reactphysics3d/src/systems/SolveHingeJointSystem.cpp
2020-09-08 19:03:22 +02:00

911 lines
46 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 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. *
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* 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: *
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* 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. *
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* 3. This notice may not be removed or altered from any source distribution. *
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********************************************************************************/
// Libraries
#include <reactphysics3d/systems/SolveHingeJointSystem.h>
#include <reactphysics3d/engine/PhysicsWorld.h>
#include <reactphysics3d/body/RigidBody.h>
using namespace reactphysics3d;
// Static variables definition
const decimal SolveHingeJointSystem::BETA = decimal(0.2);
// Constructor
SolveHingeJointSystem::SolveHingeJointSystem(PhysicsWorld& world, RigidBodyComponents& rigidBodyComponents,
TransformComponents& transformComponents,
JointComponents& jointComponents,
HingeJointComponents& hingeJointComponents)
:mWorld(world), mRigidBodyComponents(rigidBodyComponents), mTransformComponents(transformComponents),
mJointComponents(jointComponents), mHingeJointComponents(hingeJointComponents),
mTimeStep(0), mIsWarmStartingActive(true) {
}
// Initialize before solving the constraint
void SolveHingeJointSystem::initBeforeSolve() {
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
assert(!mRigidBodyComponents.getIsEntityDisabled(body1Entity));
assert(!mRigidBodyComponents.getIsEntityDisabled(body2Entity));
// Get the inertia tensor of bodies
mHingeJointComponents.mI1[i] = mRigidBodyComponents.getInertiaTensorWorldInverse(body1Entity);
mHingeJointComponents.mI2[i] = mRigidBodyComponents.getInertiaTensorWorldInverse(body2Entity);
}
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const Quaternion& orientationBody1 = mTransformComponents.getTransform(body1Entity).getOrientation();
const Quaternion& orientationBody2 = mTransformComponents.getTransform(body2Entity).getOrientation();
// Compute the vector from body center to the anchor point in world-space
mHingeJointComponents.mR1World[i] = orientationBody1 * mHingeJointComponents.mLocalAnchorPointBody1[i];
mHingeJointComponents.mR2World[i] = orientationBody2 * mHingeJointComponents.mLocalAnchorPointBody2[i];
}
const decimal biasFactor = (BETA / mTimeStep);
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const Quaternion& orientationBody1 = mTransformComponents.getTransform(body1Entity).getOrientation();
const Quaternion& orientationBody2 = mTransformComponents.getTransform(body2Entity).getOrientation();
// Compute vectors needed in the Jacobian
Vector3& a1 = mHingeJointComponents.mA1[i];
a1 = orientationBody1 * mHingeJointComponents.mHingeLocalAxisBody1[i];
Vector3 a2 = orientationBody2 * mHingeJointComponents.mHingeLocalAxisBody2[i];
a1.normalize();
a2.normalize();
const Vector3 b2 = a2.getOneUnitOrthogonalVector();
const Vector3 c2 = a2.cross(b2);
mHingeJointComponents.mB2CrossA1[i] = b2.cross(a1);
mHingeJointComponents.mC2CrossA1[i] = c2.cross(a1);
// Compute the bias "b" of the rotation constraints
mHingeJointComponents.mBiasRotation[i].setToZero();
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) == JointsPositionCorrectionTechnique::BAUMGARTE_JOINTS) {
mHingeJointComponents.mBiasRotation[i] = biasFactor * Vector2(a1.dot(b2), a1.dot(c2));
}
}
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
// Compute the corresponding skew-symmetric matrices
Matrix3x3 skewSymmetricMatrixU1= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mHingeJointComponents.mR1World[i]);
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mHingeJointComponents.mR2World[i]);
const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
// Compute the inverse mass matrix K=JM^-1J^t for the 3 translation constraints (3x3 matrix)
decimal body1MassInverse = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
decimal body2MassInverse = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
decimal inverseMassBodies = body1MassInverse + body2MassInverse;
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
0, inverseMassBodies, 0,
0, 0, inverseMassBodies) +
skewSymmetricMatrixU1 * mHingeJointComponents.mI1[i] * skewSymmetricMatrixU1.getTranspose() +
skewSymmetricMatrixU2 * mHingeJointComponents.mI2[i] * skewSymmetricMatrixU2.getTranspose();
