reactphysics3d/src/engine/ConstraintSolver.cpp
2010-09-16 20:56:09 +00:00

376 lines
15 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
// Libraries
#include "ConstraintSolver.h"
#include "../mathematics/lcp/LCPProjectedGaussSeidel.h"
#include "../body/RigidBody.h"
using namespace reactphysics3d;
using namespace std;
// TODO : Maybe we could use std::vector instead of Vector to store vector in the constraint solver
// Constructor
ConstraintSolver::ConstraintSolver(PhysicsWorld* world)
:physicsWorld(world), bodyMapping(0), nbConstraints(0), constraintsCapacity(0),
bodiesCapacity(0), avConstraintsCapacity(0), avBodiesCapacity(0), avBodiesNumber(0),
avConstraintsNumber(0), avBodiesCounter(0), avConstraintsCounter(0),
lcpSolver(new LCPProjectedGaussSeidel(MAX_LCP_ITERATIONS)) {
}
// Destructor
ConstraintSolver::~ConstraintSolver() {
}
// Initialize the constraint solver before each solving
void ConstraintSolver::initialize() {
Constraint* constraint;
nbConstraints = 0;
// For each constraint
vector<Constraint*>::iterator it;
for (it = physicsWorld->getConstraintsBeginIterator(); it != physicsWorld->getConstraintsEndIterator(); ++it) {
constraint = *it;
// If the constraint is active
if (constraint->isActive()) {
activeConstraints.push_back(constraint);
// Add the two bodies of the constraint in the constraintBodies list
constraintBodies.insert(constraint->getBody1());
constraintBodies.insert(constraint->getBody2());
// Fill in the body number maping
bodyNumberMapping.insert(pair<Body*, unsigned int>(constraint->getBody1(), bodyNumberMapping.size()));
bodyNumberMapping.insert(pair<Body*, unsigned int>(constraint->getBody2(), bodyNumberMapping.size()));
// Update the size of the jacobian matrix
nbConstraints += constraint->getNbConstraints();
}
}
// Compute the number of bodies that are part of some active constraint
nbBodies = bodyNumberMapping.size();
assert(nbConstraints > 0);
assert(nbBodies > 0);
// Update the average bodies and constraints capacities
if (avBodiesCounter > AV_COUNTER_LIMIT) {
avBodiesCounter = 0;
avBodiesNumber = 0;
}
if (avConstraintsCounter > AV_COUNTER_LIMIT) {
avConstraintsCounter = 0;
avConstraintsNumber = 0;
}
avBodiesCounter++;
avConstraintsCounter++;
avBodiesNumber += nbBodies;
avConstraintsNumber += nbConstraints;
avBodiesCapacity += (avBodiesNumber / avBodiesCounter);
avConstraintsCapacity += (avConstraintsNumber / avConstraintsCounter);
// Allocate the memory needed for the constraint solver
allocate();
}
// Allocate all the memory needed to solve the LCP problem
// The goal of this method is to avoid to free and allocate the memory
// each time the constraint solver is called but only if the we effectively
// need more memory. Therefore if for instance the number of constraints to
// be solved is smaller than the constraints capacity, we don't free and reallocate
// memory because we don't need to. The problem now is that the constraints capacity
// can grow indefinitely. Therefore we use a way to free and reallocate the memory
// if the average number of constraints currently solved is far less than the current
// constraints capacity
void ConstraintSolver::allocate() {
// If we need to allocate more memory for the bodies
if (nbBodies > bodiesCapacity || avBodiesCapacity < AV_PERCENT_TO_FREE * bodiesCapacity) {
freeMemory(true);
bodiesCapacity = nbBodies;
Minv_sp = new Matrix6x6[nbBodies];
V1 = new Vector6D[nbBodies];
Vconstraint = new Vector6D[nbBodies];
Fext = new Vector6D[nbBodies];
avBodiesNumber = 0;
avBodiesCounter = 0;
}
// If we need to allocate more memory for the constraints
if (nbConstraints > constraintsCapacity || constraintsCapacity < AV_PERCENT_TO_FREE * constraintsCapacity) {
freeMemory(false);
constraintsCapacity = nbConstraints;
bodyMapping = new Body**[nbConstraints];
J_sp = new Matrix1x6*[nbConstraints];
B_sp = new Vector6D*[2];
B_sp[0] = new Vector6D[nbConstraints];
B_sp[1] = new Vector6D[nbConstraints];
for (int i=0; i<nbConstraints; i++) {
bodyMapping[i] = new Body*[2];
