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| author | Sébastien Crozet <developer@crozet.re> | 2022-12-04 18:27:38 +0100 |
|---|---|---|
| committer | Sébastien Crozet <developer@crozet.re> | 2022-12-11 15:22:36 +0100 |
| commit | 849f398031c61b4894d5b8ca229037c026c9186d (patch) | |
| tree | df11d0fc98fac961318d70b5704882a74927e437 /src | |
| parent | 87feb3a48d8dc006ad6050b4227cf3d02028088d (diff) | |
| download | rapier-849f398031c61b4894d5b8ca229037c026c9186d.tar.gz rapier-849f398031c61b4894d5b8ca229037c026c9186d.tar.bz2 rapier-849f398031c61b4894d5b8ca229037c026c9186d.zip | |
Add a dynamic ray-cast vehicle controller
Diffstat (limited to 'src')
| -rw-r--r-- | src/control/mod.rs | 6 | ||||
| -rw-r--r-- | src/control/ray_cast_vehicle_controller.rs | 808 | ||||
| -rw-r--r-- | src/dynamics/rigid_body.rs | 6 |
3 files changed, 820 insertions, 0 deletions
diff --git a/src/control/mod.rs b/src/control/mod.rs index 0290f2c..3f7dea1 100644 --- a/src/control/mod.rs +++ b/src/control/mod.rs @@ -5,4 +5,10 @@ pub use self::character_controller::{ KinematicCharacterController, }; +#[cfg(feature = "dim3")] +pub use self::ray_cast_vehicle_controller::{DynamicRayCastVehicleController, Wheel, WheelTuning}; + mod character_controller; + +#[cfg(feature = "dim3")] +mod ray_cast_vehicle_controller; diff --git a/src/control/ray_cast_vehicle_controller.rs b/src/control/ray_cast_vehicle_controller.rs new file mode 100644 index 0000000..42bb112 --- /dev/null +++ b/src/control/ray_cast_vehicle_controller.rs @@ -0,0 +1,808 @@ +//! A vehicle controller based on ray-casting, ported and modified from Bullet’s `btRaycastVehicle`. + +use crate::dynamics::{RigidBody, RigidBodyHandle, RigidBodySet}; +use crate::geometry::{ColliderHandle, ColliderSet, Ray}; +use crate::math::{Point, Real, Rotation, Vector}; +use crate::pipeline::{QueryFilter, QueryPipeline}; +use crate::utils::{WCross, WDot}; + +/// A character controller to simulate vehicles using ray-casting for the wheels. +pub struct DynamicRayCastVehicleController { + wheels: Vec<Wheel>, + forward_ws: Vec<Vector<Real>>, + axle: Vec<Vector<Real>>, + /// The current forward speed of the vehicle. + pub current_vehicle_speed: Real, + + /// Handle of the vehicle’s chassis. + pub chassis: RigidBodyHandle, + /// The chassis’ local _up_ direction (`0 = x, 1 = y, 2 = z`) + pub index_up_axis: usize, + /// The chassis’ local _forward_ direction (`0 = x, 1 = y, 2 = z`) + pub index_forward_axis: usize, +} + +#[derive(Copy, Clone, Debug, PartialEq)] +/// Parameters affecting the physical behavior of a wheel. +pub struct WheelTuning { + /// The suspension stiffness. + /// + /// Increase this value if the suspension appears to not push the vehicle strong enough. + pub suspension_stiffness: Real, + /// The suspension’s damping when it is being compressed. + pub suspension_compression: Real, + /// The suspension’s damping when it is being released. + /// + /// Increase this value if the suspension appears to overshoot. + pub suspension_damping: Real, + /// The maximum distance the suspension can travel before and after its resting length. + pub max_suspension_travel: Real, + /// Parameter controlling how much traction the tire his. + /// + /// The larger the value, the more instantaneous braking will happen (with the risk of + /// causing the vehicle to flip if it’s too strong). + pub friction_slip: Real, + /// The maximum force applied by the suspension. + pub max_suspension_force: Real, +} + +impl Default for WheelTuning { + fn default() -> Self { + Self { + suspension_stiffness: 5.88, + suspension_compression: 0.83, + suspension_damping: 0.88, + max_suspension_travel: 5.0, + friction_slip: 10.5, + max_suspension_force: 6000.0, + } + } +} + +/// Objects used to initialize a wheel. +struct WheelDesc { + /// The position of the wheel, relative to the chassis. + pub chassis_connection_cs: Point<Real>, + /// The direction of the wheel’s suspension, relative to the chassis. + /// + /// The ray-casting will happen following this direction to detect the ground. + pub direction_cs: Vector<Real>, + /// The wheel’s axle axis, relative to the chassis. + pub axle_cs: Vector<Real>, + /// The rest length of the wheel’s suspension spring. + pub suspension_rest_length: Real, + /// The maximum distance the suspension can travel before and after its resting length. + pub max_suspension_travel: Real, + /// The wheel’s radius. + pub radius: Real, + + /// The suspension stiffness. + /// + /// Increase this value if the suspension appears to not push the vehicle strong enough. + pub suspension_stiffness: Real, + /// The suspension’s damping when it is being compressed. + pub damping_compression: Real, + /// The suspension’s damping when it is being released. + /// + /// Increase this value if the suspension appears to overshoot. + pub damping_relaxation: Real, + /// Parameter controlling how much traction the tire his. + /// + /// The larger the value, the more instantaneous braking will happen (with the risk of + /// causing the vehicle to flip if it’s too strong). + pub friction_slip: Real, + /// The maximum force applied by the suspension. + pub max_suspension_force: Real, +} + +#[derive(Copy, Clone, Debug, PartialEq)] +/// A wheel attached to a vehicle. +pub struct Wheel { + raycast_info: RayCastInfo, + + center: Point<Real>, + wheel_direction_ws: Vector<Real>, + wheel_axle_ws: Vector<Real>, + + /// The position of the wheel, relative to the chassis. + pub chassis_connection_point_cs: Point<Real>, + /// The direction of the wheel’s suspension, relative to the chassis. + /// + /// The ray-casting will happen following this direction to detect the ground. + pub direction_cs: Vector<Real>, + /// The wheel’s axle axis, relative to the chassis. + pub axle_cs: Vector<Real>, + /// The rest length of the wheel’s suspension spring. + pub suspension_rest_length: Real, + /// The maximum distance the suspension can travel before and after its resting length. + pub max_suspension_travel: Real, + /// The wheel’s radius. + pub radius: Real, + /// The suspension stiffness. + /// + /// Increase this value if the suspension appears to not push the vehicle strong enough. + pub suspension_stiffness: Real, + /// The suspension’s damping when it is being compressed. + pub damping_compression: Real, + /// The suspension’s damping when it is being released. + /// + /// Increase this value if the suspension appears to overshoot. + pub damping_relaxation: Real, + /// Parameter controlling how much traction the tire his. + /// + /// The larger the value, the more instantaneous braking will happen (with the risk of + /// causing the vehicle to flip if it’s too strong). + friction_slip: Real, + /// The wheel’s current rotation on its axle. + pub rotation: Real, + delta_rotation: Real, + roll_influence: Real, // TODO: make this public? + /// The maximum force applied by the suspension. + pub max_suspension_force: Real, + + /// The forward impulses applied by the wheel on the chassis. + pub forward_impulse: Real, + /// The side impulses applied by the wheel on the chassis. + pub side_impulse: Real, + + /// The steering angle for this wheel. + pub steering: Real, + /// The forward force applied by this wheel on the chassis. + pub engine_force: Real, + /// The maximum amount of braking impulse applied to slow down the vehicle. + pub brake: Real, + + clipped_inv_contact_dot_suspension: Real, + suspension_relative_velocity: Real, + /// The force applied by the suspension. + pub wheel_suspension_force: Real, + skid_info: Real, +} + +impl Wheel { + fn new(info: WheelDesc) -> Self { + Self { + raycast_info: RayCastInfo::default(), + suspension_rest_length: info.suspension_rest_length, + max_suspension_travel: info.max_suspension_travel, + radius: info.radius, + suspension_stiffness: info.suspension_stiffness, + damping_compression: info.damping_compression, + damping_relaxation: info.damping_relaxation, + chassis_connection_point_cs: info.chassis_connection_cs, + direction_cs: info.direction_cs, + axle_cs: info.axle_cs, + wheel_direction_ws: info.direction_cs, + wheel_axle_ws: info.axle_cs, + center: Point::origin(), + friction_slip: info.friction_slip, + steering: 0.0, + engine_force: 0.0, + rotation: 0.0, + delta_rotation: 0.0, + brake: 0.0, + roll_influence: 0.1, + clipped_inv_contact_dot_suspension: 0.0, + suspension_relative_velocity: 0.0, + wheel_suspension_force: 0.0, + max_suspension_force: info.max_suspension_force, + skid_info: 0.0, + side_impulse: 0.0, + forward_impulse: 0.0, + } + } + + /// The world-space center of the wheel. + pub fn center(&self) -> Point<Real> { + self.center + } + + /// The world-space direction of the wheel’s suspension. + pub fn suspension(&self) -> Vector<Real> { + self.wheel_direction_ws + } + + /// The world-space direction of the wheel’s axle. + pub fn axle(&self) -> Vector<Real> { + self.wheel_axle_ws + } +} + +#[derive(Copy, Clone, Debug, PartialEq, Default)] +struct RayCastInfo { + // set by raycaster + contact_normal_ws: Vector<Real>, //contact normal + contact_point_ws: Point<Real>, //raycast hitpoint + suspension_length: Real, + hard_point_ws: Point<Real>, //raycast starting point + is_in_contact: bool, + ground_object: Option<ColliderHandle>, +} + +impl DynamicRayCastVehicleController { + /// Creates a new vehicle represented by the given rigid-body. + /// + /// Wheels have to be attached afterwards calling [`Self::add_wheel`]. + pub fn new(chassis: RigidBodyHandle) -> Self { + Self { + wheels: vec![], + forward_ws: vec![], + axle: vec![], + current_vehicle_speed: 0.0, + chassis, + index_up_axis: 1, + index_forward_axis: 0, + } + } + + // + // basically most of the code is general for 2 or 4 wheel vehicles, but some of it needs to be reviewed + // + /// Adds a wheel to this vehicle. + pub fn add_wheel( + &mut self, + chassis_connection_cs: Point<Real>, + direction_cs: Vector<Real>, + axle_cs: Vector<Real>, + suspension_rest_length: Real, + radius: Real, + tuning: &WheelTuning, + ) -> &mut Wheel { + let ci = WheelDesc { + chassis_connection_cs, + direction_cs, + axle_cs, + suspension_rest_length, + radius, + suspension_stiffness: tuning.suspension_stiffness, + damping_compression: tuning.suspension_compression, + damping_relaxation: tuning.suspension_damping, + friction_slip: tuning.friction_slip, + max_suspension_travel: tuning.max_suspension_travel, + max_suspension_force: tuning.max_suspension_force, + }; + + let wheel_id = self.wheels.len(); + self.wheels.push(Wheel::new(ci)); + + &mut self.wheels[wheel_id] + } + + #[cfg(feature = "dim2")] + fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) { + self.update_wheel_transforms_ws(chassis, wheel_index); + let wheel = &mut self.wheels[wheel_index]; + wheel.center = (wheel.raycast_info.hard_point_ws + + wheel.wheel_direction_ws * wheel.raycast_info.suspension_length) + .coords; + } + + #[cfg(feature = "dim3")] + fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) { + self.update_wheel_transforms_ws(chassis, wheel_index); + let wheel = &mut self.wheels[wheel_index]; + + let steering_orn = Rotation::new(-wheel.wheel_direction_ws * wheel.steering); + wheel.wheel_axle_ws = steering_orn * (chassis.position() * wheel.axle_cs); + wheel.center = wheel.raycast_info.hard_point_ws + + wheel.wheel_direction_ws * wheel.raycast_info.suspension_length; + } + + fn update_wheel_transforms_ws(&mut