First public release of Rapier.
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use crate::dynamics::{BallJoint, IntegrationParameters, RigidBody};
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#[cfg(feature = "dim2")]
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use crate::math::SdpMatrix;
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use crate::math::{AngularInertia, Isometry, Point, Rotation, SimdFloat, SIMD_WIDTH};
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use crate::utils::{WAngularInertia, WCross, WCrossMatrix};
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use simba::simd::SimdValue;
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#[derive(Debug)]
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pub(crate) struct WBallPositionConstraint {
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position1: [usize; SIMD_WIDTH],
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position2: [usize; SIMD_WIDTH],
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local_com1: Point<SimdFloat>,
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local_com2: Point<SimdFloat>,
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im1: SimdFloat,
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im2: SimdFloat,
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ii1: AngularInertia<SimdFloat>,
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ii2: AngularInertia<SimdFloat>,
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local_anchor1: Point<SimdFloat>,
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local_anchor2: Point<SimdFloat>,
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}
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impl WBallPositionConstraint {
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pub fn from_params(
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rbs1: [&RigidBody; SIMD_WIDTH],
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rbs2: [&RigidBody; SIMD_WIDTH],
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cparams: [&BallJoint; SIMD_WIDTH],
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) -> Self {
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let local_com1 = Point::from(array![|ii| rbs1[ii].mass_properties.local_com; SIMD_WIDTH]);
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let local_com2 = Point::from(array![|ii| rbs2[ii].mass_properties.local_com; SIMD_WIDTH]);
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let im1 = SimdFloat::from(array![|ii| rbs1[ii].mass_properties.inv_mass; SIMD_WIDTH]);
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let im2 = SimdFloat::from(array![|ii| rbs2[ii].mass_properties.inv_mass; SIMD_WIDTH]);
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let ii1 = AngularInertia::<SimdFloat>::from(
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array![|ii| rbs1[ii].world_inv_inertia_sqrt; SIMD_WIDTH],
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)
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.squared();
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let ii2 = AngularInertia::<SimdFloat>::from(
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array![|ii| rbs2[ii].world_inv_inertia_sqrt; SIMD_WIDTH],
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)
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.squared();
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let local_anchor1 = Point::from(array![|ii| cparams[ii].local_anchor1; SIMD_WIDTH]);
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let local_anchor2 = Point::from(array![|ii| cparams[ii].local_anchor2; SIMD_WIDTH]);
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let position1 = array![|ii| rbs1[ii].active_set_offset; SIMD_WIDTH];
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let position2 = array![|ii| rbs2[ii].active_set_offset; SIMD_WIDTH];
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Self {
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local_com1,
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local_com2,
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im1,
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im2,
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ii1,
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ii2,
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local_anchor1,
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local_anchor2,
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position1,
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position2,
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}
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}
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pub fn solve(&self, params: &IntegrationParameters, positions: &mut [Isometry<f32>]) {
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let mut position1 = Isometry::from(array![|ii| positions[self.position1[ii]]; SIMD_WIDTH]);
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let mut position2 = Isometry::from(array![|ii| positions[self.position2[ii]]; SIMD_WIDTH]);
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let anchor1 = position1 * self.local_anchor1;
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let anchor2 = position2 * self.local_anchor2;
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let com1 = position1 * self.local_com1;
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let com2 = position2 * self.local_com2;
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let err = anchor1 - anchor2;
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let centered_anchor1 = anchor1 - com1;
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let centered_anchor2 = anchor2 - com2;
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let cmat1 = centered_anchor1.gcross_matrix();
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let cmat2 = centered_anchor2.gcross_matrix();
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// NOTE: the -cmat1 is just a simpler way of doing cmat1.transpose()
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// because it is anti-symmetric.
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#[cfg(feature = "dim3")]
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let lhs = self.ii1.quadform(&cmat1).add_diagonal(self.im1)
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+ self.ii2.quadform(&cmat2).add_diagonal(self.im2);
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// In 2D we just unroll the computation because
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// it's just easier that way.
