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rigid_body.rs
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rigid_body.rs
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use na::{DVectorSlice, DVectorSliceMut, RealField};
use std::any::Any;
use crate::math::{
Dim, Force, ForceType, Inertia, Isometry, Point, Rotation, SpatialVector, Translation, Vector,
Velocity, DIM, SPATIAL_DIM,
};
use crate::object::{
ActivationStatus, Body, BodyPart, BodyPartMotion, BodyStatus, BodyUpdateStatus,
};
use crate::solver::{ForceDirection, IntegrationParameters};
use crate::utils::{UserData, UserDataBox};
use ncollide::interpolation::{
ConstantLinearVelocityRigidMotion, ConstantVelocityRigidMotion, RigidMotion,
};
use ncollide::shape::DeformationsType;
#[cfg(feature = "dim3")]
use crate::math::AngularVector;
#[cfg(feature = "dim3")]
use crate::utils::GeneralizedCross;
/// A rigid body.
#[derive(Debug)]
pub struct RigidBody<N: RealField> {
position0: Isometry<N>,
position: Isometry<N>,
velocity: Velocity<N>,
local_inertia: Inertia<N>,
inertia: Inertia<N>,
local_com: Point<N>,
com: Point<N>,
augmented_mass: Inertia<N>,
inv_augmented_mass: Inertia<N>,
external_forces: Force<N>,
acceleration: Velocity<N>,
linear_damping: N,
angular_damping: N,
max_linear_velocity: N,
max_angular_velocity: N,
status: BodyStatus,
gravity_enabled: bool,
linear_motion_interpolation_enabled: bool,
activation: ActivationStatus<N>,
jacobian_mask: SpatialVector<N>,
companion_id: usize,
update_status: BodyUpdateStatus,
user_data: Option<Box<dyn Any + Send + Sync>>,
}
impl<N: RealField> RigidBody<N> {
/// Create a new rigid body with the specified position.
fn new(position: Isometry<N>) -> Self {
let inertia = Inertia::zero();
let com = Point::from(position.translation.vector);
RigidBody {
position0: position,
position,
velocity: Velocity::zero(),
local_inertia: inertia,
inertia,
local_com: Point::origin(),
com,
augmented_mass: inertia,
inv_augmented_mass: inertia.inverse(),
external_forces: Force::zero(),
acceleration: Velocity::zero(),
linear_damping: N::zero(),
angular_damping: N::zero(),
max_linear_velocity: N::max_value(),
max_angular_velocity: N::max_value(),
status: BodyStatus::Dynamic,
gravity_enabled: true,
linear_motion_interpolation_enabled: false,
activation: ActivationStatus::new_active(),
jacobian_mask: SpatialVector::repeat(N::one()),
companion_id: 0,
update_status: BodyUpdateStatus::all(),
user_data: None,
}
}
user_data_accessors!();
/// Check if linear motion interpolation is enabled for CCD.
///
/// If this is disabled, non-linear interpolation will be used.
#[inline]
pub fn linear_motion_interpolation_enabled(&self) -> bool {
self.linear_motion_interpolation_enabled
}
/// Enable linear motion interpolation for CCD.
///
/// If this is disabled, non-linear interpolation will be used.
#[inline]
pub fn enable_linear_motion_interpolation(&mut self, enabled: bool) {
self.linear_motion_interpolation_enabled = enabled
}
/// Mark some translational degrees of freedom as kinematic.
pub fn set_translations_kinematic(&mut self, is_kinematic: Vector<bool>) {
self.update_status.set_status_changed(true);
for i in 0..DIM {
self.jacobian_mask[i] = if is_kinematic[i] { N::zero() } else { N::one() }
}
}
/// Mark some rotational degrees of freedom as kinematic.
#[cfg(feature = "dim3")]
pub fn set_rotations_kinematic(&mut self, is_kinematic: Vector<bool>) {
self.update_status.set_status_changed(true);
self.jacobian_mask[3] = if is_kinematic.x { N::zero() } else { N::one() };
self.jacobian_mask[4] = if is_kinematic.y { N::zero() } else { N::one() };
self.jacobian_mask[5] = if is_kinematic.z { N::zero() } else { N::one() };
}
/// Mark rotations as kinematic.
