reactphysics3d/src/constraint/BallAndSocketJoint.cpp

282 lines
12 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "BallAndSocketJoint.h"
#include "../engine/ConstraintSolver.h"
using namespace reactphysics3d;
// Static variables definition
const decimal BallAndSocketJoint::BETA = decimal(0.2);
// Constructor
BallAndSocketJoint::BallAndSocketJoint(const BallAndSocketJointInfo& jointInfo)
: Constraint(jointInfo), mImpulse(Vector3(0, 0, 0)) {
// Compute the local-space anchor point for each body
mLocalAnchorPointBody1 = mBody1->getTransform().getInverse() * jointInfo.anchorPointWorldSpace;
mLocalAnchorPointBody2 = mBody2->getTransform().getInverse() * jointInfo.anchorPointWorldSpace;
}
// Destructor
BallAndSocketJoint::~BallAndSocketJoint() {
}
// Initialize before solving the constraint
void BallAndSocketJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverData) {
// Initialize the bodies index in the velocity array
mIndexBody1 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody1)->second;
mIndexBody2 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody2)->second;
// Get the bodies positions and orientations
const Vector3& x1 = mBody1->getTransform().getPosition();
const Vector3& x2 = mBody2->getTransform().getPosition();
const Quaternion& orientationBody1 = mBody1->getTransform().getOrientation();
const Quaternion& orientationBody2 = mBody2->getTransform().getOrientation();
// Get the inertia tensor of bodies
mI1 = mBody1->getInertiaTensorInverseWorld();
mI2 = mBody2->getInertiaTensorInverseWorld();
// Compute the vector from body center to the anchor point in world-space
mR1World = orientationBody1 * mLocalAnchorPointBody1;
mR2World = orientationBody2 * mLocalAnchorPointBody2;
// Compute the corresponding skew-symmetric matrices
Matrix3x3 skewSymmetricMatrixU1= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR1World);
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR2World);
// Compute the matrix K=JM^-1J^t (3x3 matrix)
decimal inverseMassBodies = 0.0;
if (mBody1->getIsMotionEnabled()) {
inverseMassBodies += mBody1->getMassInverse();
}
if (mBody2->getIsMotionEnabled()) {
inverseMassBodies += mBody2->getMassInverse();
}
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
0, inverseMassBodies, 0,
0, 0, inverseMassBodies);
if (mBody1->getIsMotionEnabled()) {
massMatrix += skewSymmetricMatrixU1 * mI1 * skewSymmetricMatrixU1.getTranspose();
}
if (mBody2->getIsMotionEnabled()) {
massMatrix += skewSymmetricMatrixU2 * mI2 * skewSymmetricMatrixU2.getTranspose();
}
// Compute the inverse mass matrix K^-1
mInverseMassMatrix.setToZero();
if (mBody1->getIsMotionEnabled() || mBody2->getIsMotionEnabled()) {
mInverseMassMatrix = massMatrix.getInverse();
}
// Compute the bias "b" of the constraint
mBiasVector.setToZero();
if (mPositionCorrectionTechnique == BAUMGARTE_JOINTS) {
decimal biasFactor = (BETA / constraintSolverData.timeStep);
mBiasVector = biasFactor * (x2 + mR2World - x1 - mR1World);
}
// If warm-starting is not enabled
if (!constraintSolverData.isWarmStartingActive) {
// Reset the accumulated impulse
mImpulse.setToZero();
}
}
// Warm start the constraint (apply the previous impulse at the beginning of the step)
void BallAndSocketJoint::warmstart(const ConstraintSolverData& constraintSolverData) {
// Get the velocities
Vector3& v1 = constraintSolverData.linearVelocities[mIndexBody1];
Vector3& v2 = constraintSolverData.linearVelocities[mIndexBody2];
Vector3& w1 = constraintSolverData.angularVelocities[mIndexBody1];
Vector3& w2 = constraintSolverData.angularVelocities[mIndexBody2];
// Get the inverse mass of the bodies
const decimal inverseMassBody1 = mBody1->getMassInverse();
const decimal inverseMassBody2 = mBody2->getMassInverse();
if (mBody1->getIsMotionEnabled()) {
// Compute the impulse P=J^T * lambda
const Vector3 linearImpulseBody1 = -mImpulse;
const Vector3 angularImpulseBody1 = mImpulse.cross(mR1World);
// Apply the impulse to the body
v1 += inverseMassBody1 * linearImpulseBody1;
w1 += mI1 * angularImpulseBody1;
}
if (mBody2->getIsMotionEnabled()) {
// Compute the impulse P=J^T * lambda
const Vector3 linearImpulseBody2 = mImpulse;
const Vector3 angularImpulseBody2 = -mImpulse.cross(mR2World);
// Apply the impulse to the body
v2 += inverseMassBody2 * linearImpulseBody2;
w2 += mI2 * angularImpulseBody2;
}
}
// Solve the velocity constraint
void BallAndSocketJoint::solveVelocityConstraint(const ConstraintSolverData& constraintSolverData) {
// Get the velocities
Vector3& v1 = constraintSolverData.linearVelocities[mIndexBody1];