J_sp[i] = new Matrix1x6[2];
}
errorValues.changeSize(nbConstraints);
b.changeSize(nbConstraints);
lambda.changeSize(nbConstraints);
lambdaInit.changeSize(nbConstraints);
lowerBounds.changeSize(nbConstraints);
upperBounds.changeSize(nbConstraints);
avConstraintsNumber = 0;
avConstraintsCounter = 0;
}
}
// Free the memory that was allocated in the allocate() method
// If the argument is true the method will free the memory
// associated to the bodies. In the other case, it will free
// the memory associated with the constraints
void ConstraintSolver::freeMemory(bool freeBodiesMemory) {
// If we need to free the bodies memory
if (freeBodiesMemory && bodiesCapacity > 0) {
delete[] Minv_sp;
delete[] V1;
delete[] Vconstraint;
delete[] Fext;
}
else if (constraintsCapacity > 0) { // If we need to free the constraints memory
// Free the bodyMaping array
for (uint i=0; i<constraintsCapacity; i++) {
delete[] bodyMapping[i];
delete[] J_sp[i];
}
delete[] bodyMapping;
delete[] J_sp;
delete[] B_sp[0];
delete[] B_sp[1];
delete[] B_sp;
}
}
// Fill in all the matrices needed to solve the LCP problem
// Notice that all the active constraints should have been evaluated first
void ConstraintSolver::fillInMatrices() {
Constraint* constraint;
Contact* contact;
ContactCachingInfo* contactInfo;
// For each active constraint
int noConstraint = 0;
//uint nbAuxConstraints = 0;
for (int c=0; c<activeConstraints.size(); c++) {
constraint = activeConstraints.at(c);
// Fill in the J_sp matrix
constraint->computeJacobian(noConstraint, J_sp);
//constraint->computeJacobian(noConstraint, J_sp);
// Fill in the body mapping matrix
for(int i=0; i<constraint->getNbConstraints(); i++) {
bodyMapping[noConstraint+i][0] = constraint->getBody1();
bodyMapping[noConstraint+i][1] = constraint->getBody2();
}
// Fill in the limit vectors for the constraint
constraint->computeLowerBound(noConstraint, lowerBounds);
constraint->computeUpperBound(noConstraint, upperBounds);
// Fill in the error vector
constraint->computeErrorValue(noConstraint, errorValues);
// Set the init lambda values
contact = dynamic_cast<Contact*>(constraint);
contactInfo = NULL;
if (contact) {
// Get the lambda init value from the cache if exists
contactInfo = contactCache.getContactCachingInfo(contact);
}
for (int i=0; i<constraint->getNbConstraints(); i++) {
if (contactInfo) { // If the last lambda init value is in the cache
lambdaInit.setValue(noConstraint + i, contactInfo->lambdas[i]);
}
else { // The las lambda init value was not in the cache
lambdaInit.setValue(noConstraint + i, 0.0);
}
}
noConstraint += constraint->getNbConstraints();
}
// For each current body that is implied in some constraint
RigidBody* rigidBody;
Body* body;
uint b=0;
for (set<Body*>::iterator it = constraintBodies.begin(); it != constraintBodies.end(); ++it, b++) {
body = *it;
uint bodyNumber = bodyNumberMapping.at(body);
// TODO : Use polymorphism and remove this downcasting
rigidBody = dynamic_cast<RigidBody*>(body);
assert(rigidBody);
// Compute the vector V1 with initial velocities values
V1[bodyNumber].setValue(0, rigidBody->getLinearVelocity().getValue(0));
V1[bodyNumber].setValue(1, rigidBody->getLinearVelocity().getValue(1));
V1[bodyNumber].setValue(2, rigidBody->getLinearVelocity().getValue(2));
V1[bodyNumber].setValue(3, rigidBody->getAngularVelocity().getValue(0));
V1[bodyNumber].setValue(4, rigidBody->getAngularVelocity().getValue(1));
V1[bodyNumber].setValue(5, rigidBody->getAngularVelocity().getValue(2));
// Compute the vector Vconstraint with final constraint velocities
Vconstraint[bodyNumber].initWithValue(0.0);
// Compute the vector with forces and torques values
Fext[bodyNumber].setValue(0, rigidBody->getExternalForce().getValue(0));
Fext[bodyNumber].setValue(1, rigidBody->getExternalForce().getValue(1));
Fext[bodyNumber].setValue(2, rigidBody->getExternalForce().getValue(2));
Fext[bodyNumber].setValue(3, rigidBody->getExternalTorque().getValue(0));
Fext[bodyNumber].setValue(4, rigidBody->getExternalTorque().getValue(1));
