ephysics/ephysics/engine/ContactSolver.hpp

241 lines
14 KiB
C++

/** @file
* @author Daniel Chappuis
* @copyright 2010-2016 Daniel Chappuis
* @license BSD 3 clauses (see license file)
*/
#pragma once
#include <ephysics/constraint/ContactPoint.hpp>
#include <ephysics/configuration.hpp>
#include <ephysics/constraint/Joint.hpp>
#include <ephysics/collision/ContactManifold.hpp>
#include <ephysics/engine/Island.hpp>
#include <ephysics/engine/Impulse.hpp>
#include <etk/Map.hpp>
#include <set>
namespace ephysics {
/**
* @brief This class represents the contact solver that is used to solve rigid bodies contacts.
* The constraint solver is based on the "Sequential Impulse" technique described by
* Erin Catto in his GDC slides (http://code.google.com/p/box2d/downloads/list).
*
* A constraint between two bodies is represented by a function C(x) which is equal to zero
* when the constraint is satisfied. The condition C(x)=0 describes a valid position and the
* condition dC(x)/dt=0 describes a valid velocity. We have dC(x)/dt = Jv + b = 0 where J is
* the Jacobian matrix of the constraint, v is a vector that contains the velocity of both
* bodies and b is the constraint bias. We are looking for a force F_c that will act on the
* bodies to keep the constraint satisfied. Note that from the virtual work principle, we have
* F_c = J^t * lambda where J^t is the transpose of the Jacobian matrix and lambda is a
* Lagrange multiplier. Therefore, finding the force F_c is equivalent to finding the Lagrange
* multiplier lambda.
*
* An impulse P = F * dt where F is a force and dt is the timestep. We can apply impulses a
* body to change its velocity. The idea of the Sequential Impulse technique is to apply
* impulses to bodies of each constraints in order to keep the constraint satisfied.
*
* --- Step 1 ---
*
* First, we int32_tegrate the applied force F_a acting of each rigid body (like gravity, ...) and
* we obtain some new velocities v2' that tends to violate the constraints.
*
* v2' = v1 + dt * M^-1 * F_a
*
* where M is a matrix that contains mass and inertia tensor information.
*
* --- Step 2 ---
*
* During the second step, we iterate over all the constraints for a certain number of
* iterations and for each constraint we compute the impulse to apply to the bodies needed
* so that the new velocity of the bodies satisfy Jv + b = 0. From the Newton law, we know that
* M * deltaV = P_c where M is the mass of the body, deltaV is the difference of velocity and
* P_c is the constraint impulse to apply to the body. Therefore, we have
* v2 = v2' + M^-1 * P_c. For each constraint, we can compute the Lagrange multiplier lambda
* using : lambda = -m_c (Jv2' + b) where m_c = 1 / (J * M^-1 * J^t). Now that we have the
* Lagrange multiplier lambda, we can compute the impulse P_c = J^t * lambda * dt to apply to
* the bodies to satisfy the constraint.
*
* --- Step 3 ---
*
* In the third step, we int32_tegrate the new position x2 of the bodies using the new velocities
* v2 computed in the second step with : x2 = x1 + dt * v2.
*
* Note that in the following code (as it is also explained in the slides from Erin Catto),
* the value lambda is not only the lagrange multiplier but is the multiplication of the
* Lagrange multiplier with the timestep dt. Therefore, in the following code, when we use
* lambda, we mean (lambda * dt).
*
* We are using the accumulated impulse technique that is also described in the slides from
* Erin Catto.
*
* We are also using warm starting. The idea is to warm start the solver at the beginning of
* each step by applying the last impulstes for the constraints that we already existing at the
* previous step. This allows the iterative solver to converge faster towards the solution.
*
* For contact constraints, we are also using split impulses so that the position correction
* that uses Baumgarte stabilization does not change the momentum of the bodies.
*
* There are two ways to apply the friction constraints. Either the friction constraints are
* applied at each contact point or they are applied only at the center of the contact manifold
* between two bodies. If we solve the friction constraints at each contact point, we need
* two constraints (two tangential friction directions) and if we solve the friction
* constraints at the center of the contact manifold, we need two constraints for tangential
* friction but also another twist friction constraint to prevent spin of the body around the
* contact manifold center.
