Files
rapier/src/dynamics/solver/joint_constraint/ball_position_constraint.rs
Sébastien Crozet 16af01da42 Run cargo fmt
2021-08-08 18:38:12 +02:00

267 lines
9.8 KiB
Rust

use crate::dynamics::{
BallJoint, IntegrationParameters, RigidBodyIds, RigidBodyMassProps, RigidBodyPosition,
};
#[cfg(feature = "dim2")]
use crate::math::SdpMatrix;
use crate::math::{AngularInertia, Isometry, Point, Real, Rotation, UnitVector};
use crate::utils::{WAngularInertia, WCross, WCrossMatrix};
#[derive(Debug)]
pub(crate) struct BallPositionConstraint {
position1: usize,
position2: usize,
local_com1: Point<Real>,
local_com2: Point<Real>,
im1: Real,
im2: Real,
ii1: AngularInertia<Real>,
ii2: AngularInertia<Real>,
inv_ii1_ii2: AngularInertia<Real>,
local_anchor1: Point<Real>,
local_anchor2: Point<Real>,
limits_enabled: bool,
limits_angle: Real,
limits_local_axis1: UnitVector<Real>,
limits_local_axis2: UnitVector<Real>,
}
impl BallPositionConstraint {
pub fn from_params(
rb1: (&RigidBodyMassProps, &RigidBodyIds),
rb2: (&RigidBodyMassProps, &RigidBodyIds),
cparams: &BallJoint,
) -> Self {
let (mprops1, ids1) = rb1;
let (mprops2, ids2) = rb2;
let ii1 = mprops1.effective_world_inv_inertia_sqrt.squared();
let ii2 = mprops2.effective_world_inv_inertia_sqrt.squared();
let inv_ii1_ii2 = (ii1 + ii2).inverse();
Self {
local_com1: mprops1.local_mprops.local_com,
local_com2: mprops2.local_mprops.local_com,
im1: mprops1.effective_inv_mass,
im2: mprops2.effective_inv_mass,
ii1,
ii2,
inv_ii1_ii2,
local_anchor1: cparams.local_anchor1,
local_anchor2: cparams.local_anchor2,
position1: ids1.active_set_offset,
position2: ids2.active_set_offset,
limits_enabled: cparams.limits_enabled,
limits_angle: cparams.limits_angle,
limits_local_axis1: cparams.limits_local_axis1,
limits_local_axis2: cparams.limits_local_axis2,
}
}
pub fn solve(&self, params: &IntegrationParameters, positions: &mut [Isometry<Real>]) {
let mut position1 = positions[self.position1 as usize];
let mut position2 = positions[self.position2 as usize];
let anchor1 = position1 * self.local_anchor1;
let anchor2 = position2 * self.local_anchor2;
let com1 = position1 * self.local_com1;
let com2 = position2 * self.local_com2;
let err = anchor1 - anchor2;
let centered_anchor1 = anchor1 - com1;
let centered_anchor2 = anchor2 - com2;
let cmat1 = centered_anchor1.gcross_matrix();
let cmat2 = centered_anchor2.gcross_matrix();
// NOTE: the -cmat1 is just a simpler way of doing cmat1.transpose()
// because it is anti-symmetric.
#[cfg(feature = "dim3")]
let lhs = self.ii1.quadform(&cmat1).add_diagonal(self.im1)
+ self.ii2.quadform(&cmat2).add_diagonal(self.im2);
// In 2D we just unroll the computation because
// it's just easier that way. It is also
// faster because in 2D lhs will be symmetric.
#[cfg(feature = "dim2")]
let lhs = {
let m11 =
self.im1 + self.im2 + cmat1.x * cmat1.x * self.ii1 + cmat2.x * cmat2.x * self.ii2;
let m12 = cmat1.x * cmat1.y * self.ii1 + cmat2.x * cmat2.y * self.ii2;
let m22 =
self.im1 + self.im2 + cmat1.y * cmat1.y * self.ii1 + cmat2.y * cmat2.y * self.ii2;
SdpMatrix::new(m11, m12, m22)
};
let inv_lhs = lhs.inverse_unchecked();
let impulse = inv_lhs * -(err * params.joint_erp);
position1.translation.vector += self.im1 * impulse;
position2.translation.vector -= self.im2 * impulse;
let angle1 = self.ii1.transform_vector(centered_anchor1.gcross(impulse));
let angle2 = self.ii2.transform_vector(centered_anchor2.gcross(-impulse));
position1.rotation = Rotation::new(angle1) * position1.rotation;
position2.rotation = Rotation::new(angle2) * position2.rotation;
/*
* Limits part.
