683 lines
31 KiB
C++
683 lines
31 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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#include <Jolt/Physics/Body/Body.h>
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#include <Jolt/Physics/Constraints/ConstraintPart/SpringPart.h>
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#include <Jolt/Physics/Constraints/SpringSettings.h>
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#include <Jolt/Physics/StateRecorder.h>
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#include <Jolt/Physics/DeterminismLog.h>
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JPH_NAMESPACE_BEGIN
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/// Constraint that constrains motion along 1 axis
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///
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/// @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.1.1
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/// (we're not using the approximation of eq 27 but instead add the U term as in eq 55)
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///
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/// Constraint equation (eq 25):
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///
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/// \f[C = (p_2 - p_1) \cdot n\f]
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///
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/// Jacobian (eq 28):
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///
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/// \f[J = \begin{bmatrix} -n^T & (-(r_1 + u) \times n)^T & n^T & (r_2 \times n)^T \end{bmatrix}\f]
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///
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/// Used terms (here and below, everything in world space):\n
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/// n = constraint axis (normalized).\n
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/// p1, p2 = constraint points.\n
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/// r1 = p1 - x1.\n
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/// r2 = p2 - x2.\n
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/// u = x2 + r2 - x1 - r1 = p2 - p1.\n
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/// x1, x2 = center of mass for the bodies.\n
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/// v = [v1, w1, v2, w2].\n
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/// v1, v2 = linear velocity of body 1 and 2.\n
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/// w1, w2 = angular velocity of body 1 and 2.\n
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/// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
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/// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
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/// b = velocity bias.\n
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/// \f$\beta\f$ = baumgarte constant.
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class AxisConstraintPart
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{
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/// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
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template <EMotionType Type1, EMotionType Type2>
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JPH_INLINE bool ApplyVelocityStep(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inLambda) const
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{
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// Apply impulse if delta is not zero
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if (inLambda != 0.0f)
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{
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// Calculate velocity change due to constraint
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//
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// Impulse:
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// P = J^T lambda
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//
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// Euler velocity integration:
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// v' = v + M^-1 P
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if constexpr (Type1 == EMotionType::Dynamic)
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{
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ioMotionProperties1->SubLinearVelocityStep((inLambda * inInvMass1) * inWorldSpaceAxis);
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ioMotionProperties1->SubAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
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}
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if constexpr (Type2 == EMotionType::Dynamic)
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{
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ioMotionProperties2->AddLinearVelocityStep((inLambda * inInvMass2) * inWorldSpaceAxis);
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ioMotionProperties2->AddAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
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}
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return true;
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}
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return false;
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}
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/// Internal helper function to calculate the inverse effective mass
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template <EMotionType Type1, EMotionType Type2>
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JPH_INLINE float TemplatedCalculateInverseEffectiveMass(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
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{
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JPH_ASSERT(inWorldSpaceAxis.IsNormalized(1.0e-5f));
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// Calculate properties used below
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Vec3 r1_plus_u_x_axis;
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if constexpr (Type1 != EMotionType::Static)
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{
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r1_plus_u_x_axis = inR1PlusU.Cross(inWorldSpaceAxis);
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r1_plus_u_x_axis.StoreFloat3(&mR1PlusUxAxis);
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}
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else
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{
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#ifdef JPH_DEBUG
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Vec3::sNaN().StoreFloat3(&mR1PlusUxAxis);
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#endif
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}
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Vec3 r2_x_axis;
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if constexpr (Type2 != EMotionType::Static)
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{
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r2_x_axis = inR2.Cross(inWorldSpaceAxis);
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r2_x_axis.StoreFloat3(&mR2xAxis);
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}
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else
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{
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#ifdef JPH_DEBUG
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Vec3::sNaN().StoreFloat3(&mR2xAxis);
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#endif
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}
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// Calculate inverse effective mass: K = J M^-1 J^T
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float inv_effective_mass;
