reactphysics3d/src/engine/ConstraintSolver.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2011 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
// Libraries
#include "ConstraintSolver.h"
#include "../body/RigidBody.h"
using namespace reactphysics3d;
using namespace std;
// Constructor
ConstraintSolver::ConstraintSolver(PhysicsWorld* world)
:physicsWorld(world), nbConstraints(0), nbIterationsLCP(MAX_LCP_ITERATIONS),
penetrationFactor(10.0) {
}
// Destructor
ConstraintSolver::~ConstraintSolver() {
}
// Initialize the constraint solver before each solving
void ConstraintSolver::initialize() {
Constraint* constraint;
nbConstraints = 0;
// For each constraint
vector<Constraint*>::iterator it;
for (it = physicsWorld->getConstraintsBeginIterator(); it != physicsWorld->getConstraintsEndIterator(); ++it) {
constraint = *it;
// If the constraint is active
if (constraint->isActive()) {
activeConstraints.push_back(constraint);
// Add the two bodies of the constraint in the constraintBodies list
constraintBodies.insert(constraint->getBody1());
constraintBodies.insert(constraint->getBody2());
// Fill in the body number maping
bodyNumberMapping.insert(pair<Body*, unsigned int>(constraint->getBody1(), bodyNumberMapping.size()));
bodyNumberMapping.insert(pair<Body*, unsigned int>(constraint->getBody2(), bodyNumberMapping.size()));
// Update the size of the jacobian matrix
nbConstraints += constraint->getNbConstraints();
}
}
// Compute the number of bodies that are part of some active constraint
nbBodies = bodyNumberMapping.size();
assert(nbConstraints > 0 && nbConstraints <= NB_MAX_CONSTRAINTS);
assert(nbBodies > 0 && nbBodies <= NB_MAX_BODIES);
}
// Fill in all the matrices needed to solve the LCP problem
// Notice that all the active constraints should have been evaluated first
void ConstraintSolver::fillInMatrices() {
Constraint* constraint;
// For each active constraint
int noConstraint = 0;
for (int c=0; c<activeConstraints.size(); c++) {
constraint = activeConstraints.at(c);
// Fill in the J_sp matrix
constraint->computeJacobian(noConstraint, J_sp);
// Fill in the body mapping matrix
for(int i=0; i<constraint->getNbConstraints(); i++) {
bodyMapping[noConstraint+i][0] = constraint->getBody1();
bodyMapping[noConstraint+i][1] = constraint->getBody2();
}
// Fill in the limit vectors for the constraint
constraint->computeLowerBound(noConstraint, lowerBounds);
constraint->computeUpperBound(noConstraint, upperBounds);
// Fill in the error vector
constraint->computeErrorValue(noConstraint, errorValues, penetrationFactor);
// Get the cached lambda values of the constraint
for (int i=0; i<constraint->getNbConstraints(); i++) {
lambdaInit[noConstraint + i] = constraint->getCachedLambda(i);
}
noConstraint += constraint->getNbConstraints();
}
// For each current body that is implied in some constraint
RigidBody* rigidBody;
Body* body;
uint b=0;
for (set<Body*>::iterator it = constraintBodies.begin(); it != constraintBodies.end(); ++it, b++) {
body = *it;
uint bodyNumber = bodyNumberMapping.at(body);
// TODO : Use polymorphism and remove this downcasting
rigidBody = dynamic_cast<RigidBody*>(body);
assert(rigidBody);
// Compute the vector V1 with initial velocities values
Vector3 linearVelocity = rigidBody->getLinearVelocity();
Vector3 angularVelocity = rigidBody->getAngularVelocity();
int bodyIndexArray = 6 * bodyNumber;
V1[bodyIndexArray] = linearVelocity[0];
V1[bodyIndexArray + 1] = linearVelocity[1];
V1[bodyIndexArray + 2] = linearVelocity[2];
V1[bodyIndexArray + 3] = angularVelocity[0];
V1[bodyIndexArray + 4] = angularVelocity[1];
V1[bodyIndexArray + 5] = angularVelocity[2];
// Compute the vector Vconstraint with final constraint velocities
Vconstraint[bodyIndexArray] = 0.0;
Vconstraint[bodyIndexArray + 1] = 0.0;
Vconstraint[bodyIndexArray + 2] = 0.0;
Vconstraint[bodyIndexArray + 3] = 0.0;