Matrix3x3& inverseMassMatrixTranslation = mHingeJointComponents.mInverseMassMatrixTranslation[i];
inverseMassMatrixTranslation.setToZero();
if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC ||
mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) {
mHingeJointComponents.mInverseMassMatrixTranslation[i] = massMatrix.getInverse();
}
}
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
// Get the bodies positions and orientations
const Vector3& x1 = mRigidBodyComponents.getCenterOfMassWorld(body1Entity);
const Vector3& x2 = mRigidBodyComponents.getCenterOfMassWorld(body2Entity);
// Compute the bias "b" of the translation constraints
mHingeJointComponents.mBiasTranslation[i].setToZero();
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) == JointsPositionCorrectionTechnique::BAUMGARTE_JOINTS) {
mHingeJointComponents.mBiasTranslation[i] = biasFactor * (x2 + mHingeJointComponents.mR2World[i] - x1 - mHingeJointComponents.mR1World[i]);
}
}
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const Matrix3x3& i1 = mHingeJointComponents.mI1[i];
const Matrix3x3& i2 = mHingeJointComponents.mI2[i];
const Vector3& b2CrossA1 = mHingeJointComponents.mB2CrossA1[i];
const Vector3& c2CrossA1 = mHingeJointComponents.mC2CrossA1[i];
// Compute the inverse mass matrix K=JM^-1J^t for the 2 rotation constraints (2x2 matrix)
Vector3 i1B2CrossA1 = i1 * b2CrossA1;
Vector3 i1C2CrossA1 = i1 * c2CrossA1;
Vector3 i2B2CrossA1 = i2 * b2CrossA1;
Vector3 i2C2CrossA1 = i2 * c2CrossA1;
const decimal el11 = b2CrossA1.dot(i1B2CrossA1) + b2CrossA1.dot(i2B2CrossA1);
const decimal el12 = b2CrossA1.dot(i1C2CrossA1) + b2CrossA1.dot(i2C2CrossA1);
const decimal el21 = c2CrossA1.dot(i1B2CrossA1) + c2CrossA1.dot(i2B2CrossA1);
const decimal el22 = c2CrossA1.dot(i1C2CrossA1) + c2CrossA1.dot(i2C2CrossA1);
const Matrix2x2 matrixKRotation(el11, el12, el21, el22);
mHingeJointComponents.mInverseMassMatrixRotation[i].setToZero();
if (mRigidBodyComponents.getBodyType(body1Entity) == BodyType::DYNAMIC ||
mRigidBodyComponents.getBodyType(body2Entity) == BodyType::DYNAMIC) {
mHingeJointComponents.mInverseMassMatrixRotation[i] = matrixKRotation.getInverse();
}
}
// If warm-starting is not enabled
if (!mIsWarmStartingActive) {
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
// Reset all the accumulated impulses
mHingeJointComponents.mImpulseTranslation[i].setToZero();
mHingeJointComponents.mImpulseRotation[i].setToZero();
mHingeJointComponents.mImpulseLowerLimit[i] = decimal(0.0);
mHingeJointComponents.mImpulseUpperLimit[i] = decimal(0.0);
mHingeJointComponents.mImpulseMotor[i] = decimal(0.0);
}
}
// For each joint
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const Quaternion& orientationBody1 = mTransformComponents.getTransform(body1Entity).getOrientation();
const Quaternion& orientationBody2 = mTransformComponents.getTransform(body2Entity).getOrientation();
// Compute the current angle around the hinge axis
decimal hingeAngle = computeCurrentHingeAngle(jointEntity, orientationBody1, orientationBody2);
// Check if the limit constraints are violated or not
decimal lowerLimitError = hingeAngle - mHingeJointComponents.mLowerLimit[i];
decimal upperLimitError = mHingeJointComponents.mUpperLimit[i] - hingeAngle;
bool oldIsLowerLimitViolated = mHingeJointComponents.mIsLowerLimitViolated[i];
bool isLowerLimitViolated = lowerLimitError <= 0;
mHingeJointComponents.mIsLowerLimitViolated[i] = isLowerLimitViolated;
if (!isLowerLimitViolated || isLowerLimitViolated != oldIsLowerLimitViolated) {
mHingeJointComponents.mImpulseLowerLimit[i] = decimal(0.0);
}
bool oldIsUpperLimitViolated = mHingeJointComponents.mIsUpperLimitViolated[i];
bool isUpperLimitViolated = upperLimitError <= 0;
mHingeJointComponents.mIsUpperLimitViolated[i] = isUpperLimitViolated;
if (!isUpperLimitViolated || isUpperLimitViolated != oldIsUpperLimitViolated) {
mHingeJointComponents.mImpulseUpperLimit[i] = decimal(0.0);
}
// If the motor or limits are enabled
if (mHingeJointComponents.mIsMotorEnabled[i] ||
(mHingeJointComponents.mIsLimitEnabled[i] && (mHingeJointComponents.mIsLowerLimitViolated[i] ||
mHingeJointComponents.mIsUpperLimitViolated[i]))) {
Vector3& a1 = mHingeJointComponents.mA1[i];
// Compute the inverse of the mass matrix K=JM^-1J^t for the limits and motor (1x1 matrix)
decimal inverseMassMatrixLimitMotor = a1.dot(mHingeJointComponents.mI1[i] * a1) + a1.dot(mHingeJointComponents.mI2[i] * a1);
inverseMassMatrixLimitMotor = (inverseMassMatrixLimitMotor > decimal(0.0)) ?
