Modify the contact solver so that its main loop is outside the solver
This commit is contained in:
parent
ded465c105
commit
fdda0b26a9
|
@ -66,12 +66,11 @@ int main(int argc, char** argv) {
|
|||
glutMouseFunc(mouseButton);
|
||||
glutMotionFunc(mouseMotion);
|
||||
glutKeyboardFunc(keyboard);
|
||||
glutCloseFunc(finish);
|
||||
|
||||
// Glut main looop
|
||||
glutMainLoop();
|
||||
|
||||
finish();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -115,8 +114,7 @@ void keyboard(unsigned char key, int x, int y) {
|
|||
|
||||
// Escape key
|
||||
case 27:
|
||||
finish();
|
||||
exit(0);
|
||||
glutLeaveMainLoop();
|
||||
break;
|
||||
|
||||
// Space bar
|
||||
|
|
|
@ -154,6 +154,7 @@ CollisionShape* CollisionWorld::createCollisionShape(const CollisionShape& colli
|
|||
// A similar collision shape does not already exist in the world, so we create a
|
||||
// new one and add it to the world
|
||||
void* allocatedMemory = mMemoryAllocator.allocate(collisionShape.getSizeInBytes());
|
||||
size_t test = collisionShape.getSizeInBytes();
|
||||
CollisionShape* newCollisionShape = collisionShape.clone(allocatedMemory);
|
||||
mCollisionShapes.push_back(newCollisionShape);
|
||||
|
||||
|
@ -181,11 +182,14 @@ void CollisionWorld::removeCollisionShape(CollisionShape* collisionShape) {
|
|||
// Remove the shape from the set of shapes in the world
|
||||
mCollisionShapes.remove(collisionShape);
|
||||
|
||||
// Compute the size (in bytes) of the collision shape
|
||||
size_t nbBytesShape = collisionShape->getSizeInBytes();
|
||||
|
||||
// Call the destructor of the collision shape
|
||||
collisionShape->CollisionShape::~CollisionShape();
|
||||
|
||||
// Deallocate the memory used by the collision shape
|
||||
mMemoryAllocator.release(collisionShape, collisionShape->getSizeInBytes());
|
||||
mMemoryAllocator.release(collisionShape, nbBytesShape);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
|
||||
// Libraries
|
||||
#include "ConstraintSolver.h"
|
||||
#include "Profiler.h"
|
||||
|
||||
using namespace reactphysics3d;
|
||||
|
||||
|
@ -43,3 +44,19 @@ ConstraintSolver::ConstraintSolver(std::set<Constraint*>& joints,
|
|||
ConstraintSolver::~ConstraintSolver() {
|
||||
|
||||
}
|
||||
|
||||
// Initialize the constraint solver
|
||||
void ConstraintSolver::initialize(decimal dt) {
|
||||
|
||||
PROFILE("ConstraintSolver::initialize()");
|
||||
|
||||
// Set the current time step
|
||||
mTimeStep = dt;
|
||||
}
|
||||
|
||||
// Solve the constraints
|
||||
void ConstraintSolver::solve() {
|
||||
|
||||
PROFILE("ConstraintSolver::solve()");
|
||||
|
||||
}
|
||||
|
|
|
@ -142,6 +142,12 @@ class ConstraintSolver {
|
|||
|
||||
/// Destructor
|
||||
~ConstraintSolver();
|
||||
|
||||
/// Initialize the constraint solver
|
||||
void initialize(decimal dt);
|
||||
|
||||
/// Solve the constraints
|
||||
void solve();
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -44,7 +44,6 @@ ContactSolver::ContactSolver(std::vector<ContactManifold*>& contactManifolds,
|
|||
std::vector<Vector3>& constrainedAngularVelocities,
|
||||
const std::map<RigidBody*, uint>& mapBodyToVelocityIndex)
|
||||
:mContactManifolds(contactManifolds),
|
||||
mNbIterations(DEFAULT_CONSTRAINTS_SOLVER_NB_ITERATIONS),
|
||||
mSplitLinearVelocities(NULL), mSplitAngularVelocities(NULL),
|
||||
mContactConstraints(NULL),
|
||||
mConstrainedLinearVelocities(constrainedLinearVelocities),
|
||||
|
@ -61,7 +60,12 @@ ContactSolver::~ContactSolver() {
|
|||
}
|
||||
|
||||
// Initialize the constraint solver
|
||||
void ContactSolver::initialize() {
|
||||
void ContactSolver::initialize(decimal dt) {
|
||||
|
||||
PROFILE("ContactSolver::initialize()");
|
||||
|
||||
// Set the current time step
|
||||
mTimeStep = dt;
|
||||
|
||||
// TODO : Use better memory allocation here
|
||||
mContactConstraints = new ContactManifoldSolver[mContactManifolds.size()];
|
||||
|
@ -187,6 +191,9 @@ void ContactSolver::initialize() {
|
|||
|
||||
// Initialize the split impulse velocities
|
||||
initializeSplitImpulseVelocities();
|
||||
|
||||
// Fill-in all the matrices needed to solve the LCP problem
|
||||
initializeContactConstraints();
|
||||
}
|
||||
|
||||
// Initialize the split impulse velocities
|
||||
|
@ -380,6 +387,9 @@ void ContactSolver::initializeContactConstraints() {
|
|||
/// the solution of the linear system
|
||||
void ContactSolver::warmStart() {
|
||||
|
||||
// Check that warm starting is active
|
||||
if (!mIsWarmStartingActive) return;
|
||||
|
||||
// For each constraint
|
||||
for (uint c=0; c<mNbContactManifolds; c++) {
|
||||
|
||||
|
@ -519,15 +529,13 @@ void ContactSolver::warmStart() {
|
|||
}
|
||||
}
|
||||
|
||||
// Solve the contact constraints by applying sequential impulses
|
||||
void ContactSolver::solveContactConstraints() {
|
||||
// Solve the contacts
|
||||
void ContactSolver::solve() {
|
||||
|
||||
PROFILE("ContactSolver::solve()");
|
||||
|
||||
decimal deltaLambda;
|
||||
decimal lambdaTemp;
|
||||
uint iter;
|
||||
|
||||
// For each iteration of the contact solver
|
||||
for(iter=0; iter<mNbIterations; iter++) {
|
||||
|
||||
// For each contact manifold
|
||||
for (uint c=0; c<mNbContactManifolds; c++) {
|
||||
|
@ -745,33 +753,6 @@ void ContactSolver::solveContactConstraints() {
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
|
|
|
@ -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