Example #1
0
void ContactDynamics::initialize() {
    // Allocate the Collision Detection class
    //mCollisionChecker = new FCLCollisionDetector();
    mCollisionChecker = new FCLMESHCollisionDetector();

    mBodyIndexToSkelIndex.clear();
    // Add all body nodes into mCollisionChecker
    for (int i = 0; i < getNumSkels(); i++) {
        SkeletonDynamics* skel = mSkels[i];
        int nNodes = skel->getNumNodes();

        for (int j = 0; j < nNodes; j++) {
            mCollisionChecker->addCollisionSkeletonNode(skel->getNode(j));
            mBodyIndexToSkelIndex.push_back(i);
        }
    }

    mConstrForces.resize(getNumSkels());
    for (int i = 0; i < getNumSkels(); i++){
        if (!mSkels[i]->getImmobileState())
            mConstrForces[i] = VectorXd::Zero(mSkels[i]->getNumDofs());
    }

    mIndices.clear();
    int sumNDofs = 0;
    mIndices.push_back(sumNDofs);
    for (int i = 0; i < getNumSkels(); i++) {
        if (!mSkels[i]->getImmobileState())
            sumNDofs += mSkels[i]->getNumDofs();
        mIndices.push_back(sumNDofs);
    }

    mTauStar = VectorXd::Zero(getNumTotalDofs());
}
Example #2
0
void ContactDynamics::addSkeleton(SkeletonDynamics* _newSkel) {
    //
    mSkels.push_back(_newSkel);

    int nSkels = mSkels.size();
    int nNodes = _newSkel->getNumNodes();

    for (int j = 0; j < nNodes; j++) {
        mCollisionChecker->addCollisionSkeletonNode(_newSkel->getNode(j));
        mBodyIndexToSkelIndex.push_back(nSkels-1);
    }

    Eigen::VectorXd newConstrForce;
    if (!_newSkel->getImmobileState())
        newConstrForce = VectorXd::Zero(_newSkel->getNumDofs());
    mConstrForces.push_back(newConstrForce);

    // TODO: World already has this indices.
    // Initialize the index vector:
    // If we have 3 skeletons,
    // mIndices[0] = 0
    // mIndices[1] = nDof0
    // mIndices[2] = nDof0 + nDof1
    // mIndices[3] = nDof0 + nDof1 + nDof2
    mIndices.clear();
    int sumNDofs = 0;
    mIndices.push_back(sumNDofs);
    for (int i = 0; i < getNumSkels(); i++) {
        if (!mSkels[i]->getImmobileState())
            sumNDofs += mSkels[i]->getNumDofs();
        mIndices.push_back(sumNDofs);
    }

    mTauStar = VectorXd::Zero(getNumTotalDofs());
}
Example #3
0
void ContactDynamics::updateNBMatrices() {
    mN = MatrixXd::Zero(getNumTotalDofs(), getNumContacts());
    mB = MatrixXd::Zero(getNumTotalDofs(), getNumContacts() * getNumContactDirections());
    for (int i = 0; i < getNumContacts(); i++) {
        Contact& c = mCollisionChecker->getContact(i);
        Vector3d p = c.point;
        int skelID1 = mBodyIndexToSkelIndex[c.collisionNode1->getIndex()];
        int skelID2 = mBodyIndexToSkelIndex[c.collisionNode2->getIndex()];

        Vector3d N21 = c.normal;
        Vector3d N12 = -c.normal;
        MatrixXd B21 = getTangentBasisMatrix(p, N21);
        MatrixXd B12 = -B21;

        if (!mSkels[skelID1]->getImmobileState()) {
            int index1 = mIndices[skelID1];
            int NDOF1 = c.collisionNode1->getBodyNode()->getSkel()->getNumDofs();
            //    Vector3d N21 = c.normal;
            MatrixXd J21t = getJacobian(c.collisionNode1->getBodyNode(), p);
            mN.block(index1, i, NDOF1, 1).noalias() = J21t * N21;
            //B21 = getTangentBasisMatrix(p, N21);
            mB.block(index1, i * getNumContactDirections(), NDOF1, getNumContactDirections()).noalias() = J21t * B21;
        }

        if (!mSkels[skelID2]->getImmobileState()) {
            int index2 = mIndices[skelID2];
            int NDOF2 = c.collisionNode2->getBodyNode()->getSkel()->getNumDofs();
            //Vector3d N12 = -c.normal;
            //if (B21.rows() == 0)
            //  B12 = getTangentBasisMatrix(p, N12);
            //else
            //   B12 = -B21;
            MatrixXd J12t = getJacobian(c.collisionNode2->getBodyNode(), p);
            mN.block(index2, i, NDOF2, 1).noalias() = J12t * N12;
            mB.block(index2, i * getNumContactDirections(), NDOF2, getNumContactDirections()).noalias() = J12t * B12;

