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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt/Jolt.h>
- #include <Jolt/Physics/Collision/EstimateCollisionResponse.h>
- #include <Jolt/Physics/Body/Body.h>
- JPH_NAMESPACE_BEGIN
- void EstimateCollisionResponse(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, CollisionEstimationResult &outResult, float inCombinedFriction, float inCombinedRestitution, float inMinVelocityForRestitution, uint inNumIterations)
- {
- // Note this code is based on AxisConstraintPart, see that class for more comments on the math
- ContactPoints::size_type num_points = inManifold.mRelativeContactPointsOn1.size();
- JPH_ASSERT(num_points == inManifold.mRelativeContactPointsOn2.size());
- // Start with zero impulses
- outResult.mImpulses.resize(num_points);
- memset(outResult.mImpulses.data(), 0, num_points * sizeof(CollisionEstimationResult::Impulse));
- // Calculate friction directions
- outResult.mTangent1 = inManifold.mWorldSpaceNormal.GetNormalizedPerpendicular();
- outResult.mTangent2 = inManifold.mWorldSpaceNormal.Cross(outResult.mTangent1);
- // Get body velocities
- EMotionType motion_type1 = inBody1.GetMotionType();
- const MotionProperties *motion_properties1 = inBody1.GetMotionPropertiesUnchecked();
- if (motion_type1 != EMotionType::Static)
- {
- outResult.mLinearVelocity1 = motion_properties1->GetLinearVelocity();
- outResult.mAngularVelocity1 = motion_properties1->GetAngularVelocity();
- }
- else
- outResult.mLinearVelocity1 = outResult.mAngularVelocity1 = Vec3::sZero();
- EMotionType motion_type2 = inBody2.GetMotionType();
- const MotionProperties *motion_properties2 = inBody2.GetMotionPropertiesUnchecked();
- if (motion_type2 != EMotionType::Static)
- {
- outResult.mLinearVelocity2 = motion_properties2->GetLinearVelocity();
- outResult.mAngularVelocity2 = motion_properties2->GetAngularVelocity();
- }
- else
- outResult.mLinearVelocity2 = outResult.mAngularVelocity2 = Vec3::sZero();
- // Get inverse mass and inertia
- float inv_m1, inv_m2;
- Mat44 inv_i1, inv_i2;
- if (motion_type1 == EMotionType::Dynamic)
- {
- inv_m1 = motion_properties1->GetInverseMass();
- inv_i1 = inBody1.GetInverseInertia();
- }
- else
- {
- inv_m1 = 0.0f;
- inv_i1 = Mat44::sZero();
- }
- if (motion_type2 == EMotionType::Dynamic)
- {
- inv_m2 = motion_properties2->GetInverseMass();
- inv_i2 = inBody2.GetInverseInertia();
- }
- else
- {
- inv_m2 = 0.0f;
- inv_i2 = Mat44::sZero();
- }
- // Get center of masses relative to the base offset
- Vec3 com1 = Vec3(inBody1.GetCenterOfMassPosition() - inManifold.mBaseOffset);
- Vec3 com2 = Vec3(inBody2.GetCenterOfMassPosition() - inManifold.mBaseOffset);
- struct AxisConstraint
- {
- inline void Initialize(Vec3Arg inR1, Vec3Arg inR2, Vec3Arg inWorldSpaceNormal, float inInvM1, float inInvM2, Mat44Arg inInvI1, Mat44Arg inInvI2)
- {
- // Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
- mR1PlusUxAxis = inR1.Cross(inWorldSpaceNormal);
- mR2xAxis = inR2.Cross(inWorldSpaceNormal);
- mInvI1_R1PlusUxAxis = inInvI1.Multiply3x3(mR1PlusUxAxis);
- mInvI2_R2xAxis = inInvI2.Multiply3x3(mR2xAxis);
- mEffectiveMass = 1.0f / (inInvM1 + mInvI1_R1PlusUxAxis.Dot(mR1PlusUxAxis) + inInvM2 + mInvI2_R2xAxis.Dot(mR2xAxis));
- mBias = 0.0f;
- }
- inline float SolveGetLambda(Vec3Arg inWorldSpaceNormal, const CollisionEstimationResult &inResult) const
- {
- // Calculate jacobian multiplied by linear/angular velocity
- float jv = inWorldSpaceNormal.Dot(inResult.mLinearVelocity1 - inResult.mLinearVelocity2) + mR1PlusUxAxis.Dot(inResult.mAngularVelocity1) - mR2xAxis.Dot(inResult.mAngularVelocity2);
- // Lagrange multiplier is:
- //
- // lambda = -K^-1 (J v + b)
- return mEffectiveMass * (jv - mBias);
- }
- inline void SolveApplyLambda(Vec3Arg inWorldSpaceNormal, float inInvM1, float inInvM2, float inLambda, CollisionEstimationResult &ioResult) const
- {
- // Apply impulse to body velocities
- ioResult.mLinearVelocity1 -= (inLambda * inInvM1) * inWorldSpaceNormal;
- ioResult.mAngularVelocity1 -= inLambda * mInvI1_R1PlusUxAxis;
