Modify the contact solver so that its main loop is outside the solver
This commit is contained in:
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ded465c105
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fdda0b26a9
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@ -66,12 +66,11 @@ int main(int argc, char** argv) {
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glutMouseFunc(mouseButton);
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glutMotionFunc(mouseMotion);
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glutKeyboardFunc(keyboard);
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glutCloseFunc(finish);
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// Glut main looop
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glutMainLoop();
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finish();
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return 0;
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}
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@ -115,8 +114,7 @@ void keyboard(unsigned char key, int x, int y) {
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// Escape key
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case 27:
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finish();
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exit(0);
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glutLeaveMainLoop();
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break;
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// Space bar
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@ -154,6 +154,7 @@ CollisionShape* CollisionWorld::createCollisionShape(const CollisionShape& colli
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// A similar collision shape does not already exist in the world, so we create a
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// new one and add it to the world
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void* allocatedMemory = mMemoryAllocator.allocate(collisionShape.getSizeInBytes());
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size_t test = collisionShape.getSizeInBytes();
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CollisionShape* newCollisionShape = collisionShape.clone(allocatedMemory);
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mCollisionShapes.push_back(newCollisionShape);
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@ -181,11 +182,14 @@ void CollisionWorld::removeCollisionShape(CollisionShape* collisionShape) {
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// Remove the shape from the set of shapes in the world
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mCollisionShapes.remove(collisionShape);
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// Compute the size (in bytes) of the collision shape
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size_t nbBytesShape = collisionShape->getSizeInBytes();
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// Call the destructor of the collision shape
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collisionShape->CollisionShape::~CollisionShape();
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// Deallocate the memory used by the collision shape
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mMemoryAllocator.release(collisionShape, collisionShape->getSizeInBytes());
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mMemoryAllocator.release(collisionShape, nbBytesShape);
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}
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}
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@ -25,6 +25,7 @@
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// Libraries
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#include "ConstraintSolver.h"
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#include "Profiler.h"
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using namespace reactphysics3d;
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@ -43,3 +44,19 @@ ConstraintSolver::ConstraintSolver(std::set<Constraint*>& joints,
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ConstraintSolver::~ConstraintSolver() {
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}
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// Initialize the constraint solver
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void ConstraintSolver::initialize(decimal dt) {
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PROFILE("ConstraintSolver::initialize()");
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// Set the current time step
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mTimeStep = dt;
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}
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// Solve the constraints
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void ConstraintSolver::solve() {
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PROFILE("ConstraintSolver::solve()");
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}
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@ -142,6 +142,12 @@ class ConstraintSolver {
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/// Destructor
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~ConstraintSolver();
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/// Initialize the constraint solver
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void initialize(decimal dt);
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/// Solve the constraints
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void solve();
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};
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}
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@ -44,7 +44,6 @@ ContactSolver::ContactSolver(std::vector<ContactManifold*>& contactManifolds,
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std::vector<Vector3>& constrainedAngularVelocities,
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const std::map<RigidBody*, uint>& mapBodyToVelocityIndex)
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:mContactManifolds(contactManifolds),
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mNbIterations(DEFAULT_CONSTRAINTS_SOLVER_NB_ITERATIONS),
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mSplitLinearVelocities(NULL), mSplitAngularVelocities(NULL),
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mContactConstraints(NULL),
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mConstrainedLinearVelocities(constrainedLinearVelocities),
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@ -61,7 +60,12 @@ ContactSolver::~ContactSolver() {
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}
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// Initialize the constraint solver
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void ContactSolver::initialize() {