*/
class ContactSolver {
private:
/**
* Contact solver int32_ternal data structure that to store all the
* information relative to a contact point
*/
struct ContactPointSolver {
float penetrationImpulse; //!< Accumulated normal impulse
float friction1Impulse; //!< Accumulated impulse in the 1st friction direction
float friction2Impulse; //!< Accumulated impulse in the 2nd friction direction
float penetrationSplitImpulse; //!< Accumulated split impulse for penetration correction
vec3 rollingResistanceImpulse; //!< Accumulated rolling resistance impulse
vec3 normal; //!< Normal vector of the contact
vec3 frictionVector1; //!< First friction vector in the tangent plane
vec3 frictionvec2; //!< Second friction vector in the tangent plane
vec3 oldFrictionVector1; //!< Old first friction vector in the tangent plane
vec3 oldFrictionvec2; //!< Old second friction vector in the tangent plane
vec3 r1; //!< Vector from the body 1 center to the contact point
vec3 r2; //!< Vector from the body 2 center to the contact point
vec3 r1CrossT1; //!< Cross product of r1 with 1st friction vector
vec3 r1CrossT2; //!< Cross product of r1 with 2nd friction vector
vec3 r2CrossT1; //!< Cross product of r2 with 1st friction vector
vec3 r2CrossT2; //!< Cross product of r2 with 2nd friction vector
vec3 r1CrossN; //!< Cross product of r1 with the contact normal
vec3 r2CrossN; //!< Cross product of r2 with the contact normal
float penetrationDepth; //!< Penetration depth
float restitutionBias; //!< Velocity restitution bias
float inversePenetrationMass; //!< Inverse of the matrix K for the penenetration
float inverseFriction1Mass; //!< Inverse of the matrix K for the 1st friction
float inverseFriction2Mass; //!< Inverse of the matrix K for the 2nd friction
bool isRestingContact; //!< True if the contact was existing last time step
ContactPoint* externalContact; //!< Pointer to the external contact
};
/**
* @brief Contact solver int32_ternal data structure to store all the information relative to a contact manifold.
*/
struct ContactManifoldSolver {
uint32_t indexBody1; //!< Index of body 1 in the constraint solver
uint32_t indexBody2; //!< Index of body 2 in the constraint solver
float massInverseBody1; //!< Inverse of the mass of body 1
float massInverseBody2; //!< Inverse of the mass of body 2
etk::Matrix3x3 inverseInertiaTensorBody1; //!< Inverse inertia tensor of body 1
etk::Matrix3x3 inverseInertiaTensorBody2; //!< Inverse inertia tensor of body 2
ContactPointSolver contacts[MAX_CONTACT_POINTS_IN_MANIFOLD]; //!< Contact point constraints
uint32_t nbContacts; //!< Number of contact points
bool isBody1DynamicType; //!< True if the body 1 is of type dynamic
bool isBody2DynamicType; //!< True if the body 2 is of type dynamic
float restitutionFactor; //!< Mix of the restitution factor for two bodies
float frictionCoefficient; //!< Mix friction coefficient for the two bodies
float rollingResistanceFactor; //!< Rolling resistance factor between the two bodies
ContactManifold* externalContactManifold; //!< Pointer to the external contact manifold
// - Variables used when friction constraints are apply at the center of the manifold-//
vec3 normal; //!< Average normal vector of the contact manifold
vec3 frictionPointBody1; //!< Point on body 1 where to apply the friction constraints
vec3 frictionPointBody2; //!< Point on body 2 where to apply the friction constraints
vec3 r1Friction; //!< R1 vector for the friction constraints
vec3 r2Friction; //!< R2 vector for the friction constraints
vec3 r1CrossT1; //!< Cross product of r1 with 1st friction vector
vec3 r1CrossT2; //!< Cross product of r1 with 2nd friction vector
vec3 r2CrossT1; //!< Cross product of r2 with 1st friction vector
vec3 r2CrossT2; //!< Cross product of r2 with 2nd friction vector
float inverseFriction1Mass; //!< Matrix K for the first friction constraint
float inverseFriction2Mass; //!< Matrix K for the second friction constraint
float inverseTwistFrictionMass; //!< Matrix K for the twist friction constraint
etk::Matrix3x3 inverseRollingResistance; //!< Matrix K for the rolling resistance constraint
vec3 frictionVector1; //!< First friction direction at contact manifold center
vec3 frictionvec2; //!< Second friction direction at contact manifold center
vec3 oldFrictionVector1; //!< Old 1st friction direction at contact manifold center
vec3 oldFrictionvec2; //!< Old 2nd friction direction at contact manifold center
float friction1Impulse; //!< First friction direction impulse at manifold center
float friction2Impulse; //!< Second friction direction impulse at manifold center
