Use Vector3 type into the a[] array

This commit is contained in:
Daniel Chappuis 2012-12-29 14:15:07 +01:00
parent f2f168f6c8
commit a70e0655c5
2 changed files with 54 additions and 31 deletions

View File

@ -572,52 +572,64 @@ void ConstraintSolver::solveLCP() {
ContactPointConstraint& contact = constraint.contacts[i];
indexBody1Array = 6 * constraint.indexBody1;
indexBody2Array = 6 * constraint.indexBody2;
indexBody1Array = constraint.indexBody1;
indexBody2Array = constraint.indexBody2;
// --------- Penetration --------- //
deltaLambda = contact.b_Penetration;
for (uint j=0; j<6; j++) {
deltaLambda -= (contact.J_spBody1Penetration[j] * a[indexBody1Array + j] + contact.J_spBody2Penetration[j] * a[indexBody2Array + j]);
for (uint j=0; j<3; j++) {
deltaLambda -= (contact.J_spBody1Penetration[j] * aLinear[indexBody1Array][j] + contact.J_spBody2Penetration[j] * aLinear[indexBody2Array][j]);
deltaLambda -= (contact.J_spBody1Penetration[j + 3] * aAngular[indexBody1Array][j] + contact.J_spBody2Penetration[j + 3] * aAngular[indexBody2Array][j]);
}
deltaLambda /= contact.inversePenetrationMass;
lambdaTemp = contact.penetrationImpulse;
contact.penetrationImpulse = std::max(contact.lowerBoundPenetration, std::min(contact.penetrationImpulse + deltaLambda, contact.upperBoundPenetration));
deltaLambda = contact.penetrationImpulse - lambdaTemp;
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += contact.B_spBody1Penetration[j] * deltaLambda;
a[indexBody2Array + j] += contact.B_spBody2Penetration[j] * deltaLambda;
for (uint j=0; j<3; j++) {
aLinear[indexBody1Array][j] += contact.B_spBody1Penetration[j] * deltaLambda;
aAngular[indexBody1Array][j] += contact.B_spBody1Penetration[j + 3] * deltaLambda;
aLinear[indexBody2Array][j] += contact.B_spBody2Penetration[j] * deltaLambda;
aAngular[indexBody2Array][j] += contact.B_spBody2Penetration[j + 3] * deltaLambda;
}
// --------- Friction 1 --------- //
deltaLambda = contact.b_Friction1;
for (uint j=0; j<6; j++) {
deltaLambda -= (contact.J_spBody1Friction1[j] * a[indexBody1Array + j] + contact.J_spBody2Friction1[j] * a[indexBody2Array + j]);
for (uint j=0; j<3; j++) {
deltaLambda -= (contact.J_spBody1Friction1[j] * aLinear[indexBody1Array][j] + contact.J_spBody2Friction1[j] * aLinear[indexBody2Array][j]);
deltaLambda -= (contact.J_spBody1Friction1[j + 3] * aAngular[indexBody1Array][j] + contact.J_spBody2Friction1[j + 3] * aAngular[indexBody2Array][j]);
}
deltaLambda /= contact.inverseFriction1Mass;
lambdaTemp = contact.friction1Impulse;
contact.friction1Impulse = std::max(contact.lowerBoundFriction1, std::min(contact.friction1Impulse + deltaLambda, contact.upperBoundFriction1));
deltaLambda = contact.friction1Impulse - lambdaTemp;
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += contact.B_spBody1Friction1[j] * deltaLambda;
a[indexBody2Array + j] += contact.B_spBody2Friction1[j] * deltaLambda;
for (uint j=0; j<3; j++) {
aLinear[indexBody1Array][j] += contact.B_spBody1Friction1[j] * deltaLambda;
aAngular[indexBody1Array][j] += contact.B_spBody1Friction1[j + 3] * deltaLambda;
aLinear[indexBody2Array][j] += contact.B_spBody2Friction1[j] * deltaLambda;
aAngular[indexBody2Array][j] += contact.B_spBody2Friction1[j + 3] * deltaLambda;
}
// --------- Friction 2 --------- //
deltaLambda = contact.b_Friction2;
for (uint j=0; j<6; j++) {
deltaLambda -= (contact.J_spBody1Friction2[j] * a[indexBody1Array + j] + contact.J_spBody2Friction2[j] * a[indexBody2Array + j]);
for (uint j=0; j<3; j++) {
deltaLambda -= (contact.J_spBody1Friction2[j] * aLinear[indexBody1Array][j] + contact.J_spBody2Friction2[j] * aLinear[indexBody2Array][j]);
deltaLambda -= (contact.J_spBody1Friction2[j + 3] * aAngular[indexBody1Array][j] + contact.J_spBody2Friction2[j + 3] * aAngular[indexBody2Array][j]);
}
deltaLambda /= contact.inverseFriction2Mass;
lambdaTemp = contact.friction2Impulse;
