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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Constraints/ConstraintPart/RotationEulerConstraintPart.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/Body/Body.h>
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#include <Jolt/Physics/StateRecorder.h>
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JPH_NAMESPACE_BEGIN
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/// Constrains rotation around all axis so that only translation is allowed
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///
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/// Based on: "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.5.1
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///
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/// Constraint equation (eq 129):
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///
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/// \f[C = \begin{bmatrix}\Delta\theta_x, \Delta\theta_y, \Delta\theta_z\end{bmatrix}\f]
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///
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/// Jacobian (eq 131):
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///
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/// \f[J = \begin{bmatrix}0 & -E & 0 & E\end{bmatrix}\f]
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///
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/// Used terms (here and below, everything in world space):\n
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/// delta_theta_* = difference in rotation between initial rotation of bodies 1 and 2.\n
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/// x1, x2 = center of mass for the bodies.\n
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/// v = [v1, w1, v2, w2].\n
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/// v1, v2 = linear velocity of body 1 and 2.\n
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/// w1, w2 = angular velocity of body 1 and 2.\n
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/// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
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/// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
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/// b = velocity bias.\n
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/// \f$\beta\f$ = baumgarte constant.\n
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/// E = identity matrix.\n
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class RotationEulerConstraintPart
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{
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private:
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/// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
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JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inLambda) const
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{
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// Apply impulse if delta is not zero
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if (inLambda != Vec3::sZero())
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{
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// Calculate velocity change due to constraint
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//
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// Impulse:
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// P = J^T lambda
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//
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// Euler velocity integration:
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// v' = v + M^-1 P
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if (ioBody1.IsDynamic())
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ioBody1.GetMotionProperties()->SubAngularVelocityStep(mInvI1.Multiply3x3(inLambda));
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if (ioBody2.IsDynamic())
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ioBody2.GetMotionProperties()->AddAngularVelocityStep(mInvI2.Multiply3x3(inLambda));
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return true;
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}
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return false;
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}
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public:
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/// Return inverse of initial rotation from body 1 to body 2 in body 1 space
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static Quat sGetInvInitialOrientation(const Body &inBody1, const Body &inBody2)
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{
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// q20 = q10 r0
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// <=> r0 = q10^-1 q20
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// <=> r0^-1 = q20^-1 q10
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//
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// where:
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//
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// q20 = initial orientation of body 2
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// q10 = initial orientation of body 1
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// r0 = initial rotation from body 1 to body 2
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return inBody2.GetRotation().Conjugated() * inBody1.GetRotation();
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}
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/// @brief Return inverse of initial rotation from body 1 to body 2 in body 1 space
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/// @param inAxisX1 Reference axis X for body 1
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/// @param inAxisY1 Reference axis Y for body 1
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/// @param inAxisX2 Reference axis X for body 2
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/// @param inAxisY2 Reference axis Y for body 2
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static Quat sGetInvInitialOrientationXY(Vec3Arg inAxisX1, Vec3Arg inAxisY1, Vec3Arg inAxisX2, Vec3Arg inAxisY2)
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{
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// Store inverse of initial rotation from body 1 to body 2 in body 1 space:
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//
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// q20 = q10 r0
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// <=> r0 = q10^-1 q20
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// <=> r0^-1 = q20^-1 q10
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//
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// where:
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//
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// q10, q20 = world space initial orientation of body 1 and 2
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// r0 = initial rotation from body 1 to body 2 in local space of body 1
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//
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// We can also write this in terms of the constraint matrices:
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//
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// q20 c2 = q10 c1
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// <=> q20 = q10 c1 c2^-1
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// => r0 = c1 c2^-1
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// <=> r0^-1 = c2 c1^-1
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//
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// where:
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//
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// c1, c2 = matrix that takes us from body 1 and 2 COM to constraint space 1 and 2
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if (inAxisX1 == inAxisX2 && inAxisY1 == inAxisY2)
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{
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// Axis are the same -> identity transform
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return Quat::sIdentity();
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}
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else
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{
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Mat44 constraint1(Vec4(inAxisX1, 0), Vec4(inAxisY1, 0), Vec4(inAxisX1.Cross(inAxisY1), 0), Vec4(0, 0, 0, 1));
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Mat44 constraint2(Vec4(inAxisX2, 0), Vec4(inAxisY2, 0), Vec4(inAxisX2.Cross(inAxisY2), 0), Vec4(0, 0, 0, 1));
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return constraint2.GetQuaternion() * constraint1.GetQuaternion().Conjugated();
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}
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}
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/// @brief Return inverse of initial rotation from body 1 to body 2 in body 1 space
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/// @param inAxisX1 Reference axis X for body 1
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/// @param inAxisZ1 Reference axis Z for body 1
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/// @param inAxisX2 Reference axis X for body 2
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/// @param inAxisZ2 Reference axis Z for body 2
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static Quat sGetInvInitialOrientationXZ(Vec3Arg inAxisX1, Vec3Arg inAxisZ1, Vec3Arg inAxisX2, Vec3Arg inAxisZ2)
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{
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// See comment at sGetInvInitialOrientationXY
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if (inAxisX1 == inAxisX2 && inAxisZ1 == inAxisZ2)
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{
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return Quat::sIdentity();
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}
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else
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{
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Mat44 constraint1(Vec4(inAxisX1, 0), Vec4(inAxisZ1.Cross(inAxisX1), 0), Vec4(inAxisZ1, 0), Vec4(0, 0, 0, 1));
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Mat44 constraint2(Vec4(inAxisX2, 0), Vec4(inAxisZ2.Cross(inAxisX2), 0), Vec4(inAxisZ2, 0), Vec4(0, 0, 0, 1));
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return constraint2.GetQuaternion() * constraint1.GetQuaternion().Conjugated();
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}
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}
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/// Calculate properties used during the functions below
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inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, const Body &inBody2, Mat44Arg inRotation2)
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{
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// Calculate properties used during constraint solving
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mInvI1 = inBody1.IsDynamic()? inBody1.GetMotionProperties()->GetInverseInertiaForRotation(inRotation1) : Mat44::sZero();
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mInvI2 = inBody2.IsDynamic()? inBody2.GetMotionProperties()->GetInverseInertiaForRotation(inRotation2) : Mat44::sZero();
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// Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
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Mat44 inertia_sum = mInvI1 + mInvI2;
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if (!mEffectiveMass.SetInversed3x3(inertia_sum))
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{
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// If a column is zero, the axis is locked and we set the column to identity.
