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- // 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/StateRecorder.h>
- #include <Jolt/Physics/DeterminismLog.h>
- JPH_NAMESPACE_BEGIN
- /// Constraint that constrains motion along 1 axis
- ///
- /// @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.1.1
- /// (we're not using the approximation of eq 27 but instead add the U term as in eq 55)
- ///
- /// Constraint equation (eq 25):
- ///
- /// \f[C = (p_2 - p_1) \cdot n\f]
- ///
- /// Jacobian (eq 28):
- ///
- /// \f[J = \begin{bmatrix} -n^T & (-(r_1 + u) \times n)^T & n^T & (r_2 \times n)^T \end{bmatrix}\f]
- ///
- /// Used terms (here and below, everything in world space):\n
- /// n = constraint axis (normalized).\n
- /// p1, p2 = constraint points.\n
- /// r1 = p1 - x1.\n
- /// r2 = p2 - x2.\n
- /// u = x2 + r2 - x1 - r1 = p2 - p1.\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 AxisConstraintPart
- {
- /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
- template <EMotionType Type1, EMotionType Type2>
- JPH_INLINE bool ApplyVelocityStep(MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis, 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 constexpr (Type1 == EMotionType::Dynamic)
- {
- ioMotionProperties1->SubLinearVelocityStep((inLambda * ioMotionProperties1->GetInverseMass()) * inWorldSpaceAxis);
- ioMotionProperties1->SubAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
- }
- if constexpr (Type2 == EMotionType::Dynamic)
- {
- ioMotionProperties2->AddLinearVelocityStep((inLambda * ioMotionProperties2->GetInverseMass()) * inWorldSpaceAxis);
- ioMotionProperties2->AddAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
- }
- return true;
- }
- return false;
- }
- public:
- /// Templated form of CalculateConstraintProperties with the motion types baked in
- template <EMotionType Type1, EMotionType Type2>
- JPH_INLINE void TemplatedCalculateConstraintProperties(float inDeltaTime, const MotionProperties *inMotionProperties1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, const MotionProperties *inMotionProperties2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f, float inC = 0.0f, float inFrequency = 0.0f, float inDamping = 0.0f)
- {
- JPH_ASSERT(inWorldSpaceAxis.IsNormalized(1.0e-5f));
- // Calculate properties used below
- Vec3 r1_plus_u_x_axis;
- if constexpr (Type1 != EMotionType::Static)
- {
- r1_plus_u_x_axis = inR1PlusU.Cross(inWorldSpaceAxis);
- r1_plus_u_x_axis.StoreFloat3(&mR1PlusUxAxis);
- }
- JPH_IF_DEBUG(else Vec3::sNaN().StoreFloat3(&mR1PlusUxAxis);)
- Vec3 r2_x_axis;
- if constexpr (Type2 != EMotionType::Static)
- {
- r2_x_axis = inR2.Cross(inWorldSpaceAxis);
- r2_x_axis.StoreFloat3(&mR2xAxis);
- }
- JPH_IF_DEBUG(else Vec3::sNaN().StoreFloat3(&mR2xAxis);)
- // Calculate inverse effective mass: K = J M^-1 J^T
- float inv_effective_mass;
- if constexpr (Type1 == EMotionType::Dynamic)
- {
- Vec3 invi1_r1_plus_u_x_axis = inInvI1.Multiply3x3(r1_plus_u_x_axis);
- invi1_r1_plus_u_x_axis.StoreFloat3(&mInvI1_R1PlusUxAxis);
- inv_effective_mass = inMotionProperties1->GetInverseMass() + invi1_r1_plus_u_x_axis.Dot(r1_plus_u_x_axis);
- }
- else
- {
- (void)r1_plus_u_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
- JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI1_R1PlusUxAxis);)
- inv_effective_mass = 0.0f;
- }
- if constexpr (Type2 == EMotionType::Dynamic)
- {
- Vec3 invi2_r2_x_axis = inInvI2.Multiply3x3(r2_x_axis);
- invi2_r2_x_axis.StoreFloat3(&mInvI2_R2xAxis);
- inv_effective_mass += inMotionProperties2->GetInverseMass() + invi2_r2_x_axis.Dot(r2_x_axis);
- }
- else
- {
- (void)r2_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
- JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI2_R2xAxis);)
- }
- // Calculate effective mass and spring properties
- mSpringPart.CalculateSpringProperties(inDeltaTime, inv_effective_mass, inBias, inC, inFrequency, inDamping, mEffectiveMass);
- JPH_DET_LOG("TemplatedCalculateConstraintProperties: dt: " << inDeltaTime << " invI1: " << inInvI1 << " r1PlusU: " << inR1PlusU << " invI2: " << inInvI2 << " r2: " << inR2 << " bias: " << inBias << ", c: " << inC << ", frequency: " << inFrequency << ", damping: " << inDamping << " r1PlusUxAxis: " << mR1PlusUxAxis << " r2xAxis: " << mR2xAxis << " invI1_R1PlusUxAxis: " << mInvI1_R1PlusUxAxis << " invI2_R2xAxis: " << mInvI2_R2xAxis << " effectiveMass: " << mEffectiveMass << " totalLambda: " << mTotalLambda);
- }
- /// 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 inR1PlusU See equations above (r1 + u)
- /// @param inR2 See equations above (r2)
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
- /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
- /// @param inC Value of the constraint equation (C). Set to zero if you don't want to drive the constraint to zero with a spring.
