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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef EXT_CONSTRAINT_HELPER_H
#define EXT_CONSTRAINT_HELPER_H
#include "foundation/PxAssert.h"
#include "foundation/PxTransform.h"
#include "foundation/PxMat33.h"
#include "foundation/PxSIMDHelpers.h"
#include "extensions/PxD6Joint.h"
#include "ExtJointData.h"
#include "foundation/PxVecMath.h"
namespace physx
{
namespace Ext
{
namespace joint
{
PX_FORCE_INLINE void applyNeighborhoodOperator(const PxTransform32& cA2w, PxTransform32& cB2w)
{
if(cA2w.q.dot(cB2w.q)<0.0f) // minimum dist quat (equiv to flipping cB2bB.q, which we don't use anywhere)
cB2w.q = -cB2w.q;
}
/*
\brief Transform the two joint frames into the world frame using the global poses of the associated actors.
\param[out] cA2w joint frame associated with body 0 expressed in the world frame
ie if g0 is the global pose of actor 0 then cA2w = g0 * jointFrame_0.
\param[out] cB2w joint frame associated with body 1 expressed in the world frame
ie if g1 is the global pose of actor 1 then cB2w = g1 * jointFrame_1.
\param[in] data contains cmLocalPose^-1 * jointFrame for each body.
\param[in] bA2w pose of the centre of mass of body 0 expressed in the world frame.
\param[in] bB2w pose of the centre of mass of body 1 expressed in the world frame.
\note b2w = g*cmLocalPose so we have g = b2w*cmLocalPose^-1.
We therefore have g * jointFrame = b2w * cmLocalPose^-1 * jointFrame = b2w * data.c2b
*/
PX_INLINE void computeJointFrames(PxTransform32& cA2w, PxTransform32& cB2w, const JointData& data, const PxTransform& bA2w, const PxTransform& bB2w)
{
PX_ASSERT(bA2w.isValid() && bB2w.isValid());
//cA2w = bA2w * (cMassLocalPose0^-1 * jointFrame0)
//cB2w = bB2w * (cMassLocalPose1^-1 * jointFrame1)
aos::transformMultiply<false, true>(cA2w, bA2w, data.c2b[0]);
aos::transformMultiply<false, true>(cB2w, bB2w, data.c2b[1]);
PX_ASSERT(cA2w.isValid() && cB2w.isValid());
}
PX_INLINE void computeJacobianAxes(PxVec3 row[3], const PxQuat& qa, const PxQuat& qb)
{
// Compute jacobian matrix for (qa* qb) [[* means conjugate in this expr]]
// d/dt (qa* qb) = 1/2 L(qa*) R(qb) (omega_b - omega_a)
// result is L(qa*) R(qb), where L(q) and R(q) are left/right q multiply matrix
const PxReal wa = qa.w, wb = qb.w;
const PxVec3 va(qa.x,qa.y,qa.z), vb(qb.x,qb.y,qb.z);
const PxVec3 c = vb*wa + va*wb;
const PxReal d0 = wa*wb;
const PxReal d1 = va.dot(vb);
const PxReal d = d0 - d1;
row[0] = (va * vb.x + vb * va.x + PxVec3(d, c.z, -c.y)) * 0.5f;
row[1] = (va * vb.y + vb * va.y + PxVec3(-c.z, d, c.x)) * 0.5f;
row[2] = (va * vb.z + vb * va.z + PxVec3(c.y, -c.x, d)) * 0.5f;
if((d0 + d1) != 0.0f) // check if relative rotation is 180 degrees which can lead to singular matrix
return;
else
{
row[0].x += PX_EPS_F32;
row[1].y += PX_EPS_F32;
row[2].z += PX_EPS_F32;
}
}
PX_FORCE_INLINE Px1DConstraint* _linear(const PxVec3& axis, const PxVec3& ra, const PxVec3& rb, PxReal posErr, PxConstraintSolveHint::Enum hint, Px1DConstraint* c)
{
c->solveHint = PxU16(hint);
c->linear0 = axis;
c->angular0 = ra.cross(axis);
c->linear1 = axis;
c->angular1 = rb.cross(axis);
c->geometricError = posErr;
PX_ASSERT(c->linear0.isFinite());
PX_ASSERT(c->linear1.isFinite());
PX_ASSERT(c->angular0.isFinite());
PX_ASSERT(c->angular1.isFinite());
return c;
}
