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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/velocity_ground_constraint.rs
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First public release of Rapier.v0.1.0
Diffstat (limited to 'src/dynamics/solver/velocity_ground_constraint.rs')
-rw-r--r--src/dynamics/solver/velocity_ground_constraint.rs300
1 files changed, 300 insertions, 0 deletions
diff --git a/src/dynamics/solver/velocity_ground_constraint.rs b/src/dynamics/solver/velocity_ground_constraint.rs
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+++ b/src/dynamics/solver/velocity_ground_constraint.rs
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+use super::{AnyVelocityConstraint, DeltaVel};
+use crate::math::{AngVector, Vector, DIM, MAX_MANIFOLD_POINTS};
+use crate::utils::{WAngularInertia, WBasis, WCross, WDot};
+
+use crate::dynamics::{IntegrationParameters, RigidBodySet};
+use crate::geometry::{ContactManifold, ContactManifoldIndex};
+use simba::simd::SimdPartialOrd;
+
+#[derive(Copy, Clone, Debug)]
+pub(crate) struct VelocityGroundConstraintElementPart {
+ pub gcross2: AngVector<f32>,
+ pub rhs: f32,
+ pub impulse: f32,
+ pub r: f32,
+}
+
+#[cfg(not(target_arch = "wasm32"))]
+impl VelocityGroundConstraintElementPart {
+ fn zero() -> Self {
+ Self {
+ gcross2: na::zero(),
+ rhs: 0.0,
+ impulse: 0.0,
+ r: 0.0,
+ }
+ }
+}
+
+#[derive(Copy, Clone, Debug)]
+pub(crate) struct VelocityGroundConstraintElement {
+ pub normal_part: VelocityGroundConstraintElementPart,
+ pub tangent_part: [VelocityGroundConstraintElementPart; DIM - 1],
+}
+
+#[cfg(not(target_arch = "wasm32"))]
+impl VelocityGroundConstraintElement {
+ pub fn zero() -> Self {
+ Self {
+ normal_part: VelocityGroundConstraintElementPart::zero(),
+ tangent_part: [VelocityGroundConstraintElementPart::zero(); DIM - 1],
+ }
+ }
+}
+
+#[derive(Copy, Clone, Debug)]
+pub(crate) struct VelocityGroundConstraint {
+ pub dir1: Vector<f32>, // Non-penetration force direction for the first body.
+ pub im2: f32,
+ pub limit: f32,
+ pub mj_lambda2: usize,
+ pub manifold_id: ContactManifoldIndex,
+ pub manifold_contact_id: usize,
+ pub num_contacts: u8,
+ pub elements: [VelocityGroundConstraintElement; MAX_MANIFOLD_POINTS],
+}
+
+impl VelocityGroundConstraint {
+ pub fn generate(
+ params: &IntegrationParameters,
+ manifold_id: ContactManifoldIndex,
+ manifold: &ContactManifold,
+ bodies: &RigidBodySet,
+ out_constraints: &mut Vec<AnyVelocityConstraint>,
+ push: bool,
+ ) {
+ let mut rb1 = &bodies[manifold.body_pair.body1];
+ let mut rb2 = &bodies[manifold.body_pair.body2];
+ let flipped = !rb2.is_dynamic();
+
+ if flipped {
+ std::mem::swap(&mut rb1, &mut rb2);
+ }
+
+ let mj_lambda2 = rb2.active_set_offset;
+ let force_dir1 = if flipped {
+ // NOTE: we already swapped rb1 and rb2
+ // so we multiply by rb1.position.
+ rb1.position * (-manifold.local_n2)
+ } else {
+ rb1.position * (-manifold.local_n1)
+ };
+
+ let warmstart_coeff = manifold.warmstart_multiplier * params.warmstart_coeff;
+
+ for (l, manifold_points) in manifold
+ .active_contacts()
+ .chunks(MAX_MANIFOLD_POINTS)
+ .enumerate()
+ {
+ #[cfg(not(target_arch = "wasm32"))]
+ let mut constraint = VelocityGroundConstraint {
+ dir1: force_dir1,
+ elements: [VelocityGroundConstraintElement::zero(); MAX_MANIFOLD_POINTS],
+ im2: rb2.mass_properties.inv_mass,
+ limit: manifold.friction,
+ mj_lambda2,
+ manifold_id,
+ manifold_contact_id: l * MAX_MANIFOLD_POINTS,
+ num_contacts: manifold_points.len() as u8,
+ };
+
+ // TODO: this is a WIP optimization for WASM platforms.