- /// @param inFrequency Oscillation frequency (Hz). Set to zero if you don't want to drive the constraint to zero with a spring.
- /// @param inDamping Damping factor (0 = no damping, 1 = critical damping). Set to zero if you don't want to drive the constraint to zero with a spring.
- inline void CalculateConstraintProperties(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f, float inC = 0.0f, float inFrequency = 0.0f, float inDamping = 0.0f)
- {
- // Dispatch to the correct templated form
- switch (inBody1.GetMotionType())
- {
- case EMotionType::Dynamic:
- {
- const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
- Mat44 invi1 = inBody1.GetInverseInertia();
- switch (inBody2.GetMotionType())
- {
- case EMotionType::Dynamic:
- TemplatedCalculateConstraintProperties<EMotionType::Dynamic, EMotionType::Dynamic>(inDeltaTime, mp1, invi1, inR1PlusU, inBody2.GetMotionPropertiesUnchecked(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis, inBias, inC, inFrequency, inDamping);
- break;
- case EMotionType::Kinematic:
- TemplatedCalculateConstraintProperties<EMotionType::Dynamic, EMotionType::Kinematic>(inDeltaTime, mp1, invi1, inR1PlusU, nullptr, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis, inBias, inC, inFrequency, inDamping);
- break;
- case EMotionType::Static:
- TemplatedCalculateConstraintProperties<EMotionType::Dynamic, EMotionType::Static>(inDeltaTime, mp1, invi1, inR1PlusU, nullptr, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis, inBias, inC, inFrequency, inDamping);
- break;
- default:
- JPH_ASSERT(false);
- break;
- }
- break;
- }
- case EMotionType::Kinematic:
- JPH_ASSERT(inBody2.IsDynamic());
- TemplatedCalculateConstraintProperties<EMotionType::Kinematic, EMotionType::Dynamic>(inDeltaTime, nullptr, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis, inBias, inC, inFrequency, inDamping);
- break;
- case EMotionType::Static:
- JPH_ASSERT(inBody2.IsDynamic());
- TemplatedCalculateConstraintProperties<EMotionType::Static, EMotionType::Dynamic>(inDeltaTime, nullptr, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis, inBias, inC, inFrequency, inDamping);
- break;
- default:
- JPH_ASSERT(false);
- break;
- }
- }
- /// 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;
- }
- /// Templated form of WarmStart with the motion types baked in
- template <EMotionType Type1, EMotionType Type2>
- inline void TemplatedWarmStart(MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
- {
- mTotalLambda *= inWarmStartImpulseRatio;
- ApplyVelocityStep<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, inWorldSpaceAxis, mTotalLambda);
- }
- /// 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 inWorldSpaceAxis Axis along which the constraint acts (normalized)
- /// @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, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
- {
- 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
- // Note: Warm starting doesn't differentiate between kinematic/static bodies so we handle both as static bodies
- if (motion_type1 == EMotionType::Dynamic)
- {
- if (motion_type2 == EMotionType::Dynamic)
- TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, motion_properties2, inWorldSpaceAxis, inWarmStartImpulseRatio);
- else
- TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties2, inWorldSpaceAxis, inWarmStartImpulseRatio);
- }
- else
- {
- JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
- TemplatedWarmStart<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, motion_properties2, inWorldSpaceAxis, inWarmStartImpulseRatio);
- }
- }
- /// Templated form of SolveVelocityConstraint with the motion types baked in
- template <EMotionType Type1, EMotionType Type2>
- inline bool TemplatedSolveVelocityConstraint(MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
- {
- // 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));
- 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<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, inWorldSpaceAxis, 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_properties2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
- case EMotionType::Kinematic:
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>(motion_properties1, motion_properties2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
- case EMotionType::Static:
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties2, 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, motion_properties2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
- case EMotionType::Static:
- JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
- return TemplatedSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, motion_properties2, 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.GetMotionPropertiesUnchecked()->GetInverseMass()) * inWorldSpaceAxis);
- ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
- }
- if (ioBody2.IsDynamic())
- {
- ioBody2.AddPositionStep((lambda * ioBody2.GetMotionPropertiesUnchecked()->GetInverseMass()) * 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
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