contact.friction2Impulse = std::max(contact.lowerBoundFriction2, std::min(contact.friction2Impulse + deltaLambda, contact.upperBoundFriction2));
deltaLambda = contact.friction2Impulse - lambdaTemp;
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += contact.B_spBody1Friction2[j] * deltaLambda;
a[indexBody2Array + j] += contact.B_spBody2Friction2[j] * deltaLambda;
for (uint j=0; j<3; j++) {
aLinear[indexBody1Array][j] += contact.B_spBody1Friction2[j] * deltaLambda;
aAngular[indexBody1Array][j] += contact.B_spBody1Friction2[j + 3] * deltaLambda;
aLinear[indexBody2Array][j] += contact.B_spBody2Friction2[j] * deltaLambda;
aAngular[indexBody2Array][j] += contact.B_spBody2Friction2[j + 3] * deltaLambda;
}
}
}
@ -631,8 +643,9 @@ void ConstraintSolver::computeVectorA() {
uint indexBody1Array, indexBody2Array;
// Init the vector a with zero values
for (i=0; i<6*nbBodies; i++) {
a[i] = 0.0;
for (i=0; i<nbBodies; i++) {
aLinear[i] = Vector3(0, 0, 0);
aAngular[i] = Vector3(0, 0, 0);
}
// For each constraint
@ -644,28 +657,37 @@ void ConstraintSolver::computeVectorA() {
ContactPointConstraint& contact = constraint.contacts[i];
indexBody1Array = 6 * constraint.indexBody1;
indexBody2Array = 6 * constraint.indexBody2;
indexBody1Array = constraint.indexBody1;
indexBody2Array = constraint.indexBody2;
// --------- Penetration --------- //
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += contact.B_spBody1Penetration[j] * contact.penetrationImpulse;
a[indexBody2Array + j] += contact.B_spBody2Penetration[j] * contact.penetrationImpulse;
for (uint j=0; j<3; j++) {
aLinear[indexBody1Array][j] += contact.B_spBody1Penetration[j] * contact.penetrationImpulse;
aAngular[indexBody1Array][j] += contact.B_spBody1Penetration[j + 3] * contact.penetrationImpulse;
aLinear[indexBody2Array][j] += contact.B_spBody2Penetration[j] * contact.penetrationImpulse;
aAngular[indexBody2Array][j] += contact.B_spBody2Penetration[j + 3] * contact.penetrationImpulse;
}
// --------- Friction 1 --------- //
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += contact.B_spBody1Friction1[j] * contact.friction1Impulse;
a[indexBody2Array + j] += contact.B_spBody2Friction1[j] * contact.friction1Impulse;
for (uint j=0; j<3; j++) {
aLinear[indexBody1Array][j] += contact.B_spBody1Friction1[j] * contact.friction1Impulse;
aAngular[indexBody1Array][j] += contact.B_spBody1Friction1[j + 3] * contact.friction1Impulse;
aLinear[indexBody2Array][j] += contact.B_spBody2Friction1[j] * contact.friction1Impulse;
aAngular[indexBody2Array][j] += contact.B_spBody2Friction1[j + 3] * contact.friction1Impulse;
}
// --------- Friction 2 --------- //
for (uint j=0; j<6; j++) {
a[indexBody1Array + j] += contact.B_spBody1Friction2[j] * contact.friction2Impulse;
a[indexBody2Array + j] += contact.B_spBody2Friction2[j] * contact.friction2Impulse;
for (uint j=0; j<3; j++) {
aLinear[indexBody1Array][j] += contact.B_spBody1Friction2[j] * contact.friction2Impulse;
aAngular[indexBody1Array][j] += contact.B_spBody1Friction2[j + 3] * contact.friction2Impulse;
aLinear[indexBody2Array][j] += contact.B_spBody2Friction2[j] * contact.friction2Impulse;
aAngular[indexBody2Array][j] += contact.B_spBody2Friction2[j + 3] * contact.friction2Impulse;
}
}
}

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@ -160,7 +160,8 @@ class ConstraintSolver {
decimal b[NB_MAX_CONSTRAINTS]; // Vector "b" of the LCP problem
decimal bError[NB_MAX_CONSTRAINTS]; // Vector "b" of the LCP problem for error correction projection
decimal d[NB_MAX_CONSTRAINTS]; // Vector "d"
decimal a[6*NB_MAX_BODIES]; // Vector "a"
Vector3 aLinear[NB_MAX_BODIES]; // Vector "a"
Vector3 aAngular[NB_MAX_BODIES];
decimal aError[6*NB_MAX_BODIES]; // Vector "a" for error correction projection
decimal penetrationDepths[NB_MAX_CONSTRAINTS]; // Array of penetration depths for error correction projection
decimal lambda[NB_MAX_CONSTRAINTS]; // Lambda vector of the LCP problem