decimal(1.0) / inverseMassMatrixLimitMotor : decimal(0.0);
mHingeJointComponents.mInverseMassMatrixLimitMotor[i] = inverseMassMatrixLimitMotor;
if (mHingeJointComponents.mIsLimitEnabled[i]) {
// Compute the bias "b" of the lower limit constraint
mHingeJointComponents.mBLowerLimit[i] = decimal(0.0);
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) == JointsPositionCorrectionTechnique::BAUMGARTE_JOINTS) {
mHingeJointComponents.mBLowerLimit[i] = biasFactor * lowerLimitError;
}
// Compute the bias "b" of the upper limit constraint
mHingeJointComponents.mBUpperLimit[i] = decimal(0.0);
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) == JointsPositionCorrectionTechnique::BAUMGARTE_JOINTS) {
mHingeJointComponents.mBUpperLimit[i] = biasFactor * upperLimitError;
}
}
}
}
}
// Warm start the constraint (apply the previous impulse at the beginning of the step)
void SolveHingeJointSystem::warmstart() {
// For each joint component
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
// Get the velocities
Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1];
Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2];
Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1];
Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2];
// Get the inverse mass and inverse inertia tensors of the bodies
const decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
const decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
const Vector3& impulseTranslation = mHingeJointComponents.mImpulseTranslation[i];
const Vector2& impulseRotation = mHingeJointComponents.mImpulseRotation[i];
const decimal impulseLowerLimit = mHingeJointComponents.mImpulseLowerLimit[i];
const decimal impulseUpperLimit = mHingeJointComponents.mImpulseUpperLimit[i];
const Vector3& b2CrossA1 = mHingeJointComponents.mB2CrossA1[i];
const Vector3& a1 = mHingeJointComponents.mA1[i];
// Compute the impulse P=J^T * lambda for the 2 rotation constraints
Vector3 rotationImpulse = -b2CrossA1 * impulseRotation.x - mHingeJointComponents.mC2CrossA1[i] * impulseRotation.y;
// Compute the impulse P=J^T * lambda for the lower and upper limits constraints
const Vector3 limitsImpulse = (impulseUpperLimit - impulseLowerLimit) * a1;
// Compute the impulse P=J^T * lambda for the motor constraint
const Vector3 motorImpulse = -mHingeJointComponents.mImpulseMotor[i] * a1;
// Compute the impulse P=J^T * lambda for the 3 translation constraints of body 1
Vector3 linearImpulseBody1 = -impulseTranslation;
Vector3 angularImpulseBody1 = impulseTranslation.cross(mHingeJointComponents.mR1World[i]);
// Compute the impulse P=J^T * lambda for the 2 rotation constraints of body 1
angularImpulseBody1 += rotationImpulse;
// Compute the impulse P=J^T * lambda for the lower and upper limits constraints of body 1
angularImpulseBody1 += limitsImpulse;
// Compute the impulse P=J^T * lambda for the motor constraint of body 1
angularImpulseBody1 += motorImpulse;
// Apply the impulse to the body 1
v1 += inverseMassBody1 * linearImpulseBody1;
w1 += mHingeJointComponents.mI1[i] * angularImpulseBody1;
// Compute the impulse P=J^T * lambda for the 3 translation constraints of body 2
Vector3 angularImpulseBody2 = -impulseTranslation.cross(mHingeJointComponents.mR2World[i]);
// Compute the impulse P=J^T * lambda for the 2 rotation constraints of body 2
angularImpulseBody2 += -rotationImpulse;
// Compute the impulse P=J^T * lambda for the lower and upper limits constraints of body 2
angularImpulseBody2 += -limitsImpulse;
// Compute the impulse P=J^T * lambda for the motor constraint of body 2
angularImpulseBody2 += -motorImpulse;
// Apply the impulse to the body 2
v2 += inverseMassBody2 * impulseTranslation;
w2 += mHingeJointComponents.mI2[i] * angularImpulseBody2;
}
}
// Solve the velocity constraint
void SolveHingeJointSystem::solveVelocityConstraint() {
// For each joint component
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
// Get the velocities
Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1];
Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2];
Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1];
Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2];
// Get the inverse mass and inverse inertia tensors of the bodies
decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
const Matrix3x3& i1 = mHingeJointComponents.mI1[i];
const Matrix3x3& i2 = mHingeJointComponents.mI2[i];
