Ejemplo n.º 1
0
void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
{
    b2Vec2 vA = data.velocities[m_indexA].v;
    float32 wA = data.velocities[m_indexA].w;
    b2Vec2 vB = data.velocities[m_indexB].v;
    float32 wB = data.velocities[m_indexB].w;

    float32 mA = m_invMassA, mB = m_invMassB;
    float32 iA = m_invIA, iB = m_invIB;

    if (m_frequencyHz > 0.0f)
    {
        float32 Cdot2 = wB - wA;

        float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
        m_impulse.z += impulse2;

        wA -= iA * impulse2;
        wB += iB * impulse2;

        b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);

        b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
        m_impulse.x += impulse1.x;
        m_impulse.y += impulse1.y;

        b2Vec2 P = impulse1;

        vA -= mA * P;
        wA -= iA * b2Cross(m_rA, P);

        vB += mB * P;
        wB += iB * b2Cross(m_rB, P);
    }
    else
    {
        b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
        float32 Cdot2 = wB - wA;
        b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

        b2Vec3 impulse = -b2Mul(m_mass, Cdot);
        m_impulse += impulse;

        b2Vec2 P(impulse.x, impulse.y);

        vA -= mA * P;
        wA -= iA * (b2Cross(m_rA, P) + impulse.z);

        vB += mB * P;
        wB += iB * (b2Cross(m_rB, P) + impulse.z);
    }

    data.velocities[m_indexA].v = vA;
    data.velocities[m_indexA].w = wA;
    data.velocities[m_indexB].v = vB;
    data.velocities[m_indexB].w = wB;
}
void b2WeldJoint::SolveVelocityConstraints(const b2TimeStep& step)
{
	B2_NOT_USED(step);

	b2Body* bA = m_bodyA;
	b2Body* bB = m_bodyB;

	b2Vec2 vA = bA->m_linearVelocity;
	float32 wA = bA->m_angularVelocity;
	b2Vec2 vB = bB->m_linearVelocity;
	float32 wB = bB->m_angularVelocity;

	float32 mA = bA->m_invMass, mB = bB->m_invMass;
	float32 iA = bA->m_invI, iB = bB->m_invI;

	b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
	b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());

	// Solve point-to-point constraint
	b2Vec2 Cdot1 = vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA);
	float32 Cdot2 = wB - wA;
	b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

	b2Vec3 impulse = m_mass.Solve33(-Cdot);
	m_impulse += impulse;

	b2Vec2 P(impulse.x, impulse.y);

	vA -= mA * P;
	wA -= iA * (b2Cross(rA, P) + impulse.z);

	vB += mB * P;
	wB += iB * (b2Cross(rB, P) + impulse.z);

	bA->m_linearVelocity = vA;
	bA->m_angularVelocity = wA;
	bB->m_linearVelocity = vB;
	bB->m_angularVelocity = wB;
}
Ejemplo n.º 3
0
void b2LineJoint::SolveVelocityConstraints(const b2TimeStep& step)
{
	b2Body* b1 = m_bodyA;
	b2Body* b2 = m_bodyB;

	b2Vec2 v1 = b1->m_linearVelocity;
	float32 w1 = b1->m_angularVelocity;
	b2Vec2 v2 = b2->m_linearVelocity;
	float32 w2 = b2->m_angularVelocity;

	// Solve linear motor constraint.
	if (m_enableMotor && m_limitState != e_equalLimits)
	{
		float32 Cdot = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
		float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
		float32 oldImpulse = m_motorImpulse;
		float32 maxImpulse = step.dt * m_maxMotorForce;
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
		impulse = m_motorImpulse - oldImpulse;

		b2Vec2 P = impulse * m_axis;
		float32 L1 = impulse * m_a1;
		float32 L2 = impulse * m_a2;

		v1 -= m_invMassA * P;
		w1 -= m_invIA * L1;

		v2 += m_invMassB * P;
		w2 += m_invIB * L2;
	}

	float32 Cdot1 = b2Dot(m_perp, v2 - v1) + m_s2 * w2 - m_s1 * w1;

	if (m_enableLimit && m_limitState != e_inactiveLimit)
	{
		// Solve prismatic and limit constraint in block form.
		float32 Cdot2 = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
		b2Vec2 Cdot(Cdot1, Cdot2);

		b2Vec2 f1 = m_impulse;
		b2Vec2 df =  m_K.Solve(-Cdot);
		m_impulse += df;

		if (m_limitState == e_atLowerLimit)
		{
			m_impulse.y = b2Max(m_impulse.y, 0.0f);
		}
		else if (m_limitState == e_atUpperLimit)
		{
			m_impulse.y = b2Min(m_impulse.y, 0.0f);
		}

