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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2012 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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2013-02-26 21:43:45 +00:00
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#ifndef CONTACT_SOLVER_H
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#define CONTACT_SOLVER_H
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// Libraries
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#include "../constraint/ContactPoint.h"
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#include "../configuration.h"
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#include "../constraint/Constraint.h"
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#include "ContactManifold.h"
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#include <map>
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#include <set>
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Declarations
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class DynamicsWorld;
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// Structure Impulse
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struct Impulse {
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public:
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const Vector3 linearImpulseBody1;
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const Vector3 linearImpulseBody2;
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const Vector3 angularImpulseBody1;
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const Vector3 angularImpulseBody2;
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// Constructor
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Impulse(const Vector3& linearImpulseBody1, const Vector3& angularImpulseBody1,
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const Vector3& linearImpulseBody2, const Vector3& angularImpulseBody2)
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: linearImpulseBody1(linearImpulseBody1), angularImpulseBody1(angularImpulseBody1),
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linearImpulseBody2(linearImpulseBody2), angularImpulseBody2(angularImpulseBody2) {
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}
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};
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/* -------------------------------------------------------------------
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Class ContactSolver :
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This class represents the contact solver that is used is solve rigid bodies contacts.
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The constraint solver is based on the "Sequential Impulse" technique described by
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Erin Catto in his GDC slides (http://code.google.com/p/box2d/downloads/list).
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A constraint between two bodies is represented by a function C(x) which is equal to zero
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when the constraint is satisfied. The condition C(x)=0 describes a valid position and the
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condition dC(x)/dt=0 describes a valid velocity. We have dC(x)/dt = Jv + b = 0 where J is
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the Jacobian matrix of the constraint, v is a vector that contains the velocity of both
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bodies and b is the constraint bias. We are looking for a force F_c that will act on the
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bodies to keep the constraint satisfied. Note that from the virtual work principle, we have
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F_c = J^t * lambda where J^t is the transpose of the Jacobian matrix and lambda is a
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Lagrange multiplier. Therefore, finding the force F_c is equivalent to finding the Lagrange
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multiplier lambda.
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An impulse P = F * dt where F is a force and dt is the timestep. We can apply impulses a
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body to change its velocity. The idea of the Sequential Impulse technique is to apply
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impulses to bodies of each constraints in order to keep the constraint satisfied.
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--- Step 1 ---
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First, we integrate the applied force F_a acting of each rigid body (like gravity, ...) and
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we obtain some new velocities v2' that tends to violate the constraints.
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v2' = v1 + dt * M^-1 * F_a
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where M is a matrix that contains mass and inertia tensor information.
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--- Step 2 ---
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During the second step, we iterate over all the constraints for a certain number of
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iterations and for each constraint we compute the impulse to apply to the bodies needed
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so that the new velocity of the bodies satisfy Jv + b = 0. From the Newton law, we know that
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M * deltaV = P_c where M is the mass of the body, deltaV is the difference of velocity and
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P_c is the constraint impulse to apply to the body. Therefore, we have
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v2 = v2' + M^-1 * P_c. For each constraint, we can compute the Lagrange multiplier lambda
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using : lambda = -m_c (Jv2' + b) where m_c = 1 / (J * M^-1 * J^t). Now that we have the
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Lagrange multiplier lambda, we can compute the impulse P_c = J^t * lambda * dt to apply to
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the bodies to satisfy the constraint.
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--- Step 3 ---
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In the third step, we integrate the new position x2 of the bodies using the new velocities
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v2 computed in the second step with : x2 = x1 + dt * v2.
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Note that in the following code (as it is also explained in the slides from Erin Catto),
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the value lambda is not only the lagrange multiplier but is the multiplication of the
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Lagrange multiplier with the timestep dt. Therefore, in the following code, when we use
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lambda, we mean (lambda * dt).
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We are using the accumulated impulse technique that is also described in the slides from
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Erin Catto.
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We are also using warm starting. The idea is to warm start the solver at the beginning of
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each step by applying the last impulstes for the constraints that we already existing at the
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previous step. This allows the iterative solver to converge faster towards the solution.
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For contact constraints, we are also using split impulses so that the position correction
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that uses Baumgarte stabilization does not change the momentum of the bodies.
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There are two ways to apply the friction constraints. Either the friction constraints are
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applied at each contact point or they are applied only at the center of the contact manifold
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between two bodies. If we solve the friction constraints at each contact point, we need
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two constraints (two tangential friction directions) and if we solve the friction
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constraints at the center of the contact manifold, we need two constraints for tangential
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friction but also another twist friction constraint to prevent spin of the body around the
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contact manifold center.