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#[cfg(feature = "dim2")]
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let lhs = {
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let m11 =
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self.im1 + self.im2 + cmat1.x * cmat1.x * self.ii1 + cmat2.x * cmat2.x * self.ii2;
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let m12 = cmat1.x * cmat1.y * self.ii1 + cmat2.x * cmat2.y * self.ii2;
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let m22 =
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self.im1 + self.im2 + cmat1.y * cmat1.y * self.ii1 + cmat2.y * cmat2.y * self.ii2;
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SdpMatrix::new(m11, m12, m22)
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};
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let inv_lhs = lhs.inverse_unchecked();
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let impulse = inv_lhs * -(err * SimdFloat::splat(params.joint_erp));
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position1.translation.vector += impulse * self.im1;
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position2.translation.vector -= impulse * self.im2;
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let angle1 = self.ii1.transform_vector(centered_anchor1.gcross(impulse));
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let angle2 = self.ii2.transform_vector(centered_anchor2.gcross(-impulse));
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position1.rotation = Rotation::new(angle1) * position1.rotation;
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position2.rotation = Rotation::new(angle2) * position2.rotation;
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for ii in 0..SIMD_WIDTH {
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positions[self.position1[ii]] = position1.extract(ii);
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}
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for ii in 0..SIMD_WIDTH {
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positions[self.position2[ii]] = position2.extract(ii);
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}
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}
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}
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#[derive(Debug)]
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pub(crate) struct WBallPositionGroundConstraint {
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position2: [usize; SIMD_WIDTH],
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anchor1: Point<SimdFloat>,
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im2: SimdFloat,
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ii2: AngularInertia<SimdFloat>,
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local_anchor2: Point<SimdFloat>,
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local_com2: Point<SimdFloat>,
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}
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impl WBallPositionGroundConstraint {
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pub fn from_params(
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rbs1: [&RigidBody; SIMD_WIDTH],
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rbs2: [&RigidBody; SIMD_WIDTH],
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cparams: [&BallJoint; SIMD_WIDTH],
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flipped: [bool; SIMD_WIDTH],
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) -> Self {
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let position1 = Isometry::from(array![|ii| rbs1[ii].predicted_position; SIMD_WIDTH]);
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let anchor1 = position1
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* Point::from(array![|ii| if flipped[ii] {
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cparams[ii].local_anchor2
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} else {
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cparams[ii].local_anchor1
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}; SIMD_WIDTH]);
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let im2 = SimdFloat::from(array![|ii| rbs2[ii].mass_properties.inv_mass; SIMD_WIDTH]);
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let ii2 = AngularInertia::<SimdFloat>::from(
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array![|ii| rbs2[ii].world_inv_inertia_sqrt; SIMD_WIDTH],
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)
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.squared();
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let local_anchor2 = Point::from(array![|ii| if flipped[ii] {
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cparams[ii].local_anchor1
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} else {
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cparams[ii].local_anchor2
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}; SIMD_WIDTH]);
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let position2 = array![|ii| rbs2[ii].active_set_offset; SIMD_WIDTH];
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let local_com2 = Point::from(array![|ii| rbs2[ii].mass_properties.local_com; SIMD_WIDTH]);
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Self {
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anchor1,
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im2,
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ii2,
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local_anchor2,
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position2,
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local_com2,
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}
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}
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pub fn solve(&self, params: &IntegrationParameters, positions: &mut [Isometry<f32>]) {
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let mut position2 = Isometry::from(array![|ii| positions[self.position2[ii]]; SIMD_WIDTH]);
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let anchor2 = position2 * self.local_anchor2;
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let com2 = position2 * self.local_com2;
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let err = self.anchor1 - anchor2;
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let centered_anchor2 = anchor2 - com2;
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let cmat2 = centered_anchor2.gcross_matrix();
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#[cfg(feature = "dim3")]
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let lhs = self.ii2.quadform(&cmat2).add_diagonal(self.im2);
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#[cfg(feature = "dim2")]
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let lhs = {
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let m11 = self.im2 + cmat2.x * cmat2.x * self.ii2;
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let m12 = cmat2.x * cmat2.y * self.ii2;
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let m22 = self.im2 + cmat2.y * cmat2.y * self.ii2;
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SdpMatrix::new(m11, m12, m22)
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};
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let inv_lhs = lhs.inverse_unchecked();
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let impulse = inv_lhs * -(err * SimdFloat::splat(params.joint_erp));
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position2.translation.vector -= impulse * self.im2;
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let angle2 = self.ii2.transform_vector(centered_anchor2.gcross(-impulse));
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position2.rotation = Rotation::new(angle2) * position2.rotation;
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for ii in 0..SIMD_WIDTH {
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positions[self.position2[ii]] = position2.extract(ii);
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}
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}
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}
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