const Vector3& r1World = mHingeJointComponents.mR1World[i];
const Vector3& r2World = mHingeJointComponents.mR2World[i];
const Vector3& a1 = mHingeJointComponents.mA1[i];
const decimal inverseMassMatrixLimitMotor = mHingeJointComponents.mInverseMassMatrixLimitMotor[i];
// --------------- Translation Constraints --------------- //
// Compute J*v
const Vector3 JvTranslation = v2 + w2.cross(r2World) - v1 - w1.cross(r1World);
// Compute the Lagrange multiplier lambda
const Vector3 deltaLambdaTranslation = mHingeJointComponents.mInverseMassMatrixTranslation[i] *
(-JvTranslation - mHingeJointComponents.mBiasTranslation[i]);
mHingeJointComponents.mImpulseTranslation[i] += deltaLambdaTranslation;
// Compute the impulse P=J^T * lambda of body 1
const Vector3 linearImpulseBody1 = -deltaLambdaTranslation;
Vector3 angularImpulseBody1 = deltaLambdaTranslation.cross(r1World);
// Apply the impulse to the body 1
v1 += inverseMassBody1 * linearImpulseBody1;
w1 += i1 * angularImpulseBody1;
// Compute the impulse P=J^T * lambda of body 2
Vector3 angularImpulseBody2 = -deltaLambdaTranslation.cross(r2World);
// Apply the impulse to the body 2
v2 += inverseMassBody2 * deltaLambdaTranslation;
w2 += i2 * angularImpulseBody2;
// --------------- Rotation Constraints --------------- //
const Vector3& b2CrossA1 = mHingeJointComponents.mB2CrossA1[i];
const Vector3& c2CrossA1 = mHingeJointComponents.mC2CrossA1[i];
// Compute J*v for the 2 rotation constraints
const Vector2 JvRotation(-b2CrossA1.dot(w1) + b2CrossA1.dot(w2),
-c2CrossA1.dot(w1) + c2CrossA1.dot(w2));
// Compute the Lagrange multiplier lambda for the 2 rotation constraints
Vector2 deltaLambdaRotation = mHingeJointComponents.mInverseMassMatrixRotation[i] *
(-JvRotation - mHingeJointComponents.mBiasRotation[i]);
mHingeJointComponents.mImpulseRotation[i] += deltaLambdaRotation;
// Compute the impulse P=J^T * lambda for the 2 rotation constraints of body 1
angularImpulseBody1 = -b2CrossA1 * deltaLambdaRotation.x - c2CrossA1 * deltaLambdaRotation.y;
// Apply the impulse to the body 1
w1 += i1 * angularImpulseBody1;
// Compute the impulse P=J^T * lambda for the 2 rotation constraints of body 2
angularImpulseBody2 = b2CrossA1 * deltaLambdaRotation.x + c2CrossA1 * deltaLambdaRotation.y;
// Apply the impulse to the body 2
w2 += i2 * angularImpulseBody2;
// --------------- Limits Constraints --------------- //
if (mHingeJointComponents.mIsLimitEnabled[i]) {
// If the lower limit is violated
if (mHingeJointComponents.mIsLowerLimitViolated[i]) {
// Compute J*v for the lower limit constraint
const decimal JvLowerLimit = (w2 - w1).dot(a1);
// Compute the Lagrange multiplier lambda for the lower limit constraint
decimal deltaLambdaLower = inverseMassMatrixLimitMotor * (-JvLowerLimit -mHingeJointComponents.mBLowerLimit[i]);
decimal lambdaTemp = mHingeJointComponents.mImpulseLowerLimit[i];
mHingeJointComponents.mImpulseLowerLimit[i] = std::max(mHingeJointComponents.mImpulseLowerLimit[i] + deltaLambdaLower, decimal(0.0));
deltaLambdaLower = mHingeJointComponents.mImpulseLowerLimit[i] - lambdaTemp;
// Compute the impulse P=J^T * lambda for the lower limit constraint of body 1
const Vector3 angularImpulseBody1 = -deltaLambdaLower * a1;
// Apply the impulse to the body 1
w1 += i1 * angularImpulseBody1;
// Compute the impulse P=J^T * lambda for the lower limit constraint of body 2
const Vector3 angularImpulseBody2 = deltaLambdaLower * a1;
// Apply the impulse to the body 2
w2 += i2 * angularImpulseBody2;
}
// If the upper limit is violated
if (mHingeJointComponents.mIsUpperLimitViolated[i]) {
// Compute J*v for the upper limit constraint
const decimal JvUpperLimit = -(w2 - w1).dot(a1);
// Compute the Lagrange multiplier lambda for the upper limit constraint
decimal deltaLambdaUpper = inverseMassMatrixLimitMotor * (-JvUpperLimit -mHingeJointComponents.mBUpperLimit[i]);
decimal lambdaTemp = mHingeJointComponents.mImpulseUpperLimit[i];
mHingeJointComponents.mImpulseUpperLimit[i] = std::max(mHingeJointComponents.mImpulseUpperLimit[i] + deltaLambdaUpper, decimal(0.0));
deltaLambdaUpper = mHingeJointComponents.mImpulseUpperLimit[i] - lambdaTemp;
// Compute the impulse P=J^T * lambda for the upper limit constraint of body 1
const Vector3 angularImpulseBody1 = deltaLambdaUpper * a1;
// Apply the impulse to the body 1
w1 += i1 * angularImpulseBody1;
// Compute the impulse P=J^T * lambda for the upper limit constraint of body 2