		// f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1)
		float32 b = -Cdot1 - (m_impulse.y - f1.y) * m_K.col2.x;
		float32 f2r;
		if (m_K.col1.x != 0.0f)
		{
			f2r = b / m_K.col1.x + f1.x;
		}
		else
		{
			f2r = f1.x;	
		}

		m_impulse.x = f2r;

		df = m_impulse - f1;

		b2Vec2 P = df.x * m_perp + df.y * m_axis;
		float32 L1 = df.x * m_s1 + df.y * m_a1;
		float32 L2 = df.x * m_s2 + df.y * m_a2;

		v1 -= m_invMassA * P;
		w1 -= m_invIA * L1;

		v2 += m_invMassB * P;
		w2 += m_invIB * L2;
	}
	else
	{
		// Limit is inactive, just solve the prismatic constraint in block form.
		float32 df;
		if (m_K.col1.x != 0.0f)
		{
			df = - Cdot1 / m_K.col1.x;
		}
		else
		{
			df = 0.0f;
		}
		m_impulse.x += df;

		b2Vec2 P = df * m_perp;
		float32 L1 = df * m_s1;
		float32 L2 = df * m_s2;

		v1 -= m_invMassA * P;
		w1 -= m_invIA * L1;

		v2 += m_invMassB * P;
		w2 += m_invIB * L2;
	}

	b1->m_linearVelocity = v1;
	b1->m_angularVelocity = w1;
	b2->m_linearVelocity = v2;
	b2->m_angularVelocity = w2;
}
Ejemplo n.º 4
0
void b2RevoluteJoint::SolveVelocityConstraints(const b2SolverData& data)
{
	b2Vec2 vA = data.velocities[m_indexA].v;
	float32 wA = data.velocities[m_indexA].w;
	b2Vec2 vB = data.velocities[m_indexB].v;
	float32 wB = data.velocities[m_indexB].w;

	float32 mA = m_invMassA, mB = m_invMassB;
	float32 iA = m_invIA, iB = m_invIB;

	bool fixedRotation = (iA + iB == 0.0f);

	// Solve motor constraint.
	if (m_enableMotor && m_limitState != e_equalLimits && fixedRotation == false)
	{
		float32 Cdot = wB - wA - m_motorSpeed;
		float32 impulse = -m_motorMass * Cdot;
		float32 oldImpulse = m_motorImpulse;
		float32 maxImpulse = data.step.dt * m_maxMotorTorque;
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
		impulse = m_motorImpulse - oldImpulse;

		wA -= iA * impulse;
		wB += iB * impulse;
	}

	// Solve limit constraint.
	if (m_enableLimit && m_limitState != e_inactiveLimit && fixedRotation == false)
	{
		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
		float32 Cdot2 = wB - wA;
		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

		b2Vec3 impulse = -m_mass.Solve33(Cdot);

		if (m_limitState == e_equalLimits)
		{
			m_impulse += impulse;
		}
		else if (m_limitState == e_atLowerLimit)
		{
			float32 newImpulse = m_impulse.z + impulse.z;
			if (newImpulse < 0.0f)
			{
				b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y);
				b2Vec2 reduced = m_mass.Solve22(rhs);
				impulse.x = reduced.x;
				impulse.y = reduced.y;
				impulse.z = -m_impulse.z;
				m_impulse.x += reduced.x;
				m_impulse.y += reduced.y;
				m_impulse.z = 0.0f;
			}
			else
			{
				m_impulse += impulse;
			}
		}
		else if (m_limitState == e_atUpperLimit)
		{
			float32 newImpulse = m_impulse.z + impulse.z;
			if (newImpulse > 0.0f)
			{
				b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y);
				b2Vec2 reduced = m_mass.Solve22(rhs);
				impulse.x = reduced.x;
				impulse.y = reduced.y;
				impulse.z = -m_impulse.z;
				m_impulse.x += reduced.x;
				m_impulse.y += reduced.y;
				m_impulse.z = 0.0f;
			}
			else
			{
				m_impulse += impulse;
			}
		}

		b2Vec2 P(impulse.x, impulse.y);

