2013-04-22 21:32:52 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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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#ifndef REACTPHYSICS3D_CONSTRAINT_SOLVER_H
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#define REACTPHYSICS3D_CONSTRAINT_SOLVER_H
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// Libraries
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2013-04-24 17:24:28 +00:00
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#include "../configuration.h"
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#include "mathematics/mathematics.h"
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#include "../constraint/Constraint.h"
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#include <map>
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#include <set>
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2013-04-22 21:32:52 +00:00
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namespace reactphysics3d {
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// Class ConstraintSolver
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/**
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* This class represents the constraint solver that is used to solve constraints between
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* the rigid bodies. The constraint solver is based on the "Sequential Impulse" technique
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* described by Erin Catto in his GDC slides (http://code.google.com/p/box2d/downloads/list).
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*
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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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*
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* --- Step 1 ---
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*
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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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*
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* v2' = v1 + dt * M^-1 * F_a
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*
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* where M is a matrix that contains mass and inertia tensor information.
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*
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* --- Step 2 ---
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*
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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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*
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* --- Step 3 ---
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*
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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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*
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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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*
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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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*
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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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*
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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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*
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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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class ConstraintSolver {
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private :
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// -------------------- Attributes -------------------- //
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2013-04-24 17:24:28 +00:00
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/// Reference to all the joints of the world
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std::set<Constraint*>& mJoints;
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/// Reference 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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/// Reference 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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/// Number of iterations of the contact solver
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uint mNbIterations;
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/// Current time step
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decimal mTimeStep;
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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2013-04-24 17:24:28 +00:00
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ConstraintSolver(std::set<Constraint*>& joints,
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std::vector<Vector3>& constrainedLinearVelocities,
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std::vector<Vector3>& constrainedAngularVelocities,
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const std::map<RigidBody*, uint>& mapBodyToVelocityIndex);
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/// Destructor
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~ConstraintSolver();
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2013-04-25 20:34:20 +00:00
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/// Initialize the constraint solver
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void initialize(decimal dt);
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/// Solve the constraints
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void solve();
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2013-04-22 21:32:52 +00:00
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};
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}
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#endif
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