Files
rapier/src/dynamics/rigid_body_components.rs
2021-04-26 18:00:50 +02:00

660 lines
21 KiB
Rust

use crate::data::{ComponentSetMut, ComponentSetOption};
use crate::dynamics::MassProperties;
use crate::geometry::{
ColliderChanges, ColliderHandle, ColliderMassProperties, ColliderParent, ColliderPosition,
ColliderShape, InteractionGraph, RigidBodyGraphIndex,
};
use crate::math::{AngVector, AngularInertia, Isometry, Point, Real, Translation, Vector};
use crate::parry::partitioning::IndexedData;
use crate::utils::WDot;
use num::Zero;
/// The unique handle of a rigid body added to a `RigidBodySet`.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[repr(transparent)]
pub struct RigidBodyHandle(pub crate::data::arena::Index);
impl RigidBodyHandle {
/// Converts this handle into its (index, generation) components.
pub fn into_raw_parts(self) -> (u32, u32) {
self.0.into_raw_parts()
}
/// Reconstructs an handle from its (index, generation) components.
pub fn from_raw_parts(id: u32, generation: u32) -> Self {
Self(crate::data::arena::Index::from_raw_parts(id, generation))
}
/// An always-invalid rigid-body handle.
pub fn invalid() -> Self {
Self(crate::data::arena::Index::from_raw_parts(
crate::INVALID_U32,
crate::INVALID_U32,
))
}
}
impl IndexedData for RigidBodyHandle {
fn default() -> Self {
Self(IndexedData::default())
}
fn index(&self) -> usize {
self.0.index()
}
}
/// The type of a body, governing the way it is affected by external forces.
#[deprecated(note = "renamed as RigidBodyType")]
pub type BodyStatus = RigidBodyType;
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// The status of a body, governing the way it is affected by external forces.
pub enum RigidBodyType {
/// A `RigidBodyType::Dynamic` body can be affected by all external forces.
Dynamic,
/// A `RigidBodyType::Static` body cannot be affected by external forces.
Static,
/// A `RigidBodyType::Kinematic` body cannot be affected by any external forces but can be controlled
/// by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
///
/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
Kinematic,
// Semikinematic, // A kinematic that performs automatic CCD with the static environment to avoid traversing it?
// Disabled,
}
impl RigidBodyType {
pub fn is_static(self) -> bool {
self == RigidBodyType::Static
}
pub fn is_dynamic(self) -> bool {
self == RigidBodyType::Dynamic
}
pub fn is_kinematic(self) -> bool {
self == RigidBodyType::Kinematic
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags describing how the rigid-body has been modified by the user.
pub struct RigidBodyChanges: u32 {
const MODIFIED = 1 << 0;
const POSITION = 1 << 1;
const SLEEP = 1 << 2;
const COLLIDERS = 1 << 3;
const TYPE = 1 << 4;
}
}
impl Default for RigidBodyChanges {
fn default() -> Self {
RigidBodyChanges::empty()
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyPosition {
/// The world-space position of the rigid-body.
pub position: Isometry<Real>,
/// The next position of the rigid-body.
///
/// At the beginning of the timestep, and when the
/// timestep is complete we must have position == next_position
/// except for kinematic bodies.
///
/// The next_position is updated after the velocity and position
/// resolution. Then it is either validated (ie. we set position := set_position)
/// or clamped by CCD.
pub next_position: Isometry<Real>,
}
impl Default for RigidBodyPosition {
fn default() -> Self {
Self {
position: Isometry::identity(),
next_position: Isometry::identity(),
}
}
}
impl RigidBodyPosition {
#[must_use]
pub fn interpolate_velocity(&self, inv_dt: Real) -> RigidBodyVelocity {
let dpos = self.next_position * self.position.inverse();
let angvel;
#[cfg(feature = "dim2")]
{
angvel = dpos.rotation.angle() * inv_dt;
}
#[cfg(feature = "dim3")]
{
angvel = dpos.rotation.scaled_axis() * inv_dt;
}
let linvel = dpos.translation.vector * inv_dt;
RigidBodyVelocity { linvel, angvel }
}
#[must_use]
pub fn integrate_force_and_velocity(
&self,
dt: Real,
forces: &RigidBodyForces,
vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps,
) -> Isometry<Real> {
let new_vels = forces.integrate(dt, vels, mprops);
new_vels.integrate(dt, &self.position, &mprops.mass_properties.local_com)
}
}
impl<T> From<T> for RigidBodyPosition
where
Isometry<Real>: From<T>,
{
fn from(position: T) -> Self {
let position = position.into();
Self {
position,
next_position: position,
}
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
pub struct RigidBodyMassPropsFlags: u8 {
const TRANSLATION_LOCKED = 1 << 0;
const ROTATION_LOCKED_X = 1 << 1;
const ROTATION_LOCKED_Y = 1 << 2;
const ROTATION_LOCKED_Z = 1 << 3;
const ROTATION_LOCKED = Self::ROTATION_LOCKED_X.bits | Self::ROTATION_LOCKED_Y.bits | Self::ROTATION_LOCKED_Z.bits;
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyMassProps {
/// Flags for locking rotation and translation.