+ // For some reasons, the compiler does not inline the `Vec::push` method
+ // in this method. This generates two memset and one memcpy which are both very
+ // expansive.
+ // This would likely be solved by some kind of "placement-push" (like emplace in C++).
+ // In the mean time, a workaround is to "push" using `.resize_with` and `::uninit()` to
+ // avoid spurious copying.
+ // Is this optimization beneficial when targeting non-WASM platforms?
+ //
+ // NOTE: joints have the same problem, but it is not easy to refactor the code that way
+ // for the moment.
+ #[cfg(target_arch = "wasm32")]
+ let constraint = if push {
+ let new_len = out_constraints.len() + 1;
+ unsafe {
+ out_constraints.resize_with(new_len, || {
+ AnyVelocityConstraint::NongroupedGround(
+ std::mem::MaybeUninit::uninit().assume_init(),
+ )
+ });
+ }
+ out_constraints
+ .last_mut()
+ .unwrap()
+ .as_nongrouped_ground_mut()
+ .unwrap()
+ } else {
+ unreachable!(); // We don't have parallelization on WASM yet, so this is unreachable.
+ };
+
+ #[cfg(target_arch = "wasm32")]
+ {
+ constraint.dir1 = force_dir1;
+ constraint.im2 = rb2.mass_properties.inv_mass;
+ constraint.limit = manifold.friction;
+ constraint.mj_lambda2 = mj_lambda2;
+ constraint.manifold_id = manifold_id;
+ constraint.manifold_contact_id = l * MAX_MANIFOLD_POINTS;
+ constraint.num_contacts = manifold_points.len() as u8;
+ }
+
+ for k in 0..manifold_points.len() {
+ let manifold_point = &manifold_points[k];
+ let (p1, p2) = if flipped {
+ // NOTE: we already swapped rb1 and rb2
+ // so we multiply by rb2.position.
+ (
+ rb1.position * manifold_point.local_p2,
+ rb2.position * manifold_point.local_p1,
+ )
+ } else {
+ (
+ rb1.position * manifold_point.local_p1,
+ rb2.position * manifold_point.local_p2,
+ )
+ };
+ let dp2 = p2.coords - rb2.position.translation.vector;
+ let dp1 = p1.coords - rb1.position.translation.vector;
+ let vel1 = rb1.linvel + rb1.angvel.gcross(dp1);
+ let vel2 = rb2.linvel + rb2.angvel.gcross(dp2);
+
+ // Normal part.
+ {
+ let gcross2 = rb2
+ .world_inv_inertia_sqrt
+ .transform_vector(dp2.gcross(-force_dir1));
+
+ let r = 1.0 / (rb2.mass_properties.inv_mass + gcross2.gdot(gcross2));
+ let rhs = -vel2.dot(&force_dir1)
+ + vel1.dot(&force_dir1)
+ + manifold_point.dist.max(0.0) * params.inv_dt();
+ let impulse = manifold_points[k].impulse * warmstart_coeff;
+
+ constraint.elements[k].normal_part = VelocityGroundConstraintElementPart {
+ gcross2,
+ rhs,
+ impulse,
+ r,
+ };
+ }
+
+ // Tangent parts.
