singe/thirdparty/JoltPhysics/Jolt/Physics/Constraints/ConstraintPart/AxisConstraintPart.h
2026-09-05 19:52:04 -05:00

386 lines
15 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Body/Body.h>
#include <Jolt/Physics/Constraints/ConstraintPart/SpringPart.h>
#include <Jolt/Physics/Constraints/SpringSettings.h>
#include <Jolt/Physics/StateRecorder.h>
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