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- // 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/StateRecorder.h>
- JPH_NAMESPACE_BEGIN
- /// Constrains rotation around all axis so that only translation is allowed
- ///
- /// Based on: "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.5.1
- ///
- /// Constraint equation (eq 129):
- ///
- /// \f[C = \begin{bmatrix}\Delta\theta_x, \Delta\theta_y, \Delta\theta_z\end{bmatrix}\f]
- ///
- /// Jacobian (eq 131):
- ///
- /// \f[J = \begin{bmatrix}0 & -E & 0 & E\end{bmatrix}\f]
- ///
- /// Used terms (here and below, everything in world space):\n
- /// delta_theta_* = difference in rotation between initial rotation of bodyies 1 and 2.\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.\n
- /// E = identity matrix.\n
- class RotationEulerConstraintPart
- {
- private:
- /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
- JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inLambda) const
- {
- // Apply impulse if delta is not zero
- if (inLambda != Vec3::sZero())
- {
- // 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(mInvI1.Multiply3x3(inLambda));
- if (ioBody2.IsDynamic())
- ioBody2.GetMotionProperties()->AddAngularVelocityStep(mInvI2.Multiply3x3(inLambda));
- return true;
- }
- return false;
- }
- public:
- /// Return inverse of initial rotation from body 1 to body 2 in body 1 space
- static Quat sGetInvInitialOrientation(const Body &inBody1, const Body &inBody2)
- {
- // q20 = q10 r0
- // <=> r0 = q10^-1 q20
- // <=> r0^-1 = q20^-1 q10
- //
- // where:
- //
- // q20 = initial orientation of body 2
- // q10 = initial orientation of body 1
- // r0 = initial rotation rotation from body 1 to body 2
- return inBody2.GetRotation().Conjugated() * inBody1.GetRotation();
- }
- /// @brief Return inverse of initial rotation from body 1 to body 2 in body 1 space
- /// @param inAxisX1 Reference axis X for body 1
- /// @param inAxisY1 Reference axis Y for body 1
- /// @param inAxisX2 Reference axis X for body 2
- /// @param inAxisY2 Reference axis Y for body 2
- static Quat sGetInvInitialOrientationXY(Vec3Arg inAxisX1, Vec3Arg inAxisY1, Vec3Arg inAxisX2, Vec3Arg inAxisY2)
- {
- // Store inverse of initial rotation from body 1 to body 2 in body 1 space:
- //
- // q20 = q10 r0
- // <=> r0 = q10^-1 q20
- // <=> r0^-1 = q20^-1 q10
- //
- // where:
- //
- // q10, q20 = world space initial orientation of body 1 and 2
- // r0 = initial rotation rotation from body 1 to body 2 in local space of body 1
- //
- // We can also write this in terms of the constraint matrices:
- //
- // q20 c2 = q10 c1
- // <=> q20 = q10 c1 c2^-1
- // => r0 = c1 c2^-1
- // <=> r0^-1 = c2 c1^-1
- //
- // where:
- //
- // c1, c2 = matrix that takes us from body 1 and 2 COM to constraint space 1 and 2
- if (inAxisX1 == inAxisX2 && inAxisY1 == inAxisY2)
- {
- // Axis are the same -> identity transform
- return Quat::sIdentity();
- }
- else
- {
- Mat44 constraint1(Vec4(inAxisX1, 0), Vec4(inAxisY1, 0), Vec4(inAxisX1.Cross(inAxisY1), 0), Vec4(0, 0, 0, 1));
- Mat44 constraint2(Vec4(inAxisX2, 0), Vec4(inAxisY2, 0), Vec4(inAxisX2.Cross(inAxisY2), 0), Vec4(0, 0, 0, 1));
- return constraint2.GetQuaternion() * constraint1.GetQuaternion().Conjugated();
- }
- }
- /// @brief Return inverse of initial rotation from body 1 to body 2 in body 1 space
- /// @param inAxisX1 Reference axis X for body 1
- /// @param inAxisZ1 Reference axis Z for body 1
- /// @param inAxisX2 Reference axis X for body 2