Fext[bodyNumber].setValue(5, rigidBody->getExternalTorque().getValue(2));
// Compute the inverse sparse mass matrix
Minv_sp[bodyNumber].initWithValue(0.0);
const Matrix3x3& tensorInv = rigidBody->getInertiaTensorInverseWorld();
if (rigidBody->getIsMotionEnabled()) {
Minv_sp[bodyNumber].setValue(0, 0, rigidBody->getMassInverse());
Minv_sp[bodyNumber].setValue(1, 1, rigidBody->getMassInverse());
Minv_sp[bodyNumber].setValue(2, 2, rigidBody->getMassInverse());
Minv_sp[bodyNumber].setValue(3, 3, tensorInv.getValue(0, 0));
Minv_sp[bodyNumber].setValue(3, 4, tensorInv.getValue(0, 1));
Minv_sp[bodyNumber].setValue(3, 5, tensorInv.getValue(0, 2));
Minv_sp[bodyNumber].setValue(4, 3, tensorInv.getValue(1, 0));
Minv_sp[bodyNumber].setValue(4, 4, tensorInv.getValue(1, 1));
Minv_sp[bodyNumber].setValue(4, 5, tensorInv.getValue(1, 2));
Minv_sp[bodyNumber].setValue(5, 3, tensorInv.getValue(2, 0));
Minv_sp[bodyNumber].setValue(5, 4, tensorInv.getValue(2, 1));
Minv_sp[bodyNumber].setValue(5, 5, tensorInv.getValue(2, 2));
}
}
}
// Compute the vector b
void ConstraintSolver::computeVectorB(double dt) {
uint indexBody1, indexBody2;
double oneOverDT = 1.0/dt;
b = errorValues * oneOverDT;
for (uint c = 0; c<nbConstraints; c++) {
// Substract 1.0/dt*J*V to the vector b
indexBody1 = bodyNumberMapping[bodyMapping[c][0]];
indexBody2 = bodyNumberMapping[bodyMapping[c][1]];
b.setValue(c, b.getValue(c) - (J_sp[c][0] * V1[indexBody1]) * oneOverDT);
b.setValue(c, b.getValue(c) - (J_sp[c][1] * V1[indexBody2]) * oneOverDT);
// Substract J*M^-1*F_ext to the vector b
b.setValue(c, b.getValue(c) - ((J_sp[c][0] * Minv_sp[indexBody1]) * Fext[indexBody1]
+ (J_sp[c][1] * Minv_sp[indexBody2])*Fext[indexBody2]));
}
}
// Compute the matrix B_sp
void ConstraintSolver::computeMatrixB_sp() {
uint indexBody1, indexBody2;
// For each constraint
for (uint c = 0; c<nbConstraints; c++) {
indexBody1 = bodyNumberMapping[bodyMapping[c][0]];
indexBody2 = bodyNumberMapping[bodyMapping[c][1]];
B_sp[0][c] = Minv_sp[indexBody1] * J_sp[c][0].getTranspose();
B_sp[1][c] = Minv_sp[indexBody2] * J_sp[c][1].getTranspose();
}
}
// Compute the vector V_constraint (which corresponds to the constraint part of
// the final V2 vector) according to the formula
// V_constraint = dt * (M^-1 * J^T * lambda)
// Note that we use the vector V to store both V1 and V_constraint.
// Note that M^-1 * J^T = B.
// This method is called after that the LCP solver have computed lambda
void ConstraintSolver::computeVectorVconstraint(double dt) {
uint indexBody1, indexBody2;
// Compute dt * (M^-1 * J^T * lambda
for (uint i=0; i<nbConstraints; i++) {
indexBody1 = bodyNumberMapping[bodyMapping[i][0]];
indexBody2 = bodyNumberMapping[bodyMapping[i][1]];
Vconstraint[indexBody1] = Vconstraint[indexBody1] + (B_sp[0][i] * lambda.getValue(i)) * dt;
Vconstraint[indexBody2] = Vconstraint[indexBody2] + (B_sp[1][i] * lambda.getValue(i)) * dt;
}
}
// Clear and Fill in the contact cache with the new lambda values
void ConstraintSolver::updateContactCache() {
Contact* contact;
ContactCachingInfo* contactInfo;
int index;
// Clear the contact cache
contactCache.clear();
// For each active constraint
int noConstraint = 0;
for (int c=0; c<activeConstraints.size(); c++) {
index = noConstraint;
// If it's a contact constraint
contact = dynamic_cast<Contact*>(activeConstraints.at(c));
if (contact) {
// Get all the contact points of the contact
vector<Vector3D> points;
vector<double> lambdas;
for (int i=0; i<contact->getNbPoints(); i++) {
points.push_back(contact->getPoint(i));
}
// For each constraint of the contact
for (int i=0; i<contact->getNbConstraints(); i++) {
// Get the lambda value that have just been computed
lambdas.push_back(lambda.getValue(noConstraint + i));
}
// Create a new ContactCachingInfo
contactInfo = new ContactCachingInfo(contact->getBody1(), contact->getBody2(), points, lambdas);
// Add it to the contact cache
contactCache.addContactCachingInfo(contactInfo);
}
noConstraint += activeConstraints.at(c)->getNbConstraints();
}
}