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void ContactSolver::initialize(decimal dt) {
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PROFILE("ContactSolver::initialize()");
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// Set the current time step
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mTimeStep = dt;
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// TODO : Use better memory allocation here
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mContactConstraints = new ContactManifoldSolver[mContactManifolds.size()];
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@ -187,6 +191,9 @@ void ContactSolver::initialize() {
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// Initialize the split impulse velocities
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initializeSplitImpulseVelocities();
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// Fill-in all the matrices needed to solve the LCP problem
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initializeContactConstraints();
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}
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// Initialize the split impulse velocities
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@ -380,6 +387,9 @@ void ContactSolver::initializeContactConstraints() {
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/// the solution of the linear system
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void ContactSolver::warmStart() {
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// Check that warm starting is active
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if (!mIsWarmStartingActive) return;
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// For each constraint
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for (uint c=0; c<mNbContactManifolds; c++) {
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@ -519,260 +529,231 @@ void ContactSolver::warmStart() {
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}
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}
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// Solve the contact constraints by applying sequential impulses
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void ContactSolver::solveContactConstraints() {
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// Solve the contacts
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void ContactSolver::solve() {
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PROFILE("ContactSolver::solve()");
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decimal deltaLambda;
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decimal lambdaTemp;
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uint iter;
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// For each iteration of the contact solver
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for(iter=0; iter<mNbIterations; iter++) {
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// For each contact manifold
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for (uint c=0; c<mNbContactManifolds; c++) {
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// For each contact manifold
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for (uint c=0; c<mNbContactManifolds; c++) {
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ContactManifoldSolver& contactManifold = mContactConstraints[c];
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ContactManifoldSolver& contactManifold = mContactConstraints[c];
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decimal sumPenetrationImpulse = 0.0;
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decimal sumPenetrationImpulse = 0.0;
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// Get the constrained velocities
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const Vector3& v1 = mConstrainedLinearVelocities[contactManifold.indexBody1];
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const Vector3& w1 = mConstrainedAngularVelocities[contactManifold.indexBody1];
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const Vector3& v2 = mConstrainedLinearVelocities[contactManifold.indexBody2];
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const Vector3& w2 = mConstrainedAngularVelocities[contactManifold.indexBody2];
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// Get the constrained velocities
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const Vector3& v1 = mConstrainedLinearVelocities[contactManifold.indexBody1];
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const Vector3& w1 = mConstrainedAngularVelocities[contactManifold.indexBody1];
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const Vector3& v2 = mConstrainedLinearVelocities[contactManifold.indexBody2];
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const Vector3& w2 = mConstrainedAngularVelocities[contactManifold.indexBody2];
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for (uint i=0; i<contactManifold.nbContacts; i++) {
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for (uint i=0; i<contactManifold.nbContacts; i++) {
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ContactPointSolver& contactPoint = contactManifold.contacts[i];
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ContactPointSolver& contactPoint = contactManifold.contacts[i];
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// --------- Penetration --------- //
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// --------- Penetration --------- //
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// Compute J*v
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Vector3 deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
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decimal deltaVDotN = deltaV.dot(contactPoint.normal);
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decimal Jv = deltaVDotN;
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// Compute J*v
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Vector3 deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
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decimal deltaVDotN = deltaV.dot(contactPoint.normal);
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decimal Jv = deltaVDotN;
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// Compute the bias "b" of the constraint
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decimal beta = mIsSplitImpulseActive ? BETA_SPLIT_IMPULSE : BETA;
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decimal biasPenetrationDepth = 0.0;
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if (contactPoint.penetrationDepth > SLOP) biasPenetrationDepth = -(beta/mTimeStep) *
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max(0.0f, float(contactPoint.penetrationDepth - SLOP));
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decimal b = biasPenetrationDepth + contactPoint.restitutionBias;
