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, 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, // 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, push: bool, ) { let mut rb1 = &bodies[manifold.body_pair.body1]; let mut rb2 = &bodies[manifold.body_pair.body2]; let flipped = !rb2.is_dynamic(); let force_dir1; let coll_pos1; let coll_pos2; if flipped { coll_pos1 = rb2.position * manifold.delta2; coll_pos2 = rb1.position * manifold.delta1; force_dir1 = coll_pos1 * (-manifold.local_n2); std::mem::swap(&mut rb1, &mut rb2); } else { coll_pos1 = rb1.position * manifold.delta1; coll_pos2 = rb2.position * manifold.delta2; force_dir1 = coll_pos1 * (-manifold.local_n1); } let mj_lambda2 = rb2.active_set_offset; 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 coll_pos1/coll_pos2. ( coll_pos1 * manifold_point.local_p2, coll_pos2 * manifold_point.local_p1, ) } else { ( coll_pos1 * manifold_point.local_p1, coll_pos2 * manifold_point.local_p2, ) }; let dp2 = p2 - rb2.world_com; let dp1 = p1 - rb1.world_com; 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]) { 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]) { 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, ]; } } } }