1 /********************************************************************************
2 * ReactPhysics3D physics library, http://www.reactphysics3d.com *
3 * Copyright (c) 2010-2020 Daniel Chappuis *
4 *********************************************************************************
5 * *
6 * This software is provided 'as-is', without any express or implied warranty. *
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24 ********************************************************************************/
25
26 // Libraries
27 #include <reactphysics3d/systems/SolveBallAndSocketJointSystem.h>
28 #include <reactphysics3d/engine/PhysicsWorld.h>
29 #include <reactphysics3d/body/RigidBody.h>
30
31 using namespace reactphysics3d;
32
33 // Static variables definition
34 const decimal SolveBallAndSocketJointSystem::BETA = decimal(0.2);
35
36 // Constructor
SolveBallAndSocketJointSystem(PhysicsWorld & world,RigidBodyComponents & rigidBodyComponents,TransformComponents & transformComponents,JointComponents & jointComponents,BallAndSocketJointComponents & ballAndSocketJointComponents)37 SolveBallAndSocketJointSystem::SolveBallAndSocketJointSystem(PhysicsWorld& world, RigidBodyComponents& rigidBodyComponents,
38 TransformComponents& transformComponents,
39 JointComponents& jointComponents,
40 BallAndSocketJointComponents& ballAndSocketJointComponents)
41 :mWorld(world), mRigidBodyComponents(rigidBodyComponents), mTransformComponents(transformComponents),
42 mJointComponents(jointComponents), mBallAndSocketJointComponents(ballAndSocketJointComponents),
43 mTimeStep(0), mIsWarmStartingActive(true) {
44
45 }
46
47 // Initialize before solving the constraint
initBeforeSolve()48 void SolveBallAndSocketJointSystem::initBeforeSolve() {
49
50 // For each joint
51 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
52
53 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
54
55 // Get the bodies entities
56 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
57 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
58
59 assert(!mRigidBodyComponents.getIsEntityDisabled(body1Entity));
60 assert(!mRigidBodyComponents.getIsEntityDisabled(body2Entity));
61
62 // Get the inertia tensor of bodies
63 mBallAndSocketJointComponents.mI1[i] = RigidBody::getWorldInertiaTensorInverse(mWorld, body1Entity);
64 mBallAndSocketJointComponents.mI2[i] = RigidBody::getWorldInertiaTensorInverse(mWorld, body2Entity);
65 }
66
67 // For each joint
68 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
69
70 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
71
72 // Get the bodies entities
73 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
74 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
75
76 const Quaternion& orientationBody1 = mTransformComponents.getTransform(body1Entity).getOrientation();
77 const Quaternion& orientationBody2 = mTransformComponents.getTransform(body2Entity).getOrientation();
78
79 // Compute the vector from body center to the anchor point in world-space
80 mBallAndSocketJointComponents.mR1World[i] = orientationBody1 * mBallAndSocketJointComponents.mLocalAnchorPointBody1[i];
81 mBallAndSocketJointComponents.mR2World[i] = orientationBody2 * mBallAndSocketJointComponents.mLocalAnchorPointBody2[i];
82 }
83
84 // For each joint
85 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
86
87 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
88
89 // Compute the corresponding skew-symmetric matrices
90 const Vector3& r1World = mBallAndSocketJointComponents.mR1World[i];
91 const Vector3& r2World = mBallAndSocketJointComponents.mR2World[i];
92 Matrix3x3 skewSymmetricMatrixU1 = Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r1World);
93 Matrix3x3 skewSymmetricMatrixU2 = Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r2World);
94
95 // Get the bodies entities
96 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
97 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
98
99 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
100 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
101
102 // Compute the matrix K=JM^-1J^t (3x3 matrix)
103 const decimal body1MassInverse = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
104 const decimal body2MassInverse = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
105 const decimal inverseMassBodies = body1MassInverse + body2MassInverse;
106 const Matrix3x3& i1 = mBallAndSocketJointComponents.mI1[i];
107 const Matrix3x3& i2 = mBallAndSocketJointComponents.mI2[i];
108 Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
109 0, inverseMassBodies, 0,
110 0, 0, inverseMassBodies) +
111 skewSymmetricMatrixU1 * i1 * skewSymmetricMatrixU1.getTranspose() +
112 skewSymmetricMatrixU2 * i2 * skewSymmetricMatrixU2.getTranspose();
113
114 // Compute the inverse mass matrix K^-1
115 mBallAndSocketJointComponents.mInverseMassMatrix[i].setToZero();
116 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC ||
117 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) {
118 mBallAndSocketJointComponents.mInverseMassMatrix[i] = massMatrix.getInverse();
119 }
120 }
121
122 const decimal biasFactor = (BETA / mTimeStep);
123
124 // For each joint
125 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
126
127 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
128
129 // Get the bodies entities
130 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
131 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
132
133 const Vector3& r1World = mBallAndSocketJointComponents.mR1World[i];
134 const Vector3& r2World = mBallAndSocketJointComponents.mR2World[i];
135
136 const Vector3& x1 = mRigidBodyComponents.getCenterOfMassWorld(body1Entity);