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// Compute the bias "b" of the constraint
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decimal beta = mIsSplitImpulseActive ? BETA_SPLIT_IMPULSE : BETA;
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decimal biasPenetrationDepth = 0.0;
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if (contactPoint.penetrationDepth > SLOP) biasPenetrationDepth = -(beta/mTimeStep) *
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max(0.0f, float(contactPoint.penetrationDepth - SLOP));
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decimal b = biasPenetrationDepth + contactPoint.restitutionBias;
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// Compute the Lagrange multiplier lambda
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if (mIsSplitImpulseActive) {
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deltaLambda = - (Jv + contactPoint.restitutionBias) *
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contactPoint.inversePenetrationMass;
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}
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else {
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deltaLambda = - (Jv + b) * contactPoint.inversePenetrationMass;
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}
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lambdaTemp = contactPoint.penetrationImpulse;
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contactPoint.penetrationImpulse = std::max(contactPoint.penetrationImpulse +
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deltaLambda, decimal(0.0));
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deltaLambda = contactPoint.penetrationImpulse - lambdaTemp;
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// Compute the Lagrange multiplier lambda
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if (mIsSplitImpulseActive) {
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deltaLambda = - (Jv + contactPoint.restitutionBias) *
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contactPoint.inversePenetrationMass;
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}
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else {
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deltaLambda = - (Jv + b) * contactPoint.inversePenetrationMass;
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}
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lambdaTemp = contactPoint.penetrationImpulse;
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contactPoint.penetrationImpulse = std::max(contactPoint.penetrationImpulse +
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deltaLambda, decimal(0.0));
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deltaLambda = contactPoint.penetrationImpulse - lambdaTemp;
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// Compute the impulse P=J^T * lambda
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const Impulse impulsePenetration = computePenetrationImpulse(deltaLambda,
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contactPoint);
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// Apply the impulse to the bodies of the constraint
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applyImpulse(impulsePenetration, contactManifold);
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sumPenetrationImpulse += contactPoint.penetrationImpulse;
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// If the split impulse position correction is active
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if (mIsSplitImpulseActive) {
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// Split impulse (position correction)
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const Vector3& v1Split = mSplitLinearVelocities[contactManifold.indexBody1];
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const Vector3& w1Split = mSplitAngularVelocities[contactManifold.indexBody1];
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const Vector3& v2Split = mSplitLinearVelocities[contactManifold.indexBody2];
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const Vector3& w2Split = mSplitAngularVelocities[contactManifold.indexBody2];
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Vector3 deltaVSplit = v2Split + w2Split.cross(contactPoint.r2) -
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v1Split - w1Split.cross(contactPoint.r1);
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decimal JvSplit = deltaVSplit.dot(contactPoint.normal);
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decimal deltaLambdaSplit = - (JvSplit + biasPenetrationDepth) *
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contactPoint.inversePenetrationMass;
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decimal lambdaTempSplit = contactPoint.penetrationSplitImpulse;
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contactPoint.penetrationSplitImpulse = std::max(
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contactPoint.penetrationSplitImpulse +
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deltaLambdaSplit, decimal(0.0));
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deltaLambda = contactPoint.penetrationSplitImpulse - lambdaTempSplit;
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// Compute the impulse P=J^T * lambda
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const Impulse impulsePenetration = computePenetrationImpulse(deltaLambda,
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contactPoint);
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const Impulse splitImpulsePenetration = computePenetrationImpulse(
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deltaLambdaSplit, contactPoint);
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// Apply the impulse to the bodies of the constraint
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applyImpulse(impulsePenetration, contactManifold);
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sumPenetrationImpulse += contactPoint.penetrationImpulse;
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// If the split impulse position correction is active
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if (mIsSplitImpulseActive) {
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// Split impulse (position correction)
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const Vector3& v1Split = mSplitLinearVelocities[contactManifold.indexBody1];
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const Vector3& w1Split = mSplitAngularVelocities[contactManifold.indexBody1];
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const Vector3& v2Split = mSplitLinearVelocities[contactManifold.indexBody2];
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const Vector3& w2Split = mSplitAngularVelocities[contactManifold.indexBody2];