const Vector3 angularImpulseBody2 = -deltaLambdaUpper * a1;
// Apply the impulse to the body 2
w2 += i2 * angularImpulseBody2;
}
}
// --------------- Motor --------------- //
// If the motor is enabled
if (mHingeJointComponents.mIsMotorEnabled[i]) {
// Compute J*v for the motor
const decimal JvMotor = a1.dot(w1 - w2);
// Compute the Lagrange multiplier lambda for the motor
const decimal maxMotorImpulse = mHingeJointComponents.mMaxMotorTorque[i] * mTimeStep;
decimal deltaLambdaMotor = mHingeJointComponents.mInverseMassMatrixLimitMotor[i] * (-JvMotor - mHingeJointComponents.mMotorSpeed[i]);
decimal lambdaTemp = mHingeJointComponents.mImpulseMotor[i];
mHingeJointComponents.mImpulseMotor[i] = clamp(mHingeJointComponents.mImpulseMotor[i] + deltaLambdaMotor, -maxMotorImpulse, maxMotorImpulse);
deltaLambdaMotor = mHingeJointComponents.mImpulseMotor[i] - lambdaTemp;
// Compute the impulse P=J^T * lambda for the motor of body 1
const Vector3 angularImpulseBody1 = -deltaLambdaMotor * a1;
// Apply the impulse to the body 1
w1 += i1 * angularImpulseBody1;
// Compute the impulse P=J^T * lambda for the motor of body 2
const Vector3 angularImpulseBody2 = deltaLambdaMotor * a1;
// Apply the impulse to the body 2
w2 += i2 * angularImpulseBody2;
}
}
}
// Solve the position constraint (for position error correction)
void SolveHingeJointSystem::solvePositionConstraint() {
// For each joint component
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// If the error position correction technique is not the non-linear-gauss-seidel, we do not execute this method
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
// Get the bodies entities
Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
// Recompute the world inverse inertia tensors
const Matrix3x3 orientation1 = mTransformComponents.getTransform(body1Entity).getOrientation().getMatrix();
RigidBody::computeWorldInertiaTensorInverse(orientation1, mRigidBodyComponents.getInertiaTensorLocalInverse(body1Entity),
mHingeJointComponents.mI1[i]);
const Matrix3x3 orientation2 = mTransformComponents.getTransform(body2Entity).getOrientation().getMatrix();
RigidBody::computeWorldInertiaTensorInverse(orientation2, mRigidBodyComponents.getInertiaTensorLocalInverse(body2Entity),
mHingeJointComponents.mI2[i]);
}
// For each joint component
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// If the error position correction technique is not the non-linear-gauss-seidel, we do not execute this method
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const Quaternion& q1 = mRigidBodyComponents.getConstrainedOrientation(body1Entity);
const Quaternion& q2 = mRigidBodyComponents.getConstrainedOrientation(body2Entity);
// Compute the vector from body center to the anchor point in world-space
mHingeJointComponents.mR1World[i] = q1 * mHingeJointComponents.mLocalAnchorPointBody1[i];
mHingeJointComponents.mR2World[i] = q2 * mHingeJointComponents.mLocalAnchorPointBody2[i];
}
// For each joint component
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// If the error position correction technique is not the non-linear-gauss-seidel, we do not execute this method
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
// Compute the corresponding skew-symmetric matrices
Matrix3x3 skewSymmetricMatrixU1 = Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mHingeJointComponents.mR1World[i]);
Matrix3x3 skewSymmetricMatrixU2 = Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mHingeJointComponents.mR2World[i]);
// --------------- Translation Constraints --------------- //
const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
// Compute the matrix K=JM^-1J^t (3x3 matrix) for the 3 translation constraints
const decimal body1InverseMass = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
const decimal body2InverseMass = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
decimal inverseMassBodies = body1InverseMass + body2InverseMass;
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
0, inverseMassBodies, 0,
0, 0, inverseMassBodies) +
skewSymmetricMatrixU1 * mHingeJointComponents.mI1[i] * skewSymmetricMatrixU1.getTranspose() +
skewSymmetricMatrixU2 * mHingeJointComponents.mI2[i] * skewSymmetricMatrixU2.getTranspose();
mHingeJointComponents.mInverseMassMatrixTranslation[i].setToZero();
if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC ||
mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) {
