Separate code for bodies initialization and contact constraints initialization
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@ -101,16 +101,75 @@ void ConstraintSolver::initialize() {
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assert(mMapBodyToIndex.size() == nbBodies);
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}
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// Initialize bodies velocities
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void ConstraintSolver::initializeBodies() {
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// For each current body that is implied in some constraint
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RigidBody* rigidBody;
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RigidBody* body;
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uint b=0;
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for (set<RigidBody*>::iterator it = mConstraintBodies.begin(); it != mConstraintBodies.end(); ++it, b++) {
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body = *it;
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uint bodyNumber = mMapBodyToIndex[body];
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// TODO : Use polymorphism and remove this downcasting
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rigidBody = dynamic_cast<RigidBody*>(body);
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assert(rigidBody);
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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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V1[bodyIndexArray] = linearVelocity[0];
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V1[bodyIndexArray + 1] = linearVelocity[1];
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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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Vconstraint[bodyIndexArray] = 0.0;
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Vconstraint[bodyIndexArray + 1] = 0.0;
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Vconstraint[bodyIndexArray + 2] = 0.0;
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Vconstraint[bodyIndexArray + 3] = 0.0;
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Vconstraint[bodyIndexArray + 4] = 0.0;
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Vconstraint[bodyIndexArray + 5] = 0.0;
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// Compute the vector with forces and torques values
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Vector3 externalForce = rigidBody->getExternalForce();
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Vector3 externalTorque = rigidBody->getExternalTorque();
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Fext[bodyIndexArray] = externalForce[0];
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Fext[bodyIndexArray + 1] = externalForce[1];
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Fext[bodyIndexArray + 2] = externalForce[2];
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Fext[bodyIndexArray + 3] = externalTorque[0];
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Fext[bodyIndexArray + 4] = externalTorque[1];
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Fext[bodyIndexArray + 5] = externalTorque[2];
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// Initialize the mass and inertia tensor matrices
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Minv_sp_inertia[bodyNumber].setAllValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
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Minv_sp_mass_diag[bodyNumber] = 0.0;
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// If the motion of the rigid body is enabled
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if (rigidBody->getIsMotionEnabled()) {
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Minv_sp_inertia[bodyNumber] = rigidBody->getInertiaTensorInverseWorld();
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Minv_sp_mass_diag[bodyNumber] = rigidBody->getMassInverse();
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}
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}
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}
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// Fill in all the matrices needed to solve the LCP problem
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// Notice that all the active constraints should have been evaluated first
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void ConstraintSolver::fillInMatrices(decimal dt) {
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decimal oneOverDt = 1.0 / dt;
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void ConstraintSolver::initializeContactConstraints(decimal dt) {
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decimal oneOverDT = 1.0 / dt;
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// For each contact constraint
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for (uint c=0; c<mNbContactConstraints; c++) {
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ContactConstraint& constraint = mContactConstraints[c];
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uint indexBody1 = constraint.indexBody1;
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uint indexBody2 = constraint.indexBody2;
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// For each contact point constraint
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for (uint i=0; i<constraint.nbContacts; i++) {
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@ -152,98 +211,16 @@ void ConstraintSolver::fillInMatrices(decimal dt) {
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contact.errorPenetration = 0.0;
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decimal slop = 0.005;
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if (realContact->getPenetrationDepth() > slop) {
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contact.errorPenetration += 0.2 * oneOverDt * std::max(double(realContact->getPenetrationDepth() - slop), 0.0);
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contact.errorPenetration += 0.2 * oneOverDT * std::max(double(realContact->getPenetrationDepth() - slop), 0.0);
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}
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contact.errorFriction1 = 0.0;
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contact.errorFriction2 = 0.0;
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/*
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// If the constraint is a contact
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if (constraint->getType() == CONTACT) {
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Contact* contact = dynamic_cast<Contact*>(constraint);
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// Add the Baumgarte error correction term for contacts
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decimal slop = 0.005;
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if (contact->getPenetrationDepth() > slop) {
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errorValues[noConstraint] += 0.2 * oneOverDt * std::max(double(contact->getPenetrationDepth() - slop), 0.0);
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}
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}
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*/
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}
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}
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// For each current body that is implied in some constraint