float frictionTwistImpulse; //!< Twist friction impulse at contact manifold center
vec3 rollingResistanceImpulse; //!< Rolling resistance impulse
};
static const float BETA; //!< Beta value for the penetration depth position correction without split impulses
static const float BETA_SPLIT_IMPULSE; //!< Beta value for the penetration depth position correction with split impulses
static const float SLOP; //!< Slop distance (allowed penetration distance between bodies)
vec3* m_splitLinearVelocities; //!< Split linear velocities for the position contact solver (split impulse)
vec3* m_splitAngularVelocities; //!< Split angular velocities for the position contact solver (split impulse)
float m_timeStep; //!< Current time step
ContactManifoldSolver* m_contactConstraints; //!< Contact constraints
uint32_t m_numberContactManifolds; //!< Number of contact constraints
vec3* m_linearVelocities; //!< Array of linear velocities
vec3* m_angularVelocities; //!< Array of angular velocities
const etk::Map<RigidBody*, uint32_t>& m_mapBodyToConstrainedVelocityIndex; //!< Reference to the map of rigid body to their index in the constrained velocities array
bool m_isWarmStartingActive; //!< True if the warm starting of the solver is active
bool m_isSplitImpulseActive; //!< True if the split impulse position correction is active
bool m_isSolveFrictionAtContactManifoldCenterActive; //!< True if we solve 3 friction constraints at the contact manifold center only instead of 2 friction constraints at each contact point
/// Initialize the contact constraints before solving the system
void initializeContactConstraints();
/// Apply an impulse to the two bodies of a constraint
void applyImpulse(const Impulse& impulse, const ContactManifoldSolver& manifold);
/// Apply an impulse to the two bodies of a constraint
void applySplitImpulse(const Impulse& impulse,
const ContactManifoldSolver& manifold);
/// Compute the collision restitution factor from the restitution factor of each body
float computeMixedRestitutionFactor(RigidBody *body1,
RigidBody *body2) const;
/// Compute the mixed friction coefficient from the friction coefficient of each body
float computeMixedFrictionCoefficient(RigidBody* body1,
RigidBody* body2) const;
/// Compute th mixed rolling resistance factor between two bodies
float computeMixedRollingResistance(RigidBody* body1, RigidBody* body2) const;
/// Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction
/// plane for a contact point. The two vectors have to be
/// such that : t1 x t2 = contactNormal.
void computeFrictionVectors(const vec3& deltaVelocity,
ContactPointSolver &contactPoint) const;
/// Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction
/// plane for a contact manifold. The two vectors have to be
/// such that : t1 x t2 = contactNormal.
void computeFrictionVectors(const vec3& deltaVelocity,
ContactManifoldSolver& contactPoint) const;
/// Compute a penetration constraint impulse
const Impulse computePenetrationImpulse(float deltaLambda,
const ContactPointSolver& contactPoint) const;
/// Compute the first friction constraint impulse
const Impulse computeFriction1Impulse(float deltaLambda,
const ContactPointSolver& contactPoint) const;
/// Compute the second friction constraint impulse
const Impulse computeFriction2Impulse(float deltaLambda,
const ContactPointSolver& contactPoint) const;
public:
/// Constructor
ContactSolver(const etk::Map<RigidBody*, uint32_t>& mapBodyToVelocityIndex);
/// Destructor
virtual ~ContactSolver();
/// Initialize the constraint solver for a given island
void initializeForIsland(float dt, Island* island);
/// Set the split velocities arrays
void setSplitVelocitiesArrays(vec3* splitLinearVelocities,
vec3* splitAngularVelocities);
/// Set the constrained velocities arrays
void setConstrainedVelocitiesArrays(vec3* constrainedLinearVelocities,
vec3* constrainedAngularVelocities);
/// Warm start the solver.
void warmStart();
/// Store the computed impulses to use them to
/// warm start the solver at the next iteration
void storeImpulses();
/// Solve the contacts
void solve();
/// Return true if the split impulses position correction technique is used for contacts
bool isSplitImpulseActive() const;
/// Activate or Deactivate the split impulses for contacts
void setIsSplitImpulseActive(bool isActive);
/// Activate or deactivate the solving of friction constraints at the center of
/// the contact manifold instead of solving them at each contact point
void setIsSolveFrictionAtContactManifoldCenterActive(bool isActive);
/// Clean up the constraint solver
void cleanup();
};
}