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path: root/src/dynamics/solver/joint_constraint/ball_position_constraint.rs
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use crate::dynamics::{
    BallJoint, IntegrationParameters, RigidBodyIds, RigidBodyMassProps, RigidBodyPosition,
};
#[cfg(feature = "dim2")]
use crate::math::SdpMatrix;
use crate::math::{AngularInertia, Isometry, Point, Real, Rotation, UnitVector};
use crate::utils::{WAngularInertia, WCross, WCrossMatrix};

#[derive(Debug)]
pub(crate) struct BallPositionConstraint {
    position1: usize,
    position2: usize,

    local_com1: Point<Real>,
    local_com2: Point<Real>,

    im1: Real,
    im2: Real,

    ii1: AngularInertia<Real>,
    ii2: AngularInertia<Real>,
    inv_ii1_ii2: AngularInertia<Real>,

    local_anchor1: Point<Real>,
    local_anchor2: Point<Real>,

    limits_enabled: bool,
    limits_angle: Real,
    limits_local_axis1: UnitVector<Real>,
    limits_local_axis2: UnitVector<Real>,
}

impl BallPositionConstraint {
    pub fn from_params(
        rb1: (&RigidBodyMassProps, &RigidBodyIds),
        rb2: (&RigidBodyMassProps, &RigidBodyIds),
        cparams: &BallJoint,
    ) -> Self {
        let (mprops1, ids1) = rb1;
        let (mprops2, ids2) = rb2;

        let ii1 = mprops1.effective_world_inv_inertia_sqrt.squared();
        let ii2 = mprops2.effective_world_inv_inertia_sqrt.squared();
        let inv_ii1_ii2 = (ii1 + ii2).inverse();

        Self {
            local_com1: mprops1.local_mprops.local_com,
            local_com2: mprops2.local_mprops.local_com,
            im1: mprops1.effective_inv_mass,
            im2: mprops2.effective_inv_mass,
            ii1,
            ii2,
            inv_ii1_ii2,
            local_anchor1: cparams.local_anchor1,
            local_anchor2: cparams.local_anchor2,
            position1: ids1.active_set_offset,
            position2: ids2.active_set_offset,
            limits_enabled: cparams.limits_enabled,
            limits_angle: cparams.limits_angle,
            limits_local_axis1: cparams.limits_local_axis1,
            limits_local_axis2: cparams.limits_local_axis2,
        }
    }

    pub fn solve(&self, params: &IntegrationParameters, positions: &mut [Isometry<Real>]) {
        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;

        /*
         * Limits part.
         */
        if self.limits_enabled {
            let axis1 = position1 * self.limits_local_axis1;
            let axis2 = position2 * self.limits_local_axis2;

            #[cfg(feature = "dim2")]
            let axis_angle = Rotation::rotation_between_axis(&axis2, &axis1).axis_angle();
            #[cfg(feature = "dim3")]
            let axis_angle =
                Rotation::rotation_between_axis(&axis2, &axis1).and_then(|r| r.axis_angle());

            // TODO: handle the case where dot(axis1, axis2) = -1.0
            if let Some((axis, angle)) = axis_angle {
                if angle >= self.limits_angle {
                    #[cfg(feature = "dim2")]
                    let axis = axis[0];
                    #[cfg(feature = "dim3")]
                    let axis = axis.into_inner();
                    let ang_error = angle - self.limits_angle;
                    let ang_impulse = self
                        .inv_ii1_ii2
                        .transform_vector(axis * ang_error * params.joint_erp);

                    position1.rotation =
                        Rotation::new(self.ii1.transform_vector(-ang_impulse)) * position1.rotation;
                    position2.rotation =
                        Rotation::new(self.ii2.transform_vector(ang_impulse)) * position2.rotation;
                }
            }
        }

        positions[self.position1 as usize] = position1;
        positions[self.position2 as usize] = position2;
    }
}

#[derive(Debug)]
pub(crate) struct BallPositionGroundConstraint {
    position2: usize,
    anchor1: Point<Real>,
    im2: Real,
    ii2: AngularInertia<Real>,
    local_anchor2: Point<Real>,
    local_com2: Point<Real>,

    limits_enabled: bool,
    limits_angle: Real,
    limits_axis1: UnitVector<Real>,
    limits_local_axis2: UnitVector<Real>,
}

impl BallPositionGroundConstraint {
    pub fn from_params(
        rb1: &RigidBodyPosition,
        rb2: (&RigidBodyMassProps, &RigidBodyIds),
        cparams: &BallJoint,
        flipped: bool,
    ) -> Self {
        let poss1 = rb1;
        let (mprops2, ids2) = rb2;

        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: poss1.next_position * cparams.local_anchor2,
                im2: mprops2.effective_inv_mass,
                ii2: mprops2.effective_world_inv_inertia_sqrt.squared(),
                local_anchor2: cparams.local_anchor1,
                position2: ids2.active_set_offset,
                local_com2: mprops2.local_mprops.local_com,
                limits_enabled: cparams.limits_enabled,
                limits_angle: cparams.limits_angle,
                limits_axis1: poss1.next_position * cparams.limits_local_axis2,
                limits_local_axis2: cparams.limits_local_axis1,
            }
        } else {
            Self {
                anchor1: poss1.next_position * cparams.local_anchor1,
                im2: mprops2.effective_inv_mass,
                ii2: mprops2.effective_world_inv_inertia_sqrt.squared(),
                local_anchor2: cparams.local_anchor2,
                position2: ids2.active_set_offset,
                local_com2: mprops2.local_mprops.local_com,
                limits_enabled: cparams.limits_enabled,
                limits_angle: cparams.limits_angle,
                limits_axis1: poss1.next_position * cparams.limits_local_axis1,
                limits_local_axis2: cparams.limits_local_axis2,
            }
        }
    }

    pub fn solve(&self, params: &IntegrationParameters, positions: &mut