Since I started altering the testbed for better maintainability, I prefered to drop this (tested) large change with a single commit. Some changes below: Put some globals in their correct place, Now Testbed uses the MVC pattern (Model-View Controller). This way it becomes better to maintain than using no pattern in my opinion. Fixed some bugs in the debug draw interface. Of course, updated almost all tests because of the differences. Update script.
158 lines
3.4 KiB
C++
158 lines
3.4 KiB
C++
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef MASS_SPRING_H
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#define MASS_SPRING_H
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class MassSpring : public Test
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{
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public:
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MassSpring()
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{
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m_x.Set(0.0f, 5.0f, 0.0f);
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m_v.SetZero();
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m_k = 100.0f;
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m_iterations = 0;
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}
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void Solve(float32 h)
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{
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// ODE
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// f(Y) = dY / dt = [v]
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// [-k * x]
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// 1. Apply Implicit Euler
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// Y(t + h) = Y(t) + h * f( Y(t + h) )
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// G( Y(t + h) ) = Y(t + h) - Y(t) - h * f( Y(t + h) ) = 0
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// 2. Solve G = 0
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// Newton-Raphson Iteration
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//
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// Y(t + h) =
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// Y(t + h)_0 - G( Y(t + h)_0 ) / G'( Y(t + h)_0 ) =
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// Y(t + h)_0 - G'( Y(t + h)_0 )^-1 * ( Y(t + h)_0 - Y(t) - h * f( Y(t + h)_0 )
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// G'( Y ) = I - h * del_f / del_Y
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// del_f / del_Y = [del_f1 / del_x del_f1 / del_v] = [0 I]
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// [del_f2 / del_x del_f2 / del_v] [-k * I 0]
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// G'( Y ) = [I 0] - [0 h * I] = [I -h * I]
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// [0 I] [-h * k * I 0] [h * k * I I]
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// Compute Jacobian
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b3Mat33 I = b3Mat33_identity;
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b3Mat33 A, B, C, D;
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A = I;
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B = -h * I;
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C = h * m_k * I;
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D = I;
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// Invert
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// Block matrix inversion
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b3Mat33 invD = b3Inverse(D);
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b3Mat33 B_invD = B * invD;
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b3Mat33 invJ_A = b3Inverse(A - B_invD * C);
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b3Mat33 invJ_B = -invJ_A * B_invD;
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b3Mat33 invJ_C = -invD * C * invJ_A;
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b3Mat33 invJ_D = invD + invD * C * invJ_A * B_invD;
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// Initial guess
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b3Vec3 f1 = m_v;
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b3Vec3 f2 = -m_k * m_x;
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b3Vec3 Y1 = m_x + h * f1;
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b3Vec3 Y2 = m_v + h * f2;
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const float32 kTol = 0.05f;
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const u32 kMaxIterations = 20;
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float32 eps0 = 0.0f;
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float32 eps1 = B3_MAX_FLOAT;
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m_iterations = 0;
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while (m_iterations < kMaxIterations && eps1 > kTol * kTol * eps0)
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{
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// Evaluate f(Y_n-1)
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f1 = Y2;
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f2 = -m_k * Y1;
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// Residual vector
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b3Vec3 G1 = Y1 - m_x - h * f1;
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b3Vec3 G2 = Y2 - m_v - h * f2;
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eps1 = b3Dot(G1, G1) + b3Dot(G2, G2);
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// Solve Ax = b
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b3Vec3 x1 = invJ_A * G1 + invJ_B * G2;
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b3Vec3 x2 = invJ_C * G1 + invJ_D * G2;
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Y1 -= x1;
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Y2 -= x2;
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++m_iterations;
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}
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// Update state
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m_x = Y1;
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m_v = Y2;
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}
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void Step()
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{
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float32 h = g_settings->inv_hertz;
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Solve(h);
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g_debugDraw->DrawSolidSphere(m_x, 0.25f, b3Color_white);
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g_debugDraw->DrawSegment(b3Vec3_zero, m_x, b3Color_white);
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g_debugDraw->DrawString(b3Color_white, "Iterations = %u", m_iterations);
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float32 E = 0.5f * b3Dot(m_v, m_v);
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g_debugDraw->DrawString(b3Color_white, "E = %f", E);
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}
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static Test* Create()
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{
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return new MassSpring();
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}
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// State
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b3Vec3 m_x, m_v;
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// Stiffness
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float32 m_k;
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//
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u32 m_iterations;
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};
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#endif |