+ {
+ let tangents1 = force_dir1.orthonormal_basis();
+
+ for j in 0..DIM - 1 {
+ let gcross2 = rb2
+ .world_inv_inertia_sqrt
+ .transform_vector(dp2.gcross(-tangents1[j]));
+ let r = 1.0 / (rb2.mass_properties.inv_mass + gcross2.gdot(gcross2));
+ let rhs = -vel2.dot(&tangents1[j]) + vel1.dot(&tangents1[j]);
+ #[cfg(feature = "dim2")]
+ let impulse = manifold_points[k].tangent_impulse * warmstart_coeff;
+ #[cfg(feature = "dim3")]
+ let impulse = manifold_points[k].tangent_impulse[j] * warmstart_coeff;
+
+ constraint.elements[k].tangent_part[j] =
+ VelocityGroundConstraintElementPart {
+ gcross2,
+ rhs,
+ impulse,
+ r,
+ };
+ }
+ }
+ }
+
+ #[cfg(not(target_arch = "wasm32"))]
+ if push {
+ out_constraints.push(AnyVelocityConstraint::NongroupedGround(constraint));
+ } else {
+ out_constraints[manifold.constraint_index + l] =
+ AnyVelocityConstraint::NongroupedGround(constraint);
+ }
+ }
+ }
+
+ pub fn warmstart(&self, mj_lambdas: &mut [DeltaVel<f32>]) {
+ let mut mj_lambda2 = DeltaVel::zero();
+ let tangents1 = self.dir1.orthonormal_basis();
+
+ for i in 0..self.num_contacts as usize {
+ let elt = &self.elements[i].normal_part;
+ mj_lambda2.linear += self.dir1 * (-self.im2 * elt.impulse);
+ mj_lambda2.angular += elt.gcross2 * elt.impulse;
+
+ for j in 0..DIM - 1 {
+ let elt = &self.elements[i].tangent_part[j];
+ mj_lambda2.linear += tangents1[j] * (-self.im2 * elt.impulse);
+ mj_lambda2.angular += elt.gcross2 * elt.impulse;
+ }
+ }
+
+ mj_lambdas[self.mj_lambda2 as usize].linear += mj_lambda2.linear;
+ mj_lambdas[self.mj_lambda2 as usize].angular += mj_lambda2.angular;
+ }
+
+ pub fn solve(&mut self, mj_lambdas: &mut [DeltaVel<f32>]) {
+ let mut mj_lambda2 = mj_lambdas[self.mj_lambda2 as usize];
+
+ // Solve friction.
+ let tangents1 = self.dir1.orthonormal_basis();
+
+ for i in 0..self.num_contacts as usize {
+ for j in 0..DIM - 1 {
+ let normal_elt = &self.elements[i].normal_part;
+ let elt = &mut self.elements[i].tangent_part[j];
+ let dimpulse = -tangents1[j].dot(&mj_lambda2.linear)
+ + elt.gcross2.gdot(mj_lambda2.angular)
+ + elt.rhs;
+ let limit = self.limit * normal_elt.impulse;
+ let new_impulse = (elt.impulse - elt.r * dimpulse).simd_clamp(-limit, limit);
+ let dlambda = new_impulse - elt.impulse;
+ elt.impulse = new_impulse;
+
+ mj_lambda2.linear += tangents1[j] * (-self.im2 * dlambda);
+ mj_lambda2.angular += elt.gcross2 * dlambda;
+ }
+ }
+
+ // Solve penetration.
+ for i in 0..self.num_contacts as usize {
+ let elt = &mut self.elements[i].normal_part;
+ let dimpulse =
+ -self.dir1.dot(&mj_lambda2.linear) + elt.gcross2.gdot(mj_lambda2.angular) + elt.rhs;
+ let new_impulse = (elt.impulse - elt.r * dimpulse).max(0.0);
+ let dlambda = new_impulse - elt.impulse;
+ elt.impulse = new_impulse;
+
+ mj_lambda2.linear += self.dir1 * (-self.im2 * dlambda);
+ mj_lambda2.angular += elt.gcross2 * dlambda;
+ }
+
+ mj_lambdas[self.mj_lambda2 as usize] = mj_lambda2;
+ }
+
+ // FIXME: duplicated code. This is exactly the same as in the non-ground velocity constraint.
+ pub fn writeback_impulses(&self, manifolds_all: &mut [&mut ContactManifold]) {
+ let manifold = &mut manifolds_all[self.manifold_id];
+ let k_base = self.manifold_contact_id;
+
+ for k in 0..self.num_contacts as usize {
+ let active_contacts = manifold.active_contacts_mut();
+ active_contacts[k_base + k].impulse = self.elements[k].normal_part.impulse;
+ #[cfg(feature = "dim2")]
+ {
+ active_contacts[k_base + k].tangent_impulse =
+ self.elements[k].tangent_part[0].impulse;
+ }
+ #[cfg(feature = "dim3")]
+ {
+ active_contacts[k_base + k].tangent_impulse = [
+ self.elements[k].tangent_part[0].impulse,
+ self.elements[k].tangent_part[1].impulse,
+ ];
+ }
+ }
+ }
+}