2013-02-19 22:16:20 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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2013-03-02 15:26:18 +00:00
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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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2013-04-18 20:54:36 +00:00
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#ifndef REACTPHYSICS3D_CONTACT_SOLVER_H
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#define REACTPHYSICS3D_CONTACT_SOLVER_H
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2013-02-19 22:16:20 +00:00
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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 "Impulse.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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2013-03-05 22:09:50 +00:00
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// Class Contact Solver
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/**
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* This class represents the contact solver that is used to 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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*
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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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*
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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 ContactSolver {
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private:
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// Structure ContactPointSolver
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/**
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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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*/
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struct ContactPointSolver {
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/// Accumulated normal impulse
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decimal penetrationImpulse;
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/// Accumulated impulse in the 1st friction direction
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decimal friction1Impulse;
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/// Accumulated impulse in the 2nd friction direction
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decimal friction2Impulse;
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/// Accumulated split impulse for penetration correction
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decimal penetrationSplitImpulse;
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/// Normal vector of the contact
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Vector3 normal;
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/// First friction vector in the tangent plane
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Vector3 frictionVector1;
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/// Second friction vector in the tangent plane
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Vector3 frictionVector2;
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/// Old first friction vector in the tangent plane
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Vector3 oldFrictionVector1;
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/// Old second friction vector in the tangent plane
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Vector3 oldFrictionVector2;
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/// Vector from the body 1 center to the contact point
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Vector3 r1;
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/// Vector from the body 2 center to the contact point
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Vector3 r2;
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/// Cross product of r1 with 1st friction vector
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Vector3 r1CrossT1;
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/// Cross product of r1 with 2nd friction vector
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Vector3 r1CrossT2;
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/// Cross product of r2 with 1st friction vector
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Vector3 r2CrossT1;
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/// Cross product of r2 with 2nd friction vector
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Vector3 r2CrossT2;
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/// Cross product of r1 with the contact normal
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Vector3 r1CrossN;
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/// Cross product of r2 with the contact normal
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Vector3 r2CrossN;
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/// Penetration depth
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decimal penetrationDepth;
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/// Velocity restitution bias
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decimal restitutionBias;
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/// Inverse of the matrix K for the penenetration
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decimal inversePenetrationMass;
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/// Inverse of the matrix K for the 1st friction
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decimal inverseFriction1Mass;
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/// Inverse of the matrix K for the 2nd friction
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decimal inverseFriction2Mass;
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/// True if the contact was existing last time step
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bool isRestingContact;
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/// Pointer to the external contact
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ContactPoint* externalContact;
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};
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// Structure ContactManifoldSolver
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/**
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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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*/
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struct ContactManifoldSolver {
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/// Index of body 1 in the constraint solver
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uint indexBody1;
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/// Index of body 2 in the constraint solver
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uint indexBody2;
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/// Inverse of the mass of body 1
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decimal massInverseBody1;
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// Inverse of the mass of body 2
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decimal massInverseBody2;
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/// Inverse inertia tensor of body 1
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Matrix3x3 inverseInertiaTensorBody1;
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/// Inverse inertia tensor of body 2
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Matrix3x3 inverseInertiaTensorBody2;
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/// True if the body 1 is allowed to move
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bool isBody1Moving;
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/// True if the body 2 is allowed to move
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bool isBody2Moving;
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/// Contact point constraints
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ContactPointSolver contacts[MAX_CONTACT_POINTS_IN_MANIFOLD];
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/// Number of contact points
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uint nbContacts;
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/// Mix of the restitution factor for two bodies
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decimal restitutionFactor;
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/// Mix friction coefficient for the two bodies
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decimal frictionCoefficient;
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/// Pointer to the external contact manifold
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ContactManifold* externalContactManifold;
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// - Variables used when friction constraints are apply at the center of the manifold-//
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/// Average normal vector of the contact manifold
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Vector3 normal;
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/// Point on body 1 where to apply the friction constraints
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Vector3 frictionPointBody1;
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/// Point on body 2 where to apply the friction constraints
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Vector3 frictionPointBody2;
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/// R1 vector for the friction constraints
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Vector3 r1Friction;
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/// R2 vector for the friction constraints
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Vector3 r2Friction;
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/// Cross product of r1 with 1st friction vector
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Vector3 r1CrossT1;
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/// Cross product of r1 with 2nd friction vector
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Vector3 r1CrossT2;