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// This does not matter because any impulse will always be multiplied with mInvI1 or mInvI2 which will result in zero for the locked coordinate.
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Vec4 zero = Vec4::sZero();
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if (inertia_sum.GetColumn4(0) == zero)
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inertia_sum.SetColumn4(0, Vec4(1, 0, 0, 0));
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if (inertia_sum.GetColumn4(1) == zero)
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inertia_sum.SetColumn4(1, Vec4(0, 1, 0, 0));
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if (inertia_sum.GetColumn4(2) == zero)
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inertia_sum.SetColumn4(2, Vec4(0, 0, 1, 0));
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if (!mEffectiveMass.SetInversed3x3(inertia_sum))
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Deactivate();
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}
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}
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/// Deactivate this constraint
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inline void Deactivate()
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{
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mEffectiveMass = Mat44::sZero();
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mTotalLambda = Vec3::sZero();
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}
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/// Check if constraint is active
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inline bool IsActive() const
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{
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return mEffectiveMass(3, 3) != 0.0f;
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}
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/// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
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inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
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{
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mTotalLambda *= inWarmStartImpulseRatio;
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ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
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}
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/// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
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inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
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{
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// Calculate lagrange multiplier:
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//
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// lambda = -K^-1 (J v + b)
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Vec3 lambda = mEffectiveMass.Multiply3x3(ioBody1.GetAngularVelocity() - ioBody2.GetAngularVelocity());
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mTotalLambda += lambda;
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return ApplyVelocityStep(ioBody1, ioBody2, lambda);
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}
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/// Iteratively update the position constraint. Makes sure C(...) = 0.
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inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, QuatArg inInvInitialOrientation, float inBaumgarte) const
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{
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// Calculate difference in rotation
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//
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// The rotation should be:
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//
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// q2 = q1 r0
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//
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// But because of drift the actual rotation is
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//
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// q2 = diff q1 r0
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// <=> diff = q2 r0^-1 q1^-1
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//
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// Where:
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// q1 = current rotation of body 1
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// q2 = current rotation of body 2
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// diff = error that needs to be reduced to zero
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Quat diff = ioBody2.GetRotation() * inInvInitialOrientation * ioBody1.GetRotation().Conjugated();
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// A quaternion can be seen as:
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//
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// q = [sin(theta / 2) * v, cos(theta/2)]
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//
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// Where:
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// v = rotation vector
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// theta = rotation angle
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//
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// If we assume theta is small (error is small) then sin(x) = x so an approximation of the error angles is:
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Vec3 error = 2.0f * diff.EnsureWPositive().GetXYZ();
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if (error != Vec3::sZero())
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{
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// Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
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//
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// lambda = -K^-1 * beta / dt * C
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//
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// We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
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Vec3 lambda = -inBaumgarte * mEffectiveMass * error;
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// Directly integrate velocity change for one time step
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//
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// Euler velocity integration:
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// dv = M^-1 P
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//
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// Impulse:
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// P = J^T lambda
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//
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// Euler position integration:
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// x' = x + dv * dt
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//
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// Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
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// Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
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// stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
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// integrate + a position integrate and then discard the velocity change.
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if (ioBody1.IsDynamic())
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ioBody1.SubRotationStep(mInvI1.Multiply3x3(lambda));
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if (ioBody2.IsDynamic())
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ioBody2.AddRotationStep(mInvI2.Multiply3x3(lambda));
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return true;
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}
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return false;
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}
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/// Return lagrange multiplier
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Vec3 GetTotalLambda() const
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{
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return mTotalLambda;
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}
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/// Save state of this constraint part
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void SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTotalLambda);
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}
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/// Restore state of this constraint part
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void RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTotalLambda);
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}
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private:
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Mat44 mInvI1;
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Mat44 mInvI2;
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Mat44 mEffectiveMass;
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Vec3 mTotalLambda { Vec3::sZero() };
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};
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JPH_NAMESPACE_END
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