Merge pull request #1166 from Azaezel/physnotes

Physics Review Results
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Brian Roberts 2024-01-01 08:45:51 -06:00 committed by GitHub
commit d8102a9591
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5 changed files with 42 additions and 70 deletions

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@ -156,7 +156,7 @@ bool Rigid::resolveCollision(const Point3F& p, const Point3F &normal, Rigid* rig
return false;
// Compute impulse
F32 d, n = -nv * (2.0f + restitution * rigid->restitution);
F32 d, n = -nv * (1.0+(restitution + rigid->restitution)*0.5);
Point3F a1,b1,c1;
mCross(r1,normal,&a1);
invWorldInertia.mulV(a1,&b1);

View file

@ -900,9 +900,11 @@ bool RigidShape::onNewDataBlock(GameBaseData* dptr, bool reload)
mRigid.restitution = mDataBlock->body.restitution;
mRigid.setCenterOfMass(mDataBlock->massCenter);
// Ignores massBox, just set sphere for now. Derived objects
// can set what they want.
mRigid.setObjectInertia();
// Set inertial tensor, default for the RigidShape is sphere
if (mDataBlock->massBox.x > 0 && mDataBlock->massBox.y > 0 && mDataBlock->massBox.z > 0)
mRigid.setObjectInertia(mDataBlock->massBox);
else
mRigid.setObjectInertia(mObjBox.maxExtents - mObjBox.minExtents);
scriptOnNewDataBlock();
@ -1115,9 +1117,9 @@ void RigidShape::updatePos(F32 dt)
if (mCollisionList.getCount())
{
F32 k = mRigid.getKineticEnergy();
F32 G = mNetGravity * dt;
F32 G = mNetGravity;
F32 Kg = 0.5 * mRigid.mass * G * G;
if (k < sRestTol * Kg && ++restCount > sRestCount)
if (k < sRestTol * Kg* dt && ++restCount > sRestCount)
mRigid.setAtRest();
}
else
@ -1205,8 +1207,12 @@ void RigidShape::updatePos(F32 dt)
void RigidShape::updateForces(F32 dt)
{
if (mDisableMove) return;
if (mDisableMove)
{
mRigid.linVelocity = Point3F::Zero;
mRigid.angMomentum = Point3F::Zero;
return;
}
Point3F torque(0, 0, 0);
Point3F force(0, 0, mRigid.mass * mNetGravity);
@ -1222,10 +1228,6 @@ void RigidShape::updateForces(F32 dt)
mRigid.force = force;
mRigid.torque = torque;
// If we're still atRest, make sure we're not accumulating anything
if ((force.lenSquared() < mDataBlock->contactTol)&& (force.lenSquared() < mDataBlock->contactTol))
mRigid.setAtRest();
}
@ -1260,8 +1262,7 @@ bool RigidShape::updateCollision(F32 dt)
}
// Resolve collisions
bool collided = resolveCollision(mRigid,mCollisionList);
resolveContacts(mRigid,mCollisionList,dt);
bool collided = resolveCollision(mRigid,mCollisionList, dt);
return collided;
}
@ -1271,7 +1272,7 @@ bool RigidShape::updateCollision(F32 dt)
Handle collision impacts, as opposed to contacts. Impulses are calculated based
on standard collision resolution formulas.
*/
bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList, F32 dt)
{
PROFILE_SCOPE(RigidShape_resolveCollision);
// Apply impulses to resolve collision
@ -1279,6 +1280,11 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
for (S32 i = 0; i < cList.getCount(); i++)
{
Collision& c = cList[i];
if (c.object == this)
{
//Con::printf("IMPOSSIBLE!!!!--------------------------------> Self-collision event?");
continue;
}
if (c.distance < mDataBlock->collisionTol)
{
// Velocity into surface
@ -1288,9 +1294,7 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
F32 vn = mDot(v, c.normal);
// Only interested in velocities greater than sContactTol,
// velocities less than that will be dealt with as contacts
// "constraints".
if (vn < -mDataBlock->contactTol)
if (mFabs(vn) > mDataBlock->contactTol)
{
// Apply impulses to the rigid body to keep it from
@ -1313,45 +1317,15 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