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/// Cross product of r2 with 1st friction vector
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Vector3 r2CrossT1;
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/// Cross product of r2 with 2nd friction vector
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Vector3 r2CrossT2;
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/// Matrix K for the first friction constraint
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decimal inverseFriction1Mass;
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/// Matrix K for the second friction constraint
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decimal inverseFriction2Mass;
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/// Matrix K for the twist friction constraint
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decimal inverseTwistFrictionMass;
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/// First friction direction at contact manifold center
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Vector3 frictionVector1;
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/// Second friction direction at contact manifold center
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Vector3 frictionVector2;
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/// Old 1st friction direction at contact manifold center
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Vector3 oldFrictionVector1;
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/// Old 2nd friction direction at contact manifold center
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Vector3 oldFrictionVector2;
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/// First friction direction impulse at manifold center
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decimal friction1Impulse;
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/// Second friction direction impulse at manifold center
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decimal friction2Impulse;
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/// Twist friction impulse at contact manifold center
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decimal frictionTwistImpulse;
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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 all the contact manifold of the world
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std::vector<ContactManifold*>& mContactManifolds;
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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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/// Reference to the array of linear velocities
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std::vector<Vector3>& mLinearVelocities;
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/// Reference to the array of angular velocities
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std::vector<Vector3>& mAngularVelocities;
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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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2013-03-05 22:09:50 +00:00
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/// True if the split impulse position correction is active
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2013-02-19 22:16:20 +00:00
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bool mIsSplitImpulseActive;
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2013-03-05 22:09:50 +00:00
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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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2013-02-19 22:16:20 +00:00
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bool mIsSolveFrictionAtContactManifoldCenterActive;
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// -------------------- Methods -------------------- //
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2013-03-05 22:09:50 +00:00
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/// Initialize the split impulse velocities
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2013-02-26 21:43:45 +00:00
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void initializeSplitImpulseVelocities();
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2013-02-19 22:16:20 +00:00
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2013-03-05 22:09:50 +00:00
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/// Initialize the contact constraints before solving the system
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2013-02-19 22:16:20 +00:00
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void initializeContactConstraints();
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2013-03-05 22:09:50 +00:00
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/// Apply an impulse to the two bodies of a constraint
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2013-02-26 21:43:45 +00:00
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void applyImpulse(const Impulse& impulse, const ContactManifoldSolver& manifold);
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2013-02-19 22:16:20 +00:00
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2013-03-05 22:09:50 +00:00
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/// Apply an impulse to the two bodies of a constraint
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2013-02-26 21:43:45 +00:00
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void applySplitImpulse(const Impulse& impulse,
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const ContactManifoldSolver& manifold);
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2013-02-19 22:16:20 +00:00
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2013-03-05 22:09:50 +00:00
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/// Compute the collision restitution factor from the restitution factor of each body
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2013-07-09 22:17:14 +00:00
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decimal computeMixedRestitutionFactor(RigidBody *body1,
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RigidBody *body2) const;
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2013-02-19 22:16:20 +00:00
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2013-03-05 22:09:50 +00:00
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/// Compute the mixed friction coefficient from the friction coefficient of each body
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2013-07-09 22:17:14 +00:00
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decimal computeMixedFrictionCoefficient(RigidBody* body1,
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RigidBody* body2) const;
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2013-02-19 22:16:20 +00:00
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2013-03-05 22:09:50 +00:00
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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. The two vectors have to be
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/// such that : t1 x t2 = contactNormal.
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2013-02-19 22:16:20 +00:00
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void computeFrictionVectors(const Vector3& deltaVelocity,
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ContactPointSolver &contactPoint) const;
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2013-03-05 22:09:50 +00:00
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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 manifold. The two vectors have to be
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/// such that : t1 x t2 = contactNormal.
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2013-02-19 22:16:20 +00:00
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void computeFrictionVectors(const Vector3& deltaVelocity,
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ContactManifoldSolver& contactPoint) const;
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2013-03-05 22:09:50 +00:00
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/// Compute a penetration constraint impulse
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2013-02-19 22:16:20 +00:00
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const Impulse computePenetrationImpulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint) const;
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2013-03-05 22:09:50 +00:00
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/// Compute the first friction constraint impulse
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2013-02-19 22:16:20 +00:00
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const Impulse computeFriction1Impulse(decimal deltaLambda,
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const ContactPointSolver& contactPoint) const;
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2013-03-05 22:09:50 +00:00
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/// Compute the second friction constraint impulse
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2013-02-19 22:16:20 +00:00
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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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2013-03-05 22:09:50 +00:00
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/// Constructor
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2013-04-24 17:24:28 +00:00
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ContactSolver(std::vector<ContactManifold*>& contactManifolds,
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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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2013-03-05 22:09:50 +00:00
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/// Destructor
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2013-02-19 22:16:20 +00:00
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virtual ~ContactSolver();
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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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/// Warm start the solver.
