Use Vector3 inside the V1 array
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@ -34,7 +34,7 @@ using namespace std;
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// Constructor
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// Constructor
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ConstraintSolver::ConstraintSolver(DynamicsWorld* world)
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ConstraintSolver::ConstraintSolver(DynamicsWorld* world)
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:world(world), nbConstraints(0), mNbIterations(100), mContactConstraints(0), Vconstraint(0), Wconstraint(0) {
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:world(world), nbConstraints(0), mNbIterations(10), mContactConstraints(0), Vconstraint(0), Wconstraint(0), V1(0), W1(0) {
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}
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}
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@ -100,6 +100,8 @@ void ConstraintSolver::initialize() {
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Vconstraint = new Vector3[nbBodies];
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Vconstraint = new Vector3[nbBodies];
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Wconstraint = new Vector3[nbBodies];
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Wconstraint = new Vector3[nbBodies];
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V1 = new Vector3[nbBodies];
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W1 = new Vector3[nbBodies];
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assert(mMapBodyToIndex.size() == nbBodies);
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assert(mMapBodyToIndex.size() == nbBodies);
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}
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}
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@ -120,15 +122,9 @@ void ConstraintSolver::initializeBodies() {
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assert(rigidBody);
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assert(rigidBody);
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// Compute the vector V1 with initial velocities values
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// Compute the vector V1 with initial velocities values
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Vector3 linearVelocity = rigidBody->getLinearVelocity();
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Vector3 angularVelocity = rigidBody->getAngularVelocity();
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int bodyIndexArray = 6 * bodyNumber;
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int bodyIndexArray = 6 * bodyNumber;
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V1[bodyIndexArray] = linearVelocity[0];
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V1[bodyNumber] = rigidBody->getLinearVelocity();
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V1[bodyIndexArray + 1] = linearVelocity[1];
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W1[bodyNumber] = rigidBody->getAngularVelocity();
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V1[bodyIndexArray + 2] = linearVelocity[2];
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V1[bodyIndexArray + 3] = angularVelocity[0];
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V1[bodyIndexArray + 4] = angularVelocity[1];
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V1[bodyIndexArray + 5] = angularVelocity[2];
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// Compute the vector Vconstraint with final constraint velocities
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// Compute the vector Vconstraint with final constraint velocities
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Vconstraint[bodyNumber] = Vector3(0, 0, 0);
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Vconstraint[bodyNumber] = Vector3(0, 0, 0);
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@ -226,9 +222,12 @@ void ConstraintSolver::initializeContactConstraints(decimal dt) {
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decimal multiplication = 0.0;
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decimal multiplication = 0.0;
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int body1ArrayIndex = 6 * indexBody1;
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int body1ArrayIndex = 6 * indexBody1;
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int body2ArrayIndex = 6 * indexBody2;
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int body2ArrayIndex = 6 * indexBody2;
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for (uint i=0; i<6; i++) {
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for (uint i=0; i<3; i++) {
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multiplication += contact.J_spBody1Penetration[i] * V1[body1ArrayIndex + i];
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multiplication += contact.J_spBody1Penetration[i] * V1[indexBody1][i];
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multiplication += contact.J_spBody2Penetration[i] * V1[body2ArrayIndex + i];
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multiplication += contact.J_spBody1Penetration[i + 3] * W1[indexBody1][i];
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multiplication += contact.J_spBody2Penetration[i] * V1[indexBody2][i];
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multiplication += contact.J_spBody2Penetration[i + 3] * W1[indexBody2][i];
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}
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}
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contact.b_Penetration -= multiplication * oneOverDT ;
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contact.b_Penetration -= multiplication * oneOverDT ;
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@ -262,9 +261,12 @@ void ConstraintSolver::initializeContactConstraints(decimal dt) {
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// Substract 1.0/dt*J*V to the vector b
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// Substract 1.0/dt*J*V to the vector b
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multiplication = 0.0;
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multiplication = 0.0;
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for (uint i=0; i<6; i++) {
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for (uint i=0; i<3; i++) {
