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| author | Sébastien Crozet <developer@crozet.re> | 2020-08-25 22:10:25 +0200 |
|---|---|---|
| committer | Sébastien Crozet <developer@crozet.re> | 2020-08-25 22:10:25 +0200 |
| commit | 754a48b7ff6d8c58b1ee08651e60112900b60455 (patch) | |
| tree | 7d777a6c003f1f5d8f8d24f533f35a95a88957fe /src/dynamics/solver/joint_constraint/ball_position_constraint.rs | |
| download | rapier-0.1.0.tar.gz rapier-0.1.0.tar.bz2 rapier-0.1.0.zip | |
First public release of Rapier.v0.1.0
Diffstat (limited to 'src/dynamics/solver/joint_constraint/ball_position_constraint.rs')
| -rw-r--r-- | src/dynamics/solver/joint_constraint/ball_position_constraint.rs | 165 |
1 files changed, 165 insertions, 0 deletions
diff --git a/src/dynamics/solver/joint_constraint/ball_position_constraint.rs b/src/dynamics/solver/joint_constraint/ball_position_constraint.rs new file mode 100644 index 0000000..21a537e --- /dev/null +++ b/src/dynamics/solver/joint_constraint/ball_position_constraint.rs @@ -0,0 +1,165 @@ +use crate::dynamics::{BallJoint, IntegrationParameters, RigidBody}; +#[cfg(feature = "dim2")] +use crate::math::SdpMatrix; +use crate::math::{AngularInertia, Isometry, Point, Rotation}; +use crate::utils::{WAngularInertia, WCross, WCrossMatrix}; + +#[derive(Debug)] +pub(crate) struct BallPositionConstraint { + position1: usize, + position2: usize, + + local_com1: Point<f32>, + local_com2: Point<f32>, + + im1: f32, + im2: f32, + + ii1: AngularInertia<f32>, + ii2: AngularInertia<f32>, + + local_anchor1: Point<f32>, + local_anchor2: Point<f32>, +} + +impl BallPositionConstraint { + pub fn from_params(rb1: &RigidBody, rb2: &RigidBody, cparams: &BallJoint) -> Self { + Self { + local_com1: rb1.mass_properties.local_com, + local_com2: rb2.mass_properties.local_com, + im1: rb1.mass_properties.inv_mass, + im2: rb2.mass_properties.inv_mass, + ii1: rb1.world_inv_inertia_sqrt.squared(), + ii2: rb2.world_inv_inertia_sqrt.squared(), + local_anchor1: cparams.local_anchor1, + local_anchor2: cparams.local_anchor2, + position1: rb1.active_set_offset, + position2: rb2.active_set_offset, + } + } + + pub fn solve(&self, params: &IntegrationParameters, positions: &mut [Isometry<f32>]) { + 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; + + positions[self.position1 as usize] = position1; + positions[self.position2 as usize] = position2; + } +} + +#[derive(Debug)] +pub(crate) struct BallPositionGroundConstraint { + position2: usize, + anchor1: Point<f32>, + im2: f32, + ii2: AngularInertia<f32>, + local_anchor2: Point<f32>, + local_com2: Point<f32>, +} + +impl BallPositionGroundConstraint { + pub fn from_params( + rb1: &RigidBody, + rb2: &RigidBody, + cparams: &BallJoint, + flipped: bool, + ) -> Self { + 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: rb1.predicted_position * cparams.local_anchor2, + im2: rb2.mass_properties.inv_mass, + ii2: rb2.world_inv_inertia_sqrt.squared(), + local_anchor2: cparams.local_anchor1, + position2: rb2.active_set_offset, + local_com2: rb2.mass_properties.local_com, + } + } else { + Self { + anchor1: rb1.predicted_position * cparams.local_anchor1, + im2: rb2.mass_properties.inv_mass, + ii2: rb2.world_inv_inertia_sqrt.squared(), + local_anchor2: cparams.local_anchor2, + position2: rb2.active_set_offset, + local_com2: rb2.mass_properties.local_com, + } + } + } + + pub fn solve(&self, params: &IntegrationParameters, positions: &mut [Isometry<f32>]) { + 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; + positions[self.position2 as usize] = position2; + } +} |
