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Physics
AntoineRichard edited this page Sep 10, 2024
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Attributes:
-
dt
:(float)
, The time step for each physics simulation update. Defines the amount of time that passes per frame for physics calculations. -
gravity
:(Tuple[float, float, float])
, The gravitational force vector applied in the simulation, defined as(x, y, z)
where each axis represents a directional force in meters per second squared. -
substeps
:(int)
, The number of substeps for the physics solver. This helps with simulation accuracy, especially in high-speed or complex interactions. -
use_gpu_pipeline
:(bool)
, Whether to enable the GPU pipeline for physics processing. WhenTrue
, computations are offloaded to the GPU, improving performance for large simulations. -
worker_thread_count
:(int)
, The number of threads allocated for physics processing. A higher count can improve performance but may increase CPU usage. -
use_fabric
:(bool)
, TODO -
enable_scene_query_support
:(bool)
, TODO -
gpu_max_rigid_contact_count
:(int)
, The maximum number of rigid body contacts that the GPU can handle per frame. -
gpu_max_rigid_patch_contact_count
:(int)
, The maximum number of patch contacts between rigid bodies that the GPU can process per frame. -
gpu_found_lost_pairs_capacity
:(int)
, The capacity for handling found and lost contact pairs in the GPU pipeline. Determines how many pairs can be processed before overflow occurs. -
gpu_total_aggregate_pairs_capacity
:(int)
, The total capacity for aggregate pairs (grouped objects) that can be processed by the GPU. -
gpu_max_soft_body_contacts
:(int)
, The maximum number of soft body contacts the GPU can process. Soft bodies include deformable objects such as cloth or elastic materials. -
gpu_max_particle_contacts
:(int)
, The maximum number of particle contacts the GPU can process. This typically applies to particle-based simulations such as fluids or granular materials. -
gpu_heap_capacity
:(int)
, The heap memory capacity reserved for GPU physics processing. -
gpu_temp_buffer_capacity
:(int)
, The temporary buffer size for the GPU pipeline during physics computations. -
gpu_max_num_partions
:(int)
, The maximum number of partitions the GPU can handle, related to splitting the physics scene into smaller sections for processing. -
gpu_collision_stack_size
:(int)
, The stack size allocated for handling collisions on the GPU. -
solver_type
:(str)
, The type of solver used for physics simulation. Common values includePBD
(Position-Based Dynamics) orTGS
(Temporal Gauss-Seidel). -
enable_stabilization
:(bool)
, Whether to enable stabilization for the solver, which helps reduce jitter and improve the stability of simulations involving contact or collision. -
bounce_threshold_velocity
:(float)
, The velocity threshold for bounce calculations. Objects with a velocity below this threshold will not bounce upon impact. -
friction_offset_threshold
:(float)
, The offset distance used when applying friction between objects in contact. Affects how friction is calculated based on the distance between objects. -
friction_correlation_distance
:(float)
, The correlation distance for friction calculation. Defines the area over which friction is applied between two surfaces. -
enable_ccd
:(bool)
, Whether to enable Continuous Collision Detection (CCD). CCD prevents fast-moving objects from passing through one another by performing more frequent collision checks.
Note
- GPU-specific settings are important for optimizing large simulations, especially when dealing with rigid bodies, soft bodies, and particles.
- The number of substeps and solver type significantly impact the accuracy and stability of the physics simulation.
- Using the GPU pipeline and adjusting thread count allows for performance improvements, particularly in complex scenes.
- The stabilization options and collision detection settings like CCD help avoid errors in physics calculations, such as objects passing through one another or jittering at rest.
Example:
physics_scene:
dt: 0.16666
gravity: [0.0, 0.0, -1.62]
enable_ccd: true
enable_stabilization: false
solver_type: PGS
use_gpu_pipeline: false
Antoine Richard -- University of Luxembourg -- Space Robotics Group -- 2023-24