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authorSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
committerSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
commit754a48b7ff6d8c58b1ee08651e60112900b60455 (patch)
tree7d777a6c003f1f5d8f8d24f533f35a95a88957fe /src/dynamics/solver/joint_constraint/ball_position_constraint.rs
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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.rs165
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
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+++ b/src/dynamics/solver/joint_constraint/ball_position_constraint.rs
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+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;
+ }
+}