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Vector3 deltaVSplit = v2Split + w2Split.cross(contactPoint.r2) -
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v1Split - w1Split.cross(contactPoint.r1);
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decimal JvSplit = deltaVSplit.dot(contactPoint.normal);
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decimal deltaLambdaSplit = - (JvSplit + biasPenetrationDepth) *
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contactPoint.inversePenetrationMass;
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decimal lambdaTempSplit = contactPoint.penetrationSplitImpulse;
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contactPoint.penetrationSplitImpulse = std::max(
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contactPoint.penetrationSplitImpulse +
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deltaLambdaSplit, decimal(0.0));
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deltaLambda = contactPoint.penetrationSplitImpulse - lambdaTempSplit;
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// Compute the impulse P=J^T * lambda
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const Impulse splitImpulsePenetration = computePenetrationImpulse(
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deltaLambdaSplit, contactPoint);
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applySplitImpulse(splitImpulsePenetration, contactManifold);
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}
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// If we do not solve the friction constraints at the center of the contact manifold
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if (!mIsSolveFrictionAtContactManifoldCenterActive) {
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// --------- Friction 1 --------- //
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// Compute J*v
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deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
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Jv = deltaV.dot(contactPoint.frictionVector1);
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// Compute the Lagrange multiplier lambda
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deltaLambda = -Jv;
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deltaLambda *= contactPoint.inverseFriction1Mass;
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decimal frictionLimit = contactManifold.frictionCoefficient *
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contactPoint.penetrationImpulse;
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lambdaTemp = contactPoint.friction1Impulse;
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contactPoint.friction1Impulse = std::max(-frictionLimit,
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std::min(contactPoint.friction1Impulse
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+ deltaLambda, frictionLimit));
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deltaLambda = contactPoint.friction1Impulse - lambdaTemp;
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// Compute the impulse P=J^T * lambda
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const Impulse impulseFriction1 = computeFriction1Impulse(deltaLambda,
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contactPoint);
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// Apply the impulses to the bodies of the constraint
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applyImpulse(impulseFriction1, contactManifold);
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// --------- Friction 2 --------- //
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// Compute J*v
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deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
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Jv = deltaV.dot(contactPoint.frictionVector2);
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// Compute the Lagrange multiplier lambda
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deltaLambda = -Jv;
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deltaLambda *= contactPoint.inverseFriction2Mass;
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frictionLimit = contactManifold.frictionCoefficient *
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contactPoint.penetrationImpulse;
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lambdaTemp = contactPoint.friction2Impulse;
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contactPoint.friction2Impulse = std::max(-frictionLimit,
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std::min(contactPoint.friction2Impulse
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+ deltaLambda, frictionLimit));
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deltaLambda = contactPoint.friction2Impulse - lambdaTemp;
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// Compute the impulse P=J^T * lambda
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const Impulse impulseFriction2 = computeFriction2Impulse(deltaLambda,
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contactPoint);
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// Apply the impulses to the bodies of the constraint
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applyImpulse(impulseFriction2, contactManifold);
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}
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applySplitImpulse(splitImpulsePenetration, contactManifold);
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}
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// If we solve the friction constraints at the center of the contact manifold
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if (mIsSolveFrictionAtContactManifoldCenterActive) {
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// If we do not solve the friction constraints at the center of the contact manifold
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if (!mIsSolveFrictionAtContactManifoldCenterActive) {
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// ------ First friction constraint at the center of the contact manifol ------ //
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// --------- Friction 1 --------- //
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// Compute J*v
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Vector3 deltaV = v2 + w2.cross(contactManifold.r2Friction)
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- v1 - w1.cross(contactManifold.r1Friction);
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decimal Jv = deltaV.dot(contactManifold.frictionVector1);
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deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
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Jv = deltaV.dot(contactPoint.frictionVector1);
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// Compute the Lagrange multiplier lambda