pub flags: RigidBodyMassPropsFlags,
/// The local mass properties of the rigid-body.
pub mass_properties: MassProperties,
/// The world-space center of mass of the rigid-body.
pub world_com: Point<Real>,
/// The inverse mass taking into account translation locking.
pub effective_inv_mass: Real,
/// The square-root of the world-space inverse angular inertia tensor of the rigid-body,
/// taking into account rotation locking.
pub effective_world_inv_inertia_sqrt: AngularInertia<Real>,
}
impl Default for RigidBodyMassProps {
fn default() -> Self {
Self {
flags: RigidBodyMassPropsFlags::empty(),
mass_properties: MassProperties::zero(),
world_com: Point::origin(),
effective_inv_mass: 0.0,
effective_world_inv_inertia_sqrt: AngularInertia::zero(),
}
}
}
impl From<RigidBodyMassPropsFlags> for RigidBodyMassProps {
fn from(flags: RigidBodyMassPropsFlags) -> Self {
Self {
flags,
..Self::default()
}
}
}
impl RigidBodyMassProps {
#[must_use]
pub fn with_translations_locked(mut self) -> Self {
self.flags |= RigidBodyMassPropsFlags::TRANSLATION_LOCKED;
self
}
pub fn effective_mass(&self) -> Real {
crate::utils::inv(self.effective_inv_mass)
}
pub fn update_world_mass_properties(&mut self, position: &Isometry<Real>) {
self.world_com = self.mass_properties.world_com(&position);
self.effective_inv_mass = self.mass_properties.inv_mass;
self.effective_world_inv_inertia_sqrt = self
.mass_properties
.world_inv_inertia_sqrt(&position.rotation);
// Take into account translation/rotation locking.
if self
.flags
.contains(RigidBodyMassPropsFlags::TRANSLATION_LOCKED)
{
self.effective_inv_mass = 0.0;
}
#[cfg(feature = "dim2")]
{
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_Z)
{
self.effective_world_inv_inertia_sqrt = 0.0;
}
}
#[cfg(feature = "dim3")]
{
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_X)
{
self.effective_world_inv_inertia_sqrt.m11 = 0.0;
self.effective_world_inv_inertia_sqrt.m12 = 0.0;
self.effective_world_inv_inertia_sqrt.m13 = 0.0;
}
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_Y)
{
self.effective_world_inv_inertia_sqrt.m22 = 0.0;
self.effective_world_inv_inertia_sqrt.m12 = 0.0;
self.effective_world_inv_inertia_sqrt.m23 = 0.0;
}
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_Z)
{
self.effective_world_inv_inertia_sqrt.m33 = 0.0;
self.effective_world_inv_inertia_sqrt.m13 = 0.0;
self.effective_world_inv_inertia_sqrt.m23 = 0.0;
}
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyVelocity {
/// The linear velocity of the rigid-body.
pub linvel: Vector<Real>,
/// The angular velocity of the rigid-body.
pub angvel: AngVector<Real>,
}
impl Default for RigidBodyVelocity {
fn default() -> Self {
Self::zero()
}
}
impl RigidBodyVelocity {
#[must_use]
pub fn zero() -> Self {
Self {
linvel: na::zero(),
angvel: na::zero(),
}
}
#[must_use]
pub fn pseudo_kinetic_energy(&self) -> Real {
self.linvel.norm_squared() + self.angvel.gdot(self.angvel)
}
#[must_use]
pub fn apply_damping(&self, dt: Real, damping: &RigidBodyDamping) -> Self {
RigidBodyVelocity {
linvel: self.linvel * (1.0 / (1.0 + dt * damping.linear_damping)),
angvel: self.angvel * (1.0 / (1.0 + dt * damping.angular_damping)),
}
}
#[must_use]
pub fn integrate(
&self,
dt: Real,
init_pos: &Isometry<Real>,
local_com: &Point<Real>,
) -> Isometry<Real> {
let com = init_pos * local_com;
let shift = Translation::from(com.coords);
let mut result =
shift * Isometry::new(self.linvel * dt, self.angvel * dt) * shift.inverse() * init_pos;
result.rotation.renormalize_fast();
result
}
#[must_use]
pub fn is_zero(&self) -> bool {
self.linvel.is_zero() && self.angvel.is_zero()
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyDamping {
/// Damping factor for gradually slowing down the translational motion of the rigid-body.
