTime;
// temporary debug info for watching simulation performance
static int adebug = 0; ++adebug;
if (0 == (adebug % 100)) {
std::cout << "adebug Ni = " << _numIterations << " E = " << error << " t = " << _stepTime << std::endl; // adebug
if (0 == (_frame % 100)) {
std::cout << "Ni = " << iterations << " E = " << error << " t = " << stepTime << std::endl;
}
#endif // ANDREW_DEBUG
pruneContacts();
}
void PhysicsSimulation::moveRagdolls(float deltaTime) {
@ -179,7 +190,7 @@ void PhysicsSimulation::moveRagdolls(float deltaTime) {
void PhysicsSimulation::computeCollisions() {
PerformanceTimer perfTimer("2-collide");
_collisionList.clear();
_collisions.clear();
// TODO: keep track of QSet<PhysicsEntity*> collidedEntities;
int numEntities = _entities.size();
for (int i = 0; i < numEntities; ++i) {
@ -195,7 +206,7 @@ void PhysicsSimulation::computeCollisions() {
for (int k = j+1; k < numShapes; ++k) {
const Shape* otherShape = shapes.at(k);
if (otherShape && entity->collisionsAreEnabled(j, k)) {
ShapeCollider::collideShapes(shape, otherShape, _collisionList);
ShapeCollider::collideShapes(shape, otherShape, _collisions);
}
}
}
@ -203,19 +214,18 @@ void PhysicsSimulation::computeCollisions() {
// collide with others
for (int j = i+1; j < numEntities; ++j) {
const QVector<Shape*> otherShapes = _entities.at(j)->getShapes();
ShapeCollider::collideShapesWithShapes(shapes, otherShapes, _collisionList);
ShapeCollider::collideShapesWithShapes(shapes, otherShapes, _collisions);
}
}
_numCollisions = _collisionList.size();
}
void PhysicsSimulation::processCollisions() {
void PhysicsSimulation::resolveCollisions() {
PerformanceTimer perfTimer("3-resolve");
// walk all collisions, accumulate movement on shapes, and build a list of affected shapes
QSet<Shape*> shapes;
int numCollisions = _collisionList.size();
int numCollisions = _collisions.size();
for (int i = 0; i < numCollisions; ++i) {
CollisionInfo* collision = _collisionList.getCollision(i);
CollisionInfo* collision = _collisions.getCollision(i);
collision->apply();
// there is always a shapeA
shapes.insert(collision->getShapeA());
@ -231,3 +241,59 @@ void PhysicsSimulation::processCollisions() {
++shapeItr;
}
}
void PhysicsSimulation::enforceContacts() {
QSet<Shape*> shapes;
int numCollisions = _collisions.size();
for (int i = 0; i < numCollisions; ++i) {
CollisionInfo* collision = _collisions.getCollision(i);
quint64 key = collision->getShapePairKey();
if (key == 0) {
continue;
}
QMap<quint64, ContactConstraint>::iterator itr = _contacts.find(key);
if (itr != _contacts.end()) {
if (itr.value().enforce() > 0.0f) {
shapes.insert(collision->getShapeA());
shapes.insert(collision->getShapeB());
}
}
}
// walk all affected shapes and apply accumulated movement
QSet<Shape*>::const_iterator shapeItr = shapes.constBegin();
while (shapeItr != shapes.constEnd()) {
(*shapeItr)->applyAccumulatedDelta();
++shapeItr;
}
}
void PhysicsSimulation::updateContacts() {
PerformanceTimer perfTimer("3.5-updateContacts");
int numCollisions = _collisions.size();
for (int i = 0; i < numCollisions; ++i) {
CollisionInfo* collision = _collisions.getCollision(i);
quint64 key = collision->getShapePairKey();
if (key == 0) {
continue;
}
QMap<quint64, ContactConstraint>::iterator itr = _contacts.find(key);
if (itr == _contacts.end()) {
_contacts.insert(key, ContactConstraint(*collision, _frame));
} else {
itr.value().updateContact(*collision, _frame);
}
}
}
const quint32 MAX_CONTACT_FRAME_LIFETIME = 2;
void PhysicsSimulation::pruneContacts() {
QMap<quint64, ContactConstraint>::iterator itr = _contacts.begin();
while (itr != _contacts.end()) {
if (_frame - itr.value().getLastFrame() > MAX_CONTACT_FRAME_LIFETIME) {
itr = _contacts.erase(itr);
} else {
++itr;
}
}
}

View file

@ -13,9 +13,11 @@
#define hifi_PhysicsSimulation
#include <QtGlobal>
#include <QMap>
#include <QVector>
#include "CollisionInfo.h"
#include "ContactConstraint.h"
class PhysicsEntity;
class Ragdoll;
@ -42,21 +44,22 @@ public:
/// \return distance of largest movement
void stepForward(float deltaTime, float minError, int maxIterations, quint64 maxUsec);
protected:
void moveRagdolls(float deltaTime);
void computeCollisions();
void processCollisions();
void resolveCollisions();
void enforceContacts();
void updateContacts();
void pruneContacts();
private:
CollisionList _collisionList;
QVector<PhysicsEntity*> _entities;
QVector<Ragdoll*> _dolls;
// some stats
quint32 _frame;
int _numIterations;
int _numCollisions;
float _constraintError;
quint64 _stepTime;
QVector<Ragdoll*> _dolls;
QVector<PhysicsEntity*> _entities;
CollisionList _collisions;
QMap<quint64, ContactConstraint> _contacts;
};
#endif // hifi_PhysicsSimulation