		vA -= mA * P;
		wA -= iA * (b2Cross(m_rA, P) + impulse.z);

		vB += mB * P;
		wB += iB * (b2Cross(m_rB, P) + impulse.z);
	}
	else
	{
		// Solve point-to-point constraint
		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
		b2Vec2 impulse = m_mass.Solve22(-Cdot);

		m_impulse.x += impulse.x;
		m_impulse.y += impulse.y;

		vA -= mA * impulse;
		wA -= iA * b2Cross(m_rA, impulse);

		vB += mB * impulse;
		wB += iB * b2Cross(m_rB, impulse);
	}

	data.velocities[m_indexA].v = vA;
	data.velocities[m_indexA].w = wA;
	data.velocities[m_indexB].v = vB;
	data.velocities[m_indexB].w = wB;
}
Ejemplo n.º 5
0
void b2PrismaticJoint::SolveVelocityConstraints(const b2TimeStep& step)
{
	b2Body* b1 = m_bodyA;
	b2Body* b2 = m_bodyB;

	b2Vec2 v1 = b1->m_linearVelocity;
	float32 w1 = b1->m_angularVelocity;
	b2Vec2 v2 = b2->m_linearVelocity;
	float32 w2 = b2->m_angularVelocity;

	// Solve linear motor constraint.
	if (m_enableMotor && m_limitState != e_equalLimits)
	{
		float32 Cdot = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
		float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
		float32 oldImpulse = m_motorImpulse;
		float32 maxImpulse = step.dt * m_maxMotorForce;
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
		impulse = m_motorImpulse - oldImpulse;

		b2Vec2 P = impulse * m_axis;
		float32 L1 = impulse * m_a1;
		float32 L2 = impulse * m_a2;

		v1 -= m_invMassA * P;
		w1 -= m_invIA * L1;

		v2 += m_invMassB * P;
		w2 += m_invIB * L2;
	}

	b2Vec2 Cdot1;
	Cdot1.x = b2Dot(m_perp, v2 - v1) + m_s2 * w2 - m_s1 * w1;
	Cdot1.y = w2 - w1;

	if (m_enableLimit && m_limitState != e_inactiveLimit)
	{
		// Solve prismatic and limit constraint in block form.
		float32 Cdot2;
		Cdot2 = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

		b2Vec3 f1 = m_impulse;
		b2Vec3 df =  m_K.Solve33(-Cdot);
		m_impulse += df;

		if (m_limitState == e_atLowerLimit)
		{
			m_impulse.z = b2Max(m_impulse.z, 0.0f);
		}
		else if (m_limitState == e_atUpperLimit)
		{
			m_impulse.z = b2Min(m_impulse.z, 0.0f);
		}

		// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
		b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.col3.x, m_K.col3.y);
		b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
		m_impulse.x = f2r.x;
		m_impulse.y = f2r.y;

		df = m_impulse - f1;

		b2Vec2 P = df.x * m_perp + df.z * m_axis;
		float32 L1 = df.x * m_s1 + df.y + df.z * m_a1;
		float32 L2 = df.x * m_s2 + df.y + df.z * m_a2;

		v1 -= m_invMassA * P;
		w1 -= m_invIA * L1;

		v2 += m_invMassB * P;
		w2 += m_invIB * L2;
	}
	else
	{
		// Limit is inactive, just solve the prismatic constraint in block form.
		b2Vec2 df = m_K.Solve22(-Cdot1);
		m_impulse.x += df.x;
		m_impulse.y += df.y;

		b2Vec2 P = df.x * m_perp;
		float32 L1 = df.x * m_s1 + df.y;
		float32 L2 = df.x * m_s2 + df.y;

		v1 -= m_invMassA * P;
		w1 -= m_invIA * L1;

		v2 += m_invMassB * P;
		w2 += m_invIB * L2;
	}

	b1->m_linearVelocity = v1;
	b1->m_angularVelocity = w1;
	b2->m_linearVelocity = v2;
	b2->m_angularVelocity = w2;
}
Ejemplo n.º 6
0
void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
{
	b2Vec2 vA = data.velocities[m_indexA].v;
	float32 wA = data.velocities[m_indexA].w;
	b2Vec2 vB = data.velocities[m_indexB].v;
	float32 wB = data.velocities[m_indexB].w;

	float32 mA = m_invMassA, mB = m_invMassB;
	float32 iA = m_invIA, iB = m_invIB;