mHingeJointComponents.mInverseMassMatrixTranslation[i] = massMatrix.getInverse();
}
}
// For each joint component
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// If the error position correction technique is not the non-linear-gauss-seidel, we do not execute this method
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
Quaternion& q1 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody1];
Quaternion& q2 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody2];
Vector3& b2CrossA1 = mHingeJointComponents.mB2CrossA1[i];
Vector3& c2CrossA1 = mHingeJointComponents.mC2CrossA1[i];
Vector3& a1 = mHingeJointComponents.mA1[i];
// Compute vectors needed in the Jacobian
a1 = q1 * mHingeJointComponents.mHingeLocalAxisBody1[i];
Vector3 a2 = q2 * mHingeJointComponents.mHingeLocalAxisBody2[i];
a1.normalize();
mHingeJointComponents.mA1[i] = a1;
a2.normalize();
const Vector3 b2 = a2.getOneUnitOrthogonalVector();
const Vector3 c2 = a2.cross(b2);
b2CrossA1 = b2.cross(a1);
mHingeJointComponents.mB2CrossA1[i] = b2CrossA1;
c2CrossA1 = c2.cross(a1);
mHingeJointComponents.mC2CrossA1[i] = c2CrossA1;
Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1];
Vector3& x2 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody2];
// Compute position error for the 3 translation constraints
const Vector3 errorTranslation = x2 + mHingeJointComponents.mR2World[i] - x1 - mHingeJointComponents.mR1World[i];
// Compute the Lagrange multiplier lambda
const Vector3 lambdaTranslation = mHingeJointComponents.mInverseMassMatrixTranslation[i] * (-errorTranslation);
// Compute the impulse of body 1
Vector3 linearImpulseBody1 = -lambdaTranslation;
Vector3 angularImpulseBody1 = lambdaTranslation.cross(mHingeJointComponents.mR1World[i]);
// Get the inverse mass and inverse inertia tensors of the bodies
decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
// Compute the pseudo velocity of body 1
const Vector3 v1 = inverseMassBody1 * linearImpulseBody1;
Vector3 w1 = mHingeJointComponents.mI1[i] * angularImpulseBody1;
// Update the body position/orientation of body 1
x1 += v1;
q1 += Quaternion(0, w1) * q1 * decimal(0.5);
q1.normalize();
// Compute the impulse of body 2
Vector3 angularImpulseBody2 = -lambdaTranslation.cross(mHingeJointComponents.mR2World[i]);
// Compute the pseudo velocity of body 2
const Vector3 v2 = inverseMassBody2 * lambdaTranslation;
Vector3 w2 = mHingeJointComponents.mI2[i] * angularImpulseBody2;
// Update the body position/orientation of body 2
x2 += v2;
q2 += Quaternion(0, w2) * q2 * decimal(0.5);
q2.normalize();
// --------------- Rotation Constraints --------------- //
// Compute the inverse mass matrix K=JM^-1J^t for the 2 rotation constraints (2x2 matrix)
Vector3 I1B2CrossA1 = mHingeJointComponents.mI1[i] * b2CrossA1;
Vector3 I1C2CrossA1 = mHingeJointComponents.mI1[i] * c2CrossA1;
Vector3 I2B2CrossA1 = mHingeJointComponents.mI2[i] * b2CrossA1;
Vector3 I2C2CrossA1 = mHingeJointComponents.mI2[i] * c2CrossA1;
const decimal el11 = b2CrossA1.dot(I1B2CrossA1) +
b2CrossA1.dot(I2B2CrossA1);
const decimal el12 = b2CrossA1.dot(I1C2CrossA1) +
b2CrossA1.dot(I2C2CrossA1);
const decimal el21 = c2CrossA1.dot(I1B2CrossA1) +
c2CrossA1.dot(I2B2CrossA1);
const decimal el22 = c2CrossA1.dot(I1C2CrossA1) +
c2CrossA1.dot(I2C2CrossA1);
const Matrix2x2 matrixKRotation(el11, el12, el21, el22);
mHingeJointComponents.mInverseMassMatrixRotation[i].setToZero();
if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC ||
mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) {
mHingeJointComponents.mInverseMassMatrixRotation[i] = matrixKRotation.getInverse();
}
// Compute the position error for the 3 rotation constraints
const Vector2 errorRotation = Vector2(a1.dot(b2), a1.dot(c2));
// Compute the Lagrange multiplier lambda for the 3 rotation constraints
Vector2 lambdaRotation = mHingeJointComponents.mInverseMassMatrixRotation[i] * (-errorRotation);
// Compute the impulse P=J^T * lambda for the 3 rotation constraints of body 1
angularImpulseBody1 = -b2CrossA1 * lambdaRotation.x - c2CrossA1 * lambdaRotation.y;
// Compute the pseudo velocity of body 1
w1 = mHingeJointComponents.mI1[i] * angularImpulseBody1;
// Update the body position/orientation of body 1
q1 += Quaternion(0, w1) * q1 * decimal(0.5);
q1.normalize();
// Compute the impulse of body 2
angularImpulseBody2 = b2CrossA1 * lambdaRotation.x + c2CrossA1 * lambdaRotation.y;
// Compute the pseudo velocity of body 2