- ioResult.mLinearVelocity2 += (inLambda * inInvM2) * inWorldSpaceNormal;
- ioResult.mAngularVelocity2 += inLambda * mInvI2_R2xAxis;
- }
- inline void Solve(Vec3Arg inWorldSpaceNormal, float inInvM1, float inInvM2, float inMinLambda, float inMaxLambda, float &ioTotalLambda, CollisionEstimationResult &ioResult) const
- {
- // Calculate new total lambda
- float total_lambda = ioTotalLambda + SolveGetLambda(inWorldSpaceNormal, ioResult);
- // Clamp impulse
- total_lambda = Clamp(total_lambda, inMinLambda, inMaxLambda);
- SolveApplyLambda(inWorldSpaceNormal, inInvM1, inInvM2, total_lambda - ioTotalLambda, ioResult);
- ioTotalLambda = total_lambda;
- }
- Vec3 mR1PlusUxAxis;
- Vec3 mR2xAxis;
- Vec3 mInvI1_R1PlusUxAxis;
- Vec3 mInvI2_R2xAxis;
- float mEffectiveMass;
- float mBias;
- };
- struct Constraint
- {
- AxisConstraint mContact;
- AxisConstraint mFriction1;
- AxisConstraint mFriction2;
- };
- // Initialize the constraint properties
- Constraint constraints[ContactPoints::Capacity];
- for (uint c = 0; c < num_points; ++c)
- {
- Constraint &constraint = constraints[c];
- // Calculate contact points relative to body 1 and 2
- Vec3 p = 0.5f * (inManifold.mRelativeContactPointsOn1[c] + inManifold.mRelativeContactPointsOn2[c]);
- Vec3 r1 = p - com1;
- Vec3 r2 = p - com2;
- // Initialize contact constraint
- constraint.mContact.Initialize(r1, r2, inManifold.mWorldSpaceNormal, inv_m1, inv_m2, inv_i1, inv_i2);
- // Handle elastic collisions
- if (inCombinedRestitution > 0.0f)
- {
- // Calculate velocity of contact point
- Vec3 relative_velocity = outResult.mLinearVelocity2 + outResult.mAngularVelocity2.Cross(r2) - outResult.mLinearVelocity1 - outResult.mAngularVelocity1.Cross(r1);
- float normal_velocity = relative_velocity.Dot(inManifold.mWorldSpaceNormal);
- // If it is big enough, apply restitution
- if (normal_velocity < -inMinVelocityForRestitution)
- constraint.mContact.mBias = inCombinedRestitution * normal_velocity;
- }
- if (inCombinedFriction > 0.0f)
- {
- // Initialize friction constraints
- constraint.mFriction1.Initialize(r1, r2, outResult.mTangent1, inv_m1, inv_m2, inv_i1, inv_i2);
- constraint.mFriction2.Initialize(r1, r2, outResult.mTangent2, inv_m1, inv_m2, inv_i1, inv_i2);
- }
- }
- // If there's only 1 contact point, we only need 1 iteration
- int num_iterations = inCombinedFriction <= 0.0f && num_points == 1? 1 : inNumIterations;
- // Solve iteratively
- for (int iteration = 0; iteration < num_iterations; ++iteration)
- {
- // Solve friction constraints first
- if (inCombinedFriction > 0.0f && iteration > 0) // For first iteration the contact impulse is zero so there's no point in applying friction
- for (uint c = 0; c < num_points; ++c)
- {
- const Constraint &constraint = constraints[c];
- CollisionEstimationResult::Impulse &impulse = outResult.mImpulses[c];
- float lambda1 = impulse.mFrictionImpulse1 + constraint.mFriction1.SolveGetLambda(outResult.mTangent1, outResult);
- float lambda2 = impulse.mFrictionImpulse2 + constraint.mFriction2.SolveGetLambda(outResult.mTangent2, outResult);
- // Calculate max impulse based on contact impulse
- float max_impulse = inCombinedFriction * impulse.mContactImpulse;
- // If the total lambda that we will apply is too large, scale it back
- float total_lambda_sq = Square(lambda1) + Square(lambda2);
- if (total_lambda_sq > Square(max_impulse))
- {
- float scale = max_impulse / sqrt(total_lambda_sq);
- lambda1 *= scale;
- lambda2 *= scale;
- }
- constraint.mFriction1.SolveApplyLambda(outResult.mTangent1, inv_m1, inv_m2, lambda1 - impulse.mFrictionImpulse1, outResult);
- constraint.mFriction2.SolveApplyLambda(outResult.mTangent2, inv_m1, inv_m2, lambda2 - impulse.mFrictionImpulse2, outResult);
- impulse.mFrictionImpulse1 = lambda1;
- impulse.mFrictionImpulse2 = lambda2;
- }
- // Solve contact constraints last
- for (uint c = 0; c < num_points; ++c)
- constraints[c].mContact.Solve(inManifold.mWorldSpaceNormal, inv_m1, inv_m2, 0.0f, FLT_MAX, outResult.mImpulses[c].mContactImpulse, outResult);
- }
- }
- JPH_NAMESPACE_END
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