	// Solve linear motor constraint.
	if (m_enableMotor && m_limitState != e_equalLimits)
	{
		float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
		float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
		float32 oldImpulse = m_motorImpulse;
		float32 maxImpulse = data.step.dt * m_maxMotorForce;
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
		impulse = m_motorImpulse - oldImpulse;

		b2Vec2 P = impulse * m_axis;
		float32 LA = impulse * m_a1;
		float32 LB = impulse * m_a2;

		vA -= mA * P;
		wA -= iA * LA;

		vB += mB * P;
		wB += iB * LB;
	}

	b2Vec2 Cdot1;
	Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
	Cdot1.y = wB - wA;

	if (m_enableLimit && m_limitState != e_inactiveLimit)
	{
		// Solve prismatic and limit constraint in block form.
		float32 Cdot2;
		Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

		b2Vec3 f1 = m_impulse;
		b2Vec3 df =  m_K.Solve33(-Cdot);
		m_impulse += df;

		if (m_limitState == e_atLowerLimit)
		{
			m_impulse.z = b2Max(m_impulse.z, 0.0f);
		}
		else if (m_limitState == e_atUpperLimit)
		{
			m_impulse.z = b2Min(m_impulse.z, 0.0f);
		}

		// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
		b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y);
		b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
		m_impulse.x = f2r.x;
		m_impulse.y = f2r.y;

		df = m_impulse - f1;

		b2Vec2 P = df.x * m_perp + df.z * m_axis;
		float32 LA = df.x * m_s1 + df.y + df.z * m_a1;
		float32 LB = df.x * m_s2 + df.y + df.z * m_a2;

		vA -= mA * P;
		wA -= iA * LA;

		vB += mB * P;
		wB += iB * LB;
	}
	else
	{
		// Limit is inactive, just solve the prismatic constraint in block form.
		b2Vec2 df = m_K.Solve22(-Cdot1);
		m_impulse.x += df.x;
		m_impulse.y += df.y;

		b2Vec2 P = df.x * m_perp;
		float32 LA = df.x * m_s1 + df.y;
		float32 LB = df.x * m_s2 + df.y;

		vA -= mA * P;
		wA -= iA * LA;

		vB += mB * P;
		wB += iB * LB;

		b2Vec2 Cdot10 = Cdot1;

		Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
		Cdot1.y = wB - wA;

		if (b2Abs(Cdot1.x) > 0.01f || b2Abs(Cdot1.y) > 0.01f)
		{
			b2Vec2 test = b2Mul22(m_K, df);
			Cdot1.x += 0.0f;
		}
	}

	data.velocities[m_indexA].v = vA;
	data.velocities[m_indexA].w = wA;
	data.velocities[m_indexB].v = vB;
	data.velocities[m_indexB].w = wB;
}
Ejemplo n.º 7
0
void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
{
	b2Body* b1 = m_bodyA;
	b2Body* b2 = m_bodyB;

	b2Vec2 v1 = b1->m_linearVelocity;
	float32 w1 = b1->m_angularVelocity;
	b2Vec2 v2 = b2->m_linearVelocity;
	float32 w2 = b2->m_angularVelocity;

	float32 m1 = b1->m_invMass, m2 = b2->m_invMass;
	float32 i1 = b1->m_invI, i2 = b2->m_invI;

	// Solve motor constraint.
	if (m_enableMotor && m_limitState != e_equalLimits)
	{
		float32 Cdot = w2 - w1 - m_motorSpeed;
		float32 impulse = m_motorMass * (-Cdot);
		float32 oldImpulse = m_motorImpulse;
		float32 maxImpulse = step.dt * m_maxMotorTorque;
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
		impulse = m_motorImpulse - oldImpulse;

		w1 -= i1 * impulse;
		w2 += i2 * impulse;
	}

	// Solve limit constraint.
	if (m_enableLimit && m_limitState != e_inactiveLimit)
	{
		b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
		b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());