self, chassis: &RigidBody, wheel_id: usize) { + let wheel = &mut self.wheels[wheel_id]; + wheel.raycast_info.is_in_contact = false; + + let chassis_transform = chassis.position(); + + wheel.raycast_info.hard_point_ws = chassis_transform * wheel.chassis_connection_point_cs; + wheel.wheel_direction_ws = chassis_transform * wheel.direction_cs; + wheel.wheel_axle_ws = chassis_transform * wheel.axle_cs; + } + + fn ray_cast( + &mut self, + bodies: &RigidBodySet, + colliders: &ColliderSet, + queries: &QueryPipeline, + filter: QueryFilter, + chassis: &RigidBody, + wheel_id: usize, + ) { + let wheel = &mut self.wheels[wheel_id]; + let raylen = wheel.suspension_rest_length + wheel.radius; + let rayvector = wheel.wheel_direction_ws * raylen; + let source = wheel.raycast_info.hard_point_ws; + wheel.raycast_info.contact_point_ws = source + rayvector; + let ray = Ray::new(source, rayvector); + let hit = queries.cast_ray_and_get_normal(bodies, colliders, &ray, 1.0, true, filter); + + wheel.raycast_info.ground_object = None; + + if let Some((collider_hit, mut hit)) = hit { + if hit.toi == 0.0 { + let collider = &colliders[collider_hit]; + let up_ray = Ray::new(source + rayvector, -rayvector); + if let Some(hit2) = + collider + .shape + .cast_ray_and_get_normal(collider.position(), &up_ray, 1.0, false) + { + hit.normal = -hit2.normal; + } + + if hit.normal == Vector::zeros() { + // If the hit is still not defined, set the normal. + hit.normal = -wheel.wheel_direction_ws; + } + } + + wheel.raycast_info.contact_normal_ws = hit.normal; + wheel.raycast_info.is_in_contact = true; + wheel.raycast_info.ground_object = Some(collider_hit); + + let hit_distance = hit.toi * raylen; + wheel.raycast_info.suspension_length = hit_distance - wheel.radius; + + // clamp on max suspension travel + let min_suspension_length = wheel.suspension_rest_length - wheel.max_suspension_travel; + let max_suspension_length = wheel.suspension_rest_length + wheel.max_suspension_travel; + wheel.raycast_info.suspension_length = wheel + .raycast_info + .suspension_length + .clamp(min_suspension_length, max_suspension_length); + wheel.raycast_info.contact_point_ws = ray.point_at(hit.toi); + + let denominator = wheel + .raycast_info + .contact_normal_ws + .dot(&wheel.wheel_direction_ws); + let chassis_velocity_at_contact_point = + chassis.velocity_at_point(&wheel.raycast_info.contact_point_ws); + let proj_vel = wheel + .raycast_info + .contact_normal_ws + .dot(&chassis_velocity_at_contact_point); + + if denominator >= -0.1 { + wheel.suspension_relative_velocity = 0.0; + wheel.clipped_inv_contact_dot_suspension = 1.0 / 0.1; + } else { + let inv = -1.0 / denominator; + wheel.suspension_relative_velocity = proj_vel * inv; + wheel.clipped_inv_contact_dot_suspension = inv; + } + } else { + // No contact, put wheel info as in rest position + wheel.raycast_info.suspension_length = wheel.suspension_rest_length; + wheel.suspension_relative_velocity = 0.0; + wheel.raycast_info.contact_normal_ws = -wheel.wheel_direction_ws; + wheel.clipped_inv_contact_dot_suspension = 1.0; + } + } + + /// Updates the vehicle’s velocity based on its suspension, engine force, and brake. + pub fn update_vehicle( + &mut self, + dt: Real, + bodies: &mut RigidBodySet, + colliders: &ColliderSet, + queries: &QueryPipeline, + filter: QueryFilter, + ) { + let num_wheels = self.wheels.len(); + let chassis = &bodies[self.chassis]; + + for i in 0..num_wheels { + self.update_wheel_transform(chassis, i); + } + + self.current_vehicle_speed = chassis.linvel().norm(); + + let forward_w = chassis.position() * Vector::ith(self.index_forward_axis, 1.0); + + if forward_w.dot(chassis.linvel()) < 0.0 { + self.current_vehicle_speed *= -1.0; + } + + // + // simulate suspension + // + + for wheel_id in 