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-------------------------------------------------------------------
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*/
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class ContactSolver {
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private:
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// Structure ContactPointSolver
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// Contact solver internal data structure that to store all the
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// information relative to a contact point
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struct ContactPointSolver {
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decimal penetrationImpulse; // Accumulated normal impulse
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decimal friction1Impulse; // Accumulated impulse in the 1st friction direction
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decimal friction2Impulse; // Accumulated impulse in the 2nd friction direction
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decimal penetrationSplitImpulse; // Accumulated split impulse for penetration correction
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Vector3 normal; // Normal vector of the contact
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Vector3 frictionVector1; // First friction vector in the tangent plane
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Vector3 frictionVector2; // Second friction vector in the tangent plane
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Vector3 oldFrictionVector1; // Old first friction vector in the tangent plane
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Vector3 oldFrictionVector2; // Old second friction vector in the tangent plane
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Vector3 r1; // Vector from the body 1 center to the contact point
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Vector3 r2; // Vector from the body 2 center to the contact point
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Vector3 r1CrossT1; // Cross product of r1 with 1st friction vector
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Vector3 r1CrossT2; // Cross product of r1 with 2nd friction vector
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Vector3 r2CrossT1; // Cross product of r2 with 1st friction vector
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Vector3 r2CrossT2; // Cross product of r2 with 2nd friction vector
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Vector3 r1CrossN; // Cross product of r1 with the contact normal
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Vector3 r2CrossN; // Cross product of r2 with the contact normal
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decimal penetrationDepth; // Penetration depth
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decimal restitutionBias; // Velocity restitution bias
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decimal inversePenetrationMass; // Inverse of the matrix K for the penenetration
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decimal inverseFriction1Mass; // Inverse of the matrix K for the 1st friction
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decimal inverseFriction2Mass; // Inverse of the matrix K for the 2nd friction
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bool isRestingContact; // True if the contact was existing last time step
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ContactPoint* externalContact; // Pointer to the external contact
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};
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// Structure ContactManifoldSolver
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// Contact solver internal data structure to store all the
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// information relative to a contact manifold
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struct ContactManifoldSolver {
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uint indexBody1; // Index of body 1 in the constraint solver
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uint indexBody2; // Index of body 2 in the constraint solver
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decimal massInverseBody1; // Inverse of the mass of body 1
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decimal massInverseBody2; // Inverse of the mass of body 2
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Matrix3x3 inverseInertiaTensorBody1; // Inverse inertia tensor of body 1
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Matrix3x3 inverseInertiaTensorBody2; // Inverse inertia tensor of body 2
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bool isBody1Moving; // True if the body 1 is allowed to move
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bool isBody2Moving; // True if the body 2 is allowed to move
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ContactPointSolver contacts[MAX_CONTACT_POINTS_IN_MANIFOLD];// Contact point constraints
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uint nbContacts; // Number of contact points
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decimal restitutionFactor; // Mix of the restitution factor for two bodies
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decimal frictionCoefficient; // Mix friction coefficient for the two bodies
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ContactManifold* externalContactManifold; // Pointer to the external contact manifold
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// Variables used when friction constraints are apply at the center of the manifold //
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Vector3 normal; // Average normal vector of the contact manifold
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Vector3 frictionPointBody1; // Point on body 1 where to apply the friction constraints
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Vector3 frictionPointBody2; // Point on body 2 where to apply the friction constraints
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Vector3 r1Friction; // R1 vector for the friction constraints
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Vector3 r2Friction; // R2 vector for the friction constraints
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Vector3 r1CrossT1; // Cross product of r1 with 1st friction vector
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Vector3 r1CrossT2; // Cross product of r1 with 2nd friction vector
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Vector3 r2CrossT1; // Cross product of r2 with 1st friction vector
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Vector3 r2CrossT2; // Cross product of r2 with 2nd friction vector
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decimal inverseFriction1Mass; // Matrix K for the first friction constraint
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decimal inverseFriction2Mass; // Matrix K for the second friction constraint
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decimal inverseTwistFrictionMass; // Matrix K for the twist friction constraint
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Vector3 frictionVector1; // First friction direction at contact manifold center
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Vector3 frictionVector2; // Second friction direction at contact manifold center
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Vector3 oldFrictionVector1; // Old 1st friction direction at contact manifold center
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Vector3 oldFrictionVector2; // Old 2nd friction direction at contact manifold center
