reactphysics3d/src/systems/ConstraintSolverSystem.cpp
2019-10-02 17:48:28 +02:00

151 lines
6.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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 "systems/ConstraintSolverSystem.h"
#include "components/JointComponents.h"
#include "components/BallAndSocketJointComponents.h"
#include "utils/Profiler.h"
#include "engine/Island.h"
using namespace reactphysics3d;
// Constructor
ConstraintSolverSystem::ConstraintSolverSystem(Islands& islands, RigidBodyComponents& rigidBodyComponents,
TransformComponents& transformComponents,
JointComponents& jointComponents,
BallAndSocketJointComponents& ballAndSocketJointComponents,
FixedJointComponents& fixedJointComponents)
: mIsWarmStartingActive(true), mIslands(islands),
mConstraintSolverData(rigidBodyComponents, jointComponents),
mSolveBallAndSocketJointSystem(rigidBodyComponents, transformComponents, jointComponents, ballAndSocketJointComponents),
mSolveFixedJointSystem(rigidBodyComponents, transformComponents, jointComponents, fixedJointComponents),
mJointComponents(jointComponents), mBallAndSocketJointComponents(ballAndSocketJointComponents),
mFixedJointComponents(fixedJointComponents) {
#ifdef IS_PROFILING_ACTIVE
mProfiler = nullptr;
#endif
}
// Initialize the constraint solver
void ConstraintSolverSystem::initialize(decimal dt) {
RP3D_PROFILE("ConstraintSolverSystem::initialize()", mProfiler);
// Set the current time step
mTimeStep = dt;
// Initialize the constraint solver data used to initialize and solve the constraints
mConstraintSolverData.timeStep = mTimeStep;
mConstraintSolverData.isWarmStartingActive = mIsWarmStartingActive;
mSolveBallAndSocketJointSystem.setTimeStep(dt);
mSolveBallAndSocketJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
mSolveFixedJointSystem.setTimeStep(dt);
mSolveFixedJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
mSolveBallAndSocketJointSystem.initBeforeSolve();
mSolveFixedJointSystem.initBeforeSolve();
if (mIsWarmStartingActive) {
mSolveBallAndSocketJointSystem.warmstart();
mSolveFixedJointSystem.warmstart();
}
// For each joint
for (uint i=0; i<mConstraintSolverData.jointComponents.getNbEnabledComponents(); i++) {
// TODO : DELETE THIS
Entity jointEntity = mConstraintSolverData.jointComponents.mJointEntities[i];
if (mBallAndSocketJointComponents.hasComponent(jointEntity) ||
mFixedJointComponents.hasComponent(jointEntity)) {
continue;
}
const Entity body1 = mConstraintSolverData.jointComponents.mBody1Entities[i];
const Entity body2 = mConstraintSolverData.jointComponents.mBody2Entities[i];
assert(!mConstraintSolverData.rigidBodyComponents.getIsEntityDisabled(body1));
assert(!mConstraintSolverData.rigidBodyComponents.getIsEntityDisabled(body2));
// Initialize the constraint before solving it
mJointComponents.mJoints[i]->initBeforeSolve(mConstraintSolverData);
// Warm-start the constraint if warm-starting is enabled
if (mIsWarmStartingActive) {
mConstraintSolverData.jointComponents.mJoints[i]->warmstart(mConstraintSolverData);
}
}
}
// Solve the velocity constraints
void ConstraintSolverSystem::solveVelocityConstraints() {
RP3D_PROFILE("ConstraintSolverSystem::solveVelocityConstraints()", mProfiler);
mSolveBallAndSocketJointSystem.solveVelocityConstraint();
mSolveFixedJointSystem.solveVelocityConstraint();
// For each joint
for (uint i=0; i<mConstraintSolverData.jointComponents.getNbEnabledComponents(); i++) {
// TODO : DELETE THIS
Entity jointEntity = mConstraintSolverData.jointComponents.mJointEntities[i];
if (mBallAndSocketJointComponents.hasComponent(jointEntity) ||
mFixedJointComponents.hasComponent(jointEntity)) {
continue;
}
// Solve the constraint
mConstraintSolverData.jointComponents.mJoints[i]->solveVelocityConstraint(mConstraintSolverData);
}
}
// Solve the position constraints
void ConstraintSolverSystem::solvePositionConstraints() {
RP3D_PROFILE("ConstraintSolverSystem::solvePositionConstraints()", mProfiler);
mSolveBallAndSocketJointSystem.solvePositionConstraint();
mSolveFixedJointSystem.solvePositionConstraint();
// For each joint
for (uint i=0; i<mConstraintSolverData.jointComponents.getNbEnabledComponents(); i++) {
// TODO : DELETE THIS
Entity jointEntity = mConstraintSolverData.jointComponents.mJointEntities[i];
if (mBallAndSocketJointComponents.hasComponent(jointEntity) ||
mFixedJointComponents.hasComponent(jointEntity)) {
continue;
}
// Solve the constraint
mConstraintSolverData.jointComponents.mJoints[i]->solvePositionConstraint(mConstraintSolverData);
}
}