#[cfg(feature = "dim2")]
pub fn set_rotations_kinematic(&mut self, is_kinematic: bool) {
self.update_status.set_status_changed(true);
self.jacobian_mask[2] = if is_kinematic { N::zero() } else { N::one() };
}
/// Flags indicating which translational degrees of freedoms are kinematic.
pub fn kinematic_translations(&self) -> Vector<bool> {
self.jacobian_mask.fixed_rows::<DIM>(0).map(|m| m.is_zero())
}
/// Flags indicating which rotational degrees of freedoms are kinematic.
#[cfg(feature = "dim3")]
pub fn kinematic_rotations(&self) -> Vector<bool> {
Vector::new(
self.jacobian_mask[3].is_zero(),
self.jacobian_mask[4].is_zero(),
self.jacobian_mask[5].is_zero(),
)
}
/// Flags indicating if rotations are kinematic.
#[cfg(feature = "dim2")]
pub fn kinematic_rotations(&self) -> bool {
self.jacobian_mask[2].is_zero()
}
/// Disable all rotations of this rigid body.
///
/// This is the same as setting all the rotations of this rigid body as kinematic and setting
/// its angular velocity to zero. The rotations will still be controllable at the velocity level
/// by the user afterwards.
pub fn disable_all_rotations(&mut self) {
self.update_status.set_velocity_changed(true);
#[cfg(feature = "dim3")]
{
self.set_rotations_kinematic(Vector::repeat(true));
self.velocity.angular = Vector::zeros();
}
#[cfg(feature = "dim2")]
{
self.set_rotations_kinematic(true);
self.velocity.angular = N::zero();
}
}
/// Enable all rotations for this rigid body.
///
/// This is the same as setting all the rotations of this rigid body as non-kinematic.
pub fn enable_all_rotations(&mut self) {
#[cfg(feature = "dim3")]
{
self.set_rotations_kinematic(Vector::repeat(false))
}
#[cfg(feature = "dim2")]
{
self.set_rotations_kinematic(false)
}
}
/// Disable all translations of this rigid body.
///
/// This is the same as setting all the translations of this rigid body as kinematic and setting
/// its linear velocity to zero. The translations will still be controllable at the velocity level
/// by the user afterwards.
pub fn disable_all_translations(&mut self) {
self.update_status.set_velocity_changed(true);
self.set_translations_kinematic(Vector::repeat(true));
self.velocity.linear = Vector::zeros();
}
/// Enable all translations for this rigid body.
///
/// This is the same as setting all the translations of this rigid body as non-kinematic.
pub fn enable_all_translations(&mut self) {
self.set_translations_kinematic(Vector::repeat(false))
}
/// Sets the linear damping coefficient of this rigid body.
///
/// Linear damping will make the rigid body loose linear velocity automatically velocity at each timestep.
/// There is no damping by default.
pub fn set_linear_damping(&mut self, damping: N) {
self.linear_damping = damping
}
/// The linear damping coefficient of this rigid body.
pub fn linear_damping(&self) -> N {
self.linear_damping
}
/// Sets the angular damping coefficient of this rigid body.
///
/// Angular damping will make the rigid body loose angular velocity automatically velocity at each timestep.
/// There is no damping by default.
pub fn set_angular_damping(&mut self, damping: N) {
self.angular_damping = damping
}
/// The angular damping coefficient of this rigid body.
pub fn angular_damping(&self) -> N {
self.angular_damping
}
/// Caps the linear velocity of this rigid body to the given maximum.
///
/// This will prevent a rigid body from having a linear velocity with magnitude greater than `max_vel`.
pub fn set_max_linear_velocity(&mut self, max_vel: N) {
self.max_linear_velocity = max_vel
}
/// The maximum allowed linear velocity of this rigid body.
pub fn max_linear_velocity(&self) -> N {
self.max_linear_velocity
}
/// Caps the angular velocity of this rigid body to the given maximum.