        }
    }
}
Example #4
0
        void ContactDynamics::applyContactForces() {
            if (getNumTotalDofs() == 0)
                return;
            mCollisionChecker->clearAllContacts();
            mCollisionChecker->checkCollision(true, true);

            for (int i = 0; i < getNumSkels(); i++)
                mConstrForces[i].setZero();

            if (mCollisionChecker->getNumContact() == 0)
                return;
            fillMatrices();
            solve();
            applySolution();
        }
Example #5
0
void ContactDynamics::addSkeleton(SkeletonDynamics* _newSkel) {
    //
    mSkels.push_back(_newSkel);

    int nSkels = mSkels.size();
    int nNodes = _newSkel->getNumNodes();

    for (int j = 0; j < nNodes; j++) {
        kinematics::BodyNode* node = _newSkel->getNode(j);

        // If the collision shape of the node is NULL, then the node is
        // uncollidable object. We don't care uncollidable object in
        // ContactDynamics.
        if (node->getCollisionShape() == NULL)
            continue;

        if (node->getCollisionShape()->getShapeType()
                != kinematics::Shape::P_UNDEFINED) {
            mCollisionChecker->addCollisionSkeletonNode(node);
            mBodyIndexToSkelIndex.push_back(nSkels-1);
        }
    }

    Eigen::VectorXd newConstrForce;
    if (!_newSkel->getImmobileState())
        newConstrForce = VectorXd::Zero(_newSkel->getNumDofs());
    mConstrForces.push_back(newConstrForce);

    // TODO: World already has this indices.
    // Initialize the index vector:
    // If we have 3 skeletons,
    // mIndices[0] = 0
    // mIndices[1] = nDof0
    // mIndices[2] = nDof0 + nDof1
    // mIndices[3] = nDof0 + nDof1 + nDof2
    mIndices.clear();
    int sumNDofs = 0;
    mIndices.push_back(sumNDofs);
    for (int i = 0; i < getNumSkels(); i++) {
        if (!mSkels[i]->getImmobileState())
            sumNDofs += mSkels[i]->getNumDofs();
        mIndices.push_back(sumNDofs);
    }

    mTauStar = VectorXd::Zero(getNumTotalDofs());
}
Example #6
0
void ContactDynamics::initialize() {
    // Allocate the Collision Detection class
    //mCollisionChecker = new FCLCollisionDetector();
    mCollisionChecker = new FCLMESHCollisionDetector();

    mBodyIndexToSkelIndex.clear();
    // Add all body nodes into mCollisionChecker
    for (int i = 0; i < getNumSkels(); i++) {
        SkeletonDynamics* skel = mSkels[i];
        int nNodes = skel->getNumNodes();

        for (int j = 0; j < nNodes; j++) {
            kinematics::BodyNode* node = skel->getNode(j);

            // If the collision shape of the node is NULL, then the node is
            // uncollidable object. We don't care uncollidable object in
            // ContactDynamics.
            if (node->getCollisionShape() == NULL)
                continue;

            if (node->getCollisionShape()->getShapeType() != kinematics::Shape::P_UNDEFINED)
            {
                mCollisionChecker->addCollisionSkeletonNode(node);
                mBodyIndexToSkelIndex.push_back(i);
            }
        }
    }

    mConstrForces.resize(getNumSkels());
    for (int i = 0; i < getNumSkels(); i++){
        if (!mSkels[i]->getImmobileState())
            mConstrForces[i] = VectorXd::Zero(mSkels[i]->getNumDofs());
    }

    mIndices.clear();
    int sumNDofs = 0;
    mIndices.push_back(sumNDofs);
    for (int i = 0; i < getNumSkels(); i++) {
        if (!mSkels[i]->getImmobileState())
            sumNDofs += mSkels[i]->getNumDofs();
        mIndices.push_back(sumNDofs);
    }

    mTauStar = VectorXd::Zero(getNumTotalDofs());
}
Example #7
0
void ContactDynamics::fillMatrices() {
    updateTauStar();

    updateNBMatrices();
    //        updateNormalMatrix();
    //        updateBasisMatrix();