pub linear_damping: Real,
/// Damping factor for gradually slowing down the angular motion of the rigid-body.
pub angular_damping: Real,
}
impl Default for RigidBodyDamping {
fn default() -> Self {
Self {
linear_damping: 0.0,
angular_damping: 0.0,
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyForces {
/// Accumulation of external forces (only for dynamic bodies).
pub force: Vector<Real>,
/// Accumulation of external torques (only for dynamic bodies).
pub torque: AngVector<Real>,
pub gravity_scale: Real,
}
impl Default for RigidBodyForces {
fn default() -> Self {
Self {
force: na::zero(),
torque: na::zero(),
gravity_scale: 1.0,
}
}
}
impl RigidBodyForces {
#[must_use]
pub fn integrate(
&self,
dt: Real,
init_vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps,
) -> RigidBodyVelocity {
let linear_acc = self.force * mprops.effective_inv_mass;
let angular_acc = mprops.effective_world_inv_inertia_sqrt
* (mprops.effective_world_inv_inertia_sqrt * self.torque);
RigidBodyVelocity {
linvel: init_vels.linvel + linear_acc * dt,
angvel: init_vels.angvel + angular_acc * dt,
}
}
pub fn add_linear_acceleration(&mut self, gravity: &Vector<Real>, mass: Real) {
self.force += gravity * self.gravity_scale * mass;
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyCcd {
pub ccd_thickness: Real,
pub ccd_max_dist: Real,
pub ccd_active: bool,
pub ccd_enabled: bool,
}
impl Default for RigidBodyCcd {
fn default() -> Self {
Self {
ccd_thickness: 0.0,
ccd_max_dist: 0.0,
ccd_active: false,
ccd_enabled: false,
}
}
}
impl RigidBodyCcd {
pub fn max_point_velocity(&self, vels: &RigidBodyVelocity) -> Real {
#[cfg(feature = "dim2")]
return vels.linvel.norm() + vels.angvel.abs() * self.ccd_max_dist;
#[cfg(feature = "dim3")]
return vels.linvel.norm() + vels.angvel.norm() * self.ccd_max_dist;
}
pub fn is_moving_fast(
&self,
dt: Real,
vels: &RigidBodyVelocity,
forces: Option<&RigidBodyForces>,
) -> bool {
// NOTE: for the threshold we don't use the exact CCD thickness. Theoretically, we
// should use `self.rb_ccd.ccd_thickness - smallest_contact_dist` where `smallest_contact_dist`
// is the deepest contact (the contact with the largest penetration depth, i.e., the
// negative `dist` with the largest absolute value.
// However, getting this penetration depth assumes querying the contact graph from
// the narrow-phase, which can be pretty expensive. So we use the CCD thickness
// divided by 10 right now. We will see in practice if this value is OK or if we
// should use a smaller (to be less conservative) or larger divisor (to be more conservative).
