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authorSébastien Crozet <developer@crozet.re>2021-02-11 10:17:58 +0100
committerGitHub <noreply@github.com>2021-02-11 10:17:58 +0100
commit3be866920657f7a13a49486795e06f14d92f4969 (patch)
tree38ef407aca8effc6d02dba970e18ae4d9080260b /src/dynamics
parent244afd529b4d91204c9825def00a69f233165224 (diff)
parente870acf011d7d99f7d8f4fa98126f8cb985bd823 (diff)
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Merge pull request #102 from EmbarkStudios/apply-forces-in-velocity-solver
Apply accelerations during velocity solver
Diffstat (limited to 'src/dynamics')
-rw-r--r--src/dynamics/rigid_body.rs102
-rw-r--r--src/dynamics/solver/island_solver.rs22
-rw-r--r--src/dynamics/solver/parallel_island_solver.rs25
-rw-r--r--src/dynamics/solver/velocity_solver.rs12
4 files changed, 121 insertions, 40 deletions
diff --git a/src/dynamics/rigid_body.rs b/src/dynamics/rigid_body.rs
index 73b8969..859beb2 100644
--- a/src/dynamics/rigid_body.rs
+++ b/src/dynamics/rigid_body.rs
@@ -75,8 +75,10 @@ pub struct RigidBody {
pub linear_damping: Real,
/// Damping factor for gradually slowing down the angular motion of the rigid-body.
pub angular_damping: Real,
- pub(crate) linacc: Vector<Real>,
- pub(crate) angacc: AngVector<Real>,
+ /// Accumulation of external forces (only for dynamic bodies).
+ pub(crate) force: Vector<Real>,
+ /// Accumulation of external torques (only for dynamic bodies).
+ pub(crate) torque: AngVector<Real>,
pub(crate) colliders: Vec<ColliderHandle>,
pub(crate) gravity_scale: Real,
/// Whether or not this rigid-body is sleeping.
@@ -105,8 +107,8 @@ impl RigidBody {
effective_world_inv_inertia_sqrt: AngularInertia::zero(),
linvel: Vector::zeros(),
angvel: na::zero(),
- linacc: Vector::zeros(),
- angacc: na::zero(),
+ force: Vector::zeros(),
+ torque: na::zero(),
gravity_scale: 1.0,
linear_damping: 0.0,
angular_damping: 0.0,
@@ -133,14 +135,22 @@ impl RigidBody {
self.active_set_timestamp = 0;
}
- pub(crate) fn integrate_accelerations(&mut self, dt: Real, gravity: Vector<Real>) {
+ pub(crate) fn add_gravity(&mut self, gravity: Vector<Real>) {
if self.effective_inv_mass != 0.0 {
- self.linvel += (gravity * self.gravity_scale + self.linacc) * dt;
- self.linacc = na::zero();
+ self.force += gravity * self.gravity_scale * self.mass();
}
+ }
+
+ #[cfg(not(feature = "parallel"))] // in parallel solver this is not needed
+ pub(crate) fn integrate_accelerations(&mut self, dt: Real) {
+ let linear_acc = self.force * self.effective_inv_mass;
+ let angular_acc = self.effective_world_inv_inertia_sqrt
+ * (self.effective_world_inv_inertia_sqrt * self.torque);
- self.angvel += self.angacc * dt;
- self.angacc = na::zero();
+ self.linvel += linear_acc * dt;
+ self.angvel += angular_acc * dt;
+ self.force = na::zero();
+ self.torque = na::zero();
}
/// The mass properties of this rigid-body.
@@ -467,14 +477,16 @@ impl RigidBody {
}
}
}
+}
- /*
- * Application of forces/impulses.
- */
+/// ## Applying forces and torques
+impl RigidBody {
/// Applies a force at the center-of-mass of this rigid-body.
+ /// The force will be applied in the next simulation step.
+ /// This does nothing on non-dynamic bodies.
pub fn apply_force(&mut self, force: Vector<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
- self.linacc += force * self.effective_inv_mass;
+ self.force += force;
if wake_up {
self.wake_up(true);
@@ -482,10 +494,13 @@ impl RigidBody {
}
}
- /// Applies an impulse at the center-of-mass of this rigid-body.
- pub fn apply_impulse(&mut self, impulse: Vector<Real>, wake_up: bool) {
+ /// Applies a torque at the center-of-mass of this rigid-body.
+ /// The torque will be applied in the next simulation step.
+ /// This does nothing on non-dynamic bodies.