		// Solve point-to-point constraint
		b2Vec2 Cdot1 = v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1);
		float32 Cdot2 = w2 - w1;
		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

		b2Vec3 impulse = m_mass.Solve33(-Cdot);

		if (m_limitState == e_equalLimits)
		{
			m_impulse += impulse;
		}
		else if (m_limitState == e_atLowerLimit)
		{
			float32 newImpulse = m_impulse.z + impulse.z;
			if (newImpulse < 0.0f)
			{
				b2Vec2 reduced = m_mass.Solve22(-Cdot1);
				impulse.x = reduced.x;
				impulse.y = reduced.y;
				impulse.z = -m_impulse.z;
				m_impulse.x += reduced.x;
				m_impulse.y += reduced.y;
				m_impulse.z = 0.0f;
			}
		}
		else if (m_limitState == e_atUpperLimit)
		{
			float32 newImpulse = m_impulse.z + impulse.z;
			if (newImpulse > 0.0f)
			{
				b2Vec2 reduced = m_mass.Solve22(-Cdot1);
				impulse.x = reduced.x;
				impulse.y = reduced.y;
				impulse.z = -m_impulse.z;
				m_impulse.x += reduced.x;
				m_impulse.y += reduced.y;
				m_impulse.z = 0.0f;
			}
		}

		b2Vec2 P(impulse.x, impulse.y);

		v1 -= m1 * P;
		w1 -= i1 * (b2Cross(r1, P) + impulse.z);

		v2 += m2 * P;
		w2 += i2 * (b2Cross(r2, P) + impulse.z);
	}
	else
	{
		b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
		b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());

		// Solve point-to-point constraint
		b2Vec2 Cdot = v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1);
		b2Vec2 impulse = m_mass.Solve22(-Cdot);

		m_impulse.x += impulse.x;
		m_impulse.y += impulse.y;

		v1 -= m1 * impulse;
		w1 -= i1 * b2Cross(r1, impulse);

		v2 += m2 * impulse;
		w2 += i2 * b2Cross(r2, impulse);
	}

	b1->m_linearVelocity = v1;
	b1->m_angularVelocity = w1;
	b2->m_linearVelocity = v2;
	b2->m_angularVelocity = w2;
}
Ejemplo n.º 8
0
void SimultaneousImpulseBasedConstraintSolverStrategy::Solve(float dt, std::vector<std::unique_ptr<IConstraint> >& c, Mat<float>& q, Mat<float>& qdot, SparseMat<float>& invM, SparseMat<float>& S, const Mat<float>& Fext )
{
	//std::cout << "STATE :" << std::endl;
	//q.afficher();
	
	Mat<float> qdotminus(qdot);
	this->dt = dt;
	//computeConstraintsJacobian(c);
	Mat<float> tempInvMFext( dt*(invM * Fext) ) ;
	//qdot += tempInvMFext;
	//computeConstraintsJacobian(c,q,qdot);
	computeConstraintsANDJacobian(c,q,qdot);
	
	//BAUMGARTE STABILIZATION has been handled in the computeConstraintsANDJacobian function....
	//std::cout << "Constraints : norme  = " << norme2(C) << std::endl;
	//C.afficher();
	
	Mat<float> tConstraintsJacobian( transpose(constraintsJacobian) );
	//std::cout << "t Constraints Jacobian :" << std::endl;
	//tConstraintsJacobian.afficher();
	
	
	//PREVIOUS METHOD :
	//--------------------------------
	//David Baraff 96 STAR.pdf Interactive Simulation of Rigid Body Dynamics in Computer Graphics : Lagrange Multipliers Method :
	//Construct A :
	/*
	Mat<float> A( (-1.0f)*tConstraintsJacobian );
	Mat<float> M( invGJ( invM.SM2mat() ) );
	A = operatorL( M, A);
	A = operatorC( A , operatorL( constraintsJacobian, Mat<float>((float)0,constraintsJacobian.getLine(), constraintsJacobian.getLine()) ) );
	*/
	//----------------------------
	Mat<float> A( constraintsJacobian * invM.SM2mat() * tConstraintsJacobian );
	
	//---------------------------
	Mat<float> invA( invGJ(A) );//invM*tConstraintsJacobian ) * constraintsJacobian );
	
	//Construct b and compute the solution.
	//----------------------------------
	//Mat<float> tempLambda( invA * operatorC( Mat<float>((float)0,invA.getLine()-constraintsJacobian.getLine(),1) , (-1.0f)*(constraintsJacobian*(invM*Fext) + offset) ) );
	//-----------------------------------
	Mat<float> tempLambda( invA * ((-1.0f)*(constraintsJacobian*tempInvMFext + offset) ) );
	//-----------------------------------
	
