Example #1
0
        private void SpheresUpdate(double dt)
        {
            if (Spheres == null)
            {
                return;
            }

            var contactObjects           = new List <Entity> ();
            var contactIntersectionData  = new List <Intersection> ();
            var contactCollisionMatrices = new List <Mat3> ();

            /* Build up broad phase collision hash grid */
            var hgridObjects = AddSpheresToHGrid();

            for (int i = 0; i < Spheres.Count; i++)
            {
                Sphere sphere = Spheres [i];

                // Add gravity and take a half timestep
                sphere.f.Set(sphere.m * g);
                sphere.v.Add(0.5 * dt * sphere.m_inv * sphere.f);

                intersections.Clear();

                /* Broad phase collision detection againt other spheres */
                List <Sphere> possibleCollisions = hgrid.CheckObjAgainstGrid(hgridObjects [i]);
                hgrid.RemoveObject(hgridObjects [i]);

                foreach (Sphere other in possibleCollisions)
                {
                    var data = sphere.Collider.CheckIntersection(other);

                    foreach (var d in data)
                    {
                        d.self = sphere;
                    }

                    intersections.AddRange(data);
                }

                foreach (Entity entity in entities)
                {
                    // FIXME not needed?
                    // This is here so that the ground doesn't accumulate velocity
                    entity.v.SetZero();

                    var data = entity.Collider.CheckIntersection(sphere);

                    foreach (var d in data)
                    {
                        d.self = sphere;
                    }

                    intersections.AddRange(data);
                }

                foreach (Intersection data in intersections)
                {
                    const double e  = 0.8;
                    const double mu = 0.1;

                    Entity other = data.entity;
                    var    u     = sphere.v - other.v;
                    var    r     = sphere.x - other.x;
                    var    u_n   = Vec3.Dot(u, data.normal) * data.normal;
                    var    r_a   = sphere.x - data.point;
                    var    r_b   = other.x - data.point;

                    /* Check if contact is a separating contact */
                    if (Vec3.Dot(u, data.normal) > 0)
                    {
                        continue;
                    }

                    var rax = Mat3.SkewSymmetric(r_a);
                    var rbx = Mat3.SkewSymmetric(r_b);

                    var I_a = sphere.I_inv;
                    var I_b = other.I_inv;
                    var M_a = sphere.m_inv;
                    var M_b = other.m_inv;

                    Mat3 K = M_a + M_b;                    // - (rax * I_a * rax.Transpose + rbx * I_b * rbx.Transpose);
                    Vec3 J = K.Inverse * (-e * u_n - u);

                    var j_n = Vec3.Dot(J, data.normal) * data.normal;
                    var j_t = J - j_n;

                    bool in_allowed_friction_cone = j_t.SqLength < mu * mu * j_n.SqLength;

                    if (!in_allowed_friction_cone)
                    {
                        Vec3 n = data.normal;
                        Vec3 t = j_t.UnitVector;
                        var  j = -(1 + e) * u_n.Length / Vec3.Dot(n * K, n - mu * t);
                        J = -j * n - mu * j * t;
                    }

                    sphere.v.Add(sphere.m_inv * J);
                    sphere.omega.Add(sphere.I_inv * Vec3.Cross(r_a, J));
                    other.v.Add(-other.m_inv * J);
                    other.omega.Add(-other.I_inv * Vec3.Cross(r_b, J));

                    var u_new       = sphere.v - other.v;
                    var contactTest = Vec3.Dot(data.normal, u_new);

                    /* Check if contact is a resting contact */
                    if (contactTest <= 0.3)
                    {
                        // Add to contact matrix
                        if (!contactObjects.Contains(other))
                        {
                            contactObjects.Add(other);
                        }

                        if (!contactObjects.Contains(sphere))
                        {
                            contactObjects.Add(sphere);
                        }

                        data.i = contactObjects.FindIndex(s => {
                            return(s == sphere);
                        });

                        data.j = contactObjects.FindIndex(s => {
                            return(s == other);
                        });

                        contactIntersectionData.Add(data);
                        contactCollisionMatrices.Add(K);
                    }
                }

                // Add the other half of the time step
                sphere.v.Add(0.5 * dt * sphere.m_inv * sphere.f);
            }

            if (contactObjects.Count > 0)
            {
                double d = timestepsToStabilizeConstraint;
                double k = 1000;
                double a = 4 / (dt * (1 + 4 * d));
                double b = (4 * d) / (1 + 4 * d);

                var M = contactIntersectionData.Count;
                var N = contactObjects.Count;

                var G = new Vec3Matrix(M, N);
                var CollisionMatrix = new Mat3Matrix(M, M);
                var dW    = new Vec3Vector(N);
                var W     = new Vec3Vector(N);
                var q     = new Vec3Vector(M);
                var M_inv = new Mat3Matrix(N, N);