    MatrixXd E = getContactMatrix();

    int c = getNumContacts();
    int cd = c * mNumDir;

    // Construct the intermediary blocks.
    // nTmInv = mN.transpose() * MInv
    // bTmInv = mB.transpose() * MInv
    // Where MInv is the imaginary diagonal block matrix that combines the inverted mass matrices of all skeletons.
    // Muliplying each block independently is more efficient that multiplyting the whole MInv matrix.
    MatrixXd nTmInv(c, getNumTotalDofs());
    MatrixXd bTmInv(cd, getNumTotalDofs());
    for (int i = 0; i < getNumSkels(); i++) {
        if (mSkels[i]->getImmobileState()) {
            assert(mIndices[i] == mIndices[i+1]); // If the user sets a skeleton to be immobile without reinitializing ContactDynamics, this assertion will fail.
            continue;
        }
        const MatrixXd skelMInv = mSkels[i]->getInvMassMatrix();
        const int skelNumDofs = mSkels[i]->getNumDofs();
        nTmInv.middleCols(mIndices[i], skelNumDofs).noalias() = mN.transpose().middleCols(mIndices[i], skelNumDofs) * skelMInv;
        bTmInv.middleCols(mIndices[i], skelNumDofs).noalias() = mB.transpose().middleCols(mIndices[i], skelNumDofs) * skelMInv;
    }

    // Construct
    int dimA = c * (2 + mNumDir); // dimension of A is c + cd + c
    mA.resize(dimA, dimA);
    mA.topLeftCorner(c, c).triangularView<Upper>() = nTmInv * mN;
    mA.topLeftCorner(c, c).triangularView<StrictlyLower>() = mA.topLeftCorner(c, c).transpose();
    mA.block(0, c, c, cd).noalias() = nTmInv * mB;
    mA.block(c, 0, cd, c) = mA.block(0, c, c, cd).transpose(); // since B^T * Minv * N = (N^T * Minv * B)^T
    mA.block(c, c, cd, cd).triangularView<Upper>() = bTmInv * mB;
    mA.block(c, c, cd, cd).triangularView<StrictlyLower>() = mA.block(c, c, cd, cd).transpose();
    //        mA.block(c, c + cd, cd, c) = E * (mDt * mDt);
    mA.block(c, c + cd, cd, c) = E;
    //        mA.block(c + cd, 0, c, c) = mu * (mDt * mDt);
    mA.bottomLeftCorner(c, c) = getMuMatrix(); // Note: mu is a diagonal matrix, but we also set the surrounding zeros
    //        mA.block(c + cd, c, c, cd) = -E.transpose() * (mDt * mDt);
    mA.block(c + cd, c, c, cd) = -E.transpose();
    mA.topRightCorner(c, c).setZero();
    mA.bottomRightCorner(c, c).setZero();

    int cfmSize = getNumContacts() * (1 + mNumDir);
    for (int i = 0; i < cfmSize; ++i) //add small values to diagnal to keep it away from singular, similar to cfm varaible in ODE
        mA(i, i) += 0.001 * mA(i, i);

    // Construct Q
    mQBar = VectorXd::Zero(dimA);

    /*
            VectorXd MinvTauStar(mN.rows());
            int rowStart = 0;
            for (int i = 0; i < mSkels.size(); i++) {
                int nDof = mSkels[i]->getNumDofs();
                if (mSkels[i]->getImmobileState()) {
                    continue;
                } else {
                    MinvTauStar.segment(rowStart, nDof) = mMInv.block(rowStart, rowStart, nDof, nDof) * mTauStar.segment(rowStart, nDof);
                }
                rowStart += nDof;
            }
            */
    //mQBar.block(0, 0, c, 1) = mN.transpose() * MinvTauStar;
    //mQBar.block(c, 0, cd, 1) = mB.transpose() * MinvTauStar;

    mQBar.head(c).noalias() = nTmInv * mTauStar;
    mQBar.segment(c,cd).noalias() = bTmInv * mTauStar;
    mQBar /= mDt;
}