godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Constraints/ConstraintPart/AngleConstraintPart.h

258 lines
11 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Body/Body.h>
#include <Jolt/Physics/Constraints/ConstraintPart/SpringPart.h>
#include <Jolt/Physics/Constraints/SpringSettings.h>
#include <Jolt/Physics/StateRecorder.h>
JPH_NAMESPACE_BEGIN
/// Constraint that constrains rotation along 1 axis
///
/// Based on: "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, see section 2.4.5
///
/// Constraint equation (eq 108):
///
/// \f[C = \theta(t) - \theta_{min}\f]
///
/// Jacobian (eq 109):
///
/// \f[J = \begin{bmatrix}0 & -a^T & 0 & a^T\end{bmatrix}\f]
///
/// Used terms (here and below, everything in world space):\n
/// a = axis around which rotation is constrained (normalized).\n
/// x1, x2 = center of mass for the bodies.\n
/// v = [v1, w1, v2, w2].\n
/// v1, v2 = linear velocity of body 1 and 2.\n
/// w1, w2 = angular velocity of body 1 and 2.\n
/// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
/// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
/// b = velocity bias.\n
/// \f$\beta\f$ = baumgarte constant.
class AngleConstraintPart
{
/// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, float inLambda) const
{
// Apply impulse if delta is not zero
if (inLambda != 0.0f)
{
// Calculate velocity change due to constraint
//
// Impulse:
// P = J^T lambda
//
// Euler velocity integration:
// v' = v + M^-1 P
if (ioBody1.IsDynamic())
ioBody1.GetMotionProperties()->SubAngularVelocityStep(inLambda * mInvI1_Axis);
if (ioBody2.IsDynamic())
ioBody2.GetMotionProperties()->AddAngularVelocityStep(inLambda * mInvI2_Axis);
return true;
}
return false;
}
/// Internal helper function to calculate the inverse effective mass
JPH_INLINE float CalculateInverseEffectiveMass(const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis)
{
JPH_ASSERT(inWorldSpaceAxis.IsNormalized(1.0e-4f));
// Calculate properties used below
mInvI1_Axis = inBody1.IsDynamic()? inBody1.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), inWorldSpaceAxis) : Vec3::sZero();
mInvI2_Axis = inBody2.IsDynamic()? inBody2.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody2.GetRotation(), inWorldSpaceAxis) : Vec3::sZero();
// Calculate inverse effective mass: K = J M^-1 J^T
return inWorldSpaceAxis.Dot(mInvI1_Axis + mInvI2_Axis);
}
public:
/// Calculate properties used during the functions below
/// @param inBody1 The first body that this constraint is attached to
/// @param inBody2 The second body that this constraint is attached to
/// @param inWorldSpaceAxis The axis of rotation along which the constraint acts (normalized)
/// Set the following terms to zero if you don't want to drive the constraint to zero with a spring:
/// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
inline void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
{
float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
if (inv_effective_mass == 0.0f)
Deactivate();
else
{
mEffectiveMass = 1.0f / inv_effective_mass;
mSpringPart.CalculateSpringPropertiesWithBias(inBias);
}
}
/// Calculate properties used during the functions below
/// @param inDeltaTime Time step
/// @param inBody1 The first body that this constraint is attached to
/// @param inBody2 The second body that this constraint is attached to
/// @param inWorldSpaceAxis The axis of rotation along which the constraint acts (normalized)
/// Set the following terms to zero if you don't want to drive the constraint to zero with a spring:
/// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
/// @param inC Value of the constraint equation (C)
/// @param inFrequency Oscillation frequency (Hz)
/// @param inDamping Damping factor (0 = no damping, 1 = critical damping)
inline void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping)
{
float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
if (inv_effective_mass == 0.0f)
Deactivate();
else
mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inFrequency, inDamping, mEffectiveMass);
}
/// Calculate properties used during the functions below
/// @param inDeltaTime Time step
/// @param inBody1 The first body that this constraint is attached to
/// @param inBody2 The second body that this constraint is attached to
/// @param inWorldSpaceAxis The axis of rotation along which the constraint acts (normalized)
/// Set the following terms to zero if you don't want to drive the constraint to zero with a spring:
/// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
/// @param inC Value of the constraint equation (C)
/// @param inStiffness Spring stiffness k.