	//Solutions :
	//------------------------------------
	//lambda = extract( &tempLambda, qdot.getLine()+1, 1, tempLambda.getLine(), 1);
	//if(isnanM(lambda))
	//	lambda = Mat<float>(0.0f,lambda.getLine(),lambda.getColumn());
	//Mat<float> udot( extract(  &tempLambda, 1,1, qdot.getLine(), 1) );
	//------------------------------------
	lambda = tempLambda;
	Mat<float> udot(  tConstraintsJacobian * tempLambda);
	//------------------------------------
	
	if(isnanM(udot))
		udot = Mat<float>(0.0f,udot.getLine(),udot.getColumn());
	
	
	float clampingVal = 1e4f;
	for(int i=1;i<=udot.getLine();i++)
	{
		if(udot.get(i,1) > clampingVal)
		{
			udot.set( clampingVal,i,1);
		}
	}
	
#ifdef debuglvl1	
	std::cout << " SOLUTIONS : udot and lambda/Pc : " << std::endl;
	transpose(udot).afficher();
	transpose(lambda).afficher();
	transpose( tConstraintsJacobian*lambda).afficher();
#endif	
	//Assumed model :
	//qdot = tempInvMFext + dt*extract(  &tempLambda, 1,1, qdot.getLine(), 1);
	//qdot = tempInvMFext + udot;
	qdot += tempInvMFext + invM*udot;
	//qdot += invM*udot;
	//qdot += tempInvMFext + udot;
	float clampingValQ = 1e3f;
	for(int i=1;i<=qdot.getLine();i++)
	{
		if( fabs_(qdot.get(i,1)) > clampingValQ)
		{
			qdot.set( clampingValQ * fabs_(qdot.get(i,1))/qdot.get(i,1),i,1);
		}
	}
	//qdot = udot;
	
	//Assumed model if the update of the integration is applied after that constraints solver :
	//qdot += dt*extract(  &tempLambda, 1,1, qdot.getLine(), 1);//+tempInvMFext
	
	Mat<float> t( dt*( S*qdot ) );	
	
	float clampQuat = 1e-1f;
	float idxQuat = 3;
	while(idxQuat < t.getLine())
	{
		for(int i=1;i<4;i++)
		{
			if( fabs_(t.get(idxQuat+i,1)) > clampQuat)
			{
				t.set( clampQuat*(t.get(idxQuat+i,1))/t.get(idxQuat+i,1), idxQuat+i,1);
			}
		}
		
		idxQuat += 7;
	}
	
	//the update is done by the update via an accurate integration and we must construct q and qdot at every step
	//q += t;
	
	//--------------------------------------	
	//let us normalize each quaternion :
	/*
	idxQuat = 3;
	while(idxQuat < q.getLine())
	{
		float scaler = q.get( idxQuat+4,1);
		
		if(scaler != 0.0f)
		{
			for(int i=1;i<=4;i++)
			{
				q.set( q.get(idxQuat+i,1)/scaler, idxQuat+i,1);
			}
		}
		
		idxQuat += 7;
	}
	*/
	
	//--------------------------------------
	
#ifdef debuglvl2	
	//std::cout << " computed Pc : " << std::endl;
	//(tConstraintsJacobian*tempLambda).afficher();
	//std::cout << " q+ : " << std::endl;
	//transpose(q).afficher();
	std::cout << " qdot+ : " << std::endl;
	transpose(qdot).afficher();
	std::cout << " qdotminus : " << std::endl;
	transpose(qdotminus).afficher();
#endif

#ifdef debuglvl3	
	std::cout << "SOME VERIFICATION ON : J*qdot + c = 0 : " << std::endl;
	transpose(constraintsJacobian*qdot+offset).afficher();
	
	
	float normC = (transpose(C)*C).get(1,1);
	Mat<float> Cdot( constraintsJacobian*qdot);
	float normCdot = (transpose(Cdot)*Cdot).get(1,1);
	float normQdot = (transpose(qdot)*qdot).get(1,1);
	
	//rs->ltadd(std::string("normC"),normC);
	//rs->ltadd(std::string("normCdot"),normCdot);
	rs->ltadd(std::string("normQdot"),normQdot);
	char name[5];
	for(int i=1;i<=t.getLine();i++)
	{
		sprintf(name,"dq%d",i);
		rs->ltadd(std::string(name), t.get(i,1));
	}
	rs->tWriteFileTABLE();
#endif	
	//END OF PREVIOUS METHOD :
	//--------------------------------
	
	//--------------------------------
	//--------------------------------
	//Second Method :
	/*
	//According to Tonge Richar's Physucs For Game pdf :
	Mat<float> tempLambda( (-1.0f)*invGJ( constraintsJacobian*invM.SM2mat()*tConstraintsJacobian)*constraintsJacobian*qdot );
	qdot += invM*tConstraintsJacobian*tempLambda;
	
	
	//qdot += tempInvMFext;	//contraints not satisfied.
	