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void warmStart();
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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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/// Solve the contacts
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void solve();
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2013-02-19 22:16:20 +00:00
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2013-03-05 22:09:50 +00:00
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/// Return true if the body is in at least one constraint
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2013-02-19 22:16:20 +00:00
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bool isConstrainedBody(RigidBody* body) const;
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2013-03-05 22:09:50 +00:00
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/// Return the constrained linear velocity of a body after solving the constraints
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2013-02-19 22:16:20 +00:00
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Vector3 getConstrainedLinearVelocityOfBody(RigidBody *body);
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2013-03-05 22:09:50 +00:00
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/// Return the split linear velocity
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2013-02-19 22:16:20 +00:00
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Vector3 getSplitLinearVelocityOfBody(RigidBody* body);
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2013-03-05 22:09:50 +00:00
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/// Return the constrained angular velocity of a body after solving the constraints
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2013-02-19 22:16:20 +00:00
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Vector3 getConstrainedAngularVelocityOfBody(RigidBody* body);
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2013-03-05 22:09:50 +00:00
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/// Return the split angular velocity
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2013-02-19 22:16:20 +00:00
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Vector3 getSplitAngularVelocityOfBody(RigidBody* body);
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2013-03-05 22:09:50 +00:00
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/// Clean up the constraint solver
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2013-02-19 22:16:20 +00:00
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void cleanup();
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2013-06-26 20:28:31 +00:00
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/// Return true if the split impulses position correction technique is used for contacts
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bool isSplitImpulseActive() const;
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2013-03-05 22:09:50 +00:00
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/// Activate or Deactivate the split impulses for contacts
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2013-02-19 22:16:20 +00:00
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void setIsSplitImpulseActive(bool isActive);
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2013-03-05 22:09:50 +00:00
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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
|
2013-02-19 22:16:20 +00:00
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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));
|
2013-02-26 07:15:58 +00:00
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const uint indexBody = mMapBodyToConstrainedVelocityIndex.find(body)->second;
|
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));
|
2013-02-26 07:15:58 +00:00
|
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|
const uint indexBody = mMapBodyToConstrainedVelocityIndex.find(body)->second;
|
2013-02-19 22:16:20 +00:00
|
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|
return mSplitAngularVelocities[indexBody];
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|
}
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|
2013-06-26 20:28:31 +00:00
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|
// Return true if the split impulses position correction technique is used for contacts
|
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|
|
inline bool ContactSolver::isSplitImpulseActive() const {
|
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|
|
return mIsSplitImpulseActive;
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|
|
}
|
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|
2013-02-19 22:16:20 +00:00
|
|
|
// 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
|
2013-07-09 22:17:14 +00:00
|
|
|
inline decimal ContactSolver::computeMixedRestitutionFactor(RigidBody* body1,
|
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|
|
RigidBody* body2) const {
|
|
|
|
decimal restitution1 = body1->getMaterial().getBounciness();
|
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|
|
decimal restitution2 = body2->getMaterial().getBounciness();
|
2013-02-19 22:16:20 +00:00
|
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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
|
2013-07-09 22:17:14 +00:00
|
|
|
inline decimal ContactSolver::computeMixedFrictionCoefficient(RigidBody *body1,
|
|
|
|
RigidBody *body2) const {
|
2013-02-19 22:16:20 +00:00
|
|
|
// Use the geometric mean to compute the mixed friction coefficient
|
2013-07-09 22:17:14 +00:00
|
|
|
return sqrt(body1->getMaterial().getFrictionCoefficient() *
|
|
|
|
body2->getMaterial().getFrictionCoefficient());
|
2013-02-19 22:16:20 +00:00
|
|
|
}
|
|
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|
|
// Compute a penetration constraint impulse
|
|
|
|
inline const Impulse ContactSolver::computePenetrationImpulse(decimal deltaLambda,
|
|
|
|
const ContactPointSolver& contactPoint)
|
|
|
|
const {
|
|
|
|
return Impulse(-contactPoint.normal * deltaLambda, -contactPoint.r1CrossN * deltaLambda,
|
|
|
|
contactPoint.normal * deltaLambda, contactPoint.r2CrossN * deltaLambda);
|
|
|
|
}
|
|
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|
|
// Compute the first friction constraint impulse
|
|
|
|
inline const Impulse ContactSolver::computeFriction1Impulse(decimal deltaLambda,
|
|
|
|
const ContactPointSolver& contactPoint)
|
|
|
|
const {
|
2013-02-26 21:43:45 +00:00
|
|
|
return Impulse(-contactPoint.frictionVector1 * deltaLambda,
|
|
|
|
-contactPoint.r1CrossT1 * deltaLambda,
|
|
|
|
contactPoint.frictionVector1 * deltaLambda,
|
|
|
|
contactPoint.r2CrossT1 * deltaLambda);
|
2013-02-19 22:16:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Compute the second friction constraint impulse
|
|
|
|
inline const Impulse ContactSolver::computeFriction2Impulse(decimal deltaLambda,
|
|
|
|
const ContactPointSolver& contactPoint)
|
|
|
|
const {
|
2013-02-26 21:43:45 +00:00
|
|
|
return Impulse(-contactPoint.frictionVector2 * deltaLambda,
|
|
|
|
-contactPoint.r1CrossT2 * deltaLambda,
|
|
|
|
contactPoint.frictionVector2 * deltaLambda,
|
|
|
|
contactPoint.r2CrossT2 * deltaLambda);
|
2013-02-19 22:16:20 +00:00
|
|
|
}
|
|
|
|
|
2013-02-26 07:15:58 +00:00
|
|
|
}
|
2013-02-19 22:16:20 +00:00
|
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|
#endif
|