/// @param inDamping Spring damping coefficient c.
inline void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping)
{
float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
if (inv_effective_mass == 0.0f)
Deactivate();
else
mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inStiffness, inDamping, mEffectiveMass);
}
/// Selects one of the above functions based on the spring settings
inline void CalculateConstraintPropertiesWithSettings(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
{
float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
if (inv_effective_mass == 0.0f)
Deactivate();
else if (inSpringSettings.mMode == ESpringMode::FrequencyAndDamping)
mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mFrequency, inSpringSettings.mDamping, mEffectiveMass);
else
mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mStiffness, inSpringSettings.mDamping, mEffectiveMass);
}
/// Deactivate this constraint
inline void Deactivate()
{
mEffectiveMass = 0.0f;
mTotalLambda = 0.0f;
}
/// Check if constraint is active
inline bool IsActive() const
{
return mEffectiveMass != 0.0f;
}
/// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
/// @param ioBody1 The first body that this constraint is attached to
/// @param ioBody2 The second body that this constraint is attached to
/// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
{
mTotalLambda *= inWarmStartImpulseRatio;
ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
}
/// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
/// @param ioBody1 The first body that this constraint is attached to
/// @param ioBody2 The second body that this constraint is attached to
/// @param inWorldSpaceAxis The axis of rotation along which the constraint acts (normalized)
/// @param inMinLambda Minimum angular impulse to apply (N m s)
/// @param inMaxLambda Maximum angular impulse to apply (N m s)
inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
{
// Lagrange multiplier is:
//
// lambda = -K^-1 (J v + b)
float lambda = mEffectiveMass * (inWorldSpaceAxis.Dot(ioBody1.GetAngularVelocity() - ioBody2.GetAngularVelocity()) - mSpringPart.GetBias(mTotalLambda));
float new_lambda = Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); // Clamp impulse
lambda = new_lambda - mTotalLambda; // Lambda potentially got clamped, calculate the new impulse to apply
mTotalLambda = new_lambda; // Store accumulated impulse
return ApplyVelocityStep(ioBody1, ioBody2, lambda);
}
/// Return lagrange multiplier
float GetTotalLambda() const
{
return mTotalLambda;
}
/// Iteratively update the position constraint. Makes sure C(...) == 0.
/// @param ioBody1 The first body that this constraint is attached to
/// @param ioBody2 The second body that this constraint is attached to
/// @param inC Value of the constraint equation (C)
/// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inC, float inBaumgarte) const
{
// Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
if (inC != 0.0f && !mSpringPart.IsActive())
{
// Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
//
// lambda = -K^-1 * beta / dt * C
//
// We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
float lambda = -mEffectiveMass * inBaumgarte * inC;
// Directly integrate velocity change for one time step
//
// Euler velocity integration:
// dv = M^-1 P
//
// Impulse:
// P = J^T lambda
//
// Euler position integration:
// x' = x + dv * dt
//
// Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
// Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
// stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
// integrate + a position integrate and then discard the velocity change.
if (ioBody1.IsDynamic())
ioBody1.SubRotationStep(lambda * mInvI1_Axis);
if (ioBody2.IsDynamic())
ioBody2.AddRotationStep(lambda * mInvI2_Axis);
return true;
}
return false;
}
/// Save state of this constraint part
void SaveState(StateRecorder &inStream) const
{
inStream.Write(mTotalLambda);
}
/// Restore state of this constraint part
void RestoreState(StateRecorder &inStream)
{
inStream.Read(mTotalLambda);
}
private:
Vec3 mInvI1_Axis;
Vec3 mInvI2_Axis;
float mEffectiveMass = 0.0f;
SpringPart mSpringPart;
float mTotalLambda = 0.0f;
};
JPH_NAMESPACE_END