137 const Vector3& x2 = mRigidBodyComponents.getCenterOfMassWorld(body2Entity);
138
139 // Compute the bias "b" of the constraint
140 mBallAndSocketJointComponents.mBiasVector[i].setToZero();
141 if (mJointComponents.getPositionCorrectionTechnique(jointEntity) == JointsPositionCorrectionTechnique::BAUMGARTE_JOINTS) {
142 mBallAndSocketJointComponents.mBiasVector[i] = biasFactor * (x2 + r2World - x1 - r1World);
143 }
144 }
145
146 // If warm-starting is not enabled
147 if (!mIsWarmStartingActive) {
148
149 // For each joint
150 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
151
152 // Reset the accumulated impulse
153 mBallAndSocketJointComponents.mImpulse[i].setToZero();
154 }
155 }
156 }
157
158 // Warm start the constraint (apply the previous impulse at the beginning of the step)
warmstart()159 void SolveBallAndSocketJointSystem::warmstart() {
160
161 // For each joint component
162 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
163
164 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
165
166 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
167 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
168
169 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
170 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
171
172 // Get the velocities
173 Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1];
174 Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2];
175 Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1];
176 Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2];
177
178 const Vector3& r1World = mBallAndSocketJointComponents.mR1World[i];
179 const Vector3& r2World = mBallAndSocketJointComponents.mR2World[i];
180
181 const Matrix3x3& i1 = mBallAndSocketJointComponents.mI1[i];
182 const Matrix3x3& i2 = mBallAndSocketJointComponents.mI2[i];
183
184 // Compute the impulse P=J^T * lambda for the body 1
185 const Vector3 linearImpulseBody1 = -mBallAndSocketJointComponents.mImpulse[i];
186 const Vector3 angularImpulseBody1 = mBallAndSocketJointComponents.mImpulse[i].cross(r1World);
187
188 // Apply the impulse to the body 1
189 v1 += mRigidBodyComponents.mInverseMasses[componentIndexBody1] * linearImpulseBody1;
190 w1 += i1 * angularImpulseBody1;
191
192 // Compute the impulse P=J^T * lambda for the body 2
193 const Vector3 angularImpulseBody2 = -mBallAndSocketJointComponents.mImpulse[i].cross(r2World);
194
195 // Apply the impulse to the body to the body 2
196 v2 += mRigidBodyComponents.mInverseMasses[componentIndexBody2] * mBallAndSocketJointComponents.mImpulse[i];
197 w2 += i2 * angularImpulseBody2;
198 }
199 }
200
201 // Solve the velocity constraint
solveVelocityConstraint()202 void SolveBallAndSocketJointSystem::solveVelocityConstraint() {
203
204 // For each joint component
205 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
206
207 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
208
209 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
210 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
211
212 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
213 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
214
215 // Get the velocities
216 Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1];
217 Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2];
218 Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1];
219 Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2];
220
221 const Matrix3x3& i1 = mBallAndSocketJointComponents.mI1[i];
222 const Matrix3x3& i2 = mBallAndSocketJointComponents.mI2[i];
223
224 // Compute J*v
225 const Vector3 Jv = v2 + w2.cross(mBallAndSocketJointComponents.mR2World[i]) - v1 - w1.cross(mBallAndSocketJointComponents.mR1World[i]);
226
227 // Compute the Lagrange multiplier lambda
228 const Vector3 deltaLambda = mBallAndSocketJointComponents.mInverseMassMatrix[i] * (-Jv - mBallAndSocketJointComponents.mBiasVector[i]);
229 mBallAndSocketJointComponents.mImpulse[i] += deltaLambda;
230
231 // Compute the impulse P=J^T * lambda for the body 1
232 const Vector3 linearImpulseBody1 = -deltaLambda;
233 const Vector3 angularImpulseBody1 = deltaLambda.cross(mBallAndSocketJointComponents.mR1World[i]);
234
235 // Apply the impulse to the body 1
236 v1 += mRigidBodyComponents.mInverseMasses[componentIndexBody1] * linearImpulseBody1;
237 w1 += i1 * angularImpulseBody1;
238
239 // Compute the impulse P=J^T * lambda for the body 2
240 const Vector3 angularImpulseBody2 = -deltaLambda.cross(mBallAndSocketJointComponents.mR2World[i]);
241
242 // Apply the impulse to the body 2
243 v2 += mRigidBodyComponents.mInverseMasses[componentIndexBody2] * deltaLambda;
244 w2 += i2 * angularImpulseBody2;
245 }
246 }
247
248 // Solve the position constraint (for position error correction)
solvePositionConstraint()249 void SolveBallAndSocketJointSystem::solvePositionConstraint() {
250
251 // For each joint component
252 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
253
254 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
255
256 // If the error position correction technique is not the non-linear-gauss-seidel, we do
257 // do not execute this method
258 if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
259
260 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
261 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
262
263 // Recompute the inverse inertia tensors
264 mBallAndSocketJointComponents.mI1[i] = RigidBody::getWorldInertiaTensorInverse(mWorld, body1Entity);
265 mBallAndSocketJointComponents.mI2[i] = RigidBody::getWorldInertiaTensorInverse(mWorld, body2Entity);
266 }
267
268 // For each joint component