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decimal friction1Impulse; // First friction direction impulse at manifold center
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decimal friction2Impulse; // Second friction direction impulse at manifold center
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decimal frictionTwistImpulse; // Twist friction impulse at contact manifold center
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};
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// -------------------- Constants --------------------- //
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// Beta value for the penetration depth position correction without split impulses
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static const decimal BETA;
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// Beta value for the penetration depth position correction with split impulses
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static const decimal BETA_SPLIT_IMPULSE;
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// Slop distance (allowed penetration distance between bodies)
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static const decimal SLOP;
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// -------------------- Attributes -------------------- //
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// Reference to the world
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DynamicsWorld& mWorld;
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// Number of iterations of the constraints solver
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uint mNbIterations;
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// Split linear velocities for the position contact solver (split impulse)
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Vector3* mSplitLinearVelocities;
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// Split angular velocities for the position contact solver (split impulse)
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Vector3* mSplitAngularVelocities;
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// Current time step
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decimal mTimeStep;
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// Contact constraints
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ContactManifoldSolver* mContactConstraints;
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// Number of contact constraints
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uint mNbContactManifolds;
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// Constrained bodies
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std::set<RigidBody*> mConstraintBodies;
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// Pointer to the array of constrained linear velocities (state of the linear velocities
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// after solving the constraints)
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std::vector<Vector3>& mConstrainedLinearVelocities;
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// Pointer to the array of constrained angular velocities (state of the angular velocities
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// after solving the constraints)
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std::vector<Vector3>& mConstrainedAngularVelocities;
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// Reference to the map of rigid body to their index in the constrained velocities array
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const std::map<RigidBody*, uint>& mMapBodyToConstrainedVelocityIndex;
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// True if the warm starting of the solver is active
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bool mIsWarmStartingActive;
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// True if the split impulse position correction is active
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bool mIsSplitImpulseActive;
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// True if we solve 3 friction constraints at the contact manifold center only
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// instead of 2 friction constraints at each contact point
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bool mIsSolveFrictionAtContactManifoldCenterActive;
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// -------------------- Methods -------------------- //
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// Initialize the constraint solver
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void initialize();
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// Initialize the split impulse velocities
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void initializeSplitImpulseVelocities();
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// Initialize the contact constraints before solving the system
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void initializeContactConstraints();
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// Store the computed impulses to use them to
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// warm start the solver at the next iteration
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void storeImpulses();
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// Warm start the solver
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void warmStart();
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// Solve the contact constraints by applying sequential impulses
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void solveContactConstraints();
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// Apply an impulse to the two bodies of a constraint
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void applyImpulse(const Impulse& impulse, const ContactManifoldSolver& manifold);
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// Apply an impulse to the two bodies of a constraint
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void applySplitImpulse(const Impulse& impulse,
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const ContactManifoldSolver& manifold);
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// Compute the collision restitution factor from the restitution factor of each body
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decimal computeMixedRestitutionFactor(const RigidBody* body1,
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const RigidBody* body2) const;
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// Compute the mixed friction coefficient from the friction coefficient of each body
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decimal computeMixedFrictionCoefficient(const RigidBody* body1,
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const RigidBody* body2)const;
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// Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction
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// plane for a contact point constraint. The two vectors have to be
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// such that : t1 x t2 = contactNormal.
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void computeFrictionVectors(const Vector3& deltaVelocity,
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ContactPointSolver &contactPoint) const;
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// Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction
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// plane for a contact constraint. The two vectors have to be
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// such that : t1 x t2 = contactNormal.
