Jolt Physics
A multi core friendly Game Physics Engine
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AngleConstraintPart.h
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
11
13
37{
39 JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, float inLambda) const
40 {
41 // Apply impulse if delta is not zero
42 if (inLambda != 0.0f)
43 {
44 // Calculate velocity change due to constraint
45 //
46 // Impulse:
47 // P = J^T lambda
48 //
49 // Euler velocity integration:
50 // v' = v + M^-1 P
51 if (ioBody1.IsDynamic())
52 ioBody1.GetMotionProperties()->SubAngularVelocityStep(inLambda * mInvI1_Axis);
53 if (ioBody2.IsDynamic())
54 ioBody2.GetMotionProperties()->AddAngularVelocityStep(inLambda * mInvI2_Axis);
55 return true;
56 }
57
58 return false;
59 }
60
62 JPH_INLINE float CalculateInverseEffectiveMass(const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis)
63 {
64 JPH_ASSERT(inWorldSpaceAxis.IsNormalized(1.0e-4f));
65
66 // Calculate properties used below
67 mInvI1_Axis = inBody1.IsDynamic()? inBody1.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), inWorldSpaceAxis) : Vec3::sZero();
68 mInvI2_Axis = inBody2.IsDynamic()? inBody2.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody2.GetRotation(), inWorldSpaceAxis) : Vec3::sZero();
69
70 // Calculate inverse effective mass: K = J M^-1 J^T
71 return inWorldSpaceAxis.Dot(mInvI1_Axis + mInvI2_Axis);
72 }
73
74public:
81 inline void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
82 {
83 float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
84
85 if (inv_effective_mass == 0.0f)
86 Deactivate();
87 else
88 {
89 mEffectiveMass = 1.0f / inv_effective_mass;
90 mSpringPart.CalculateSpringPropertiesWithBias(inBias);
91 }
92 }
93
103 inline void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping)
104 {
105 float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
106
107 if (inv_effective_mass == 0.0f)
108 Deactivate();
109 else if (inFrequency > 0.0f)
110 mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inFrequency, inDamping, mEffectiveMass);
111 else
112 {
113 mEffectiveMass = 1.0f / inv_effective_mass;
114 mSpringPart.CalculateSpringPropertiesWithBias(inBias);
115 }
116 }
117
127 inline void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping)
128 {
129 float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
130
131 if (inv_effective_mass == 0.0f)
132 Deactivate();
133 else if (inStiffness > 0.0f || inDamping > 0.0f)
134 mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inStiffness, inDamping, mEffectiveMass);
135 else
136 {
137 mEffectiveMass = 1.0f / inv_effective_mass;
138 mSpringPart.CalculateSpringPropertiesWithBias(inBias);
139 }
140 }
141
144 inline void CalculateConstraintPropertiesWithSettingsForLimit(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
145 {
146 float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
147
148 if (inv_effective_mass == 0.0f)
149 Deactivate();
150 else if (!inSpringSettings.HasStiffness())
151 {
152 mEffectiveMass = 1.0f / inv_effective_mass;
153 mSpringPart.CalculateSpringPropertiesWithBias(inBias);
154 }
155 else
156 mSpringPart.CalculateSpringPropertiesWithSettings(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings, mEffectiveMass);
157 }
158
161 inline void CalculateConstraintPropertiesWithSettingsForMotor(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
162 {
163 JPH_ASSERT(inSpringSettings.HasStiffnessOrDamping());
164
165 float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
166
167 if (inv_effective_mass == 0.0f)
168 Deactivate();
169 else
170 mSpringPart.CalculateSpringPropertiesWithSettings(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings, mEffectiveMass);
171 }
172
174 inline void Deactivate()
175 {
176 mEffectiveMass = 0.0f;
177 mTotalLambda = 0.0f;
178 }
179
181 inline bool IsActive() const
182 {
183 return mEffectiveMass != 0.0f;
184 }
185
190 inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
191 {
192 mTotalLambda *= inWarmStartImpulseRatio;
193 ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
194 }
195
202 inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
203 {
204 // Lagrange multiplier is:
205 //
206 // lambda = -K^-1 (J v + b)
207 float lambda = mEffectiveMass * (inWorldSpaceAxis.Dot(ioBody1.GetAngularVelocity() - ioBody2.GetAngularVelocity()) - mSpringPart.GetBias(mTotalLambda));
208 float new_lambda = Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); // Clamp impulse
209 lambda = new_lambda - mTotalLambda; // Lambda potentially got clamped, calculate the new impulse to apply
210 mTotalLambda = new_lambda; // Store accumulated impulse
211
212 return ApplyVelocityStep(ioBody1, ioBody2, lambda);
213 }
214
216 float GetTotalLambda() const
217 {
218 return mTotalLambda;
219 }
220
226 inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inC, float inBaumgarte) const
227 {
228 // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
229 if (inC != 0.0f && !mSpringPart.IsActive())
230 {
231 // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
232 //
233 // lambda = -K^-1 * beta / dt * C
234 //
235 // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
236 float lambda = -mEffectiveMass * inBaumgarte * inC;
237
238 // Directly integrate velocity change for one time step
239 //
240 // Euler velocity integration:
241 // dv = M^-1 P
242 //
243 // Impulse:
244 // P = J^T lambda
245 //
246 // Euler position integration:
247 // x' = x + dv * dt
248 //
249 // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
250 // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
251 // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
252 // integrate + a position integrate and then discard the velocity change.
