Support multi-contact with meshes in nativeccd. Contacts are pruned to up to 4 per geom.

PiperOrigin-RevId: 730457036
Change-Id: Ib2368f3a7def4fdb94673620df3603e372c35745
This commit is contained in:
Kyle Bayes
2025-02-24 08:13:09 -08:00
committed by Copybara-Service
parent cf1784bb79
commit ae1c3b7ec0
10 changed files with 935 additions and 158 deletions
+332
View File
@@ -22,6 +22,7 @@
#include <cstring>
#include <functional>
#include <memory>
#include <set>
#include <string>
#include <string_view>
#include <unordered_map>
@@ -593,6 +594,8 @@ void mjCMesh::Compile(const mjVFS* vfs) {
memcpy(facenormal_.data(), face_.data(), 3*nface()*sizeof(int));
}
MakePolygons();
// scale, center, orient, compute mass and inertia
Process();
processed_ = true;
@@ -602,6 +605,8 @@ void mjCMesh::Compile(const mjVFS* vfs) {
MakeCenter();
}
MakePolygonNormals();
// make bounding volume hierarchy
if (tree_.Bvh().empty()) {
face_aabb_.assign(6*nface(), 0);
@@ -707,6 +712,44 @@ void mjCMesh::CopyGraph(int* arr) const {
void mjCMesh::CopyPolygons(int* verts, int* adr, int* num, int poly_adr) const {
int n = polygons_.size(), count = 0;
for (int i = 0; i < n; ++i) {
int m = num[i] = polygons_[i].size();
adr[i] = poly_adr + count;
count += m;
for (int j = 0; j < m; ++j) {
verts[adr[i] + j - poly_adr] = polygons_[i][j];
}
}
}
void mjCMesh::CopyPolygonMap(int* faces, int* adr, int* num, int poly_adr) const {
int n = polygon_map_.size(), count = 0;
for (int i = 0; i < n; ++i) {
int m = num[i] = polygon_map_[i].size();
adr[i] = poly_adr + count;
count += m;
for (int j = 0; j < m; ++j) {
faces[adr[i] + j - poly_adr] = polygon_map_[i][j];
}
}
}
void mjCMesh::CopyPolygonNormals(mjtNum* arr) {
for (int i = 0; i < polygon_normals_.size(); i += 3) {
arr[i + 0] = (mjtNum)polygon_normals_[i + 0];
arr[i + 1] = (mjtNum)polygon_normals_[i + 1];
arr[i + 2] = (mjtNum)polygon_normals_[i + 2];
}
}
void mjCMesh::DelTexcoord() {
texcoord_.clear();
}
@@ -1997,6 +2040,295 @@ void mjCMesh::MakeCenter(void) {
// compute the normals of the polygons
void mjCMesh::MakePolygonNormals() {
for (int i = 0; i < polygons_.size(); ++i) {
double n[3];
mjuu_makenormal(n, &vert_[3*polygons_[i][0]], &vert_[3*polygons_[i][1]],
&vert_[3*polygons_[i][2]]);
polygon_normals_[3*i + 0] = n[0];
polygon_normals_[3*i + 1] = n[1];
polygon_normals_[3*i + 2] = n[2];
}
}
// helper class to compute the polygons of a mesh
class MeshPolygon {
public:
// constructors (need starting face)
MeshPolygon(const float v1[3], const float v2[3], const float v3[3],
int v1i, int v2i, int v3i);
MeshPolygon() = delete;
MeshPolygon(const MeshPolygon&) = delete;
MeshPolygon& operator=(const MeshPolygon&) = delete;
void InsertFace(int v1, int v2, int v3); // insert a face into the polygon
std::vector<std::vector<int>> Paths() const; // return trace of the polygons
const double* Normal() const { return normal_; } // return the normal of the polygon
// return the ith component of the normal of the polygon
double Normal(int i) const { return normal_[i]; }
private:
std::vector<std::pair<int, int>> edges_;
// inserted faces do not necessarily share edges with the current polygon, so they're grouped as
// islands until they can be combined with later face insertions
std::vector<int> islands_;
int nisland_ = 0;
double normal_[3] = {0.0, 0.0, 0.0};
void CombineIslands(int& island1, int& island2);
};
MeshPolygon::MeshPolygon(const float v1[3], const float v2[3], const float v3[3],
int v1i, int v2i, int v3i) {
mjuu_makenormal(normal_, v1, v2, v3);
edges_ = {{v1i, v2i}, {v2i, v3i}, {v3i, v1i}};
nisland_ = 1;
islands_ = {0, 0, 0};
}
// comparison operator for std::set
bool PolygonCmp(const MeshPolygon& p1, const MeshPolygon& p2) {
const double* n1 = p1.Normal();
const double* n2 = p2.Normal();
double dot3 = n1[0] * n2[0] + n1[1] * n2[1] + n1[2] * n2[2];
// TODO(kylebayes): The tolerance should be a parameter set the user, as it should be optimized
// from mesh to mesh.
