1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
/*
* Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#include "SimpleConstraintSolver.h"
#include "NarrowPhaseCollision/PersistentManifold.h"
#include "Dynamics/RigidBody.h"
#include "ContactConstraint.h"
#include "Solve2LinearConstraint.h"
#include "ContactSolverInfo.h"
#include "Dynamics/BU_Joint.h"
#include "Dynamics/ContactJoint.h"
//debugging
bool doApplyImpulse = true;
bool useImpulseFriction = true;//true;//false;
//iterative lcp and penalty method
float SimpleConstraintSolver::SolveGroup(PersistentManifold** manifoldPtr, int numManifolds,const ContactSolverInfo& infoGlobal)
{
ContactSolverInfo info = infoGlobal;
int numiter = infoGlobal.m_numIterations;
float substep = infoGlobal.m_timeStep / float(numiter);
for (int i = 0;i<numiter;i++)
{
for (int j=0;j<numManifolds;j++)
{
Solve(manifoldPtr[j],info,i);
}
}
return 0.f;
}
float penetrationResolveFactor = 0.9f;
float SimpleConstraintSolver::Solve(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,int iter)
{
RigidBody* body0 = (RigidBody*)manifoldPtr->GetBody0();
RigidBody* body1 = (RigidBody*)manifoldPtr->GetBody1();
float maxImpulse = 0.f;
float invNumIterFl = 1.f / float(info.m_numIterations);
float timeSubStep = info.m_timeStep * invNumIterFl;
//only necessary to refresh the manifold once (first iteration). The integration is done outside the loop
if (iter == 0)
{
manifoldPtr->RefreshContactPoints(body0->getCenterOfMassTransform(),body1->getCenterOfMassTransform());
}
{
const int numpoints = manifoldPtr->GetNumContacts();
for (int i=0;i<numpoints ;i++)
{
int j=i;
if (iter % 2)
j = numpoints-1-i;
else
j=i;
ManifoldPoint& cp = manifoldPtr->GetContactPoint(j);
{
float dist = invNumIterFl * cp.GetDistance() * penetrationResolveFactor / info.m_timeStep;// / timeStep;//penetrationResolveFactor*cp.m_solveDistance /timeStep;//cp.GetDistance();
float impulse = 0.f;
if (doApplyImpulse)
{
impulse = resolveSingleCollision(*body0,
cp.GetPositionWorldOnA(),
*body1,
cp.GetPositionWorldOnB(),
-dist,
cp.m_normalWorldOnB,
info);
if (useImpulseFriction)
{
applyFrictionInContactPointOld(
*body0,cp.GetPositionWorldOnA(),*body1,cp.GetPositionWorldOnB(),
cp.m_normalWorldOnB,impulse,info) ;
}
}
if (iter == 0)
{
cp.m_appliedImpulse = impulse;
} else
{
cp.m_appliedImpulse += impulse;
}
if (maxImpulse < impulse)
maxImpulse = impulse;
}
}
}
return maxImpulse;
}
|