Vector3& v2 = constraintSolverData.linearVelocities[mIndexBody2];
Vector3& w1 = constraintSolverData.angularVelocities[mIndexBody1];
Vector3& w2 = constraintSolverData.angularVelocities[mIndexBody2];
// Get the inverse mass of the bodies
decimal inverseMassBody1 = mBody1->getMassInverse();
decimal inverseMassBody2 = mBody2->getMassInverse();
// Compute J*v
const Vector3 Jv = v2 + w2.cross(mR2World) - v1 - w1.cross(mR1World);
// Compute the Lagrange multiplier lambda
const Vector3 deltaLambda = mInverseMassMatrix * (-Jv - mBiasVector);
mImpulse += deltaLambda;
if (mBody1->getIsMotionEnabled()) {
// Compute the impulse P=J^T * lambda
const Vector3 linearImpulseBody1 = -deltaLambda;
const Vector3 angularImpulseBody1 = deltaLambda.cross(mR1World);
// Apply the impulse to the body
v1 += inverseMassBody1 * linearImpulseBody1;
w1 += mI1 * angularImpulseBody1;
}
if (mBody2->getIsMotionEnabled()) {
// Compute the impulse P=J^T * lambda
const Vector3 linearImpulseBody2 = deltaLambda;
const Vector3 angularImpulseBody2 = -deltaLambda.cross(mR2World);
// Apply the impulse to the body
v2 += inverseMassBody2 * linearImpulseBody2;
w2 += mI2 * angularImpulseBody2;
}
}
// Solve the position constraint (for position error correction)
void BallAndSocketJoint::solvePositionConstraint(const ConstraintSolverData& constraintSolverData) {
// If the error position correction technique is not the non-linear-gauss-seidel, we do
// do not execute this method
if (mPositionCorrectionTechnique != NON_LINEAR_GAUSS_SEIDEL) return;
// Get the bodies positions and orientations
Vector3& x1 = constraintSolverData.positions[mIndexBody1];
Vector3& x2 = constraintSolverData.positions[mIndexBody2];
Quaternion& q1 = constraintSolverData.orientations[mIndexBody1];
Quaternion& q2 = constraintSolverData.orientations[mIndexBody2];
// Get the inverse mass and inverse inertia tensors of the bodies
decimal inverseMassBody1 = mBody1->getMassInverse();
decimal inverseMassBody2 = mBody2->getMassInverse();
// Recompute the inverse inertia tensors
mI1 = mBody1->getInertiaTensorInverseWorld();
mI2 = mBody2->getInertiaTensorInverseWorld();
// Compute the vector from body center to the anchor point in world-space
mR1World = q1 * mLocalAnchorPointBody1;
mR2World = q2 * mLocalAnchorPointBody2;
// Compute the corresponding skew-symmetric matrices
Matrix3x3 skewSymmetricMatrixU1= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR1World);
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR2World);
// Recompute the inverse mass matrix K=J^TM^-1J of of the 3 translation constraints
decimal inverseMassBodies = 0.0;
if (mBody1->getIsMotionEnabled()) {
inverseMassBodies += inverseMassBody1;
}
if (mBody2->getIsMotionEnabled()) {
inverseMassBodies += inverseMassBody2;
}
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
0, inverseMassBodies, 0,
0, 0, inverseMassBodies);
if (mBody1->getIsMotionEnabled()) {
massMatrix += skewSymmetricMatrixU1 * mI1 * skewSymmetricMatrixU1.getTranspose();
}
if (mBody2->getIsMotionEnabled()) {
massMatrix += skewSymmetricMatrixU2 * mI2 * skewSymmetricMatrixU2.getTranspose();
}
mInverseMassMatrix.setToZero();
if (mBody1->getIsMotionEnabled() || mBody2->getIsMotionEnabled()) {
mInverseMassMatrix = massMatrix.getInverse();
}
// Compute the constraint error (value of the C(x) function)
const Vector3 constraintError = (x2 + mR2World - x1 - mR1World);
// Compute the Lagrange multiplier lambda
// TODO : Do not solve the system by computing the inverse each time and multiplying with the
// right-hand side vector but instead use a method to directly solve the linear system.
const Vector3 lambda = mInverseMassMatrix * (-constraintError);
// Apply the impulse to the bodies of the joint (directly update the position/orientation)
if (mBody1->getIsMotionEnabled()) {
// Compute the impulse
const Vector3 linearImpulseBody1 = -lambda;
const Vector3 angularImpulseBody1 = lambda.cross(mR1World);
// Compute the pseudo velocity
const Vector3 v1 = inverseMassBody1 * linearImpulseBody1;
const Vector3 w1 = mI1 * angularImpulseBody1;
// Update the body position/orientation
x1 += v1;
q1 += Quaternion(0, w1) * q1 * decimal(0.5);
q1.normalize();
}
if (mBody2->getIsMotionEnabled()) {
// Compute the impulse
const Vector3 linearImpulseBody2 = lambda;
const Vector3 angularImpulseBody2 = -lambda.cross(mR2World);
// Compute the pseudo velocity
const Vector3 v2 = inverseMassBody2 * linearImpulseBody2;
const Vector3 w2 = mI2 * angularImpulseBody2;
// Update the body position/orientation
x2 += v2;
q2 += Quaternion(0, w2) * q2 * decimal(0.5);
q2.normalize();
}
}