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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(cA2w, bA2w, data.c2b[0]); aos::transformMultiply(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) 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