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decimal deltaLambda = -Jv * contactManifold.inverseFriction1Mass;
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decimal frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
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lambdaTemp = contactManifold.friction1Impulse;
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contactManifold.friction1Impulse = std::max(-frictionLimit,
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std::min(contactManifold.friction1Impulse +
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deltaLambda, frictionLimit));
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deltaLambda = contactManifold.friction1Impulse - lambdaTemp;
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deltaLambda = -Jv;
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deltaLambda *= contactPoint.inverseFriction1Mass;
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decimal frictionLimit = contactManifold.frictionCoefficient *
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contactPoint.penetrationImpulse;
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lambdaTemp = contactPoint.friction1Impulse;
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contactPoint.friction1Impulse = std::max(-frictionLimit,
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std::min(contactPoint.friction1Impulse
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+ deltaLambda, frictionLimit));
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deltaLambda = contactPoint.friction1Impulse - lambdaTemp;
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// Compute the impulse P=J^T * lambda
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Vector3 linearImpulseBody1 = -contactManifold.frictionVector1 * deltaLambda;
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Vector3 angularImpulseBody1 = -contactManifold.r1CrossT1 * deltaLambda;
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Vector3 linearImpulseBody2 = contactManifold.frictionVector1 * deltaLambda;
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Vector3 angularImpulseBody2 = contactManifold.r2CrossT1 * deltaLambda;
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const Impulse impulseFriction1(linearImpulseBody1, angularImpulseBody1,
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linearImpulseBody2, angularImpulseBody2);
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const Impulse impulseFriction1 = computeFriction1Impulse(deltaLambda,
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contactPoint);
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// Apply the impulses to the bodies of the constraint
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applyImpulse(impulseFriction1, contactManifold);
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// ------ Second friction constraint at the center of the contact manifol ----- //
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// --------- Friction 2 --------- //
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// Compute J*v
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deltaV = v2 + w2.cross(contactManifold.r2Friction)
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- v1 - w1.cross(contactManifold.r1Friction);
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Jv = deltaV.dot(contactManifold.frictionVector2);
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deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
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Jv = deltaV.dot(contactPoint.frictionVector2);
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// Compute the Lagrange multiplier lambda
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deltaLambda = -Jv * contactManifold.inverseFriction2Mass;
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frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
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lambdaTemp = contactManifold.friction2Impulse;
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contactManifold.friction2Impulse = std::max(-frictionLimit,
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std::min(contactManifold.friction2Impulse +
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deltaLambda, frictionLimit));
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deltaLambda = contactManifold.friction2Impulse - lambdaTemp;
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deltaLambda = -Jv;
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deltaLambda *= contactPoint.inverseFriction2Mass;
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frictionLimit = contactManifold.frictionCoefficient *
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contactPoint.penetrationImpulse;
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lambdaTemp = contactPoint.friction2Impulse;
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contactPoint.friction2Impulse = std::max(-frictionLimit,
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std::min(contactPoint.friction2Impulse
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+ deltaLambda, frictionLimit));
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deltaLambda = contactPoint.friction2Impulse - lambdaTemp;
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// Compute the impulse P=J^T * lambda
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linearImpulseBody1 = -contactManifold.frictionVector2 * deltaLambda;
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angularImpulseBody1 = -contactManifold.r1CrossT2 * deltaLambda;
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linearImpulseBody2 = contactManifold.frictionVector2 * deltaLambda;
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angularImpulseBody2 = contactManifold.r2CrossT2 * deltaLambda;
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const Impulse impulseFriction2(linearImpulseBody1, angularImpulseBody1,
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linearImpulseBody2, angularImpulseBody2);
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const Impulse impulseFriction2 = computeFriction2Impulse(deltaLambda,
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contactPoint);
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||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseFriction2, contactManifold);
|
||||
|
||||
// ------ Twist friction constraint at the center of the contact manifol ------ //
|
||||
|
||||
// Compute J*v
|
||||
deltaV = w2 - w1;
|
||||
Jv = deltaV.dot(contactManifold.normal);
|
||||
|
||||
deltaLambda = -Jv * (contactManifold.inverseTwistFrictionMass);
|
||||
frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
|
||||
lambdaTemp = contactManifold.frictionTwistImpulse;
|
||||
contactManifold.frictionTwistImpulse = std::max(-frictionLimit,
|
||||
