179 lines
7.7 KiB
C++
179 lines
7.7 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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JPH_NAMESPACE_BEGIN
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void MotionProperties::MoveKinematic(Vec3Arg inDeltaPosition, QuatArg inDeltaRotation, float inDeltaTime)
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{
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JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
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JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read));
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JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
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JPH_ASSERT(mCachedMotionType != EMotionType::Static);
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// Calculate required linear velocity
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mLinearVelocity = LockTranslation(inDeltaPosition / inDeltaTime);
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// Calculate required angular velocity
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Vec3 axis;
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float angle;
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inDeltaRotation.GetAxisAngle(axis, angle);
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mAngularVelocity = LockAngular(axis * (angle / inDeltaTime));
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}
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void MotionProperties::ClampLinearVelocity()
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{
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JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
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float len_sq = mLinearVelocity.LengthSq();
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JPH_ASSERT(isfinite(len_sq));
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if (len_sq > Square(mMaxLinearVelocity))
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mLinearVelocity *= mMaxLinearVelocity / sqrt(len_sq);
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}
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void MotionProperties::ClampAngularVelocity()
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{
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JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
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float len_sq = mAngularVelocity.LengthSq();
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JPH_ASSERT(isfinite(len_sq));
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if (len_sq > Square(mMaxAngularVelocity))
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mAngularVelocity *= mMaxAngularVelocity / sqrt(len_sq);
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}
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inline Mat44 MotionProperties::GetLocalSpaceInverseInertiaUnchecked() const
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{
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Mat44 rotation = Mat44::sRotation(mInertiaRotation);
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Mat44 rotation_mul_scale_transposed(mInvInertiaDiagonal.SplatX() * rotation.GetColumn4(0), mInvInertiaDiagonal.SplatY() * rotation.GetColumn4(1), mInvInertiaDiagonal.SplatZ() * rotation.GetColumn4(2), Vec4(0, 0, 0, 1));
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return rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
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}
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inline void MotionProperties::ScaleToMass(float inMass)
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{
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JPH_ASSERT(mInvMass > 0.0f, "Body must have finite mass");
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JPH_ASSERT(inMass > 0.0f, "New mass cannot be zero");
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float new_inv_mass = 1.0f / inMass;
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mInvInertiaDiagonal *= new_inv_mass / mInvMass;
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mInvMass = new_inv_mass;
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}
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inline Mat44 MotionProperties::GetLocalSpaceInverseInertia() const
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{
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JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
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return GetLocalSpaceInverseInertiaUnchecked();
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}
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Mat44 MotionProperties::GetInverseInertiaForRotation(Mat44Arg inRotation) const
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{
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JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
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Mat44 rotation = inRotation.Multiply3x3(Mat44::sRotation(mInertiaRotation));
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Mat44 rotation_mul_scale_transposed(mInvInertiaDiagonal.SplatX() * rotation.GetColumn4(0), mInvInertiaDiagonal.SplatY() * rotation.GetColumn4(1), mInvInertiaDiagonal.SplatZ() * rotation.GetColumn4(2), Vec4(0, 0, 0, 1));
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Mat44 inverse_inertia = rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
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// We need to mask out both the rows and columns of DOFs that are not allowed
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Vec4 angular_dofs_mask = GetAngularDOFsMask().ReinterpretAsFloat();
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inverse_inertia.SetColumn4(0, Vec4::sAnd(inverse_inertia.GetColumn4(0), Vec4::sAnd(angular_dofs_mask, angular_dofs_mask.SplatX())));
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inverse_inertia.SetColumn4(1, Vec4::sAnd(inverse_inertia.GetColumn4(1), Vec4::sAnd(angular_dofs_mask, angular_dofs_mask.SplatY())));
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inverse_inertia.SetColumn4(2, Vec4::sAnd(inverse_inertia.GetColumn4(2), Vec4::sAnd(angular_dofs_mask, angular_dofs_mask.SplatZ())));
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return inverse_inertia;
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}
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Vec3 MotionProperties::MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const
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{
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JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
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// Mask out columns of DOFs that are not allowed
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Vec3 angular_dofs_mask = Vec3(GetAngularDOFsMask().ReinterpretAsFloat());
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Vec3 v = Vec3::sAnd(inV, angular_dofs_mask);
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// Multiply vector by inverse inertia
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Mat44 rotation = Mat44::sRotation(inBodyRotation * mInertiaRotation);
