void CustomPlayerController::PostUpdate(dFloat timestep, int threadIndex) { dMatrix matrix; dQuaternion bodyRotation; dVector veloc(0.0f, 0.0f, 0.0f, 0.0f); dVector omega(0.0f, 0.0f, 0.0f, 0.0f); CustomPlayerControllerManager* const manager = (CustomPlayerControllerManager*) GetManager(); NewtonWorld* const world = manager->GetWorld(); // apply the player motion, by calculation the desired plane linear and angular velocity manager->ApplyPlayerMove (this, timestep); // get the body motion state NewtonBodyGetMatrix(m_body, &matrix[0][0]); NewtonBodyGetVelocity(m_body, &veloc[0]); NewtonBodyGetOmega(m_body, &omega[0]); // integrate body angular velocity NewtonBodyGetRotation (m_body, &bodyRotation.m_q0); bodyRotation = bodyRotation.IntegrateOmega(omega, timestep); matrix = dMatrix (bodyRotation, matrix.m_posit); // integrate linear velocity dFloat normalizedTimeLeft = 1.0f; dFloat step = timestep * dSqrt (veloc % veloc) ; dFloat descreteTimeStep = timestep * (1.0f / D_DESCRETE_MOTION_STEPS); int prevContactCount = 0; CustomControllerConvexCastPreFilter castFilterData (m_body); NewtonWorldConvexCastReturnInfo prevInfo[PLAYER_CONTROLLER_MAX_CONTACTS]; dVector updir (matrix.RotateVector(m_upVector)); dVector scale; NewtonCollisionGetScale (m_upperBodyShape, &scale.m_x, &scale.m_y, &scale.m_z); //const dFloat radio = m_outerRadio * 4.0f; const dFloat radio = (m_outerRadio + m_restrainingDistance) * 4.0f; NewtonCollisionSetScale (m_upperBodyShape, m_height - m_stairStep, radio, radio); NewtonWorldConvexCastReturnInfo upConstratint; memset (&upConstratint, 0, sizeof (upConstratint)); upConstratint.m_normal[0] = m_upVector.m_x; upConstratint.m_normal[1] = m_upVector.m_y; upConstratint.m_normal[2] = m_upVector.m_z; upConstratint.m_normal[3] = m_upVector.m_w; for (int j = 0; (j < D_PLAYER_MAX_INTERGRATION_STEPS) && (normalizedTimeLeft > 1.0e-5f); j ++ ) { if ((veloc % veloc) < 1.0e-6f) { break; } dFloat timetoImpact; NewtonWorldConvexCastReturnInfo info[PLAYER_CONTROLLER_MAX_CONTACTS]; dVector destPosit (matrix.m_posit + veloc.Scale (timestep)); int contactCount = NewtonWorldConvexCast (world, &matrix[0][0], &destPosit[0], m_upperBodyShape, &timetoImpact, &castFilterData, CustomControllerConvexCastPreFilter::Prefilter, info, sizeof (info) / sizeof (info[0]), threadIndex); if (contactCount) { contactCount = manager->ProcessContacts (this, info, contactCount); } if (contactCount) { matrix.m_posit += veloc.Scale (timetoImpact * timestep); if (timetoImpact > 0.0f) { matrix.m_posit -= veloc.Scale (D_PLAYER_CONTACT_SKIN_THICKNESS / dSqrt (veloc % veloc)) ; } normalizedTimeLeft -= timetoImpact; dFloat speed[PLAYER_CONTROLLER_MAX_CONTACTS * 2]; dFloat bounceSpeed[PLAYER_CONTROLLER_MAX_CONTACTS * 2]; dVector bounceNormal[PLAYER_CONTROLLER_MAX_CONTACTS * 2]; for (int i = 1; i < contactCount; i ++) { dVector n0 (info[i-1].m_normal); for (int j = 0; j < i; j ++) { dVector n1 (info[j].m_normal); if ((n0 % n1) > 0.9999f) { info[i] = info[contactCount - 1]; i --; contactCount --; break; } } } int count = 0; if (!m_isJumping) { upConstratint.m_point[0] = matrix.m_posit.m_x; upConstratint.m_point[1] = matrix.m_posit.m_y; upConstratint.m_point[2] = matrix.m_posit.m_z; upConstratint.m_point[3] = matrix.m_posit.m_w; speed[count] = 0.0f; bounceNormal[count] = dVector (upConstratint.m_normal); bounceSpeed[count] = CalculateContactKinematics(veloc, &upConstratint); count ++; } for (int i = 0; i < contactCount; i ++) { speed[count] = 0.0f; bounceNormal[count] = dVector (info[i].m_normal); bounceSpeed[count] = CalculateContactKinematics(veloc, &info[i]); count ++; } for (int i = 0; i < prevContactCount; i ++) { speed[count] = 0.0f; bounceNormal[count] = dVector (prevInfo[i].m_normal); bounceSpeed[count] = CalculateContactKinematics(veloc, &prevInfo[i]); count ++; } dFloat residual = 10.0f; dVector auxBounceVeloc (0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; (i < D_PLAYER_MAX_SOLVER_ITERATIONS) && (residual > 1.0e-3f); i ++) { residual = 0.0f; for (int k = 0; k < count; k ++) { dVector normal (bounceNormal[k]); dFloat v = bounceSpeed[k] - normal % auxBounceVeloc; dFloat x = speed[k] + v; if (x < 0.0f) { v = 0.0f; x = 0.0f; } if (dAbs (v) > residual) { residual = dAbs (v); } auxBounceVeloc += normal.Scale (x - speed[k]); speed[k] = x; } } dVector velocStep (0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < count; i ++) { dVector normal (bounceNormal[i]); velocStep += normal.Scale (speed[i]); } veloc += velocStep; dFloat velocMag2 = velocStep % velocStep; if (velocMag2 < 1.0e-6f) { dFloat advanceTime = dMin (descreteTimeStep, normalizedTimeLeft * timestep); matrix.m_posit += veloc.Scale (advanceTime); normalizedTimeLeft -= advanceTime / timestep; } prevContactCount = contactCount; memcpy (prevInfo, info, prevContactCount * sizeof (NewtonWorldConvexCastReturnInfo)); } else { matrix.m_posit = destPosit; matrix.m_posit.m_w = 1.0f; break; } } NewtonCollisionSetScale (m_upperBodyShape, scale.m_x, scale.m_y, scale.m_z); // determine if player is standing on some plane dMatrix supportMatrix (matrix); supportMatrix.m_posit += updir.Scale (m_sphereCastOrigin); if (m_isJumping) { dVector dst (matrix.m_posit); UpdateGroundPlane (matrix, supportMatrix, dst, threadIndex); } else { step = dAbs (updir % veloc.Scale (timestep)); dFloat castDist = ((m_groundPlane % m_groundPlane) > 0.0f) ? m_stairStep : step; dVector dst (matrix.m_posit - updir.Scale (castDist * 2.0f)); UpdateGroundPlane (matrix, supportMatrix, dst, threadIndex); } // set player velocity, position and orientation NewtonBodySetVelocity(m_body, &veloc[0]); NewtonBodySetMatrix (m_body, &matrix[0][0]); }