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void computeFrictionVectors(const Vector3& deltaVelocity,
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ContactManifoldSolver& contactPoint) const;
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// Compute a penetration constraint impulse
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const Impulse computePenetrationImpulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint) const;
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// Compute the first friction constraint impulse
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const Impulse computeFriction1Impulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint) const;
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// Compute the second friction constraint impulse
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const Impulse computeFriction2Impulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint) const;
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public:
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// -------------------- Methods -------------------- //
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// Constructor
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2013-02-26 07:15:58 +00:00
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ContactSolver(DynamicsWorld& mWorld, std::vector<Vector3>& constrainedLinearVelocities,
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2013-02-26 21:43:45 +00:00
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std::vector<Vector3>& constrainedAngularVelocities,
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const std::map<RigidBody*, uint>& mapBodyToVelocityIndex);
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2013-02-19 22:16:20 +00:00
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// Destructor
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virtual ~ContactSolver();
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// Solve the constraints
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void solve(decimal timeStep);
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// Return true if the body is in at least one constraint
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bool isConstrainedBody(RigidBody* body) const;
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// Return the constrained linear velocity of a body after solving the constraints
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Vector3 getConstrainedLinearVelocityOfBody(RigidBody *body);
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// Return the split linear velocity
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Vector3 getSplitLinearVelocityOfBody(RigidBody* body);
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// Return the constrained angular velocity of a body after solving the constraints
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Vector3 getConstrainedAngularVelocityOfBody(RigidBody* body);
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// Return the split angular velocity
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Vector3 getSplitAngularVelocityOfBody(RigidBody* body);
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// Clean up the constraint solver
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void cleanup();
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// Set the number of iterations of the constraint solver
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void setNbIterationsSolver(uint nbIterations);
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// Activate or Deactivate the split impulses for contacts
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void setIsSplitImpulseActive(bool isActive);
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// Activate or deactivate the solving of friction constraints at the center of
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// the contact manifold instead of solving them at each contact point
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void setIsSolveFrictionAtContactManifoldCenterActive(bool isActive);
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};
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// Return true if the body is in at least one constraint
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inline bool ContactSolver::isConstrainedBody(RigidBody* body) const {
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return mConstraintBodies.count(body) == 1;
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}
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// Return the split linear velocity
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inline Vector3 ContactSolver::getSplitLinearVelocityOfBody(RigidBody* body) {
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assert(isConstrainedBody(body));
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2013-02-26 07:15:58 +00:00
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const uint indexBody = mMapBodyToConstrainedVelocityIndex.find(body)->second;
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2013-02-19 22:16:20 +00:00
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return mSplitLinearVelocities[indexBody];
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}
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// Return the split angular velocity
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inline Vector3 ContactSolver::getSplitAngularVelocityOfBody(RigidBody* body) {
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assert(isConstrainedBody(body));
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2013-02-26 07:15:58 +00:00
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const uint indexBody = mMapBodyToConstrainedVelocityIndex.find(body)->second;
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2013-02-19 22:16:20 +00:00
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return mSplitAngularVelocities[indexBody];
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}
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// Set the number of iterations of the constraint solver
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inline void ContactSolver::setNbIterationsSolver(uint nbIterations) {
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mNbIterations = nbIterations;
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}
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// Activate or Deactivate the split impulses for contacts
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inline void ContactSolver::setIsSplitImpulseActive(bool isActive) {
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mIsSplitImpulseActive = isActive;
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}
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// Activate or deactivate the solving of friction constraints at the center of
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// the contact manifold instead of solving them at each contact point
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inline void ContactSolver::setIsSolveFrictionAtContactManifoldCenterActive(bool isActive) {
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mIsSolveFrictionAtContactManifoldCenterActive = isActive;
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}
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// Compute the collision restitution factor from the restitution factor of each body
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inline decimal ContactSolver::computeMixedRestitutionFactor(const RigidBody* body1,
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const RigidBody* body2) const {
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decimal restitution1 = body1->getRestitution();
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decimal restitution2 = body2->getRestitution();
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// Return the largest restitution factor
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return (restitution1 > restitution2) ? restitution1 : restitution2;
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}
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// Compute the mixed friction coefficient from the friction coefficient of each body
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inline decimal ContactSolver::computeMixedFrictionCoefficient(const RigidBody* body1,
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const RigidBody* body2) const {
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// Use the geometric mean to compute the mixed friction coefficient
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return sqrt(body1->getFrictionCoefficient() * body2->getFrictionCoefficient());
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}
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// Compute a penetration constraint impulse
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inline const Impulse ContactSolver::computePenetrationImpulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint)
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const {
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return Impulse(-contactPoint.normal * deltaLambda, -contactPoint.r1CrossN * deltaLambda,
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contactPoint.normal * deltaLambda, contactPoint.r2CrossN * deltaLambda);
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}
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// Compute the first friction constraint impulse
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inline const Impulse ContactSolver::computeFriction1Impulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint)
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const {
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2013-02-26 21:43:45 +00:00
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return Impulse(-contactPoint.frictionVector1 * deltaLambda,
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-contactPoint.r1CrossT1 * deltaLambda,
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contactPoint.frictionVector1 * deltaLambda,
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contactPoint.r2CrossT1 * deltaLambda);
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2013-02-19 22:16:20 +00:00
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}
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// Compute the second friction constraint impulse
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inline const Impulse ContactSolver::computeFriction2Impulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint)
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const {
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2013-02-26 21:43:45 +00:00
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return Impulse(-contactPoint.frictionVector2 * deltaLambda,
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-contactPoint.r1CrossT2 * deltaLambda,
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contactPoint.frictionVector2 * deltaLambda,
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contactPoint.r2CrossT2 * deltaLambda);
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2013-02-19 22:16:20 +00:00
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}
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2013-02-26 07:15:58 +00:00
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}
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2013-02-19 22:16:20 +00:00
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#endif
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