std::min(contactManifold.frictionTwistImpulse
|
||||
+ deltaLambda, frictionLimit));
|
||||
deltaLambda = contactManifold.frictionTwistImpulse - lambdaTemp;
|
||||
|
||||
// Compute the impulse P=J^T * lambda
|
||||
linearImpulseBody1 = Vector3(0.0, 0.0, 0.0);
|
||||
angularImpulseBody1 = -contactManifold.normal * deltaLambda;
|
||||
linearImpulseBody2 = Vector3(0.0, 0.0, 0.0);;
|
||||
angularImpulseBody2 = contactManifold.normal * deltaLambda;
|
||||
const Impulse impulseTwistFriction(linearImpulseBody1, angularImpulseBody1,
|
||||
linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseTwistFriction, contactManifold);
|
||||
}
|
||||
}
|
||||
|
||||
// If we solve the friction constraints at the center of the contact manifold
|
||||
if (mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
|
||||
// ------ First friction constraint at the center of the contact manifol ------ //
|
||||
|
||||
// Compute J*v
|
||||
Vector3 deltaV = v2 + w2.cross(contactManifold.r2Friction)
|
||||
- v1 - w1.cross(contactManifold.r1Friction);
|
||||
decimal Jv = deltaV.dot(contactManifold.frictionVector1);
|
||||
|
||||
// Compute the Lagrange multiplier lambda
|
||||
decimal deltaLambda = -Jv * contactManifold.inverseFriction1Mass;
|
||||
decimal frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
|
||||
lambdaTemp = contactManifold.friction1Impulse;
|
||||
contactManifold.friction1Impulse = std::max(-frictionLimit,
|
||||
std::min(contactManifold.friction1Impulse +
|
||||
deltaLambda, frictionLimit));
|
||||
deltaLambda = contactManifold.friction1Impulse - lambdaTemp;
|
||||
|
||||
// Compute the impulse P=J^T * lambda
|
||||
Vector3 linearImpulseBody1 = -contactManifold.frictionVector1 * deltaLambda;
|
||||
Vector3 angularImpulseBody1 = -contactManifold.r1CrossT1 * deltaLambda;
|
||||
Vector3 linearImpulseBody2 = contactManifold.frictionVector1 * deltaLambda;
|
||||
Vector3 angularImpulseBody2 = contactManifold.r2CrossT1 * deltaLambda;
|
||||
const Impulse impulseFriction1(linearImpulseBody1, angularImpulseBody1,
|
||||
linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseFriction1, contactManifold);
|
||||
|
||||
// ------ Second friction constraint at the center of the contact manifol ----- //
|
||||
|
||||
// Compute J*v
|
||||
deltaV = v2 + w2.cross(contactManifold.r2Friction)
|
||||
- v1 - w1.cross(contactManifold.r1Friction);
|
||||
Jv = deltaV.dot(contactManifold.frictionVector2);
|
||||
|
||||
// Compute the Lagrange multiplier lambda
|
||||
deltaLambda = -Jv * contactManifold.inverseFriction2Mass;
|
||||
frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
|
||||
lambdaTemp = contactManifold.friction2Impulse;
|
||||
contactManifold.friction2Impulse = std::max(-frictionLimit,
|
||||
std::min(contactManifold.friction2Impulse +
|
||||
deltaLambda, frictionLimit));
|
||||
deltaLambda = contactManifold.friction2Impulse - lambdaTemp;
|
||||
|
||||
// Compute the impulse P=J^T * lambda
|
||||
linearImpulseBody1 = -contactManifold.frictionVector2 * deltaLambda;
|
||||
angularImpulseBody1 = -contactManifold.r1CrossT2 * deltaLambda;
|
||||
linearImpulseBody2 = contactManifold.frictionVector2 * deltaLambda;
|
||||
angularImpulseBody2 = contactManifold.r2CrossT2 * deltaLambda;
|
||||
const Impulse impulseFriction2(linearImpulseBody1, angularImpulseBody1,
|
||||
linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseFriction2, contactManifold);
|
||||
|
||||
// ------ Twist friction constraint at the center of the contact manifol ------ //
|
||||
|
||||
// Compute J*v
|
||||
deltaV = w2 - w1;
|
||||
Jv = deltaV.dot(contactManifold.normal);
|
||||
|
||||
deltaLambda = -Jv * (contactManifold.inverseTwistFrictionMass);
|
||||
frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
|
||||
lambdaTemp = contactManifold.frictionTwistImpulse;
|
||||
contactManifold.frictionTwistImpulse = std::max(-frictionLimit,
|
||||
std::min(contactManifold.frictionTwistImpulse
|
||||
+ deltaLambda, frictionLimit));
|
||||
deltaLambda = contactManifold.frictionTwistImpulse - lambdaTemp;
|
||||
|
||||
// Compute the impulse P=J^T * lambda
|
||||
linearImpulseBody1 = Vector3(0.0, 0.0, 0.0);
|
||||
angularImpulseBody1 = -contactManifold.normal * deltaLambda;
|
||||
linearImpulseBody2 = Vector3(0.0, 0.0, 0.0);;
|
||||
angularImpulseBody2 = contactManifold.normal * deltaLambda;
|
||||
const Impulse impulseTwistFriction(linearImpulseBody1, angularImpulseBody1,
|
||||
linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseTwistFriction, contactManifold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Solve the constraints
|
||||
void ContactSolver::solve(decimal timeStep) {
|
||||
|
||||
PROFILE("ContactSolver::solve()");
|
||||
|
||||
// Set the current time step
|
||||
mTimeStep = timeStep;
|
||||
|
||||
// Initialize the solver
|
||||
initialize();
|
||||
|
||||
// Fill-in all the matrices needed to solve the LCP problem
|
||||
initializeContactConstraints();
|
||||
|
||||
// Warm start the solver
|
||||
if (mIsWarmStartingActive) {
|
||||
warmStart();
|
||||
}
|
||||
|
||||
// Solve the contact constraints
|
||||
solveContactConstraints();
|
||||
|
||||
// Cache the lambda values in order to use them in the next step
|
||||
storeImpulses();
|
||||
}
|
||||
|
||||
// Store the computed impulses to use them to
|
||||
// warm start the solver at the next iteration
|
||||
void ContactSolver::storeImpulses() {
|
||||
|
|
|
@ -345,9 +345,6 @@ class ContactSolver {
|
|||
/// Reference to all the contact manifold of the world
|
||||
std::vector<ContactManifold*>& mContactManifolds;
|
||||
|
||||
/// Number of iterations of the contact solver
|
||||
uint mNbIterations;
|
||||
|
||||
/// Split linear velocities for the position contact solver (split impulse)
|
||||
Vector3* mSplitLinearVelocities;
|
||||
|
||||
|
@ -389,25 +386,12 @@ class ContactSolver {
|
|||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Initialize the constraint solver
|
||||
void initialize();
|
||||
|
||||
/// Initialize the split impulse velocities
|
||||
void initializeSplitImpulseVelocities();
|
||||
|
||||
/// Initialize the contact constraints before solving the system
|
||||
void initializeContactConstraints();
|
||||
|
||||
/// Store the computed impulses to use them to
|
||||
/// warm start the solver at the next iteration
|
||||
void storeImpulses();
|
||||
|
||||
/// Warm start the solver.
|
||||
void warmStart();
|
||||
|
||||
/// Solve the contact constraints by applying sequential impulses
|
||||
void solveContactConstraints();
|
||||
|
||||
/// Apply an impulse to the two bodies of a constraint
|
||||
void applyImpulse(const Impulse& impulse, const ContactManifoldSolver& manifold);
|
||||
|
||||
|
@ -460,8 +444,18 @@ class ContactSolver {
|
|||
/// Destructor
|
||||
virtual ~ContactSolver();
|
||||
|
||||
/// Solve the constraints
|
||||
void solve(decimal timeStep);
|
||||
/// Initialize the constraint solver
|
||||
void initialize(decimal dt);
|
||||
|
||||
/// Warm start the solver.