w2 = mHingeJointComponents.mI2[i] * angularImpulseBody2;
// Update the body position/orientation of body 2
q2 += Quaternion(0, w2) * q2 * decimal(0.5);
q2.normalize();
}
// For each joint component
for (uint32 i=0; i < mHingeJointComponents.getNbEnabledComponents(); i++) {
const Entity jointEntity = mHingeJointComponents.mJointEntities[i];
// If the error position correction technique is not the non-linear-gauss-seidel, we do not execute this method
if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
// Get the bodies entities
const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
Quaternion& q1 = mRigidBodyComponents.getConstrainedOrientation(body1Entity);
Quaternion& q2 = mRigidBodyComponents.getConstrainedOrientation(body2Entity);
// Compute the current angle around the hinge axis
const decimal hingeAngle = computeCurrentHingeAngle(jointEntity, q1, q2);
// Check if the limit constraints are violated or not
decimal lowerLimitError = hingeAngle - mHingeJointComponents.mLowerLimit[i];
decimal upperLimitError = mHingeJointComponents.mUpperLimit[i] - hingeAngle;
mHingeJointComponents.mIsLowerLimitViolated[i] = lowerLimitError <= 0;
mHingeJointComponents.mIsUpperLimitViolated[i] = upperLimitError <= 0;
// --------------- Limits Constraints --------------- //
if (mHingeJointComponents.mIsLimitEnabled[i]) {
decimal inverseMassMatrixLimitMotor = mHingeJointComponents.mInverseMassMatrixLimitMotor[i];
Vector3& a1 = mHingeJointComponents.mA1[i];
if (mHingeJointComponents.mIsLowerLimitViolated[i] || mHingeJointComponents.mIsUpperLimitViolated[i]) {
// Compute the inverse of the mass matrix K=JM^-1J^t for the limits (1x1 matrix)
mHingeJointComponents.mInverseMassMatrixLimitMotor[i] = a1.dot(mHingeJointComponents.mI1[i] * a1) + a1.dot(mHingeJointComponents.mI2[i] * a1);
mHingeJointComponents.mInverseMassMatrixLimitMotor[i] = (inverseMassMatrixLimitMotor > decimal(0.0)) ?
decimal(1.0) / mHingeJointComponents.mInverseMassMatrixLimitMotor[i] : decimal(0.0);
}
// If the lower limit is violated
if (mHingeJointComponents.mIsLowerLimitViolated[i]) {
// Compute the Lagrange multiplier lambda for the lower limit constraint
decimal lambdaLowerLimit = inverseMassMatrixLimitMotor * (-lowerLimitError );
// Compute the impulse P=J^T * lambda of body 1
const Vector3 angularImpulseBody1 = -lambdaLowerLimit * a1;
// Compute the pseudo velocity of body 1
const Vector3 w1 = mHingeJointComponents.mI1[i] * angularImpulseBody1;
// Update the body position/orientation of body 1
q1 += Quaternion(0, w1) * q1 * decimal(0.5);
q1.normalize();
// Compute the impulse P=J^T * lambda of body 2
const Vector3 angularImpulseBody2 = lambdaLowerLimit * a1;
// Compute the pseudo velocity of body 2
const Vector3 w2 = mHingeJointComponents.mI2[i] * angularImpulseBody2;
// Update the body position/orientation of body 2
q2 += Quaternion(0, w2) * q2 * decimal(0.5);
q2.normalize();
}
// If the upper limit is violated
if (mHingeJointComponents.mIsUpperLimitViolated[i]) {
// Compute the Lagrange multiplier lambda for the upper limit constraint
decimal lambdaUpperLimit = inverseMassMatrixLimitMotor * (-upperLimitError);
// Compute the impulse P=J^T * lambda of body 1
const Vector3 angularImpulseBody1 = lambdaUpperLimit * a1;
// Compute the pseudo velocity of body 1
const Vector3 w1 = mHingeJointComponents.mI1[i] * angularImpulseBody1;
// Update the body position/orientation of body 1
q1 += Quaternion(0, w1) * q1 * decimal(0.5);
q1.normalize();
// Compute the impulse P=J^T * lambda of body 2
const Vector3 angularImpulseBody2 = -lambdaUpperLimit * a1;
// Compute the pseudo velocity of body 2
const Vector3 w2 = mHingeJointComponents.mI2[i] * angularImpulseBody2;
// Update the body position/orientation of body 2
q2 += Quaternion(0, w2) * q2 * decimal(0.5);
q2.normalize();
}
}
}
}
// Given an angle in radian, this method returns the corresponding angle in the range [-pi; pi]
decimal SolveHingeJointSystem::computeNormalizedAngle(decimal angle) const {
// Convert it into the range [-2*pi; 2*pi]
angle = std::fmod(angle, PI_TIMES_2);
// Convert it into the range [-pi; pi]
if (angle < -PI_RP3D) {
return angle + PI_TIMES_2;
}
else if (angle > PI_RP3D) {
return angle - PI_TIMES_2;
}
else {
return angle;
}
}
// Given an "inputAngle" in the range [-pi, pi], this method returns an
// angle (modulo 2*pi) in the range [-2*pi; 2*pi] that is closest to one of the
// two angle limits in arguments.