                // Jacobian
                for (int i = 0; i < M; i++)
                {
                    int body_i = contactIntersectionData [i].i;
                    int body_j = contactIntersectionData [i].j;
                    G [i, body_i]          = contactIntersectionData [i].normal;
                    G [i, body_j]          = -contactIntersectionData [i].normal;
                    CollisionMatrix [i, i] = contactCollisionMatrices [i];
                }

                // Set constraints q
                for (int i = 0; i < M; i++)
                {
                    q [i] = -contactIntersectionData [i].distance * contactIntersectionData [i].normal;
                }

                // Set values to M, f, W
                for (int i = 0; i < N; i++)
                {
                    dW [i]       = contactObjects [i].m_inv * contactObjects [i].f;
                    W [i]        = contactObjects [i].v;
                    M_inv [i, i] = contactObjects [i].m_inv;
                }

                Vec3Matrix S = G * M_inv * G.Transpose;

                for (int i = 0; i < S.Rows; i++)
                {
                    var e = 4 / (dt * dt * k * (1 + 4 * d));
                    S [i, i].Add(e);
                }

                Vec3Vector B = -a * q - b * (G * W) - dt * (G * dW);

                // Data collection
                if (sphereTimeSteps < timestepLimit)
                {
                    sphereTimeSteps++;
                }
                else if (sphereTimeSteps == timestepLimit)
                {
                    sphereTimeSteps++;
                    Debug.Log("Spheres sample complete! Timestep: " + 1 / Time.fixedDeltaTime + "Hz");
                    sphereData.Close();
                    sphereData = null;
                }

                Vec3Vector lambda = Solver.GaussSeidel(S, B, maxSolverIterations, logFile: sphereData);

                /* If lambda has negative values, clamp to zero */
                foreach (Vec3 elem in lambda)
                {
                    for (int j = 0; j < 3; j++)
                    {
                        if (elem [j] < 0)
                        {
                            elem [j] = 0;
                            //Debug.Log ("Negative lambda");
                        }
                    }
                }

                var fc = G.Transpose * lambda;

                for (int i = 0; i < contactObjects.Count; i++)
                {
                    contactObjects [i].v.Add(contactObjects [i].m_inv * fc [i]);
                }
            }

            // Finally, integrate
            foreach (var sphere in Spheres)
            {
                sphere.x.Add(dt * sphere.v);
            }
        }
Example #2
0
        private void RopeUpdate(double dt)
        {
            if (Rope == null)
            {
                return;
            }

            // Data collection
            if (ropeTimeSteps < timestepLimit)
            {
                ropeTimeSteps++;
            }
            else if (ropeTimeSteps == timestepLimit)
            {
                ropeTimeSteps++;
                Debug.Log("Rope sample complete! Timestep: " + 1 / Time.fixedDeltaTime + "Hz");
                ropeData.Close();
                ropeData = null;
            }

            // Add gravity
            foreach (var p in Rope)
            {
                p.f.Set(p.m * g);
            }

            intersections.Clear();
            CheckCollisions(Rope);
            HandleCollisions();

            /* Constant parameters in SPOOK */
            double d = timestepsToStabilizeConstraint;
            double a = 4 / (dt * (1 + 4 * d));
            double b = (4 * d) / (1 + 4 * d);

            var N = Rope.Count;
            List <Constraint> C = Rope.constraints;

            var G     = new Vec3Matrix(C.Count, N);        // Constraint Jacobian matrix
            var M_inv = new Mat3Matrix(N, N);              // Inverse Mass matrix

            // All forces, velocities, generalized positions
            var f = new Vec3Vector(N);
            var W = new Vec3Vector(N);
            var q = new Vec3Vector(C.Count);

            for (int i = 0; i < C.Count; i++)
            {
                // Set Jacobians
                var    c   = C [i];
                Vec3[] jac = c.getJacobians(Rope);
                G [i, c.body_i] = jac [0];
                G [i, c.body_j] = jac [1];

                // Set constraints q
                q [i] = c.getConstraint(Rope);
            }

            // Set values to M, f, W
            for (int i = 0; i < N; i++)
            {
                M_inv [i, i] = Mat3.Diag(Rope [i].m_inv);
                f [i]        = Rope [i].f;
                W [i]        = Rope [i].v;
            }

            Vec3Matrix S = G * M_inv * G.Transpose;

            for (int i = 0; i < S.Rows; i++)
            {
                var e = 4 / (dt * dt * C [i].k * (1 + 4 * d));
                S [i, i].Add(e);
            }

            Vec3Vector B = -a * q - b * (G * W) - dt * (G * (M_inv * f));

            Vec3Vector lambda = Solver.GaussSeidel(S, B, maxSolverIterations, iterationDirection, logFile: ropeData);

            Vec3Vector fc = G.Transpose * lambda;

            // Integrate
            for (int i = 0; i < N; i++)
            {
                Particle p = Rope [i];
                p.v = p.v + p.m_inv * fc [i] + dt * p.m_inv * p.f;
                p.x = p.x + dt * p.v;
            }

            AdjustIntersections();
        }