|
||||
void warmStart();
|
||||
|
||||
/// Store the computed impulses to use them to
|
||||
/// warm start the solver at the next iteration
|
||||
void storeImpulses();
|
||||
|
||||
/// Solve the contacts
|
||||
void solve();
|
||||
|
||||
/// Return true if the body is in at least one constraint
|
||||
bool isConstrainedBody(RigidBody* body) const;
|
||||
|
@ -481,9 +475,6 @@ class ContactSolver {
|
|||
/// Clean up the constraint solver
|
||||
void cleanup();
|
||||
|
||||
/// Set the number of iterations of the constraint solver
|
||||
void setNbIterationsSolver(uint nbIterations);
|
||||
|
||||
/// Activate or Deactivate the split impulses for contacts
|
||||
void setIsSplitImpulseActive(bool isActive);
|
||||
|
||||
|
@ -511,11 +502,6 @@ inline Vector3 ContactSolver::getSplitAngularVelocityOfBody(RigidBody* body) {
|
|||
return mSplitAngularVelocities[indexBody];
|
||||
}
|
||||
|
||||
// Set the number of iterations of the constraint solver
|
||||
inline void ContactSolver::setNbIterationsSolver(uint nbIterations) {
|
||||
mNbIterations = nbIterations;
|
||||
}
|
||||
|
||||
// Activate or Deactivate the split impulses for contacts
|
||||
inline void ContactSolver::setIsSplitImpulseActive(bool isActive) {
|
||||
mIsSplitImpulseActive = isActive;
|
||||
|
|
|
@ -38,6 +38,7 @@ DynamicsWorld::DynamicsWorld(const Vector3 &gravity, decimal timeStep = DEFAULT_
|
|||
mMapBodyToConstrainedVelocityIndex),
|
||||
mConstraintSolver(mJoints, mConstrainedLinearVelocities, mConstrainedAngularVelocities,
|
||||
mMapBodyToConstrainedVelocityIndex),
|
||||
mNbSolverIterations(DEFAULT_CONSTRAINTS_SOLVER_NB_ITERATIONS),
|
||||
mIsDeactivationActive(DEACTIVATION_ENABLED) {
|
||||
|
||||
}
|
||||
|
@ -94,15 +95,11 @@ void DynamicsWorld::update() {
|
|||
// Compute the collision detection
|
||||
mCollisionDetection.computeCollisionDetection();
|
||||
|
||||
// Initialize the constrained velocities
|
||||
initConstrainedVelocitiesArray();
|
||||
// Integrate the velocities
|
||||
integrateRigidBodiesVelocities();
|
||||
|
||||
// If there are contacts
|
||||
if (!mContactManifolds.empty()) {
|
||||
|
||||
// Solve the contacts
|
||||
mContactSolver.solve(static_cast<decimal>(mTimer.getTimeStep()));
|
||||
}
|
||||
// Solve the contacts and constraints
|
||||
solveContactsAndConstraints();
|
||||
|
||||
// Update the timer
|
||||
mTimer.nextStep();
|
||||
|
@ -110,8 +107,8 @@ void DynamicsWorld::update() {
|
|||
// Reset the movement boolean variable of each body to false
|
||||
resetBodiesMovementVariable();
|
||||
|
||||
// Update the position and orientation of each body
|
||||
updateRigidBodiesPositionAndOrientation();
|
||||
// Integrate the position and orientation of each body
|
||||
integrateRigidBodiesPositions();
|
||||
|
||||
// Cleanup of the contact solver
|
||||
mContactSolver.cleanup();
|
||||
|
@ -124,8 +121,8 @@ void DynamicsWorld::update() {
|
|||
setInterpolationFactorToAllBodies();
|
||||
}
|
||||
|
||||
// Update the position and orientation of the rigid bodies
|
||||
void DynamicsWorld::updateRigidBodiesPositionAndOrientation() {
|
||||
// Integrate position and orientation of the rigid bodies
|
||||
void DynamicsWorld::integrateRigidBodiesPositions() {
|
||||
|
||||
PROFILE("DynamicsWorld::updateRigidBodiesPositionAndOrientation()");
|
||||
|
||||
|
@ -200,8 +197,8 @@ void DynamicsWorld::setInterpolationFactorToAllBodies() {
|
|||
}
|
||||
}
|
||||
|
||||
// Initialize the constrained velocities array at each step
|
||||
void DynamicsWorld::initConstrainedVelocitiesArray() {
|
||||
// Integrate the velocities of rigid bodies
|
||||
void DynamicsWorld::integrateRigidBodiesVelocities() {
|
||||
|
||||
// TODO : Use better memory allocation here
|
||||
mConstrainedLinearVelocities = std::vector<Vector3>(mRigidBodies.size(), Vector3(0, 0, 0));
|
||||
|
@ -228,6 +225,50 @@ void DynamicsWorld::initConstrainedVelocitiesArray() {
|
|||
assert(mMapBodyToConstrainedVelocityIndex.size() == mRigidBodies.size());
|
||||
}
|
||||
|
||||
// Solve the contacts and constraints
|
||||
void DynamicsWorld::solveContactsAndConstraints() {
|
||||
|
||||
PROFILE("DynamicsWorld::solveContactsAndConstraints()");