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if constexpr (Type1 == EMotionType::Dynamic)
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{
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Vec3 invi1_r1_plus_u_x_axis = inInvI1.Multiply3x3(r1_plus_u_x_axis);
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invi1_r1_plus_u_x_axis.StoreFloat3(&mInvI1_R1PlusUxAxis);
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inv_effective_mass = inInvMass1 + invi1_r1_plus_u_x_axis.Dot(r1_plus_u_x_axis);
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}
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else
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{
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(void)r1_plus_u_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
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JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI1_R1PlusUxAxis);)
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inv_effective_mass = 0.0f;
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}
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if constexpr (Type2 == EMotionType::Dynamic)
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{
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Vec3 invi2_r2_x_axis = inInvI2.Multiply3x3(r2_x_axis);
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invi2_r2_x_axis.StoreFloat3(&mInvI2_R2xAxis);
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inv_effective_mass += inInvMass2 + invi2_r2_x_axis.Dot(r2_x_axis);
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}
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else
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{
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(void)r2_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
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JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI2_R2xAxis);)
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}
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return inv_effective_mass;
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}
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/// Internal helper function to calculate the inverse effective mass
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JPH_INLINE float CalculateInverseEffectiveMass(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
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{
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// Dispatch to the correct templated form
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switch (inBody1.GetMotionType())
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{
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case EMotionType::Dynamic:
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{
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const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
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float inv_m1 = mp1->GetInverseMass();
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Mat44 inv_i1 = inBody1.GetInverseInertia();
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switch (inBody2.GetMotionType())
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{
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case EMotionType::Dynamic:
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Dynamic>(inv_m1, inv_i1, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
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case EMotionType::Kinematic:
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Kinematic>(inv_m1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
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case EMotionType::Static:
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Static>(inv_m1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
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default:
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break;
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}
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break;
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}
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case EMotionType::Kinematic:
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JPH_ASSERT(inBody2.IsDynamic());
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Kinematic, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
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case EMotionType::Static:
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JPH_ASSERT(inBody2.IsDynamic());
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Static, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
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default:
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break;
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}
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JPH_ASSERT(false);
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return 0.0f;
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}
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/// Internal helper function to calculate the inverse effective mass, version that supports mass scaling
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JPH_INLINE float CalculateInverseEffectiveMassWithMassOverride(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
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{
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// Dispatch to the correct templated form
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switch (inBody1.GetMotionType())
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{
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case EMotionType::Dynamic:
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{
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Mat44 inv_i1 = inInvInertiaScale1 * inBody1.GetInverseInertia();
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switch (inBody2.GetMotionType())
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{
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case EMotionType::Dynamic:
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Dynamic>(inInvMass1, inv_i1, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
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case EMotionType::Kinematic:
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Kinematic>(inInvMass1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
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case EMotionType::Static:
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Static>(inInvMass1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
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default:
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break;
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}
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break;
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}
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case EMotionType::Kinematic:
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JPH_ASSERT(inBody2.IsDynamic());
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Kinematic, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
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case EMotionType::Static:
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JPH_ASSERT(inBody2.IsDynamic());
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return TemplatedCalculateInverseEffectiveMass<EMotionType::Static, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
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default:
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break;
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}
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JPH_ASSERT(false);
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return 0.0f;
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}
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public:
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/// Templated form of CalculateConstraintProperties with the motion types baked in
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template <EMotionType Type1, EMotionType Type2>
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JPH_INLINE void TemplatedCalculateConstraintProperties(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
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{
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float inv_effective_mass = TemplatedCalculateInverseEffectiveMass<Type1, Type2>(inInvMass1, inInvI1, inR1PlusU, inInvMass2, inInvI2, inR2, inWorldSpaceAxis);
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else
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{
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mEffectiveMass = 1.0f / inv_effective_mass;
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mSpringPart.CalculateSpringPropertiesWithBias(inBias);
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}
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JPH_DET_LOG("TemplatedCalculateConstraintProperties: invM1: " << inInvMass1 << " invI1: " << inInvI1 << " r1PlusU: " << inR1PlusU << " invM2: " << inInvMass2 << " invI2: " << inInvI2 << " r2: " << inR2 << " bias: " << inBias << " r1PlusUxAxis: " << mR1PlusUxAxis << " r2xAxis: " << mR2xAxis << " invI1_R1PlusUxAxis: " << mInvI1_R1PlusUxAxis << " invI2_R2xAxis: " << mInvI2_R2xAxis << " effectiveMass: " << mEffectiveMass << " totalLambda: " << mTotalLambda);
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}
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/// Calculate properties used during the functions below
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/// @param inBody1 The first body that this constraint is attached to
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/// @param inBody2 The second body that this constraint is attached to
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/// @param inR1PlusU See equations above (r1 + u)
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/// @param inR2 See equations above (r2)
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/// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
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/// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
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inline void CalculateConstraintProperties(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
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{
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float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else
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{
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mEffectiveMass = 1.0f / inv_effective_mass;
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mSpringPart.CalculateSpringPropertiesWithBias(inBias);
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}
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}
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/// Calculate properties used during the functions below, version that supports mass scaling
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/// @param inBody1 The first body that this constraint is attached to
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/// @param inBody2 The second body that this constraint is attached to
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/// @param inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
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/// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
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/// @param inInvInertiaScale1 Scale factor for the inverse inertia of body 1
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/// @param inInvInertiaScale2 Scale factor for the inverse inertia of body 2
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/// @param inR1PlusU See equations above (r1 + u)
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/// @param inR2 See equations above (r2)
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/// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
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/// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
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inline void CalculateConstraintPropertiesWithMassOverride(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
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{
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float inv_effective_mass = CalculateInverseEffectiveMassWithMassOverride(inBody1, inInvMass1, inInvInertiaScale1, inR1PlusU, inBody2, inInvMass2, inInvInertiaScale2, inR2, inWorldSpaceAxis);
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else
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{
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mEffectiveMass = 1.0f / inv_effective_mass;
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mSpringPart.CalculateSpringPropertiesWithBias(inBias);
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}
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}
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/// Calculate properties used during the functions below
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/// @param inDeltaTime Time step
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/// @param inBody1 The first body that this constraint is attached to
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/// @param inBody2 The second body that this constraint is attached to
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/// @param inR1PlusU See equations above (r1 + u)
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/// @param inR2 See equations above (r2)
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/// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
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/// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
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/// @param inC Value of the constraint equation (C).
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/// @param inFrequency Oscillation frequency (Hz).
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/// @param inDamping Damping factor (0 = no damping, 1 = critical damping).
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inline void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping)
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{
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float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else
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mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inFrequency, inDamping, mEffectiveMass);
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}
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/// Calculate properties used during the functions below
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/// @param inDeltaTime Time step
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/// @param inBody1 The first body that this constraint is attached to
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/// @param inBody2 The second body that this constraint is attached to
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/// @param inR1PlusU See equations above (r1 + u)
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/// @param inR2 See equations above (r2)
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/// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
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/// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
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/// @param inC Value of the constraint equation (C).
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/// @param inStiffness Spring stiffness k.
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/// @param inDamping Spring damping coefficient c.