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multiplication += contact.J_spBody1Friction1[i] * V1[body1ArrayIndex + i];
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multiplication += contact.J_spBody1Friction1[i] * V1[indexBody1][i];
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multiplication += contact.J_spBody2Friction1[i] * V1[body2ArrayIndex + i];
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multiplication += contact.J_spBody1Friction1[i + 3] * W1[indexBody1][i];
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multiplication += contact.J_spBody2Friction1[i] * V1[indexBody2][i];
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multiplication += contact.J_spBody2Friction1[i + 3] * W1[indexBody2][i];
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}
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}
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contact.b_Friction1 -= multiplication * oneOverDT ;
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contact.b_Friction1 -= multiplication * oneOverDT ;
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@ -298,9 +300,12 @@ void ConstraintSolver::initializeContactConstraints(decimal dt) {
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// Substract 1.0/dt*J*V to the vector b
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// Substract 1.0/dt*J*V to the vector b
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multiplication = 0.0;
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multiplication = 0.0;
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for (uint i=0; i<6; i++) {
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for (uint i=0; i<3; i++) {
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multiplication += contact.J_spBody1Friction2[i] * V1[body1ArrayIndex + i];
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multiplication += contact.J_spBody1Friction2[i] * V1[indexBody1][i];
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multiplication += contact.J_spBody2Friction2[i] * V1[body2ArrayIndex + i];
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multiplication += contact.J_spBody1Friction2[i + 3] * W1[indexBody1][i];
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multiplication += contact.J_spBody2Friction2[i] * V1[indexBody2][i];
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multiplication += contact.J_spBody2Friction2[i + 3] * W1[indexBody2][i];
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}
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}
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contact.b_Friction2 -= multiplication * oneOverDT ;
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contact.b_Friction2 -= multiplication * oneOverDT ;
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@ -177,8 +177,8 @@ class ConstraintSolver {
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Matrix3x3 Minv_sp_inertia[NB_MAX_BODIES]; // 3x3 world inertia tensor matrix I for each body (from the Minv_sp matrix)
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Matrix3x3 Minv_sp_inertia[NB_MAX_BODIES]; // 3x3 world inertia tensor matrix I for each body (from the Minv_sp matrix)
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decimal Minv_sp_mass_diag[NB_MAX_BODIES]; // Array that contains for each body the inverse of its mass
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decimal Minv_sp_mass_diag[NB_MAX_BODIES]; // Array that contains for each body the inverse of its mass
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// This is an array of size nbBodies that contains in each cell a 6x6 matrix
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// This is an array of size nbBodies that contains in each cell a 6x6 matrix
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decimal V1[6*NB_MAX_BODIES]; // Array that contains for each body the 6x1 vector that contains linear and angular velocities
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Vector3* V1; // Array that contains for each body the 6x1 vector that contains linear and angular velocities
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// Each cell contains a 6x1 vector with linear and angular velocities
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Vector3* W1;
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Vector3* Vconstraint; // Same kind of vector as V1 but contains the final constraint velocities
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Vector3* Vconstraint; // Same kind of vector as V1 but contains the final constraint velocities
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Vector3* Wconstraint;
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Vector3* Wconstraint;
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decimal VconstraintError[6*NB_MAX_BODIES]; // Same kind of vector as V1 but contains the final constraint velocities
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decimal VconstraintError[6*NB_MAX_BODIES]; // Same kind of vector as V1 but contains the final constraint velocities
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@ -255,6 +255,14 @@ inline void ConstraintSolver::cleanup() {
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delete[] Wconstraint;
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delete[] Wconstraint;
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Wconstraint = 0;
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Wconstraint = 0;
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}
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}
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if (V1 != 0) {
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delete[] V1;
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V1 = 0;
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}
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if (W1 != 0) {
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delete[] W1;
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W1 = 0;
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}
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}
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}
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// Set the number of iterations of the LCP solver
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// Set the number of iterations of the LCP solver
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