decimal SolveHingeJointSystem::computeCorrespondingAngleNearLimits(decimal inputAngle, decimal lowerLimitAngle, decimal upperLimitAngle) const {
if (upperLimitAngle <= lowerLimitAngle) {
return inputAngle;
}
else if (inputAngle > upperLimitAngle) {
decimal diffToUpperLimit = std::abs(computeNormalizedAngle(inputAngle - upperLimitAngle));
decimal diffToLowerLimit = std::abs(computeNormalizedAngle(inputAngle - lowerLimitAngle));
return (diffToUpperLimit > diffToLowerLimit) ? (inputAngle - PI_TIMES_2) : inputAngle;
}
else if (inputAngle < lowerLimitAngle) {
decimal diffToUpperLimit = std::abs(computeNormalizedAngle(upperLimitAngle - inputAngle));
decimal diffToLowerLimit = std::abs(computeNormalizedAngle(lowerLimitAngle - inputAngle));
return (diffToUpperLimit > diffToLowerLimit) ? inputAngle : (inputAngle + PI_TIMES_2);
}
else {
return inputAngle;
}
}
// Compute the current angle around the hinge axis
decimal SolveHingeJointSystem::computeCurrentHingeAngle(Entity jointEntity, const Quaternion& orientationBody1, const Quaternion& orientationBody2) {
decimal hingeAngle;
// Compute the current orientation difference between the two bodies
Quaternion currentOrientationDiff = orientationBody2 * orientationBody1.getInverse();
currentOrientationDiff.normalize();
// Compute the relative rotation considering the initial orientation difference
Quaternion relativeRotation = currentOrientationDiff * mHingeJointComponents.getInitOrientationDifferenceInv(jointEntity);
relativeRotation.normalize();
// A quaternion q = [cos(theta/2); sin(theta/2) * rotAxis] where rotAxis is a unit
// length vector. We can extract cos(theta/2) with q.w and we can extract |sin(theta/2)| with :
// |sin(theta/2)| = q.getVectorV().length() since rotAxis is unit length. Note that any
// rotation can be represented by a quaternion q and -q. Therefore, if the relative rotation
// axis is not pointing in the same direction as the hinge axis, we use the rotation -q which
// has the same |sin(theta/2)| value but the value cos(theta/2) is sign inverted. Some details
// about this trick is explained in the source code of OpenTissue (http://www.opentissue.org).
decimal cosHalfAngle = relativeRotation.w;
decimal sinHalfAngleAbs = relativeRotation.getVectorV().length();
// Compute the dot product of the relative rotation axis and the hinge axis
decimal dotProduct = relativeRotation.getVectorV().dot(mHingeJointComponents.getA1(jointEntity));
// If the relative rotation axis and the hinge axis are pointing the same direction
if (dotProduct >= decimal(0.0)) {
hingeAngle = decimal(2.0) * std::atan2(sinHalfAngleAbs, cosHalfAngle);
}
else {
hingeAngle = decimal(2.0) * std::atan2(sinHalfAngleAbs, -cosHalfAngle);
}
// Convert the angle from range [-2*pi; 2*pi] into the range [-pi; pi]
hingeAngle = computeNormalizedAngle(hingeAngle);
// Compute and return the corresponding angle near one the two limits
return computeCorrespondingAngleNearLimits(hingeAngle,
mHingeJointComponents.getLowerLimit(jointEntity),
mHingeJointComponents.getUpperLimit(jointEntity));
}