// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include #include JPH_NAMESPACE_BEGIN /// Constraint that constrains motion along 1 axis /// /// @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.1.1 /// (we're not using the approximation of eq 27 but instead add the U term as in eq 55) /// /// Constraint equation (eq 25): /// /// \f[C = (p_2 - p_1) \cdot n\f] /// /// Jacobian (eq 28): /// /// \f[J = \begin{bmatrix} -n^T & (-(r_1 + u) \times n)^T & n^T & (r_2 \times n)^T \end{bmatrix}\f] /// /// Used terms (here and below, everything in world space):\n /// n = constraint axis (normalized).\n /// p1, p2 = constraint points.\n /// r1 = p1 - x1.\n /// r2 = p2 - x2.\n /// u = x2 + r2 - x1 - r1 = p2 - p1.\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. class AxisConstraintPart { /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inLambda) const { // Apply impulse if delta is not zero if (inLambda != 0.0f) { // Calculate velocity change due to constraint // // Impulse: // P = J^T lambda // // Euler velocity integration: // v' = v + M^-1 P if (ioBody1.IsDynamic()) { MotionProperties *mp1 = ioBody1.GetMotionPropertiesUnchecked(); mp1->SubLinearVelocityStep((inLambda * mp1->GetInverseMass()) * inWorldSpaceAxis); mp1->SubAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis)); } if (ioBody2.IsDynamic()) { MotionProperties *mp2 = ioBody2.GetMotionPropertiesUnchecked(); mp2->AddLinearVelocityStep((inLambda * mp2->GetInverseMass()) * inWorldSpaceAxis); mp2->AddAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis)); } return true; } return false; } /// Internal helper function to calculate the inverse effective mass JPH_INLINE float CalculateInverseEffectiveMass(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis) { JPH_ASSERT(inWorldSpaceAxis.IsNormalized(1.0e-5f)); // Calculate inverse effective mass: K = J M^-1 J^T float inv_effective_mass; if (!inBody1.IsStatic()) { Vec3 r1_plus_u_x_axis = inR1PlusU.Cross(inWorldSpaceAxis); r1_plus_u_x_axis.StoreFloat3(&mR1PlusUxAxis); if (inBody1.IsDynamic()) { const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked(); Vec3 invi1_r1_plus_u_x_axis = mp1->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), r1_plus_u_x_axis); invi1_r1_plus_u_x_axis.StoreFloat3(&mInvI1_R1PlusUxAxis); inv_effective_mass = mp1->GetInverseMass() + invi1_r1_plus_u_x_axis.Dot(r1_plus_u_x_axis); } else { JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI1_R1PlusUxAxis);) inv_effective_mass = 0.0f; } } else { JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mR1PlusUxAxis);) JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI1_R1PlusUxAxis);) inv_effective_mass = 0.0f; } if (!inBody2.IsStatic()) { Vec3 r2_x_axis = inR2.Cross(inWorldSpaceAxis); r2_x_axis.StoreFloat3(&mR2xAxis); if (inBody2.IsDynamic()) { const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked(); Vec3 invi2_r2_x_axis = mp2->MultiplyWorldSpaceInverseInertiaByVector(inBody2.GetRotation(), r2_x_axis); invi2_r2_x_axis.StoreFloat3(&mInvI2_R2xAxis); inv_effective_mass += mp2->GetInverseMass() + invi2_r2_x_axis.Dot(r2_x_axis); } else { JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI2_R2xAxis);) } } else { JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mR2xAxis);) JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI2_R2xAxis);) } return inv_effective_mass; } public: /// Calculate properties used during the functions below. Creates a constraint without spring. /// @param inBody1 The first body that this constraint is attached to /// @param inBody2 The second body that this constraint is attached to /// @param inR1PlusU See equations above (r1 + u) /// @param inR2 See equations above (r2) /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2) /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b inline void CalculateConstraintProperties(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f) { float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis); if (inv_effective_mass == 0.0f) Deactivate(); else { mEffectiveMass = 1.0f / inv_effective_mass; mSpringPart.CalculateSpringPropertiesWithBias(inBias); } } /// Calculate properties used during the functions below. Set inFrequency to zero if you don't want to drive using a spring. /// @param inDeltaTime Time step /// @param inBody1 The first body that this constraint is attached to /// @param inBody2 The second body that this constraint is attached to /// @param inR1PlusU See equations above (r1 + u) /// @param inR2 See equations above (r2) /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2) /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b /// @param inC Value of the constraint equation (C). /// @param inFrequency Oscillation frequency (Hz). /// @param inDamping Damping factor (0 = no damping, 1 = critical damping). inline void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping) { float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis); if (inv_effective_mass == 0.0f) Deactivate(); else if (inFrequency > 0.0f) mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inFrequency, inDamping, mEffectiveMass); else { mEffectiveMass = 1.0f / inv_effective_mass; mSpringPart.CalculateSpringPropertiesWithBias(inBias); } } /// Calculate properties used during the functions below. Set inFrequency and inDamping to zero if you don't want to drive using a spring. /// @param inDeltaTime Time step /// @param inBody1 The first body that this constraint is attached to /// @param inBody2 The second body that this constraint is attached to /// @param inR1PlusU See equations above (r1 + u) /// @param inR2 See equations above (r2) /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2) /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b /// @param inC Value of the constraint equation (C). /// @param inStiffness Spring stiffness k. /// @param inDamping Spring damping coefficient c. inline void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping) { float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis); if (inv_effective_mass == 0.0f) Deactivate(); else if (inStiffness > 0.0f || inDamping > 0.0f) mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inStiffness, inDamping, mEffectiveMass); else { mEffectiveMass = 1.0f / inv_effective_mass; mSpringPart.CalculateSpringPropertiesWithBias(inBias); } } /// Calculate properties used during the functions below based on inSpringSettings. /// Turns to a hard limit when inSpringSettings has stiffness / frequency = 0 inline void CalculateConstraintPropertiesWithSettingsForLimit(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings) { float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis); if (inv_effective_mass == 0.0f) Deactivate(); else if (!inSpringSettings.HasStiffness()) { mEffectiveMass = 1.0f / inv_effective_mass; mSpringPart.CalculateSpringPropertiesWithBias(inBias); } else mSpringPart.CalculateSpringPropertiesWithSettings(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings, mEffectiveMass); } /// Calculate properties used during the functions below based on inSpringSettings. /// Assumes the spring has either stiffness or damping. inline void CalculateConstraintPropertiesWithSettingsForMotor(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings) { JPH_ASSERT(inSpringSettings.HasStiffnessOrDamping()); float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis); if (inv_effective_mass == 0.0f) Deactivate(); else mSpringPart.CalculateSpringPropertiesWithSettings(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings, mEffectiveMass); } /// Deactivate this constraint inline void Deactivate() { mEffectiveMass = 0.0f; mTotalLambda = 0.0f; } /// Check if constraint is active inline bool IsActive() const { return mEffectiveMass != 0.0f; } /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses /// @param ioBody1 The first body that this constraint is attached to /// @param ioBody2 The second body that this constraint is attached to /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized) /// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame inline void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio) { mTotalLambda *= inWarmStartImpulseRatio; ApplyVelocityStep(ioBody1, ioBody2, inWorldSpaceAxis, mTotalLambda); } /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation. /// @param ioBody1 The first body that this constraint is attached to /// @param ioBody2 The second body that this constraint is attached to /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized) /// @param inMinLambda Minimum value of constraint impulse to apply (N s) /// @param inMaxLambda Maximum value of constraint impulse to apply (N s) inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda) { const MotionProperties *mp1 = ioBody1.GetMotionPropertiesUnchecked(); const MotionProperties *mp2 = ioBody2.GetMotionPropertiesUnchecked(); // Calculate jacobian multiplied by linear velocity float jv; if (!ioBody1.IsStatic()) { if (!ioBody2.IsStatic()) jv = inWorldSpaceAxis.Dot(mp1->GetLinearVelocity() - mp2->GetLinearVelocity()); else jv = inWorldSpaceAxis.Dot(mp1->GetLinearVelocity()); } else { JPH_ASSERT(!ioBody2.IsStatic()); jv = inWorldSpaceAxis.Dot(-mp2->GetLinearVelocity()); } // Calculate jacobian multiplied by angular velocity if (!ioBody1.IsStatic()) jv += Vec3::sLoadFloat3Unsafe(mR1PlusUxAxis).Dot(mp1->GetAngularVelocity()); if (!ioBody2.IsStatic()) jv -= Vec3::sLoadFloat3Unsafe(mR2xAxis).Dot(mp2->GetAngularVelocity()); // Lagrange multiplier is: // // lambda = -K^-1 (J v + b) float lambda = mEffectiveMass * (jv - mSpringPart.GetBias(mTotalLambda)); float new_lambda = Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); // Clamp impulse lambda = new_lambda - mTotalLambda; // Lambda potentially got clamped, calculate the new impulse to apply mTotalLambda = new_lambda; // Store accumulated impulse return ApplyVelocityStep(ioBody1, ioBody2, inWorldSpaceAxis, lambda); } /// Return lagrange multiplier float GetTotalLambda() const { return mTotalLambda; } /// Iteratively update the position constraint. Makes sure C(...) = 0. /// @param ioBody1 The first body that this constraint is attached to /// @param ioBody2 The second body that this constraint is attached to /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized) /// @param inC Value of the constraint equation (C) /// @param inBaumgarte Baumgarte constant (fraction of the error to correct) inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const { // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint if (inC != 0.0f && !mSpringPart.IsActive()) { // 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 float lambda = -mEffectiveMass * inBaumgarte * inC; // 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.SubPositionStep((lambda * ioBody1.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis); ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis)); } if (ioBody2.IsDynamic()) { ioBody2.AddPositionStep((lambda * ioBody2.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis); ioBody2.AddRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis)); } return true; } return false; } /// 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: Float3 mR1PlusUxAxis; Float3 mR2xAxis; Float3 mInvI1_R1PlusUxAxis; Float3 mInvI2_R2xAxis; float mEffectiveMass = 0.0f; SpringPart mSpringPart; float mTotalLambda = 0.0f; }; JPH_NAMESPACE_END