void dgWorldDynamicUpdate::CalculateClusterReactionForces(const dgBodyCluster* const cluster, dgInt32 threadID, dgFloat32 timestep, dgFloat32 maxAccNorm) const { dTimeTrackerEvent(__FUNCTION__); dgWorld* const world = (dgWorld*) this; const dgInt32 bodyCount = cluster->m_bodyCount; // const dgInt32 jointCount = island->m_jointCount; const dgInt32 jointCount = cluster->m_activeJointCount; dgJacobian* const internalForces = &m_solverMemory.m_internalForcesBuffer[cluster->m_bodyStart]; dgBodyInfo* const bodyArrayPtr = (dgBodyInfo*)&world->m_bodiesMemory[0]; dgJointInfo* const constraintArrayPtr = (dgJointInfo*)&world->m_jointsMemory[0]; dgBodyInfo* const bodyArray = &bodyArrayPtr[cluster->m_bodyStart]; dgJointInfo* const constraintArray = &constraintArrayPtr[cluster->m_jointStart]; dgJacobianMatrixElement* const matrixRow = &m_solverMemory.m_jacobianBuffer[cluster->m_rowsStart]; const dgInt32 derivativesEvaluationsRK4 = 4; dgFloat32 invTimestep = (timestep > dgFloat32(0.0f)) ? dgFloat32(1.0f) / timestep : dgFloat32(0.0f); dgFloat32 invStepRK = (dgFloat32(1.0f) / dgFloat32(derivativesEvaluationsRK4)); dgFloat32 timestepRK = timestep * invStepRK; dgFloat32 invTimestepRK = invTimestep * dgFloat32(derivativesEvaluationsRK4); dgAssert(bodyArray[0].m_body == world->m_sentinelBody); dgVector speedFreeze2(world->m_freezeSpeed2 * dgFloat32(0.1f)); dgVector freezeOmega2(world->m_freezeOmega2 * dgFloat32(0.1f)); dgJointAccelerationDecriptor joindDesc; joindDesc.m_timeStep = timestepRK; joindDesc.m_invTimeStep = invTimestepRK; joindDesc.m_firstPassCoefFlag = dgFloat32(0.0f); dgInt32 skeletonCount = 0; dgInt32 skeletonMemorySizeInBytes = 0; dgInt32 lru = dgAtomicExchangeAndAdd(&dgSkeletonContainer::m_lruMarker, 1); dgSkeletonContainer* skeletonArray[DG_MAX_SKELETON_JOINT_COUNT]; dgInt32 memorySizes[DG_MAX_SKELETON_JOINT_COUNT]; for (dgInt32 i = 1; i < bodyCount; i++) { dgDynamicBody* const body = (dgDynamicBody*)bodyArray[i].m_body; dgSkeletonContainer* const container = body->GetSkeleton(); if (container && (container->m_lru != lru)) { container->m_lru = lru; memorySizes[skeletonCount] = container->GetMemoryBufferSizeInBytes(constraintArray, matrixRow); skeletonMemorySizeInBytes += memorySizes[skeletonCount]; skeletonArray[skeletonCount] = container; skeletonCount++; dgAssert(skeletonCount < dgInt32(sizeof(skeletonArray) / sizeof(skeletonArray[0]))); } } dgInt8* const skeletonMemory = (dgInt8*)dgAlloca(dgVector, skeletonMemorySizeInBytes / sizeof(dgVector)); dgAssert((dgInt64(skeletonMemory) & 0x0f) == 0); skeletonMemorySizeInBytes = 0; for (dgInt32 i = 0; i < skeletonCount; i++) { skeletonArray[i]->InitMassMatrix(constraintArray, matrixRow, &skeletonMemory[skeletonMemorySizeInBytes]); skeletonMemorySizeInBytes += memorySizes[i]; } const dgInt32 passes = world->m_solverMode; for (dgInt32 step = 0; step < derivativesEvaluationsRK4; step++) { for (dgInt32 i = 0; i < jointCount; i++) { dgJointInfo* const jointInfo = &constraintArray[i]; dgConstraint* const constraint = jointInfo->m_joint; joindDesc.m_rowsCount = jointInfo->m_pairCount; joindDesc.m_rowMatrix = &matrixRow[jointInfo->m_pairStart]; constraint->JointAccelerations(&joindDesc); } joindDesc.m_firstPassCoefFlag = dgFloat32(1.0f); dgFloat32 accNorm(maxAccNorm * dgFloat32(2.0f)); for (dgInt32 i = 0; (i < passes) && (accNorm > maxAccNorm); i++) { accNorm = dgFloat32(0.0f); for (dgInt32 j = 0; j < jointCount; j++) { dgJointInfo* const jointInfo = &constraintArray[j]; dgFloat32 accel = CalculateJointForceGaussSeidel(jointInfo, bodyArray, internalForces, matrixRow, maxAccNorm); accNorm = (accel > accNorm) ? accel : accNorm; } } for (dgInt32 j = 0; j < skeletonCount; j++) { skeletonArray[j]->CalculateJointForce(constraintArray, bodyArray, internalForces, matrixRow); } if (timestepRK != dgFloat32(0.0f)) { dgVector timestep4(timestepRK); for (dgInt32 i = 1; i < bodyCount; i++) { dgDynamicBody* const body = (dgDynamicBody*)bodyArray[i].m_body; dgAssert(body->m_index == i); if (body->IsRTTIType(dgBody::m_dynamicBodyRTTI)) { const dgJacobian& forceAndTorque = internalForces[i]; dgVector force(body->m_externalForce + forceAndTorque.m_linear); dgVector torque(body->m_externalTorque + forceAndTorque.m_angular); dgVector velocStep((force.Scale4(body->m_invMass.m_w)) * timestep4); dgVector omegaStep((body->m_invWorldInertiaMatrix.RotateVector(torque)) * timestep4); body->m_veloc += velocStep; body->m_omega += omegaStep; dgAssert(body->m_veloc.m_w == dgFloat32(0.0f)); dgAssert(body->m_omega.m_w == dgFloat32(0.0f)); } } } else { for (dgInt32 i = 1; i < bodyCount; i++) { dgDynamicBody* const body = (dgDynamicBody*)bodyArray[i].m_body; const dgVector& linearMomentum = internalForces[i].m_linear; const dgVector& angularMomentum = internalForces[i].m_angular; body->m_veloc += linearMomentum.Scale4(body->m_invMass.m_w); body->m_omega += body->m_invWorldInertiaMatrix.RotateVector(angularMomentum); } } } dgInt32 hasJointFeeback = 0; if (timestepRK != dgFloat32(0.0f)) { for (dgInt32 i = 0; i < jointCount; i++) { dgJointInfo* const jointInfo = &constraintArray[i]; dgConstraint* const constraint = jointInfo->m_joint; const dgInt32 first = jointInfo->m_pairStart; const dgInt32 count = jointInfo->m_pairCount; for (dgInt32 j = 0; j < count; j++) { dgJacobianMatrixElement* const row = &matrixRow[j + first]; dgFloat32 val = row->m_force; dgAssert(dgCheckFloat(val)); row->m_jointFeebackForce->m_force = val; row->m_jointFeebackForce->m_impact = row->m_maxImpact * timestepRK; } hasJointFeeback |= (constraint->m_updaFeedbackCallback ? 1 : 0); } const dgVector invTime(invTimestep); const dgVector maxAccNorm2(maxAccNorm * maxAccNorm); for (dgInt32 i = 1; i < bodyCount; i++) { dgBody* const body = bodyArray[i].m_body; CalculateNetAcceleration(body, invTime, maxAccNorm2); } if (hasJointFeeback) { for (dgInt32 i = 0; i < jointCount; i++) { if (constraintArray[i].m_joint->m_updaFeedbackCallback) { constraintArray[i].m_joint->m_updaFeedbackCallback(*constraintArray[i].m_joint, timestep, threadID); } } } } else { for (dgInt32 i = 1; i < bodyCount; i++) { dgBody* const body = bodyArray[i].m_body; dgAssert(body->IsRTTIType(dgBody::m_dynamicBodyRTTI) || body->IsRTTIType(dgBody::m_kinematicBodyRTTI)); body->m_accel = dgVector::m_zero; body->m_alpha = dgVector::m_zero; } } }