PX_FORCE_INLINE Px1DConstraint* _angular(const PxVec3& axis, PxReal posErr, PxConstraintSolveHint::Enum hint, Px1DConstraint* c)
{
c->solveHint = PxU16(hint);
c->linear0 = PxVec3(0.0f);
c->angular0 = axis;
c->linear1 = PxVec3(0.0f);
c->angular1 = axis;
c->geometricError = posErr;
c->flags |= Px1DConstraintFlag::eANGULAR_CONSTRAINT;
return c;
}
class ConstraintHelper
{
Px1DConstraint* mConstraints;
Px1DConstraint* mCurrent;
PX_ALIGN(16, PxVec3p mRa);
PX_ALIGN(16, PxVec3p mRb);
PX_ALIGN(16, PxVec3p mCA2w);
PX_ALIGN(16, PxVec3p mCB2w);
public:
ConstraintHelper(Px1DConstraint* c, const PxVec3& ra, const PxVec3& rb)
: mConstraints(c), mCurrent(c), mRa(ra), mRb(rb) {}
/*PX_NOINLINE*/ ConstraintHelper(Px1DConstraint* c, PxConstraintInvMassScale& invMassScale,
PxTransform32& cA2w, PxTransform32& cB2w, PxVec3p& body0WorldOffset,
const JointData& data, const PxTransform& bA2w, const PxTransform& bB2w)
: mConstraints(c), mCurrent(c)
{
using namespace aos;
V4StoreA(V4LoadA(&data.invMassScale.linear0), &invMassScale.linear0); //invMassScale = data.invMassScale;
computeJointFrames(cA2w, cB2w, data, bA2w, bB2w);
if(1)
{
const Vec4V cB2wV = V4LoadA(&cB2w.p.x);
const Vec4V raV = V4Sub(cB2wV, V4LoadU(&bA2w.p.x)); // const PxVec3 ra = cB2w.p - bA2w.p;
V4StoreU(raV, &body0WorldOffset.x); // body0WorldOffset = ra;
V4StoreA(raV, &mRa.x); // mRa = ra;
V4StoreA(V4Sub(cB2wV, V4LoadU(&bB2w.p.x)), &mRb.x); // mRb = cB2w.p - bB2w.p;
V4StoreA(V4LoadA(&cA2w.p.x), &mCA2w.x); // mCA2w = cA2w.p;
V4StoreA(cB2wV, &mCB2w.x); // mCB2w = cB2w.p;
}
else
{
const PxVec3 ra = cB2w.p - bA2w.p;
body0WorldOffset = ra;
mRa = ra;
mRb = cB2w.p - bB2w.p;
mCA2w = cA2w.p;
mCB2w = cB2w.p;
}
}
PX_FORCE_INLINE const PxVec3& getRa() const { return mRa; }
PX_FORCE_INLINE const PxVec3& getRb() const { return mRb; }
// hard linear & angular
PX_FORCE_INLINE void linearHard(const PxVec3& axis, PxReal posErr)
{
Px1DConstraint* c = linear(axis, posErr, PxConstraintSolveHint::eEQUALITY);
c->flags |= Px1DConstraintFlag::eOUTPUT_FORCE;
}
PX_FORCE_INLINE void angularHard(const PxVec3& axis, PxReal posErr)
{
Px1DConstraint* c = angular(axis, posErr, PxConstraintSolveHint::eEQUALITY);
c->flags |= Px1DConstraintFlag::eOUTPUT_FORCE;
}
// limited linear & angular
PX_FORCE_INLINE void linearLimit(const PxVec3& axis, PxReal ordinate, PxReal limitValue, const PxJointLimitParameters& limit)
{
if(!limit.isSoft() || ordinate > limitValue)
addLimit(linear(axis, limitValue - ordinate, PxConstraintSolveHint::eNONE), limit);
}
PX_FORCE_INLINE void angularLimit(const PxVec3& axis, PxReal ordinate, PxReal limitValue, const PxJointLimitParameters& limit)
{
if(!limit.isSoft() || ordinate > limitValue)
addLimit(angular(axis, limitValue - ordinate, PxConstraintSolveHint::eNONE), limit);
}
PX_FORCE_INLINE void angularLimit(const PxVec3& axis, PxReal error, const PxJointLimitParameters& limit)
{
addLimit(angular(axis, error, PxConstraintSolveHint::eNONE), limit);
}
PX_FORCE_INLINE void anglePair(PxReal angle, PxReal lower, PxReal upper, const PxVec3& axis, const PxJointLimitParameters& limit)
{
PX_ASSERT(lower<upper);
const bool softLimit = limit.isSoft();
if(!softLimit || angle < lower)
angularLimit(-axis, -(lower - angle), limit);
if(!softLimit || angle > upper)
angularLimit(axis, (upper - angle), limit);
}
// driven linear & angular