0..self.wheels.len() { + self.ray_cast(bodies, colliders, queries, filter, chassis, wheel_id); + } + + let chassis_mass = chassis.mass(); + self.update_suspension(chassis_mass); + + let chassis = bodies + .get_mut_internal_with_modification_tracking(self.chassis) + .unwrap(); + + for wheel in &mut self.wheels { + if wheel.engine_force > 0.0 { + chassis.wake_up(true); + } + + // apply suspension force + let mut suspension_force = wheel.wheel_suspension_force; + + if suspension_force > wheel.max_suspension_force { + suspension_force = wheel.max_suspension_force; + } + + let impulse = wheel.raycast_info.contact_normal_ws * suspension_force * dt; + chassis.apply_impulse_at_point(impulse, wheel.raycast_info.contact_point_ws, false); + } + + self.update_friction(bodies, colliders, dt); + + let chassis = bodies + .get_mut_internal_with_modification_tracking(self.chassis) + .unwrap(); + + for wheel in &mut self.wheels { + let vel = chassis.velocity_at_point(&wheel.raycast_info.hard_point_ws); + + if wheel.raycast_info.is_in_contact { + let mut fwd = chassis.position() * Vector::ith(self.index_forward_axis, 1.0); + let proj = fwd.dot(&wheel.raycast_info.contact_normal_ws); + fwd -= wheel.raycast_info.contact_normal_ws * proj; + + let proj2 = fwd.dot(&vel); + + wheel.delta_rotation = (proj2 * dt) / (wheel.radius); + wheel.rotation += wheel.delta_rotation; + } else { + wheel.rotation += wheel.delta_rotation; + } + + wheel.delta_rotation *= 0.99; //damping of rotation when not in contact + } + } + + /// Reference to all the wheels attached to this vehicle. + pub fn wheels(&self) -> &[Wheel] { + &self.wheels + } + + /// Mutable reference to all the wheels attached to this vehicle. + pub fn wheels_mut(&mut self) -> &mut [Wheel] { + &mut self.wheels + } + + fn update_suspension(&mut self, chassis_mass: Real) { + for w_it in 0..self.wheels.len() { + let wheels = &mut self.wheels[w_it]; + + if wheels.raycast_info.is_in_contact { + let mut force; + // Spring + { + let rest_length = wheels.suspension_rest_length; + let current_length = wheels.raycast_info.suspension_length; + let length_diff = rest_length - current_length; + + force = wheels.suspension_stiffness + * length_diff + * wheels.clipped_inv_contact_dot_suspension; + } + + // Damper + { + let projected_rel_vel = wheels.suspension_relative_velocity; + { + let susp_damping = if projected_rel_vel < 0.0 { + wheels.damping_compression + } else { + wheels.damping_relaxation + }; + force -= susp_damping * projected_rel_vel; + } + } + + // RESULT + wheels.wheel_suspension_force = (force * chassis_mass).max(0.0); + } else { + wheels.wheel_suspension_force = 0.0; + } + } + } + + const SIDE_FRICTION_STIFFNESS2: Real = 1.0; + + fn update_friction(&mut self, bodies: &mut RigidBodySet, colliders: &ColliderSet, dt: Real) { + let num_wheels = self.wheels.len(); + + if num_wheels == 0 { + return; + } + + self.forward_ws.resize(num_wheels, Default::default()); + self.axle.resize(num_wheels, Default::default()); + + let mut num_wheels_on_ground = 0; + + //TODO: collapse all those loops into one! + for wheel in &mut self.wheels { + let ground_object = wheel.raycast_info.ground_object; + + if ground_object.is_some() { + num_wheels_on_ground += 1; + } + + wheel.side_impulse = 0.0; + wheel.forward_impulse = 0.0; + } + + { + for i in 0..num_wheels { + let wheel = &mut self.wheels[i]; + let ground_object = wheel.raycast_info.ground_object; + + if ground_object.is_some() { + self.axle[i] = wheel.wheel_axle_ws; + + let surf_normal_ws = wheel.raycast_info.contact_normal_ws; + let proj = self.axle[i].dot(&surf_normal_ws); + self.axle[i] -= surf_normal_ws * proj; + self.axle[i] = self.axle[i] + .try_normalize(1.0e-5) + .unwrap_or_else(Vector::zeros); + self.forward_ws[i] = surf_normal_ws + .cross(&self.axle[i]) + .try_normalize(1.0e-5) + .unwrap_or_else(Vector::zeros); + + if let Some(ground_body) = ground_object + .and_then(|h| colliders[h].parent()) + .map(|h| &bodies[h]) + .filter(|b| b.is_dynamic()) + { + wheel.side_impulse = resolve_single_bilateral( + &bodies[self.chassis], + &wheel.raycast_info.contact_point_ws, + &ground_body, + &wheel.raycast_info.contact_point_ws, + &self.axle[i], + ); + } else { + wheel.side_impulse = resolve_single_unilateral( + &bodies[self.chassis], + &wheel.raycast_info.contact_point_ws, + &self.axle[i], + ); + } + + wheel.side_impulse *= Self::SIDE_FRICTION_STIFFNESS2; + } + } + } + + let side_factor = 1.0; + let fwd_factor = 0.5; + + let mut sliding = false; + { + for wheel_id in 0..num_wheels { + let wheel = &mut self.wheels[wheel_id]; + let ground_object = wheel.raycast_info.ground_object; + + let mut rolling_friction = 0.0; + + if ground_object.is_some() { + if wheel.engine_force != 0.0 { + rolling_friction = wheel.engine_force * dt; + } else { + let default_rolling_friction_impulse = 0.0; + let max_impulse = if wheel.brake != 0.0 { + wheel.brake + } else { + default_rolling_friction_impulse + }; + let contact_pt = WheelContactPoint::new( + &bodies[self.chassis], + ground_object + .and_then(|h| colliders[h].parent()) + .map(|h| &bodies[h]), + wheel.raycast_info.contact_point_ws, + self.forward_ws[wheel_id], + max_impulse, + ); + assert!(num_wheels_on_ground > 0); + rolling_friction = contact_pt.calc_rolling_friction(num_wheels_on_ground); + } + } + + //switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break) + + wheel.forward_impulse = 0.0; + wheel.skid_info = 1.0; + + if ground_object.is_some() { + let max_imp = wheel.wheel_suspension_force * dt * wheel.friction_slip; + let max_imp_side = max_imp; + let max_imp_squared = max_imp * max_imp_side; + assert!(max_imp_squared >= 0.0); + + wheel.forward_impulse = rolling_friction; + + let x = wheel.forward_impulse * fwd_factor; + let y = wheel.side_impulse * side_factor; + + let impulse_squared = x * x + y * y; + + if impulse_squared > max_imp_squared { + sliding = true; + + let factor = max_imp * crate::utils::inv(impulse_squared.sqrt()); + wheel.skid_info *= factor; + } + } + } + } + + if sliding { + for wheel in &mut self.wheels { + if wheel.side_impulse != 0.0 { + if wheel.skid_info < 1.0 { + wheel.forward_impulse *= wheel.skid_info; + wheel.side_impulse *= wheel.skid_info; + } + } + } + } + + // apply the impulses + { + let chassis = bodies + .get_mut_internal_with_modification_tracking(self.chassis) + .unwrap(); + + for wheel_id in 0..num_wheels { + let wheel = &self.wheels[wheel_id]; + let mut impulse_point = wheel.raycast_info.contact_point_ws; + + if wheel.forward_impulse != 0.0 { + chassis.apply_impulse_at_point( + self.forward_ws[wheel_id] * wheel.forward_impulse, + impulse_point, + false, + ); + } + if wheel.side_impulse != 0.0 { + let side_impulse = self.axle[wheel_id] * wheel.side_impulse; + + let v_chassis_world_up = + chassis.position().rotation * Vector::ith(self.index_up_axis, 1.0); + impulse_point -= v_chassis_world_up + * (v_chassis_world_up.dot(&(impulse_point - chassis.center_of_mass())) + * (1.0 - wheel.roll_influence)); + + chassis.apply_impulse_at_point(side_impulse, impulse_point, false); + + // TODO: apply friction impulse on the ground + // let ground_object = self.wheels[wheel_id].raycast_info.ground_object; + // ground_object.apply_impulse_at_point( + // -side_impulse, + // wheels.raycast_info.contact_point_ws, + // false, + // ); + } + } + } + } +} + +struct WheelContactPoint<'a> { + body0: &'a RigidBody, + body1: Option<&'a RigidBody>, + friction_position_world: Point<Real>, + friction_direction_world: Vector<Real>, + jac_diag_ab_inv: Real, + max_impulse: Real, +} + +impl<'a> WheelContactPoint<'a> { + pub