Vconstraint[bodyIndexArray + 4] = 0.0;
Vconstraint[bodyIndexArray + 5] = 0.0;
// Compute the vector with forces and torques values
Vector3 externalForce = rigidBody->getExternalForce();
Vector3 externalTorque = rigidBody->getExternalTorque();
Fext[bodyIndexArray] = externalForce[0];
Fext[bodyIndexArray + 1] = externalForce[1];
Fext[bodyIndexArray + 2] = externalForce[2];
Fext[bodyIndexArray + 3] = externalTorque[0];
Fext[bodyIndexArray + 4] = externalTorque[1];
Fext[bodyIndexArray + 5] = externalTorque[2];
// Initialize the mass and inertia tensor matrices
Minv_sp_inertia[bodyNumber].setAllValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
Minv_sp_mass_diag[bodyNumber] = 0.0;
// If the motion of the rigid body is enabled
if (rigidBody->getIsMotionEnabled()) {
Minv_sp_inertia[bodyNumber] = rigidBody->getInertiaTensorInverseWorld();
Minv_sp_mass_diag[bodyNumber] = rigidBody->getMassInverse();
}
}
}
// Compute the vector b
void ConstraintSolver::computeVectorB(double dt) {
uint indexBody1, indexBody2;
double oneOverDT = 1.0 / dt;
//b = errorValues * oneOverDT;
for (uint c = 0; c<nbConstraints; c++) {
b[c] = errorValues[c] * oneOverDT;
// Substract 1.0/dt*J*V to the vector b
indexBody1 = bodyNumberMapping[bodyMapping[c][0]];
indexBody2 = bodyNumberMapping[bodyMapping[c][1]];
double multiplication = 0.0;
int body1ArrayIndex = 6 * indexBody1;
int body2ArrayIndex = 6 * indexBody2;
for (uint i=0; i<6; i++) {
multiplication += J_sp[c][i] * V1[body1ArrayIndex + i];
multiplication += J_sp[c][6 + i] * V1[body2ArrayIndex + i];
}
b[c] -= multiplication * oneOverDT ;
// Substract J*M^-1*F_ext to the vector b
double value1 = 0.0;
double value2 = 0.0;
double sum1, sum2;
value1 += J_sp[c][0] * Minv_sp_mass_diag[indexBody1] * Fext[body1ArrayIndex] +
J_sp[c][1] * Minv_sp_mass_diag[indexBody1] * Fext[body1ArrayIndex + 1] +
J_sp[c][2] * Minv_sp_mass_diag[indexBody1] * Fext[body1ArrayIndex + 2];
value2 += J_sp[c][6] * Minv_sp_mass_diag[indexBody2] * Fext[body2ArrayIndex] +
J_sp[c][7] * Minv_sp_mass_diag[indexBody2] * Fext[body2ArrayIndex + 1] +
J_sp[c][8] * Minv_sp_mass_diag[indexBody2] * Fext[body2ArrayIndex + 2];
for (uint i=0; i<3; i++) {
sum1 = 0.0;
sum2 = 0.0;
for (uint j=0; j<3; j++) {
sum1 += J_sp[c][3 + j] * Minv_sp_inertia[indexBody1].getValue(j, i);
sum2 += J_sp[c][9 + j] * Minv_sp_inertia[indexBody2].getValue(j, i);
}
value1 += sum1 * Fext[body1ArrayIndex + 3 + i];
value2 += sum2 * Fext[body2ArrayIndex + 3 + i];
}
b[c] -= value1 + value2;
}
}
// Compute the matrix B_sp
void ConstraintSolver::computeMatrixB_sp() {
uint indexConstraintArray, indexBody1, indexBody2;
// For each constraint
for (uint c = 0; c<nbConstraints; c++) {
indexConstraintArray = 6 * c;
indexBody1 = bodyNumberMapping[bodyMapping[c][0]];
indexBody2 = bodyNumberMapping[bodyMapping[c][1]];
B_sp[0][indexConstraintArray] = Minv_sp_mass_diag[indexBody1] * J_sp[c][0];
B_sp[0][indexConstraintArray + 1] = Minv_sp_mass_diag[indexBody1] * J_sp[c][1];
B_sp[0][indexConstraintArray + 2] = Minv_sp_mass_diag[indexBody1] * J_sp[c][2];
B_sp[1][indexConstraintArray] = Minv_sp_mass_diag[indexBody2] * J_sp[c][6];
B_sp[1][indexConstraintArray + 1] = Minv_sp_mass_diag[indexBody2] * J_sp[c][7];
B_sp[1][indexConstraintArray + 2] = Minv_sp_mass_diag[indexBody2] * J_sp[c][8];
for (uint i=0; i<3; i++) {
B_sp[0][indexConstraintArray + 3 + i] = 0.0;
B_sp[1][indexConstraintArray + 3 + i] = 0.0;
for (uint j=0; j<3; j++) {
B_sp[0][indexConstraintArray + 3 + i] += Minv_sp_inertia[indexBody1].getValue(i, j) * J_sp[c][3 + j];
B_sp[1][indexConstraintArray + 3 + i] += Minv_sp_inertia[indexBody2].getValue(i, j) * J_sp[c][9 + j];
}
}
}
}
// Compute the vector V_constraint (which corresponds to the constraint part of
// the final V2 vector) according to the formula
// V_constraint = dt * (M^-1 * J^T * lambda)
// Note that we use the vector V to store both V1 and V_constraint.