PX_FORCE_INLINE void linear(const PxVec3& axis, PxReal velTarget, PxReal error, const PxD6JointDrive& drive)
{
addDrive(linear(axis, error, PxConstraintSolveHint::eNONE), velTarget, drive);
}
PX_FORCE_INLINE void angular(const PxVec3& axis, PxReal velTarget, PxReal error, const PxD6JointDrive& drive, PxConstraintSolveHint::Enum hint = PxConstraintSolveHint::eNONE)
{
addDrive(angular(axis, error, hint), velTarget, drive);
}
PX_FORCE_INLINE PxU32 getCount() const { return PxU32(mCurrent - mConstraints); }
void prepareLockedAxes(const PxQuat& qA, const PxQuat& qB, const PxVec3& cB2cAp, PxU32 lin, PxU32 ang, PxVec3& raOut, PxVec3& rbOut, PxVec3* axis=NULL)
{
Px1DConstraint* current = mCurrent;
PxVec3 errorVector(0.0f);
PxVec3 ra = mRa;
PxVec3 rb = mRb;
if(lin)
{
const PxMat33Padded axes(qA);
if(axis)
*axis = axes.column0;
if(lin&1) errorVector -= axes.column0 * cB2cAp.x;
if(lin&2) errorVector -= axes.column1 * cB2cAp.y;
if(lin&4) errorVector -= axes.column2 * cB2cAp.z;
ra += errorVector;
//Note that our convention is that C(s) = geometricError = (xA + rA) - (xB + rB)
//where xA, xB are the positions of the two bodies in the world frame and rA, rB
//are the vectors in the world frame from each body to the joint anchor.
//We solve Jv + C(s)/dt = Jv + geometricError/dt = 0.
//With GA, GB denoting the actor poses in world frame and LA, LB denoting the
//associated joint frames we have: cB2cAp = [(GA*LA)^-1 * (GB*LB)].p
//But cB2cAp = (GA*LA).q.getConjugate() * ((xB + rB) - (xA + rA))
//To match our convention we want geometricError = (GA*LA).q.getConjugate() * ((xA + rA) - (xB + rB))
//cB2cAp therefore has the wrong sign to be used directly as the geometric error.
//We need to negate cB2cAp to ensure that we set geometricError with the correct sign.
if(lin&1) _linear(axes.column0, ra, rb, -cB2cAp.x, PxConstraintSolveHint::eEQUALITY, current++);
if(lin&2) _linear(axes.column1, ra, rb, -cB2cAp.y, PxConstraintSolveHint::eEQUALITY, current++);
if(lin&4) _linear(axes.column2, ra, rb, -cB2cAp.z, PxConstraintSolveHint::eEQUALITY, current++);
}
if (ang)
{
const PxQuat qB2qA = qA.getConjugate() * qB;
PxVec3 row[3];
computeJacobianAxes(row, qA, qB);
if (ang & 1) _angular(row[0], -qB2qA.x, PxConstraintSolveHint::eEQUALITY, current++);
if (ang & 2) _angular(row[1], -qB2qA.y, PxConstraintSolveHint::eEQUALITY, current++);
if (ang & 4) _angular(row[2], -qB2qA.z, PxConstraintSolveHint::eEQUALITY, current++);
}
raOut = ra;
rbOut = rb;
for(Px1DConstraint* front = mCurrent; front < current; front++)
front->flags |= Px1DConstraintFlag::eOUTPUT_FORCE;
mCurrent = current;
}
PX_FORCE_INLINE Px1DConstraint* getConstraintRow()
{
return mCurrent++;
}
private:
PX_FORCE_INLINE Px1DConstraint* linear(const PxVec3& axis, PxReal posErr, PxConstraintSolveHint::Enum hint)
{
return _linear(axis, mRa, mRb, posErr, hint, mCurrent++);
}
PX_FORCE_INLINE Px1DConstraint* angular(const PxVec3& axis, PxReal posErr, PxConstraintSolveHint::Enum hint)
{
return _angular(axis, posErr, hint, mCurrent++);
}
void addLimit(Px1DConstraint* c, const PxJointLimitParameters& limit)
{
PxU16 flags = PxU16(c->flags | Px1DConstraintFlag::eOUTPUT_FORCE);
if(limit.isSoft())
{
flags |= Px1DConstraintFlag::eSPRING;
c->mods.spring.stiffness = limit.stiffness;
c->mods.spring.damping = limit.damping;
}
else
{