fn new( + body0: &'a RigidBody, + body1: Option<&'a RigidBody>, + friction_position_world: Point<Real>, + friction_direction_world: Vector<Real>, + max_impulse: Real, + ) -> Self { + fn impulse_denominator(body: &RigidBody, pos: &Point<Real>, n: &Vector<Real>) -> Real { + let dpt = pos - body.center_of_mass(); + let gcross = dpt.gcross(*n); + let v = (body.mprops.effective_world_inv_inertia_sqrt + * (body.mprops.effective_world_inv_inertia_sqrt * gcross)) + .gcross(dpt); + // TODO: take the effective inv mass into account instead of the inv_mass? + body.mprops.local_mprops.inv_mass + n.dot(&v) + } + let denom0 = + impulse_denominator(body0, &friction_position_world, &friction_direction_world); + let denom1 = body1 + .map(|body1| { + impulse_denominator(body1, &friction_position_world, &friction_direction_world) + }) + .unwrap_or(0.0); + let relaxation = 1.0; + let jac_diag_ab_inv = relaxation / (denom0 + denom1); + + Self { + body0, + body1, + friction_position_world, + friction_direction_world, + jac_diag_ab_inv, + max_impulse, + } + } + + pub fn calc_rolling_friction(&self, num_wheels_on_ground: usize) -> Real { + let contact_pos_world = self.friction_position_world; + let max_impulse = self.max_impulse; + + let vel1 = self.body0.velocity_at_point(&contact_pos_world); + let vel2 = self + .body1 + .map(|b| b.velocity_at_point(&contact_pos_world)) + .unwrap_or_else(Vector::zeros); + let vel = vel1 - vel2; + let vrel = self.friction_direction_world.dot(&vel); + + // calculate friction that moves us to zero relative velocity + (-vrel * self.jac_diag_ab_inv / (num_wheels_on_ground as Real)) + .clamp(-max_impulse, max_impulse) + } +} + +fn resolve_single_bilateral( + body1: &RigidBody, + pt1: &Point<Real>, + body2: &RigidBody, + pt2: &Point<Real>, + normal: &Vector<Real>, +) -> Real { + let vel1 = body1.velocity_at_point(pt1); + let vel2 = body2.velocity_at_point(pt2); + let dvel = vel1 - vel2; + + let dpt1 = pt1 - body1.center_of_mass(); + let dpt2 = pt2 - body2.center_of_mass(); + let aj = dpt1.gcross(*normal); + let bj = dpt2.gcross(-*normal); + let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj; + let ibj = body2.mprops.effective_world_inv_inertia_sqrt * bj; + + // TODO: take the effective_inv_mass into account? + let im1 = body1.mprops.local_mprops.inv_mass; + let im2 = body2.mprops.local_mprops.inv_mass; + + let jac_diag_ab = im1 + im2 + iaj.gdot(iaj) + ibj.gdot(ibj); + let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab); + let rel_vel = normal.dot(&dvel); + + //todo: move this into proper structure + let contact_damping = 0.2; + -contact_damping * rel_vel * jac_diag_ab_inv +} + +fn resolve_single_unilateral(body1: &RigidBody, pt1: &Point<Real>, normal: &Vector<Real>) -> Real { + let vel1 = body1.velocity_at_point(pt1); + let dvel = vel1; + let dpt1 = pt1 - body1.center_of_mass(); + let aj = dpt1.gcross(*normal); + let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj; + + // TODO: take the effective_inv_mass into account? + let im1 = body1.mprops.local_mprops.inv_mass; + let jac_diag_ab = im1 + iaj.gdot(iaj); + let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab); + let rel_vel = normal.dot(&dvel); + + //todo: move this into proper structure + let contact_damping = 0.2; + -contact_damping * rel_vel * jac_diag_ab_inv +} diff --git a/src/dynamics/rigid_body.rs b/src/dynamics/rigid_body.rs index a6384b7..26be983 100644 --- a/src/dynamics/rigid_body.rs +++ b/src/dynamics/rigid_body.rs @@ -146,6 +146,12 @@ impl RigidBody { } } + /// The world-space center-of-mass of this rigid-body. + #[inline] + pub fn center_of_mass(&self) -> &Point<Real> { + &self.mprops.world_com + } + /// The mass-properties of this rigid-body. #[inline] pub fn mass_properties(&self) -> &MassProperties { |