+ #[cfg(feature = "dim2")]
+ pub fn apply_torque(&mut self, torque: Real, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
- self.linvel += impulse * self.effective_inv_mass;
+ self.torque += torque;
if wake_up {
self.wake_up(true);
@@ -494,11 +509,12 @@ impl RigidBody {
}
/// Applies a torque at the center-of-mass of this rigid-body.
- #[cfg(feature = "dim2")]
- pub fn apply_torque(&mut self, torque: Real, wake_up: bool) {
+ /// The torque will be applied in the next simulation step.
+ /// This does nothing on non-dynamic bodies.
+ #[cfg(feature = "dim3")]
+ pub fn apply_torque(&mut self, torque: Vector<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
- self.angacc += self.effective_world_inv_inertia_sqrt
- * (self.effective_world_inv_inertia_sqrt * torque);
+ self.torque += torque;
if wake_up {
self.wake_up(true);
@@ -506,20 +522,39 @@ impl RigidBody {
}
}
- /// Applies a torque at the center-of-mass of this rigid-body.
- #[cfg(feature = "dim3")]
- pub fn apply_torque(&mut self, torque: Vector<Real>, wake_up: bool) {
+ /// Applies a force at the given world-space point of this rigid-body.
+ /// The force will be applied in the next simulation step.
+ /// This does nothing on non-dynamic bodies.
+ pub fn apply_force_at_point(&mut self, force: Vector<Real>, point: Point<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
- self.angacc += self.effective_world_inv_inertia_sqrt
- * (self.effective_world_inv_inertia_sqrt * torque);
+ self.force += force;
+ self.torque += (point - self.world_com).gcross(force);
if wake_up {
self.wake_up(true);
}
}
}
+}
+
+/// ## Applying impulses and angular impulses
+impl RigidBody {
+ /// Applies an impulse at the center-of-mass of this rigid-body.
+ /// The impulse is applied right away, changing the linear velocity.
+ /// This does nothing on non-dynamic bodies.
+ pub fn apply_impulse(&mut self, impulse: Vector<Real>, wake_up: bool) {
+ if self.body_status == BodyStatus::Dynamic {
+ self.linvel += impulse * self.effective_inv_mass;
- /// Applies an impulsive torque at the center-of-mass of this rigid-body.
+ if wake_up {
+ self.wake_up(true);
+ }
+ }
+ }
+
+ /// Applies an angular impulse at the center-of-mass of this rigid-body.
+ /// The impulse is applied right away, changing the angular velocity.
+ /// This does nothing on non-dynamic bodies.
#[cfg(feature = "dim2")]
pub fn apply_torque_impulse(&mut self, torque_impulse: Real, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
@@ -532,7 +567,9 @@ impl RigidBody {
}
}
- /// Applies an impulsive torque at the center-of-mass of this rigid-body.
+ /// Applies an angular impulse at the center-of-mass of this rigid-body.
+ /// The impulse is applied right away, changing the angular velocity.
+ /// This does nothing on non-dynamic bodies.
#[cfg(feature = "dim3")]
pub fn apply_torque_impulse(&mut self, torque_impulse: Vector<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
@@ -545,14 +582,9 @@ impl RigidBody {
}
}
- /// Applies a force at the given world-space point of this rigid-body.
- pub fn apply_force_at_point(&mut self, force: Vector<Real>, point: Point<Real>, wake_up: bool) {
- let torque = (point - self.world_com).gcross(force);
- self.apply_force(force, wake_up);
- self.apply_torque(torque, wake_up);
- }
-
/// Applies an impulse at the given world-space point of this rigid-body.
+ /// The impulse is applied right away, changing the linear and/or angular velocities.
+ /// This does nothing on non-dynamic bodies.
pub fn apply_impulse_at_point(
&mut self,
impulse: Vector<Real>,
@@ -563,7 +595,9 @@ impl RigidBody {
self.apply_impulse(impulse, wake_up);
self.apply_torque_impulse(torque_impulse, wake_up);
}
+}
+impl RigidBody {
/// The velocity of the given world-space point on this rigid-body.