c->solveHint = PxConstraintSolveHint::eINEQUALITY;
c->mods.bounce.restitution = limit.restitution;
c->mods.bounce.velocityThreshold = limit.bounceThreshold;
if (c->geometricError > 0.0f)
{
flags |= Px1DConstraintFlag::eKEEPBIAS;
// note: positive error is the scenario where the limit is not hit yet. It reflects the
// distance to the limit. Using eKEEPBIAS feels unintuitive in general but what seems to
// be solved with this is:
//
// imagine the following scenario: object o moving towards a limit with velocity v
//
// |
// o---> v |
// |
//
// and let's denote the following distances
//
// |<-------->| |v|*dt (travel distance assuming time step dt)
// |<-------------->| |ge| (distance to limit = geometric error)
//
// furthermore, the sign convention is that v as drawn here is negative and ge is
// positive. Since -v*dt is smaller than ge, the limit will not get hit in the dt time
// step range. This means, the velocity after the sim step should not change and remain v.
// For the solver this means no impulse should get applied.
// The impulse applied by the solver is of the form:
//
// impulse = -r * ((v - vT) + ge/dt) (r is a positive scalar value)
//
// for this example, let's assume the target velocity vT is zero, so:
//
// impulse = -r * (v + ge/dt) (1)
//
// Without Px1DConstraintFlag::eKEEPBIAS, the part related to the geometric error is ignored
// during velocity iterations:
//
// impulse = -r * v
//
// The solver will apply the resulting (positive) impulse and this will change the velocity
// of the object. That would be wrong though because the object does not hit the limit yet
// and the velocity should stay the same.
//
// Why does Px1DConstraintFlag::eKEEPBIAS prevent this from happening? In this case, equation
// (1) applies and since -v*dt < ge, the resulting impulse will be negative ((v + ge/dt) is
// positive). Limit constraints are inequality constraints and clamp the impulse in the range
// [0, maxImpulse], thus the negative impulse will get clamped to zero and the velocity will
// not change (as desired).
//
// Why then create this constraint at all? Imagine the same scenario but with a velocity
// magnitude such that the limit gets hit in the dt time step range:
//
// |<--------------------->| |v|*dt
// |<-------------->| |ge|
//
// (v + ge/dt) will be negative and the impulse positive. The impulse will get applied and
// will make sure that the velocity is reduced by the right amount such that the object
// stops at the limit (and does not breach it).
}
if(limit.restitution>0.0f)
flags |= Px1DConstraintFlag::eRESTITUTION;
}
c->flags = flags;
c->minImpulse = 0.0f;
}
void addDrive(Px1DConstraint* c, PxReal velTarget, const PxD6JointDrive& drive)
{
c->velocityTarget = velTarget;
PxU16 flags = PxU16(c->flags | Px1DConstraintFlag::eSPRING | Px1DConstraintFlag::eHAS_DRIVE_LIMIT);
if(drive.flags & PxD6JointDriveFlag::eACCELERATION)
flags |= Px1DConstraintFlag::eACCELERATION_SPRING;
if (drive.flags & PxD6JointDriveFlag::eOUTPUT_FORCE)
flags |= Px1DConstraintFlag::eOUTPUT_FORCE;
c->flags = flags;
c->mods.spring.stiffness = drive.stiffness;
c->mods.spring.damping = drive.damping;
c->minImpulse = -drive.forceLimit;
c->maxImpulse = drive.forceLimit;
PX_ASSERT(c->linear0.isFinite());
PX_ASSERT(c->angular0.isFinite());
}
};
}
} // namespace
}
#endif