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inline void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping)
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{
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float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else
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mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inStiffness, inDamping, mEffectiveMass);
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}
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/// Selects one of the above functions based on the spring settings
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inline void CalculateConstraintPropertiesWithSettings(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
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{
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float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else if (inSpringSettings.mMode == ESpringMode::FrequencyAndDamping)
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mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mFrequency, inSpringSettings.mDamping, mEffectiveMass);
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else
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mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mStiffness, inSpringSettings.mDamping, mEffectiveMass);
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}
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/// Deactivate this constraint
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inline void Deactivate()
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{
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mEffectiveMass = 0.0f;
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mTotalLambda = 0.0f;
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}
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/// Check if constraint is active
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inline bool IsActive() const
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{
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return mEffectiveMass != 0.0f;
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}
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/// Templated form of WarmStart with the motion types baked in
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template <EMotionType Type1, EMotionType Type2>
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inline void TemplatedWarmStart(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
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{
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mTotalLambda *= inWarmStartImpulseRatio;
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ApplyVelocityStep<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, mTotalLambda);
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}
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/// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
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/// @param ioBody1 The first body that this constraint is attached to
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/// @param ioBody2 The second body that this constraint is attached to
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/// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
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/// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
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inline void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
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{
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EMotionType motion_type1 = ioBody1.GetMotionType();
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MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
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EMotionType motion_type2 = ioBody2.GetMotionType();
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MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
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// Dispatch to the correct templated form
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// Note: Warm starting doesn't differentiate between kinematic/static bodies so we handle both as static bodies
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if (motion_type1 == EMotionType::Dynamic)
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{
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if (motion_type2 == EMotionType::Dynamic)
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TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inWarmStartImpulseRatio);
|
|
else
|
|
TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inWarmStartImpulseRatio);
|
|
}
|
|
else
|
|
{
|
|
JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
|
|
TemplatedWarmStart<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inWarmStartImpulseRatio);
|
|
}
|
|
}
|
|
|
|
/// Templated form of SolveVelocityConstraint with the motion types baked in, part 1: get the total lambda
|
|
template <EMotionType Type1, EMotionType Type2>
|
|
JPH_INLINE float TemplatedSolveVelocityConstraintGetTotalLambda(const MotionProperties *ioMotionProperties1, const MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis) const
|
|
{
|
|
// Calculate jacobian multiplied by linear velocity
|
|
float jv;
|
|
if constexpr (Type1 != EMotionType::Static && Type2 != EMotionType::Static)
|
|
jv = inWorldSpaceAxis.Dot(ioMotionProperties1->GetLinearVelocity() - ioMotionProperties2->GetLinearVelocity());
|
|
else if constexpr (Type1 != EMotionType::Static)
|
|
jv = inWorldSpaceAxis.Dot(ioMotionProperties1->GetLinearVelocity());
|
|
else if constexpr (Type2 != EMotionType::Static)
|
|
jv = inWorldSpaceAxis.Dot(-ioMotionProperties2->GetLinearVelocity());
|
|
else
|
|
JPH_ASSERT(false); // Static vs static is nonsensical!
|
|
|
|
// Calculate jacobian multiplied by angular velocity
|
|
if constexpr (Type1 != EMotionType::Static)
|
|
jv += Vec3::sLoadFloat3Unsafe(mR1PlusUxAxis).Dot(ioMotionProperties1->GetAngularVelocity());
|
|
if constexpr (Type2 != EMotionType::Static)
|
|
jv -= Vec3::sLoadFloat3Unsafe(mR2xAxis).Dot(ioMotionProperties2->GetAngularVelocity());
|
|
|
|
// Lagrange multiplier is:
|
|
//
|
|
// lambda = -K^-1 (J v + b)
|
|
float lambda = mEffectiveMass * (jv - mSpringPart.GetBias(mTotalLambda));
|
|
|
|