pub fn velocity_at_point(&self, point: &Point<Real>) -> Vector<Real> {
let dpt = point - self.world_com;
diff --git a/src/dynamics/solver/island_solver.rs b/src/dynamics/solver/island_solver.rs
index deed8c2..d0866bf 100644
--- a/src/dynamics/solver/island_solver.rs
+++ b/src/dynamics/solver/island_solver.rs
@@ -35,7 +35,9 @@ impl IslandSolver {
joints: &mut [JointGraphEdge],
joint_indices: &[JointIndex],
) {
- if manifold_indices.len() != 0 || joint_indices.len() != 0 {
+ let has_constraints = manifold_indices.len() != 0 || joint_indices.len() != 0;
+
+ if has_constraints {
counters.solver.velocity_assembly_time.resume();
self.contact_constraints
.init(island_id, params, bodies, manifolds, manifold_indices);
@@ -54,13 +56,13 @@ impl IslandSolver {
&mut self.joint_constraints.velocity_constraints,
);
counters.solver.velocity_resolution_time.pause();
- }
- counters.solver.velocity_update_time.resume();
- bodies.foreach_active_island_body_mut_internal(island_id, |_, rb| rb.integrate(params.dt));
- counters.solver.velocity_update_time.pause();
+ counters.solver.velocity_update_time.resume();
+ bodies.foreach_active_island_body_mut_internal(island_id, |_, rb| {
+ rb.integrate(params.dt)
+ });
+ counters.solver.velocity_update_time.pause();
- if manifold_indices.len() != 0 || joint_indices.len() != 0 {
counters.solver.position_resolution_time.resume();
self.position_solver.solve(
island_id,
@@ -70,6 +72,14 @@ impl IslandSolver {
&self.joint_constraints.position_constraints,
);
counters.solver.position_resolution_time.pause();
+ } else {
+ counters.solver.velocity_update_time.resume();
+ bodies.foreach_active_island_body_mut_internal(island_id, |_, rb| {
+ // Since we didn't run the velocity solver we need to integrate the accelerations here
+ rb.integrate_accelerations(params.dt);
+ rb.integrate(params.dt);
+ });
+ counters.solver.velocity_update_time.pause();
}
}
}
diff --git a/src/dynamics/solver/parallel_island_solver.rs b/src/dynamics/solver/parallel_island_solver.rs
index af8e9c0..99c1ec5 100644
--- a/src/dynamics/solver/parallel_island_solver.rs
+++ b/src/dynamics/solver/parallel_island_solver.rs
@@ -184,6 +184,31 @@ impl ParallelIslandSolver {
self.positions
.resize(bodies.active_island(island_id).len(), Isometry::identity());
+ {
+ // Initialize `mj_lambdas` (per-body velocity deltas) with external accelerations (gravity etc):
+
+ let island_range = bodies.active_island_range(island_id);
+ let active_bodies = &bodies.active_dynamic_set[island_range];
+ let bodies = &mut bodies.bodies;
+
+ let thread = &self.thread;
+
+ concurrent_loop! {
+ let batch_size = thread.batch_size;
+ for handle in active_bodies[thread.body_integration_index, thread.num_integrated_bodies] {
+ let rb = &mut bodies[handle.0];
+ let dvel = &mut self.mj_lambdas[rb.active_set_offset];
+
+ dvel.linear += rb.force * (rb.effective_inv_mass * params.dt);
+ rb.force = na::zero();
+
+ // dvel.angular is actually storing angular velocity delta multiplied by the square root of the inertia tensor:
+ dvel.angular += rb.effective_world_inv_inertia_sqrt * rb.torque * params.dt;
+ rb.torque = na::zero();
+ }
+ }
+ }
+
for _ in 0..num_task_per_island {
// We use AtomicPtr because it is Send+Sync while *mut is not.
// See https://internals.rust-lang.org/t/shouldnt-pointers-be-send-sync-or/8818
diff --git a/src/dynamics/solver/velocity_solver.rs b/src/dynamics/solver/velocity_solver.rs
index 89cf34e..4f35f3b 100644
--- a/src/dynamics/solver/velocity_solver.rs
+++ b/src/dynamics/solver/velocity_solver.rs
@@ -32,6 +32,18 @@ impl VelocitySolver {
self.mj_lambdas
.resize(bodies.active_island(island_id).len(), DeltaVel::zero());
+ // Initialize delta-velocities (`mj_lambdas`) with external forces (gravity etc):
+ bodies.foreach_active_island_body_mut_internal(island_id, |_, rb| {
+ let dvel = &mut self.mj_lambdas[rb.active_set_offset];
+
+ dvel.linear += rb.force * (rb.effective_inv_mass * params.dt);
+ rb.force = na::zero();
+
+ // dvel.angular is actually storing angular velocity delta multiplied by the square root of the inertia tensor:
+ dvel.angular += rb.effective_world_inv_inertia_sqrt * rb.torque * params.dt;
+ rb.torque = na::zero();
+ });
+
/*
* Warmstart constraints.
*/