269 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
270
271 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
272
273 // If the error position correction technique is not the non-linear-gauss-seidel, we do
274 // do not execute this method
275 if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
276
277 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
278 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
279
280 // Compute the vector from body center to the anchor point in world-space
281 mBallAndSocketJointComponents.mR1World[i] = mRigidBodyComponents.getConstrainedOrientation(body1Entity) *
282 mBallAndSocketJointComponents.mLocalAnchorPointBody1[i];
283 mBallAndSocketJointComponents.mR2World[i] = mRigidBodyComponents.getConstrainedOrientation(body2Entity) *
284 mBallAndSocketJointComponents.mLocalAnchorPointBody2[i];
285 }
286
287 // For each joint component
288 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
289
290 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
291
292 // If the error position correction technique is not the non-linear-gauss-seidel, we do
293 // do not execute this method
294 if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
295
296 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
297 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
298
299 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
300 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
301
302 const Vector3& r1World = mBallAndSocketJointComponents.mR1World[i];
303 const Vector3& r2World = mBallAndSocketJointComponents.mR2World[i];
304
305 // Compute the corresponding skew-symmetric matrices
306 Matrix3x3 skewSymmetricMatrixU1 = Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r1World);
307 Matrix3x3 skewSymmetricMatrixU2 = Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r2World);
308
309 // Get the inverse mass and inverse inertia tensors of the bodies
310 const decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
311 const decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
312
313 // Recompute the inverse mass matrix K=J^TM^-1J of of the 3 translation constraints
314 decimal inverseMassBodies = inverseMassBody1 + inverseMassBody2;
315 Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
316 0, inverseMassBodies, 0,
317 0, 0, inverseMassBodies) +
318 skewSymmetricMatrixU1 * mBallAndSocketJointComponents.mI1[i] * skewSymmetricMatrixU1.getTranspose() +
319 skewSymmetricMatrixU2 * mBallAndSocketJointComponents.mI2[i] * skewSymmetricMatrixU2.getTranspose();
320 mBallAndSocketJointComponents.mInverseMassMatrix[i].setToZero();
321 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC ||
322 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) {
323 mBallAndSocketJointComponents.mInverseMassMatrix[i] = massMatrix.getInverse();
324 }
325 }
326
327 // For each joint component
328 for (uint32 i=0; i < mBallAndSocketJointComponents.getNbEnabledComponents(); i++) {
329
330 const Entity jointEntity = mBallAndSocketJointComponents.mJointEntities[i];
331
332 // If the error position correction technique is not the non-linear-gauss-seidel, we do
333 // do not execute this method
334 if (mJointComponents.getPositionCorrectionTechnique(jointEntity) != JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL) continue;
335
336 const Entity body1Entity = mJointComponents.getBody1Entity(jointEntity);
337 const Entity body2Entity = mJointComponents.getBody2Entity(jointEntity);
338
339 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
340 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
341
342 Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1];
343 Vector3& x2 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody2];
344
345 const Vector3& r1World = mBallAndSocketJointComponents.mR1World[i];
346 const Vector3& r2World = mBallAndSocketJointComponents.mR2World[i];
347
348 // Compute the constraint error (value of the C(x) function)
349 const Vector3 constraintError = (x2 + r2World - x1 - r1World);
350
351 // Compute the Lagrange multiplier lambda
352 // TODO : Do not solve the system by computing the inverse each time and multiplying with the
353 // right-hand side vector but instead use a method to directly solve the linear system.
354 const Vector3 lambda = mBallAndSocketJointComponents.mInverseMassMatrix[i] * (-constraintError);
355
356 // Compute the impulse of body 1
357 const Vector3 linearImpulseBody1 = -lambda;
358 const Vector3 angularImpulseBody1 = lambda.cross(r1World);
359
360 // Get the inverse mass and inverse inertia tensors of the bodies
361 const decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
362 const decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
363
364 // Compute the pseudo velocity of body 1
365 const Vector3 v1 = inverseMassBody1 * linearImpulseBody1;
366 const Vector3 w1 = mBallAndSocketJointComponents.mI1[i] * angularImpulseBody1;
367
368 Quaternion& q1 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody1];
369 Quaternion& q2 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody2];
370
371 // Update the body center of mass and orientation of body 1
372 x1 += v1;
373 q1 += Quaternion(0, w1) * q1 * decimal(0.5);
374 q1.normalize();
375
376 // Compute the impulse of body 2
377 const Vector3 angularImpulseBody2 = -lambda.cross(r2World);
378
379 // Compute the pseudo velocity of body 2
380 const Vector3 v2 = inverseMassBody2 * lambda;
381 const Vector3 w2 = mBallAndSocketJointComponents.mI2[i] * angularImpulseBody2;
382
383 // Update the body position/orientation of body 2
384 x2 += v2;
385 q2 += Quaternion(0, w2) * q2 * decimal(0.5);
386 q2.normalize();
387 }
388 }
389