reactphysics3d/src/engine/ConstraintSolver.h

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2013-04-22 21:32:52 +00:00
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_CONSTRAINT_SOLVER_H
#define REACTPHYSICS3D_CONSTRAINT_SOLVER_H
// Libraries
namespace reactphysics3d {
// Class ConstraintSolver
/**
* This class represents the constraint solver that is used to solve constraints between
* the rigid bodies. The constraint solver is based on the "Sequential Impulse" technique
* described by Erin Catto in his GDC slides (http://code.google.com/p/box2d/downloads/list).
*
* A constraint between two bodies is represented by a function C(x) which is equal to zero
* when the constraint is satisfied. The condition C(x)=0 describes a valid position and the
* condition dC(x)/dt=0 describes a valid velocity. We have dC(x)/dt = Jv + b = 0 where J is
* the Jacobian matrix of the constraint, v is a vector that contains the velocity of both
* bodies and b is the constraint bias. We are looking for a force F_c that will act on the
* bodies to keep the constraint satisfied. Note that from the virtual work principle, we have
* F_c = J^t * lambda where J^t is the transpose of the Jacobian matrix and lambda is a
* Lagrange multiplier. Therefore, finding the force F_c is equivalent to finding the Lagrange
* multiplier lambda.
* An impulse P = F * dt where F is a force and dt is the timestep. We can apply impulses a
* body to change its velocity. The idea of the Sequential Impulse technique is to apply
* impulses to bodies of each constraints in order to keep the constraint satisfied.
*
* --- Step 1 ---
*
* First, we integrate the applied force F_a acting of each rigid body (like gravity, ...) and
* we obtain some new velocities v2' that tends to violate the constraints.
*
* v2' = v1 + dt * M^-1 * F_a
*
* where M is a matrix that contains mass and inertia tensor information.
*
* --- Step 2 ---
*
* During the second step, we iterate over all the constraints for a certain number of
* iterations and for each constraint we compute the impulse to apply to the bodies needed
* so that the new velocity of the bodies satisfy Jv + b = 0. From the Newton law, we know that
* M * deltaV = P_c where M is the mass of the body, deltaV is the difference of velocity and
* P_c is the constraint impulse to apply to the body. Therefore, we have
* v2 = v2' + M^-1 * P_c. For each constraint, we can compute the Lagrange multiplier lambda
* using : lambda = -m_c (Jv2' + b) where m_c = 1 / (J * M^-1 * J^t). Now that we have the
* Lagrange multiplier lambda, we can compute the impulse P_c = J^t * lambda * dt to apply to
* the bodies to satisfy the constraint.
*
* --- Step 3 ---
*
* In the third step, we integrate the new position x2 of the bodies using the new velocities
* v2 computed in the second step with : x2 = x1 + dt * v2.
*
* Note that in the following code (as it is also explained in the slides from Erin Catto),
* the value lambda is not only the lagrange multiplier but is the multiplication of the
* Lagrange multiplier with the timestep dt. Therefore, in the following code, when we use
* lambda, we mean (lambda * dt).
*
* We are using the accumulated impulse technique that is also described in the slides from
* Erin Catto.
*
* We are also using warm starting. The idea is to warm start the solver at the beginning of
* each step by applying the last impulstes for the constraints that we already existing at the
* previous step. This allows the iterative solver to converge faster towards the solution.
*
* For contact constraints, we are also using split impulses so that the position correction
* that uses Baumgarte stabilization does not change the momentum of the bodies.
*
* There are two ways to apply the friction constraints. Either the friction constraints are
* applied at each contact point or they are applied only at the center of the contact manifold
* between two bodies. If we solve the friction constraints at each contact point, we need
* two constraints (two tangential friction directions) and if we solve the friction
* constraints at the center of the contact manifold, we need two constraints for tangential
* friction but also another twist friction constraint to prevent spin of the body around the
* contact manifold center.
*/
class ConstraintSolver {
private :
// -------------------- Attributes -------------------- //
/// Number of iterations of the contact solver
uint mNbIterations;
/// Current time step
decimal mTimeStep;
public :
// -------------------- Methods -------------------- //
/// Constructor
ConstraintSolver();
/// Destructor
~ConstraintSolver();
};
}
#endif