let threshold = self.ccd_thickness / 10.0;
if let Some(forces) = forces {
let linear_part = (vels.linvel + forces.force * dt).norm();
#[cfg(feature = "dim2")]
let angular_part = (vels.angvel + forces.torque * dt).abs() * self.ccd_max_dist;
#[cfg(feature = "dim3")]
let angular_part = (vels.angvel + forces.torque * dt).norm() * self.ccd_max_dist;
let vel_with_forces = linear_part + angular_part;
vel_with_forces > threshold
} else {
self.max_point_velocity(vels) * dt > threshold
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyIds {
pub joint_graph_index: RigidBodyGraphIndex,
pub active_island_id: usize,
pub active_set_id: usize,
pub active_set_offset: usize,
pub active_set_timestamp: u32,
}
impl Default for RigidBodyIds {
fn default() -> Self {
Self {
joint_graph_index: InteractionGraph::<(), ()>::invalid_graph_index(),
active_island_id: 0,
active_set_id: 0,
active_set_offset: 0,
active_set_timestamp: 0,
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug)]
pub struct RigidBodyColliders(pub Vec<ColliderHandle>);
impl Default for RigidBodyColliders {
fn default() -> Self {
Self(vec![])
}
}
impl RigidBodyColliders {
pub fn detach_collider(
&mut self,
rb_changes: &mut RigidBodyChanges,
co_handle: ColliderHandle,
) {
if let Some(i) = self.0.iter().position(|e| *e == co_handle) {
rb_changes.set(
RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
true,
);
self.0.swap_remove(i);
}
}
pub fn attach_collider(
&mut self,
rb_changes: &mut RigidBodyChanges,
rb_ccd: &mut RigidBodyCcd,
rb_mprops: &mut RigidBodyMassProps,
rb_pos: &RigidBodyPosition,
co_handle: ColliderHandle,
co_pos: &mut ColliderPosition,
co_parent: &ColliderParent,
co_shape: &ColliderShape,
co_mprops: &ColliderMassProperties,
) {
rb_changes.set(
RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
true,
);
co_pos.0 = rb_pos.position * co_parent.pos_wrt_parent;
rb_ccd.ccd_thickness = rb_ccd.ccd_thickness.min(co_shape.ccd_thickness());
let shape_bsphere = co_shape.compute_bounding_sphere(&co_parent.pos_wrt_parent);
rb_ccd.ccd_max_dist = rb_ccd
.ccd_max_dist
.max(shape_bsphere.center.coords.norm() + shape_bsphere.radius);
let mass_properties = co_mprops
.mass_properties(&**co_shape)
.transform_by(&co_parent.pos_wrt_parent);
self.0.push(co_handle);
rb_mprops.mass_properties += mass_properties;
rb_mprops.update_world_mass_properties(&rb_pos.position);
}
pub fn update_positions<Colliders>(
&self,
colliders: &mut Colliders,
modified_colliders: &mut Vec<ColliderHandle>,
parent_pos: &Isometry<Real>,
) where
Colliders: ComponentSetMut<ColliderPosition>
+ ComponentSetMut<ColliderChanges>
+ ComponentSetOption<ColliderParent>,
{
for handle in &self.0 {
// NOTE: the ColliderParent component must exist if we enter this method.
let co_parent: &ColliderParent = colliders
.get(handle.0)
.expect("Could not find the ColliderParent component.");
let new_pos = parent_pos * co_parent.pos_wrt_parent;
// Set the modification flag so we can benefit from the modification-tracking
// when updating the narrow-phase/broad-phase afterwards.
colliders.map_mut_internal(handle.0, |co_changes: &mut ColliderChanges| {
if !co_changes.contains(ColliderChanges::MODIFIED) {
modified_colliders.push(*handle);
}
*co_changes |= ColliderChanges::POSITION;
});
colliders.set_internal(handle.0, ColliderPosition(new_pos));
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy)]
pub struct RigidBodyDominance(pub i8);
impl Default for RigidBodyDominance {
fn default() -> Self {
RigidBodyDominance(0)
}
}
impl RigidBodyDominance {
pub fn effective_group(&self, status: &RigidBodyType) -> i16 {
if status.is_dynamic() {
self.0 as i16
} else {
i8::MAX as i16 + 1
}
}
}
/// The rb_activation status of a body.
///
/// This controls whether a body is sleeping or not.
/// If the threshold is negative, the body never sleeps.
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct RigidBodyActivation {
/// The threshold pseudo-kinetic energy bellow which the body can fall asleep.
pub threshold: Real,
/// The current pseudo-kinetic energy of the body.
pub energy: Real,
/// Is this body already sleeping?
pub sleeping: bool,
}
impl Default for RigidBodyActivation {
fn default() -> Self {
Self::new_active()
}
}
impl RigidBodyActivation {
/// The default amount of energy bellow which a body can be put to sleep by nphysics.
pub fn default_threshold() -> Real {
0.01
}
/// Create a new rb_activation status initialised with the default rb_activation threshold and is active.
pub fn new_active() -> Self {
RigidBodyActivation {
threshold: Self::default_threshold(),
energy: Self::default_threshold() * 4.0,
sleeping: false,
}
}
/// Create a new rb_activation status initialised with the default rb_activation threshold and is inactive.
pub fn new_inactive() -> Self {
RigidBodyActivation {
threshold: Self::default_threshold(),
energy: 0.0,
sleeping: true,
}
}
/// Returns `true` if the body is not asleep.
#[inline]
pub fn is_active(&self) -> bool {
self.energy != 0.0
}
#[inline]
pub fn wake_up(&mut self, strong: bool) {
self.sleeping = false;
if strong || self.energy == 0.0 {
self.energy = self.threshold.abs() * 2.0;
}
}
#[inline]
pub fn sleep(&mut self) {
self.energy = 0.0;
self.sleeping = true;
}
}