253 if (ioBody1.IsDynamic())
254 ioBody1.SubRotationStep(lambda * mInvI1_Axis);
255 if (ioBody2.IsDynamic())
256 ioBody2.AddRotationStep(lambda * mInvI2_Axis);
257 return true;
258 }
259
260 return false;
261 }
262
264 void SaveState(StateRecorder &inStream) const
265 {
266 inStream.Write(mTotalLambda);
267 }
268
271 {
272 inStream.Read(mTotalLambda);
273 }
274
275private:
276 Vec3 mInvI1_Axis;
277 Vec3 mInvI2_Axis;
278 float mEffectiveMass = 0.0f;
279 SpringPart mSpringPart;
280 float mTotalLambda = 0.0f;
281};
282
#define JPH_NAMESPACE_END
Definition Core.h:428
#define JPH_NAMESPACE_BEGIN
Definition Core.h:422
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
JPH_INLINE constexpr T Clamp(T inV, T inMin, T inMax)
Clamp a value between two values.
Definition Math.h:48
Definition AngleConstraintPart.h:37
bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inC, float inBaumgarte) const
Definition AngleConstraintPart.h:226
void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping)
Definition AngleConstraintPart.h:127
void Deactivate()
Deactivate this constraint.
Definition AngleConstraintPart.h:174
bool IsActive() const
Check if constraint is active.
Definition AngleConstraintPart.h:181
void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f)
Definition AngleConstraintPart.h:81
void CalculateConstraintPropertiesWithSettingsForMotor(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
Definition AngleConstraintPart.h:161
void CalculateConstraintPropertiesWithSettingsForLimit(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
Definition AngleConstraintPart.h:144
void RestoreState(StateRecorder &inStream)
Restore state of this constraint part.
Definition AngleConstraintPart.h:270
void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
Definition AngleConstraintPart.h:190
bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
Definition AngleConstraintPart.h:202
void SaveState(StateRecorder &inStream) const
Save state of this constraint part.
Definition AngleConstraintPart.h:264
void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping)
Definition AngleConstraintPart.h:103
float GetTotalLambda() const
Return lagrange multiplier.
Definition AngleConstraintPart.h:216
Definition Body.h:39
const MotionProperties * GetMotionProperties() const
Access to the motion properties.
Definition Body.h:308
bool IsDynamic() const
Check if this body is dynamic, which means that it moves and forces can act on it.
Definition Body.h:67
void AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
Update rotation using an Euler step (used during position integrate & constraint solving)
Definition Body.inl:81
Quat GetRotation() const
World space rotation of the body.
Definition Body.h:271
void SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
Definition Body.inl:100
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass (unit: rad/s)
Definition Body.h:161
void SubAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition MotionProperties.h:238
JPH_INLINE Vec3 MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const
Multiply a vector with the inverse world space inertia tensor ( ). Zero if object is static or kinema...
Definition MotionProperties.inl:83
void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition MotionProperties.h:237
Class used in other constraint parts to calculate the required bias factor in the lagrange multiplier...
Definition SpringPart.h:16
JPH_INLINE bool IsActive() const
Returns if this spring is active.
Definition SpringPart.h:147
JPH_INLINE void CalculateSpringPropertiesWithFrequencyAndDamping(float inDeltaTime, float inInvEffectiveMass, float inBias, float inC, float inFrequency, float inDamping, float &outEffectiveMass)
Definition SpringPart.h:98
JPH_INLINE float GetBias(float inTotalLambda) const
Get total bias b, including supplied bias and bias for spring: lambda = J v + b.
Definition SpringPart.h:153
JPH_INLINE void CalculateSpringPropertiesWithStiffnessAndDamping(float inDeltaTime, float inInvEffectiveMass, float inBias, float inC, float inStiffness, float inDamping, float &outEffectiveMass)
Definition SpringPart.h:36
JPH_INLINE void CalculateSpringPropertiesWithBias(float inBias)
Definition SpringPart.h:21
JPH_INLINE void CalculateSpringPropertiesWithSettings(float inDeltaTime, float inInvEffectiveMass, float inBias, float inC, const SpringSettings &inSpringSettings, float &outEffectiveMass)
Definition SpringPart.h:130
Settings for a linear or angular spring.
Definition SpringSettings.h:24
bool HasStiffnessOrDamping() const
Check if this spring has stiffness or damping (making it active), if not the constraint will be hard.
Definition SpringSettings.h:44
bool HasStiffness() const
Check if the spring has a valid frequency / stiffness, if not the spring will be hard.
Definition SpringSettings.h:41
Definition StateRecorder.h:110
void Read(T &outT)
Read a primitive (e.g. float, int, etc.) from the binary stream.
Definition StreamIn.h:30
void Write(const T &inT)
Write a primitive (e.g. float, int, etc.) to the binary stream.
Definition StreamOut.h:26
Definition Vec3.h:17
JPH_INLINE float Dot(Vec3Arg inV2) const
Dot product.
Definition Vec3.inl:943
JPH_INLINE bool IsNormalized(float inTolerance=1.0e-6f) const
Test if vector is normalized.
Definition Vec3.inl:1129
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:125