247 lines
9.6 KiB
C++
247 lines
9.6 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2022 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/StateRecorder.h>
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JPH_NAMESPACE_BEGIN
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/// Constraint part to an AxisConstraintPart but both bodies have an independent axis on which the force is applied.
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///
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/// Constraint equation:
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///
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/// \f[C = (x_1 + r_1 - f_1) . n_1 + r (x_2 + r_2 - f_2) \cdot n_2\f]
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///
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/// Calculating the Jacobian:
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///
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/// \f[dC/dt = (v_1 + w_1 \times r_1) \cdot n_1 + (x_1 + r_1 - f_1) \cdot d n_1/dt + r (v_2 + w_2 \times r_2) \cdot n_2 + r (x_2 + r_2 - f_2) \cdot d n_2/dt\f]
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///
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/// Assuming that d n1/dt and d n2/dt are small this becomes:
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///
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/// \f[(v_1 + w_1 \times r_1) \cdot n_1 + r (v_2 + w_2 \times r_2) \cdot n_2\f]
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/// \f[= v_1 \cdot n_1 + r_1 \times n_1 \cdot w_1 + r v_2 \cdot n_2 + r r_2 \times n_2 \cdot w_2\f]
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///
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/// Jacobian:
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///
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/// \f[J = \begin{bmatrix}n_1 & r_1 \times n_1 & r n_2 & r r_2 \times n_2\end{bmatrix}\f]
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///
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/// Effective mass:
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///
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/// \f[K = m_1^{-1} + r_1 \times n_1 I_1^{-1} r_1 \times n_1 + r^2 m_2^{-1} + r^2 r_2 \times n_2 I_2^{-1} r_2 \times n_2\f]
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///
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/// Used terms (here and below, everything in world space):\n
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/// n1 = (x1 + r1 - f1) / |x1 + r1 - f1|, axis along which the force is applied for body 1\n
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/// n2 = (x2 + r2 - f2) / |x2 + r2 - f2|, axis along which the force is applied for body 2\n
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/// r = ratio how forces are applied between bodies.\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 IndependentAxisConstraintPart
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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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JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, 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 (ioBody1.IsDynamic())
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{
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MotionProperties *mp1 = ioBody1.GetMotionProperties();
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mp1->AddLinearVelocityStep((mp1->GetInverseMass() * inLambda) * inN1);
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mp1->AddAngularVelocityStep(mInvI1_R1xN1 * inLambda);
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}
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if (ioBody2.IsDynamic())
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{
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MotionProperties *mp2 = ioBody2.GetMotionProperties();
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mp2->AddLinearVelocityStep((inRatio * mp2->GetInverseMass() * inLambda) * inN2);
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mp2->AddAngularVelocityStep(mInvI2_RatioR2xN2 * inLambda);
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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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public:
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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 inR1 The position on which the constraint operates on body 1 relative to COM
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/// @param inN1 The world space normal in which the constraint operates for body 1
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/// @param inR2 The position on which the constraint operates on body 1 relative to COM
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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inline void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inR1, Vec3Arg inN1, Vec3Arg inR2, Vec3Arg inN2, float inRatio)
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{
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JPH_ASSERT(inN1.IsNormalized(1.0e-4f) && inN2.IsNormalized(1.0e-4f));
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float inv_effective_mass = 0.0f;
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if (!inBody1.IsStatic())
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{
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const MotionProperties *mp1 = inBody1.GetMotionProperties();
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mR1xN1 = inR1.Cross(inN1);
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mInvI1_R1xN1 = mp1->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), mR1xN1);
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inv_effective_mass += mp1->GetInverseMass() + mInvI1_R1xN1.Dot(mR1xN1);
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}
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if (!inBody2.IsStatic())
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{
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const MotionProperties *mp2 = inBody2.GetMotionProperties();
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mRatioR2xN2 = inRatio * inR2.Cross(inN2);
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mInvI2_RatioR2xN2 = mp2->MultiplyWorldSpaceInverseInertiaByVector(inBody2.GetRotation(), mRatioR2xN2);
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inv_effective_mass += Square(inRatio) * mp2->GetInverseMass() + mInvI2_RatioR2xN2.Dot(mRatioR2xN2);
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}
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// Calculate inverse effective mass: K = J M^-1 J^T
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else
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mEffectiveMass = 1.0f / inv_effective_mass;
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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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/// 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 inN1 The world space normal in which the constraint operates for body 1
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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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 inN1, Vec3Arg inN2, float inRatio, float inWarmStartImpulseRatio)
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{
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mTotalLambda *= inWarmStartImpulseRatio;
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ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, mTotalLambda);
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}
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/// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
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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 inN1 The world space normal in which the constraint operates for body 1
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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/// @param inMinLambda Minimum angular impulse to apply (N m s)
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/// @param inMaxLambda Maximum angular impulse to apply (N m s)
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inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inMinLambda, float inMaxLambda)
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{
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// Lagrange multiplier is:
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//
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// lambda = -K^-1 (J v + b)
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float lambda = -mEffectiveMass * (inN1.Dot(ioBody1.GetLinearVelocity()) + mR1xN1.Dot(ioBody1.GetAngularVelocity()) + inRatio * inN2.Dot(ioBody2.GetLinearVelocity()) + mRatioR2xN2.Dot(ioBody2.GetAngularVelocity()));
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float new_lambda = Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); // Clamp impulse
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lambda = new_lambda - mTotalLambda; // Lambda potentially got clamped, calculate the new impulse to apply
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mTotalLambda = new_lambda; // Store accumulated impulse
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return ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, lambda);
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}
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/// Return lagrange multiplier
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float GetTotalLambda() const
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{
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return mTotalLambda;
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}
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/// Iteratively update the position constraint. Makes sure C(...) == 0.
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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 inN1 The world space normal in which the constraint operates for body 1
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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/// @param inC Value of the constraint equation (C)
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/// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
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inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inC, float inBaumgarte) const
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{
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if (inC != 0.0f)
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{
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// Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
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//
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// lambda = -K^-1 * beta / dt * C
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//
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// We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
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float lambda = -mEffectiveMass * inBaumgarte * inC;
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// Directly integrate velocity change for one time step
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//
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// Euler velocity integration:
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// dv = M^-1 P
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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 position integration:
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// x' = x + dv * dt
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//
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// Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
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// Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
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// stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
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// integrate + a position integrate and then discard the velocity change.
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if (ioBody1.IsDynamic())
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{
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ioBody1.AddPositionStep((lambda * ioBody1.GetMotionPropertiesUnchecked()->GetInverseMass()) * inN1);
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ioBody1.AddRotationStep(lambda * mInvI1_R1xN1);
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}
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if (ioBody2.IsDynamic())
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{
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ioBody2.AddPositionStep((lambda * inRatio * ioBody2.GetMotionPropertiesUnchecked()->GetInverseMass()) * inN2);
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ioBody2.AddRotationStep(lambda * mInvI2_RatioR2xN2);
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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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/// Save state of this constraint part
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void SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTotalLambda);
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}
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/// Restore state of this constraint part
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void RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTotalLambda);
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}
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private:
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Vec3 mR1xN1;
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Vec3 mInvI1_R1xN1;
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Vec3 mRatioR2xN2;
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Vec3 mInvI2_RatioR2xN2;
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float mEffectiveMass = 0.0f;
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float mTotalLambda = 0.0f;
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};
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JPH_NAMESPACE_END
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