// Return the total accumulated lambda
|
|
return mTotalLambda + lambda;
|
|
}
|
|
|
|
/// Templated form of SolveVelocityConstraint with the motion types baked in, part 2: apply new lambda
|
|
template <EMotionType Type1, EMotionType Type2>
|
|
JPH_INLINE bool TemplatedSolveVelocityConstraintApplyLambda(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inTotalLambda)
|
|
{
|
|
float delta_lambda = inTotalLambda - mTotalLambda; // Calculate change in lambda
|
|
mTotalLambda = inTotalLambda; // Store accumulated impulse
|
|
|
|
return ApplyVelocityStep<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, delta_lambda);
|
|
}
|
|
|
|
/// Templated form of SolveVelocityConstraint with the motion types baked in
|
|
template <EMotionType Type1, EMotionType Type2>
|
|
inline bool TemplatedSolveVelocityConstraint(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
|
|
{
|
|
float total_lambda = TemplatedSolveVelocityConstraintGetTotalLambda<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, inWorldSpaceAxis);
|
|
|
|
// Clamp impulse to specified range
|
|
total_lambda = Clamp(total_lambda, inMinLambda, inMaxLambda);
|
|
|
|
return TemplatedSolveVelocityConstraintApplyLambda<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, total_lambda);
|
|
}
|
|
|
|
/// 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 Axis along which the constraint acts (normalized)
|
|
/// @param inMinLambda Minimum value of constraint impulse to apply (N s)
|
|
/// @param inMaxLambda Maximum value of constraint impulse to apply (N s)
|
|
inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
|
|
{
|
|
EMotionType motion_type1 = ioBody1.GetMotionType();
|
|
MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
|
|
|
|
EMotionType motion_type2 = ioBody2.GetMotionType();
|
|
MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
|
|
|
|
// Dispatch to the correct templated form
|
|
switch (motion_type1)
|
|
{
|
|
case EMotionType::Dynamic:
|
|
switch (motion_type2)
|
|
{
|
|
case EMotionType::Dynamic:
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
case EMotionType::Kinematic:
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
case EMotionType::Static:
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
default:
|
|
JPH_ASSERT(false);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case EMotionType::Kinematic:
|
|
JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Kinematic, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
case EMotionType::Static:
|
|
JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
default:
|
|
JPH_ASSERT(false);
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// 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 inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
|
|
/// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
|
|
/// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
|
|
/// @param inMinLambda Minimum value of constraint impulse to apply (N s)
|
|
/// @param inMaxLambda Maximum value of constraint impulse to apply (N s)
|
|
inline bool SolveVelocityConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
|
|
{
|
|
EMotionType motion_type1 = ioBody1.GetMotionType();
|
|
MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
|
|
|
|
EMotionType motion_type2 = ioBody2.GetMotionType();
|
|
MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
|
|
|
|
// Dispatch to the correct templated form
|
|
switch (motion_type1)
|
|
{
|
|
case EMotionType::Dynamic:
|
|
switch (motion_type2)
|
|
{
|
|
case EMotionType::Dynamic:
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, inInvMass1, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
case EMotionType::Kinematic:
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>(motion_properties1, inInvMass1, motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
case EMotionType::Static:
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, inInvMass1, motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
default:
|
|
JPH_ASSERT(false);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case EMotionType::Kinematic:
|
|
JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Kinematic, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
case EMotionType::Static:
|
|
JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
|
|
return TemplatedSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
|
|
|
|
default:
|
|
JPH_ASSERT(false);
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// 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 inWorldSpaceAxis Axis along which the constraint acts (normalized)
|
|
/// @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, Vec3Arg inWorldSpaceAxis, 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.SubPositionStep((lambda * ioBody1.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis);
|
|
ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
|
|
}
|
|
if (ioBody2.IsDynamic())
|
|
{
|
|
ioBody2.AddPositionStep((lambda * ioBody2.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis);
|
|
ioBody2.AddRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// 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 inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
|
|
/// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
|
|
/// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
|
|
/// @param inC Value of the constraint equation (C)
|
|
/// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
|
|
inline bool SolvePositionConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, 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.SubPositionStep((lambda * inInvMass1) * inWorldSpaceAxis);
|
|
ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
|
|
}
|
|
if (ioBody2.IsDynamic())
|
|
{
|
|
ioBody2.AddPositionStep((lambda * inInvMass2) * inWorldSpaceAxis);
|
|
ioBody2.AddRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// Override total lagrange multiplier, can be used to set the initial value for warm starting
|
|
inline void SetTotalLambda(float inLambda)
|
|
{
|
|
mTotalLambda = inLambda;
|
|
}
|
|
|
|
/// Return lagrange multiplier
|
|
inline float GetTotalLambda() const
|
|
{
|
|
return mTotalLambda;
|
|
}
|
|
|
|
/// 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:
|
|
Float3 mR1PlusUxAxis;
|
|
Float3 mR2xAxis;
|
|
Float3 mInvI1_R1PlusUxAxis;
|
|
Float3 mInvI2_R2xAxis;
|
|
float mEffectiveMass = 0.0f;
|
|
SpringPart mSpringPart;
|
|
float mTotalLambda = 0.0f;
|
|
};
|
|
|
|
JPH_NAMESPACE_END
|