- /// @param inAxisZ2 Reference axis Z for body 2
- static Quat sGetInvInitialOrientationXZ(Vec3Arg inAxisX1, Vec3Arg inAxisZ1, Vec3Arg inAxisX2, Vec3Arg inAxisZ2)
- {
- // See comment at sGetInvInitialOrientationXY
- if (inAxisX1 == inAxisX2 && inAxisZ1 == inAxisZ2)
- {
- return Quat::sIdentity();
- }
- else
- {
- Mat44 constraint1(Vec4(inAxisX1, 0), Vec4(inAxisZ1.Cross(inAxisX1), 0), Vec4(inAxisZ1, 0), Vec4(0, 0, 0, 1));
- Mat44 constraint2(Vec4(inAxisX2, 0), Vec4(inAxisZ2.Cross(inAxisX2), 0), Vec4(inAxisZ2, 0), Vec4(0, 0, 0, 1));
- return constraint2.GetQuaternion() * constraint1.GetQuaternion().Conjugated();
- }
- }
- /// Calculate properties used during the functions below
- inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, const Body &inBody2, Mat44Arg inRotation2)
- {
- // Calculate properties used during constraint solving
- mInvI1 = inBody1.IsDynamic()? inBody1.GetMotionProperties()->GetInverseInertiaForRotation(inRotation1) : Mat44::sZero();
- mInvI2 = inBody2.IsDynamic()? inBody2.GetMotionProperties()->GetInverseInertiaForRotation(inRotation2) : Mat44::sZero();
- // Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
- if (!mEffectiveMass.SetInversed3x3(mInvI1 + mInvI2))
- Deactivate();
- }
- /// Deactivate this constraint
- inline void Deactivate()
- {
- mEffectiveMass = Mat44::sZero();
- mTotalLambda = Vec3::sZero();
- }
- /// Check if constraint is active
- inline bool IsActive() const
- {
- return mEffectiveMass(3, 3) != 0.0f;
- }
- /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
- 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.
- inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
- {
- // Calculate lagrange multiplier:
- //
- // lambda = -K^-1 (J v + b)
- Vec3 lambda = mEffectiveMass.Multiply3x3(ioBody1.GetAngularVelocity() - ioBody2.GetAngularVelocity());
- mTotalLambda += lambda;
- return ApplyVelocityStep(ioBody1, ioBody2, lambda);
- }
- /// Iteratively update the position constraint. Makes sure C(...) = 0.
- inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, QuatArg inInvInitialOrientation, float inBaumgarte) const
- {
- // Calculate difference in rotation
- //
- // The rotation should be:
- //
- // q2 = q1 r0
- //
- // But because of drift the actual rotation is
- //
- // q2 = diff q1 r0
- // <=> diff = q2 r0^-1 q1^-1
- //
- // Where:
- // q1 = current rotation of body 1
- // q2 = current rotation of body 2
- // diff = error that needs to be reduced to zero
- Quat diff = ioBody2.GetRotation() * inInvInitialOrientation * ioBody1.GetRotation().Conjugated();
- // A quaternion can be seen as:
- //
- // q = [sin(theta / 2) * v, cos(theta/2)]
- //
- // Where:
- // v = rotation vector
- // theta = rotation angle
- //
- // If we assume theta is small (error is small) then sin(x) = x so an approximation of the error angles is:
- Vec3 error = 2.0f * diff.EnsureWPositive().GetXYZ();
- if (error != Vec3::sZero())
- {
- // 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
- Vec3 lambda = -inBaumgarte * mEffectiveMass * error;
- // 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(mInvI1.Multiply3x3(lambda));
- if (ioBody2.IsDynamic())
- ioBody2.AddRotationStep(mInvI2.Multiply3x3(lambda));
- return true;
- }
- return false;
- }
- /// Return lagrange multiplier
- Vec3 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:
- Mat44 mInvI1;
- Mat44 mInvI2;
- Mat44 mEffectiveMass;
- Vec3 mTotalLambda { Vec3::sZero() };
- };
- JPH_NAMESPACE_END
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