|
||||
|
||||
// Get the current time step
|
||||
decimal dt = static_cast<decimal>(mTimer.getTimeStep());
|
||||
|
||||
// Check if there are contacts and constraints to solve
|
||||
bool isConstraintsToSolve = !mJoints.empty();
|
||||
bool isContactsToSolve = !mContactManifolds.empty();
|
||||
if (!isConstraintsToSolve && !isContactsToSolve) return;
|
||||
|
||||
// If there are contacts
|
||||
if (isContactsToSolve) {
|
||||
|
||||
// Initialize the solver
|
||||
mContactSolver.initialize(dt);
|
||||
|
||||
// Warm start the contact solver
|
||||
mContactSolver.warmStart();
|
||||
}
|
||||
|
||||
// If there are constraints
|
||||
if (isConstraintsToSolve) {
|
||||
|
||||
// Initialize the constraint solver
|
||||
mConstraintSolver.initialize(dt);
|
||||
}
|
||||
|
||||
// For each iteration of the solver
|
||||
for (uint i=0; i<mNbSolverIterations; i++) {
|
||||
|
||||
// Solve the constraints
|
||||
if (isConstraintsToSolve) mConstraintSolver.solve();
|
||||
|
||||
// Solve the contacts
|
||||
if (isContactsToSolve) mContactSolver.solve();
|
||||
}
|
||||
|
||||
// Cache the lambda values in order to use them in the next step
|
||||
if (isContactsToSolve) mContactSolver.storeImpulses();
|
||||
}
|
||||
|
||||
// Cleanup the constrained velocities array at each step
|
||||
void DynamicsWorld::cleanupConstrainedVelocitiesArray() {
|
||||
|
||||
|
@ -235,9 +276,6 @@ void DynamicsWorld::cleanupConstrainedVelocitiesArray() {
|
|||
mConstrainedLinearVelocities.clear();
|
||||
mConstrainedAngularVelocities.clear();
|
||||
|
||||
// Clear the constrained bodies
|
||||
mConstrainedBodies.clear();
|
||||
|
||||
// Clear the rigid body to velocities array index mapping
|
||||
mMapBodyToConstrainedVelocityIndex.clear();
|
||||
}
|
||||
|
|
|
@ -59,6 +59,9 @@ class DynamicsWorld : public CollisionWorld {
|
|||
/// Constraint solver
|
||||
ConstraintSolver mConstraintSolver;
|
||||
|
||||
/// Number of solver iterations for the Sequential Impulses technique
|
||||
uint mNbSolverIterations;
|
||||
|
||||
/// True if the deactivation (sleeping) of inactive bodies is enabled
|
||||
bool mIsDeactivationActive;
|
||||
|
||||
|
@ -71,9 +74,6 @@ class DynamicsWorld : public CollisionWorld {
|
|||
/// All the joints of the world
|
||||
std::set<Constraint*> mJoints;
|
||||
|
||||
/// All the bodies that are part of contacts or constraints
|
||||
std::set<RigidBody*> mConstrainedBodies;
|
||||
|
||||
/// Gravity vector of the world
|
||||
Vector3 mGravity;
|
||||
|
||||
|
@ -99,8 +99,8 @@ class DynamicsWorld : public CollisionWorld {
|
|||
/// Private assignment operator
|
||||
DynamicsWorld& operator=(const DynamicsWorld& world);
|
||||
|
||||
/// Compute the motion of all bodies and update their positions and orientations
|
||||
void updateRigidBodiesPositionAndOrientation();
|
||||
/// Integrate the positions and orientations of rigid bodies
|
||||
void integrateRigidBodiesPositions();
|
||||
|
||||
/// Update the position and orientation of a body
|
||||
void updatePositionAndOrientationOfBody(RigidBody* body, Vector3 newLinVelocity,
|
||||
|
@ -109,8 +109,11 @@ class DynamicsWorld : public CollisionWorld {
|
|||
/// Compute and set the interpolation factor to all bodies
|
||||
void setInterpolationFactorToAllBodies();
|
||||
|
||||
/// Initialize the constrained velocities array at each step
|
||||
void initConstrainedVelocitiesArray();
|
||||
/// Integrate the velocities of rigid bodies
|
||||
void integrateRigidBodiesVelocities();
|
||||
|
||||
/// Solve the contacts and constraints
|
||||
void solveContactsAndConstraints();
|
||||
|
||||
/// Cleanup the constrained velocities array at each step
|
||||
void cleanupConstrainedVelocitiesArray();
|
||||
|
@ -212,7 +215,7 @@ inline void DynamicsWorld::stop() {
|
|||
|
||||
// Set the number of iterations of the constraint solver
|
||||
inline void DynamicsWorld::setNbIterationsSolver(uint nbIterations) {
|
||||
mContactSolver.setNbIterationsSolver(nbIterations);
|
||||
mNbSolverIterations = nbIterations;
|
||||
}
|
||||
|
||||
// Activate or Deactivate the split impulses for contacts
|
||||
|
|
Loading…
Reference in New Issue
Block a user