if (dot3 > 0.99999872) {
return false;
}
if (std::abs(n1[0] - n2[0]) > mjMINVAL) {
return n1[0] > n2[0];
}
if (std::abs(n1[1] - n2[1]) > mjMINVAL) {
return n1[1] > n2[1];
}
if (std::abs(n1[2] - n2[2]) > mjMINVAL) {
return n1[2] > n2[2];
}
return false;
}
// combine two islands when a newly inserted face connects them
void MeshPolygon::CombineIslands(int& island1, int& island2) {
// pick the smaller island
if (island2 < island1) {
int tmp = island1;
island1 = island2;
island2 = tmp;
}
// renumber the islands
for (int k = 0; k < islands_.size(); ++k) {
if (islands_[k] == island2) {
islands_[k] = island1;
} else if (islands_[k] > island2) {
islands_[k]--;
}
}
}
// insert a triangular face into the polygon
void MeshPolygon::InsertFace(int v1, int v2, int v3) {
int add1 = 1, add2 = 1, add3 = 1;
int island = -1;
// check if face can be attached via edge v1v2
for (int i = 0; i < edges_.size(); ++i) {
if (edges_[i].first == v2 && edges_[i].second == v1) {
add1 = 0;
island = islands_[i];
edges_.erase(edges_.begin() + i);
islands_.erase(islands_.begin() + i);
break;
}
}
// check if face can be attached via edge v2v3
for (int i = 0; i < edges_.size(); ++i) {
if (edges_[i].first == v3 && edges_[i].second == v2) {
int island2 = islands_[i];
if (island == -1) {
island = island2;
} else if (island2 != island) {
nisland_--;
CombineIslands(island, island2);
}
add2 = 0;
edges_.erase(edges_.begin() + i);
islands_.erase(islands_.begin() + i);
break;
}
}
// check if face can be attached via edge v3v1
for (int i = 0; i < edges_.size(); ++i) {
if (edges_[i].first == v1 && edges_[i].second == v3) {
int island3 = islands_[i];
if (island == -1) {
island = island3;
} else if (island3 != island) {
nisland_--;
CombineIslands(island, island3);
}
add3 = 0;
edges_.erase(edges_.begin() + i);
islands_.erase(islands_.begin() + i);
break;
}
}
if (island == -1) {
island = nisland_++;
}
// add only new edges to the polygon
if (add1) {
edges_.push_back({v1, v2});
islands_.push_back(island);
}
if (add2) {
edges_.push_back({v2, v3});
islands_.push_back(island);
}
if (add3) {
edges_.push_back({v3, v1});
islands_.push_back(island);
}
}
// return the traverse vertices of the polygon; there may be multiple paths if the polygon is
// not connected
std::vector<std::vector<int>> MeshPolygon::Paths() const {
std::vector<std::vector<int>> paths;
// shortcut if polygon is just a triangular face
if (edges_.size() == 3) {
return {{edges_[0].first, edges_[1].first, edges_[2].first}};
}
// go through each connected component of the polygon
for (int i = 0; i < nisland_; ++i) {
std::vector<int> path;
// find starting vertex
for (int j = 0; j < edges_.size(); ++j) {
if (islands_[j] == i) {
path.push_back(edges_[j].first);
path.push_back(edges_[j].second);
break;
}
}
// SHOULD NOT OCCUR (See logic in MeshPolygon::CombineIslands)
if (path.empty()) {
continue;
}
// visit the next vertex given the current edge
int next = path.back();
for (int l = 0; l < edges_.size(); ++l) {
int finished = 0;
for (int k = 1; k < edges_.size(); ++k) {
if (islands_[k] == i && edges_[k].first == next) {
next = edges_[k].second;
if (next == path[0]) {
paths.push_back(path);
finished = 1;
break;
}
path.push_back(next);
break;
}
}
// back at start
if (finished) {
break;
}
}
}
return paths;
}
// merge coplanar mesh triangular faces into polygonal sides to represent the geometry of the mesh
void mjCMesh::MakePolygons() {
std::set<MeshPolygon, decltype(PolygonCmp)*> polygons(PolygonCmp);
polygons_.clear();
polygon_normals_.clear();
polygon_map_.clear();
// initialize polygon map
for (int i = 0; i < nvert(); i++) {
polygon_map_.push_back(std::vector<int>());
}
// use graph data if available
int *faces, nfaces;
if (graph_) {
int nvert = graph_[0];
nfaces = graph_[1];
faces = graph_ + 2 + 3*nvert + 3*nfaces;
} else {
nfaces = nface();
faces = face_.data();
}
// process each face
for (int i = 0; i < nfaces; i++) {
float* v1 = &vert_[3*faces[3*i + 0]];
float* v2 = &vert_[3*faces[3*i + 1]];
float* v3 = &vert_[3*faces[3*i + 2]];
MeshPolygon face(v1, v2, v3, faces[3*i + 0], faces[3*i + 1], faces[3*i + 2]);
auto it = polygons.find(face);
if (it == polygons.end()) {
polygons.emplace(v1, v2, v3, faces[3*i + 0], faces[3*i + 1], faces[3*i + 2]);
} else {
MeshPolygon& p = const_cast<MeshPolygon&>(*it);
p.InsertFace(faces[3*i + 0], faces[3*i + 1], faces[3*i + 2]);
}
}
for (const auto& polygon : polygons) {
std::vector<std::vector<int>> paths = polygon.Paths();
// separate the polygons if they were grouped together
for (const auto& path : paths) {
if (path.size() < 3) continue;
polygons_.push_back(path);
polygon_normals_.push_back(polygon.Normal(0));
polygon_normals_.push_back(polygon.Normal(1));
polygon_normals_.push_back(polygon.Normal(2));
}
}
// populate the polygon map
for (int i = 0; i < polygons_.size(); i++) {
for (int j = 0; j < polygons_[i].size(); ++j) {
polygon_map_[polygons_[i][j]].push_back(i);
}
}
}
//------------------ class mjCSkin implementation --------------------------------------------------
// constructor