	//qdot += tempInvMFext;	//qdot+ = qdot- + dt*M-1Fext;
	//Mat<float> qdotreal( qdot + dt*extract(  &tempLambda, 1,1, qdot.getLine(), 1) );	//qdotreal = qdot+ + Pc;
	
	Mat<float> t( dt*( S*qdot ) );
	q += t;
	*/
	//--------------------------------
	//--------------------------------
	//End of second method...
	//--------------------------------
	
	
	
	//--------------------------------
	//--------------------------------
	//THIRD METHOD :
	//--------------------------------
	//With reference to A Unified Framework for Rigid Body Dynamics Chap. 4.6.2.Simultaneous Force-based methods :
	//which refers to Bara96 :
	/*
	Mat<float> iM(invM.SM2mat());
	Mat<float> b((-1.0f)*constraintsJacobian*iM*Fext+offset);
	Mat<float> tempLambda( invGJ( constraintsJacobian*iM*tConstraintsJacobian) * b );
	//Mat<float> qdoubledot(iM*(tConstraintsJacobian*tempLambda+Fext)); 
	Mat<float> qdoubledot(iM*(tConstraintsJacobian*tempLambda)); 
	qdot += dt*qdoubledot;
	
	
	//qdot += tempInvMFext;	//contraints not satisfied.
	
	//qdot += tempInvMFext;	//qdot+ = qdot- + dt*M-1Fext;
	//Mat<float> qdotreal( qdot + dt*extract(  &tempLambda, 1,1, qdot.getLine(), 1) );	//qdotreal = qdot+ + Pc;
	
	Mat<float> t( dt*( S*qdot ) );
	q += t;
	
	std::cout << " computed Pc : " << std::endl;
	(tConstraintsJacobian*tempLambda).afficher();
	std::cout << " q+ : " << std::endl;
	q.afficher();
	std::cout << " qdot+ : " << std::endl;
	qdot.afficher();
	*/
	//END OF THIRD METHOD :
	//--------------------------------
	
	
	
	
	//S.print();
	
	//std::cout << " computed Pc : " << std::endl;
	//(tConstraintsJacobian*lambda).afficher();
	//std::cout << " delta state = S * qdotreal : " << std::endl; 
	//t.afficher();
	//std::cout << " S & qdotreal : " << std::endl;
	//S.print();
	//qdot.afficher();
	//std::cout << "invM*Fext : " << std::endl;
	//tempInvMFext.afficher();
	
	
	//temp.afficher();
	//(constraintsJacobian*(invM*Fext)).afficher();
	//(invM*Fext).afficher();
	//std::cout << " A : " << std::endl;
	//A.afficher();
    //std::cout << " SVD A*tA :  S : " << std::endl;
    //SVD<float> instanceSVD(A*transpose(A));
    //instanceSVD.getS().afficher();
	//std::cout << " invA : " << std::endl;
	//invA.afficher();
	
	//std::cout << " LAMBDA : " << std::endl;
	//lambda.afficher();
	
	//std::cout << " qdot+ & qdot- : " << std::endl;
	//qdot.afficher();
	//qdotminus.afficher();
	
	//std::cout << " q+ : " << std::endl;
	//q.afficher();
#ifdef debuglvl4	
	//BAUMGARTE STABILIZATION has been handled in the computeConstraintsANDJacobian function....
	std::cout << "tConstraints : norme  = " << norme2(C) << std::endl;
	transpose(C).afficher();
	std::cout << "Cdot : " << std::endl;
	(constraintsJacobian*qdot).afficher();
	std::cout << " JACOBIAN : " << std::endl;
	//transpose(constraintsJacobian).afficher();
	constraintsJacobian.afficher();
	std::cout << " Qdot+ : " << std::endl;
	transpose(qdot).afficher();
#endif	
	//BAUMGARTE STABILIZATION has been handled in the computeConstraintsANDJacobian function....
	//std::cout << "Constraints : norme  = " << norme2(C) << std::endl;
	//C.afficher();
	
}