*/
if self.limits_enabled {
let axis1 = position1 * self.limits_local_axis1;
let axis2 = position2 * self.limits_local_axis2;
#[cfg(feature = "dim2")]
let axis_angle = Rotation::rotation_between_axis(&axis2, &axis1).axis_angle();
#[cfg(feature = "dim3")]
let axis_angle =
Rotation::rotation_between_axis(&axis2, &axis1).and_then(|r| r.axis_angle());
// TODO: handle the case where dot(axis1, axis2) = -1.0
if let Some((axis, angle)) = axis_angle {
if angle >= self.limits_angle {
#[cfg(feature = "dim2")]
let axis = axis[0];
#[cfg(feature = "dim3")]
let axis = axis.into_inner();
let ang_error = angle - self.limits_angle;
let ang_impulse = self
.inv_ii1_ii2
.transform_vector(axis * ang_error * params.joint_erp);
position1.rotation =
Rotation::new(self.ii1.transform_vector(-ang_impulse)) * position1.rotation;
position2.rotation =
Rotation::new(self.ii2.transform_vector(ang_impulse)) * position2.rotation;
}
}
}
positions[self.position1 as usize] = position1;
positions[self.position2 as usize] = position2;
}
}
#[derive(Debug)]
pub(crate) struct BallPositionGroundConstraint {
position2: usize,
anchor1: Point<Real>,
im2: Real,
ii2: AngularInertia<Real>,
local_anchor2: Point<Real>,
local_com2: Point<Real>,
limits_enabled: bool,
limits_angle: Real,
limits_axis1: UnitVector<Real>,
limits_local_axis2: UnitVector<Real>,
}
impl BallPositionGroundConstraint {
pub fn from_params(
rb1: &RigidBodyPosition,
rb2: (&RigidBodyMassProps, &RigidBodyIds),
cparams: &BallJoint,
flipped: bool,
) -> Self {
let poss1 = rb1;
let (mprops2, ids2) = rb2;
if flipped {
// Note the only thing that is flipped here
// are the local_anchors. The rb1 and rb2 have
// already been flipped by the caller.
Self {
anchor1: poss1.next_position * cparams.local_anchor2,
im2: mprops2.effective_inv_mass,
ii2: mprops2.effective_world_inv_inertia_sqrt.squared(),
local_anchor2: cparams.local_anchor1,
position2: ids2.active_set_offset,
local_com2: mprops2.local_mprops.local_com,
limits_enabled: cparams.limits_enabled,
limits_angle: cparams.limits_angle,
limits_axis1: poss1.next_position * cparams.limits_local_axis2,
limits_local_axis2: cparams.limits_local_axis1,
}
} else {
Self {
anchor1: poss1.next_position * cparams.local_anchor1,
im2: mprops2.effective_inv_mass,
ii2: mprops2.effective_world_inv_inertia_sqrt.squared(),
local_anchor2: cparams.local_anchor2,
position2: ids2.active_set_offset,
local_com2: mprops2.local_mprops.local_com,
limits_enabled: cparams.limits_enabled,
limits_angle: cparams.limits_angle,
limits_axis1: poss1.next_position * cparams.limits_local_axis1,
limits_local_axis2: cparams.limits_local_axis2,
}
}
}
pub fn solve(&self, params: &IntegrationParameters, positions: &mut [Isometry<Real>]) {
let mut position2 = positions[self.position2 as usize];
let anchor2 = position2 * self.local_anchor2;
let com2 = position2 * self.local_com2;
let err = self.anchor1 - anchor2;
let centered_anchor2 = anchor2 - com2;
let cmat2 = centered_anchor2.gcross_matrix();
#[cfg(feature = "dim3")]
let lhs = self.ii2.quadform(&cmat2).add_diagonal(self.im2);
#[cfg(feature = "dim2")]
let lhs = {
let m11 = self.im2 + cmat2.x * cmat2.x * self.ii2;
let m12 = cmat2.x * cmat2.y * self.ii2;
let m22 = self.im2 + cmat2.y * cmat2.y * self.ii2;
SdpMatrix::new(m11, m12, m22)
};
let inv_lhs = lhs.inverse_unchecked();
let impulse = inv_lhs * -(err * params.joint_erp);
position2.translation.vector -= self.im2 * impulse;
let angle2 = self.ii2.transform_vector(centered_anchor2.gcross(-impulse));
position2.rotation = Rotation::new(angle2) * position2.rotation;
/*
* Limits part.
*/
if self.limits_enabled {
let axis2 = position2 * self.limits_local_axis2;
#[cfg(feature = "dim2")]
let axis_angle =
Rotation::rotation_between_axis(&axis2, &self.limits_axis1).axis_angle();
#[cfg(feature = "dim3")]
let axis_angle = Rotation::rotation_between_axis(&axis2, &self.limits_axis1)
.and_then(|r| r.axis_angle());
// TODO: handle the case where dot(axis1, axis2) = -1.0
if let Some((axis, angle)) = axis_angle {
if angle >= self.limits_angle {
#[cfg(feature = "dim2")]
let axis = axis[0];
#[cfg(feature = "dim3")]
let axis = axis.into_inner();
let ang_error = angle - self.limits_angle;
let ang_correction = axis * ang_error * params.joint_erp;
position2.rotation = Rotation::new(ang_correction) * position2.rotation;
}
}
}
positions[self.position2 as usize] = position2;
}
}