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bullet-featherstone: Use a single contact manifold for each convex decomposed mesh collision #664
base: gz-physics7
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Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
…collision in get contacts from last step Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Looks like there are several test failures in windows and I don't see any in the stable branch (https://build.osrfoundation.org/view/gz-harmonic/job/gz_physics-7-win/) |
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Fixed and this PR is ready for review again. The test failures were due to RTTI access violation when doing a |
🦟 Bug fix
Summary
Contact point optimization for convex decomposed mesh collisions in bullet-featherstone plugin. This PR reduces the number of contact points generated for convex decomposed mesh collision by using a single contact manifold.
Previously when a mesh collision is decomposed into multiple convex hull shape, each convex hull shape has a corresponding contact manifold which can generate up to 4 contact points (4 is the default limit in bullet). This slows down sim especially when querying contact points (via
GetContactsFromLastStep
). This PR overrides thebtCollisionDispatcher
class in order to update the contact manifolds stored in bullet. It post processes the contact points, generates a single contact manifold for each collision associated with convex hull shapes, and clears the exiting contact manifolds.Note: it would be more efficient if we can do this inside bullet to avoid generating all the contact manifolds in the first place.
Before: many points can be generated from one convex decomposed mesh collision.
After: limit contact points to <= 4
Here're remotery graphs showing before and after the fix for a scene with multiple convex decomposed meshes. Note objects were auto-deactivated when these graphs were captured.
Before: >200 contact points
After: 20 contact points
Notable speedups are:
PhysicsPrivate::Step
: 0.153ms -> 0.097msPhysicsPrivate::UpdateCollision
: 0.528ms -> 0.135msChecklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
Signed-off-by
messages.