queueCollision(col, v - col->getVelocity());
}
}
}
}
return collided;
}
//----------------------------------------------------------------------------
/** Resolve contact forces
Resolve contact forces using the "penalty" method. Forces are generated based
on the depth of penetration and the moment of inertia at the point of contact.
*/
bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
{
PROFILE_SCOPE(RigidShape_resolveContacts);
// Use spring forces to manage contact constraints.
bool collided = false;
Point3F t,p(0,0,0),l(0,0,0);
for (S32 i = 0; i < cList.getCount(); i++)
{
const Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
{
// Velocity into the surface
Point3F v,r;
ns.getOriginVector(c.point,&r);
ns.getVelocity(r,&v);
F32 vn = mDot(v,c.normal);
// Only interested in velocities less than mDataBlock->contactTol,
// velocities greater than that are dealt with as collisions.
if (mFabs(vn) < mDataBlock->contactTol)
// velocities less than that will be dealt with as contacts
// "constraints".
else
{
collided = true;
Point3F t;
// Penetration force. This is actually a spring which
// will seperate the body from the collision surface.
F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r, c.normal) / dt);
F32 s = mMax((mDataBlock->collisionTol - c.distance) * zi - ((vn / 2.0) * zi),0.0f);
Point3F f = c.normal * s;
// Friction impulse, calculated as a function of the
@ -1359,10 +1333,10 @@ bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
// perpendicular to the normal.
Point3F uv = v - (c.normal * vn);
F32 ul = uv.len();
if (s > 0 && ul)
if (s > 0 && ul)
{
uv /= -ul;
F32 u = ul * ns.getZeroImpulse(r,uv);
F32 u = ul * ns.getZeroImpulse(r, uv) / dt;
s *= mRigid.friction;
if (u > s)
u = s;
@ -1370,20 +1344,17 @@ bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
}
// Accumulate forces
p += f;
mCross(r,f,&t);
l += t;
mCross(r, f, &t);
ns.linMomentum += f * dt;
ns.angMomentum += t * dt;
ns.updateVelocity();
}
}
}
// Contact constraint forces act over time...
ns.linMomentum += p * dt;
ns.angMomentum += l * dt;
ns.updateVelocity();
return true;
}
return collided;
}
//----------------------------------------------------------------------------
@ -1693,6 +1664,8 @@ void RigidShape::initPersistFields()
docsURL;
addField("disableMove", TypeBool, Offset(mDisableMove, RigidShape),
"When this flag is set, the vehicle will ignore throttle changes.");
addField("isAtRest", TypeBool, Offset(mRigid.atRest, RigidShape),
"Debug read of the rest state. do not set");
Parent::initPersistFields();
}

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@ -216,8 +216,7 @@ class RigidShape: public ShapeBase
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void updatePos(F32 dt);
bool updateCollision(F32 dt);
bool resolveCollision(Rigid& ns,CollisionList& cList);
bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
bool resolveCollision(Rigid& ns,CollisionList& cList, F32 dt);
bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
void checkTriggers();
static void findCallback(SceneObject* obj,void * key);

View file

@ -91,7 +91,7 @@ class SFXProfile;
typedef void* Light;
const F32 gGravity = -20;
const F32 gGravity = -9.8f;
//--------------------------------------------------------------------------

View file

@ -807,9 +807,9 @@ void Vehicle::updatePos(F32 dt)
if (mCollisionList.getCount())
{
F32 k = mRigid.getKineticEnergy();
F32 G = mNetGravity * dt;
F32 G = mNetGravity;
F32 Kg = 0.5 * mRigid.mass * G * G;
if (k < sRestTol * Kg && ++restCount > sRestCount)
if (k < sRestTol * Kg * dt && ++restCount > sRestCount)
mRigid.setAtRest();
}
else