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Vec3 result = rotation.Multiply3x3(mInvInertiaDiagonal * rotation.Multiply3x3Transposed(v));
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// Mask out rows of DOFs that are not allowed
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return Vec3::sAnd(result, angular_dofs_mask);
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}
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void MotionProperties::ApplyGyroscopicForceInternal(QuatArg inBodyRotation, float inDeltaTime)
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{
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JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
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JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
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JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
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// Calculate local space inertia tensor (a diagonal in local space)
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UVec4 is_zero = Vec3::sEquals(mInvInertiaDiagonal, Vec3::sZero());
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Vec3 denominator = Vec3::sSelect(mInvInertiaDiagonal, Vec3::sOne(), is_zero);
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Vec3 nominator = Vec3::sSelect(Vec3::sOne(), Vec3::sZero(), is_zero);
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Vec3 local_inertia = nominator / denominator; // Avoid dividing by zero, inertia in this axis will be zero
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// Calculate local space angular momentum
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Quat inertia_space_to_world_space = inBodyRotation * mInertiaRotation;
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Vec3 local_angular_velocity = inertia_space_to_world_space.Conjugated() * mAngularVelocity;
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Vec3 local_momentum = local_inertia * local_angular_velocity;
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// The gyroscopic force applies a torque: T = -w x I w where w is angular velocity and I the inertia tensor
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// Calculate the new angular momentum by applying the gyroscopic force and make sure the new magnitude is the same as the old one
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// to avoid introducing energy into the system due to the Euler step
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Vec3 new_local_momentum = local_momentum - inDeltaTime * local_angular_velocity.Cross(local_momentum);
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float new_local_momentum_len_sq = new_local_momentum.LengthSq();
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new_local_momentum = new_local_momentum_len_sq > 0.0f? new_local_momentum * sqrt(local_momentum.LengthSq() / new_local_momentum_len_sq) : Vec3::sZero();
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// Convert back to world space angular velocity
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mAngularVelocity = inertia_space_to_world_space * (mInvInertiaDiagonal * new_local_momentum);
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}
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void MotionProperties::ApplyForceTorqueAndDragInternal(QuatArg inBodyRotation, Vec3Arg inGravity, float inDeltaTime)
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{
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JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
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JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
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JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
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// Update linear velocity
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mLinearVelocity = LockTranslation(mLinearVelocity + inDeltaTime * (mGravityFactor * inGravity + mInvMass * GetAccumulatedForce()));
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// Update angular velocity
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mAngularVelocity += inDeltaTime * MultiplyWorldSpaceInverseInertiaByVector(inBodyRotation, GetAccumulatedTorque());
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// Linear damping: dv/dt = -c * v
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// Solution: v(t) = v(0) * e^(-c * t) or v2 = v1 * e^(-c * dt)
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// Taylor expansion of e^(-c * dt) = 1 - c * dt + ...
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// Since dt is usually in the order of 1/60 and c is a low number too this approximation is good enough
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mLinearVelocity *= max(0.0f, 1.0f - mLinearDamping * inDeltaTime);
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mAngularVelocity *= max(0.0f, 1.0f - mAngularDamping * inDeltaTime);
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// Clamp velocities
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ClampLinearVelocity();
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ClampAngularVelocity();
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}
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void MotionProperties::ResetSleepTestSpheres(const RVec3 *inPoints)
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{
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#ifdef JPH_DOUBLE_PRECISION
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// Make spheres relative to the first point and initialize them to zero radius
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DVec3 offset = inPoints[0];
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offset.StoreDouble3(&mSleepTestOffset);
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mSleepTestSpheres[0] = Sphere(Vec3::sZero(), 0.0f);
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for (int i = 1; i < 3; ++i)
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mSleepTestSpheres[i] = Sphere(Vec3(inPoints[i] - offset), 0.0f);
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#else
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// Initialize the spheres to zero radius around the supplied points
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for (int i = 0; i < 3; ++i)
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mSleepTestSpheres[i] = Sphere(inPoints[i], 0.0f);
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#endif
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mSleepTestTimer = 0.0f;
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}
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ECanSleep MotionProperties::AccumulateSleepTime(float inDeltaTime, float inTimeBeforeSleep)
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{
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mSleepTestTimer += inDeltaTime;
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return mSleepTestTimer >= inTimeBeforeSleep? ECanSleep::CanSleep : ECanSleep::CannotSleep;
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}
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JPH_NAMESPACE_END
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