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RigidBody* rigidBody;
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RigidBody* body;
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uint b=0;
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for (set<RigidBody*>::iterator it = mConstraintBodies.begin(); it != mConstraintBodies.end(); ++it, b++) {
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body = *it;
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uint bodyNumber = mMapBodyToIndex[body];
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// TODO : Use polymorphism and remove this downcasting
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rigidBody = dynamic_cast<RigidBody*>(body);
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assert(rigidBody);
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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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V1[bodyIndexArray] = linearVelocity[0];
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V1[bodyIndexArray + 1] = linearVelocity[1];
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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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Vconstraint[bodyIndexArray] = 0.0;
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Vconstraint[bodyIndexArray + 1] = 0.0;
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Vconstraint[bodyIndexArray + 2] = 0.0;
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Vconstraint[bodyIndexArray + 3] = 0.0;
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Vconstraint[bodyIndexArray + 4] = 0.0;
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Vconstraint[bodyIndexArray + 5] = 0.0;
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// Compute the vector with forces and torques values
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Vector3 externalForce = rigidBody->getExternalForce();
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Vector3 externalTorque = rigidBody->getExternalTorque();
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Fext[bodyIndexArray] = externalForce[0];
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Fext[bodyIndexArray + 1] = externalForce[1];
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Fext[bodyIndexArray + 2] = externalForce[2];
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Fext[bodyIndexArray + 3] = externalTorque[0];
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Fext[bodyIndexArray + 4] = externalTorque[1];
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Fext[bodyIndexArray + 5] = externalTorque[2];
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// Initialize the mass and inertia tensor matrices
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Minv_sp_inertia[bodyNumber].setAllValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
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Minv_sp_mass_diag[bodyNumber] = 0.0;
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// If the motion of the rigid body is enabled
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if (rigidBody->getIsMotionEnabled()) {
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Minv_sp_inertia[bodyNumber] = rigidBody->getInertiaTensorInverseWorld();
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Minv_sp_mass_diag[bodyNumber] = rigidBody->getMassInverse();
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}
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}
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}
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// Compute the vector b
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void ConstraintSolver::computeVectorB(decimal dt) {
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uint indexBody1, indexBody2;
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decimal oneOverDT = 1.0 / dt;
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for (uint c = 0; c<mNbContactConstraints; c++) {
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ContactConstraint& constraint = mContactConstraints[c];
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// For each contact point
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for (uint i=0; i<constraint.nbContacts; i++) {
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ContactPointConstraint& contact = constraint.contacts[i];
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// ---------- Penetration ---------- //
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// b = errorValues * oneOverDT;
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contact.b_Penetration = contact.errorPenetration * oneOverDT;
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// Substract 1.0/dt*J*V to the vector b
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indexBody1 = constraint.indexBody1;
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indexBody2 = constraint.indexBody2;
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@ -351,6 +328,8 @@ void ConstraintSolver::computeVectorB(decimal dt) {
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contact.b_Friction2 -= value1 + value2;
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}
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}
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}
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// Compute the matrix B_sp
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@ -198,8 +198,8 @@ class ConstraintSolver {
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void initialize(); // Initialize the constraint solver before each solving
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void fillInMatrices(decimal dt); // Fill in all the matrices needed to solve the LCP problem
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void computeVectorB(decimal dt); // Compute the vector b
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void initializeBodies(); // Initialize bodies velocities
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void initializeContactConstraints(decimal dt); // Fill in all the matrices needed to solve the LCP problem
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void computeMatrixB_sp(); // Compute the matrix B_sp
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void computeVectorVconstraint(decimal dt); // Compute the vector V2
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void cacheLambda(); // Cache the lambda values in order to reuse them in the next step to initialize the lambda vector
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@ -259,11 +259,10 @@ inline void ConstraintSolver::solve(decimal dt) {
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// Initialize the solver
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initialize();
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// Fill-in all the matrices needed to solve the LCP problem
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fillInMatrices(dt);
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initializeBodies();
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// Compute the vector b
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computeVectorB(dt);
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// Fill-in all the matrices needed to solve the LCP problem
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initializeContactConstraints(dt);
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// Compute the matrix B
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computeMatrixB_sp();
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