// Note that M^-1 * J^T = B.
// This method is called after that the LCP solver has computed lambda
void ConstraintSolver::computeVectorVconstraint(double dt) {
uint indexBody1, indexBody2, indexBody1Array, indexBody2Array, indexConstraintArray;
uint j;
// Compute dt * (M^-1 * J^T * lambda
for (uint i=0; i<nbConstraints; i++) {
indexBody1Array = 6 * bodyNumberMapping[bodyMapping[i][0]];
indexBody2Array = 6 * bodyNumberMapping[bodyMapping[i][1]];
indexConstraintArray = 6 * i;
for (j=0; j<6; j++) {
Vconstraint[indexBody1Array + j] += B_sp[0][indexConstraintArray + j] * lambda[i] * dt;
Vconstraint[indexBody2Array + j] += B_sp[1][indexConstraintArray + j] * lambda[i] * dt;
}
}
}
// Solve a LCP problem using the Projected-Gauss-Seidel algorithm
// This method outputs the result in the lambda vector
void ConstraintSolver::solveLCP() {
for (uint i=0; i<nbConstraints; i++) {
lambda[i] = lambdaInit[i];
}
uint indexBody1Array, indexBody2Array;
double deltaLambda;
double lambdaTemp;
uint i, iter;
// Compute the vector a
computeVectorA();
// For each constraint
for (i=0; i<nbConstraints; i++) {
uint indexConstraintArray = 6 * i;
d[i] = 0.0;
for (uint j=0; j<6; j++) {
d[i] += J_sp[i][j] * B_sp[0][indexConstraintArray + j] + J_sp[i][6 + j] * B_sp[1][indexConstraintArray + j];
}
}
for(iter=0; iter<nbIterationsLCP; iter++) {
for (i=0; i<nbConstraints; i++) {
indexBody1Array = 6 * bodyNumberMapping[bodyMapping[i][0]];
indexBody2Array = 6 * bodyNumberMapping[bodyMapping[i][1]];
uint indexConstraintArray = 6 * i;
deltaLambda = b[i];
for (uint j=0; j<6; j++) {
deltaLambda -= (J_sp[i][j] * a[indexBody1Array + j] + J_sp[i][6 + j] * a[indexBody2Array + j]);
}
deltaLambda /= d[i];
lambdaTemp = lambda[i];
lambda[i] = std::max(lowerBounds[i], std::min(lambda[i] + deltaLambda, upperBounds[i]));
deltaLambda = lambda[i] - lambdaTemp;
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += B_sp[0][indexConstraintArray + j] * deltaLambda;
a[indexBody2Array + j] += B_sp[1][indexConstraintArray + j] * deltaLambda;
}
}
}
}
// Compute the vector a used in the solve() method
// Note that a = B * lambda
void ConstraintSolver::computeVectorA() {
uint i;
uint indexBody1Array, indexBody2Array;
// Init the vector a with zero values
for (i=0; i<6*nbBodies; i++) {
a[i] = 0.0;
}
for(i=0; i<nbConstraints; i++) {
indexBody1Array = 6 * bodyNumberMapping[bodyMapping[i][0]];
indexBody2Array = 6 * bodyNumberMapping[bodyMapping[i][1]];
uint indexConstraintArray = 6 * i;
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += B_sp[0][indexConstraintArray + j] * lambda[i];
a[indexBody2Array + j] += B_sp[1][indexConstraintArray + j] * lambda[i];
}
}
}
// Cache the lambda values in order to reuse them in the next step
// to initialize the lambda vector
void ConstraintSolver::cacheLambda() {
// For each active constraint
int noConstraint = 0;
for (int c=0; c<activeConstraints.size(); c++) {
// For each constraint of the contact
for (int i=0; i<activeConstraints[c]->getNbConstraints(); i++) {
// Get the lambda value that have just been computed
activeConstraints[c]->setCachedLambda(i, lambda[noConstraint + i]);
}
noConstraint += activeConstraints[c]->getNbConstraints();
}
}