///
/// This will prevent a rigid body from having a angular velocity with magnitude greater than `max_vel`.
pub fn set_max_angular_velocity(&mut self, max_vel: N) {
self.max_angular_velocity = max_vel
}
/// The maximum allowed angular velocity of this rigid body.
pub fn max_angular_velocity(&self) -> N {
self.max_angular_velocity
}
/// Mutable information regarding activation and deactivation (sleeping) of this rigid body.
#[inline]
pub fn activation_status_mut(&mut self) -> &mut ActivationStatus<N> {
&mut self.activation
}
/// Set the center of mass of this rigid body, expressed in its local space.
#[inline]
pub fn set_local_center_of_mass(&mut self, local_com: Point<N>) {
self.update_status.set_local_com_changed(true);
self.local_com = local_com;
}
fn update_inertia_from_local_inertia(&mut self) {
// Needed for 2D because the inertia is not updated on the `update_dynamics`.
self.inertia = self.local_inertia.transformed(&self.position);
self.augmented_mass = self.inertia;
self.inv_augmented_mass = self.inertia.inverse();
}
/// Set the local inertia of this rigid body, expressed in its local space.
#[inline]
pub fn set_local_inertia(&mut self, local_inertia: Inertia<N>) {
self.update_status.set_local_inertia_changed(true);
self.local_inertia = local_inertia;
self.update_inertia_from_local_inertia();
}
/// Set the mass of this rigid body.
#[inline]
pub fn set_mass(&mut self, mass: N) {
self.update_status.set_local_inertia_changed(true);
self.local_inertia.linear = mass;
self.update_inertia_from_local_inertia();
}
/// Set the angular inertia of this rigid body, expressed in its local space.
#[inline]
#[cfg(feature = "dim2")]
pub fn set_angular_inertia(&mut self, angular_inertia: N) {
self.update_status.set_local_inertia_changed(true);
self.local_inertia.angular = angular_inertia;
self.update_inertia_from_local_inertia();
}
/// Set the angular inertia of this rigid body, expressed in its local space.
#[inline]
#[cfg(feature = "dim3")]
pub fn set_angular_inertia(&mut self, angular_inertia: na::Matrix3<N>) {
self.update_status.set_local_inertia_changed(true);
self.local_inertia.angular = angular_inertia;
self.update_inertia_from_local_inertia();
}
/// Sets the position of this rigid body.
#[inline]
pub fn set_position(&mut self, mut pos: Isometry<N>) {
// Systematic renormalization is necessary with
// fixed-points numbers to prevent errors from
// increasing quickly.
#[cfg(feature = "improved_fixed_point_support")]
let _ = pos.rotation.renormalize();
self.update_status.set_position_changed(true);
self.position = pos;
self.com = pos * self.local_com;
}
/// Set the velocity of this rigid body.
#[inline]
pub fn set_velocity(&mut self, vel: Velocity<N>) {
self.update_status.set_velocity_changed(true);
self.velocity = vel;
}
/// Set the linear velocity of this rigid body.
#[inline]
pub fn set_linear_velocity(&mut self, vel: Vector<N>) {
self.update_status.set_velocity_changed(true);
self.velocity.linear = vel;
}
#[cfg(feature = "dim2")]
/// Set the angular velocity of this rigid body.
#[inline]
pub fn set_angular_velocity(&mut self, vel: N) {
self.update_status.set_velocity_changed(true);
self.velocity.angular = vel;
}
#[cfg(feature = "dim3")]
/// Set the angular velocity of this rigid body.
#[inline]
pub fn set_angular_velocity(&mut self, vel: AngularVector<N>) {
self.update_status.set_velocity_changed(true);
self.velocity.angular = vel;
}
/// The augmented mass (inluding gyroscropic terms) in world-space of this rigid body.
#[inline]
pub fn augmented_mass(&self) -> &Inertia<N> {
&self.augmented_mass
}
/// The inverse augmented mass (inluding gyroscropic terms) in world-space of this rigid body.
#[inline]
pub fn inv_augmented_mass(&self) -> &Inertia<N> {
&self.inv_augmented_mass
}
/// The position of this rigid body.
#[inline]
pub fn position(&self) -> &Isometry<N> {
&self.position
}
/// The velocity of this rigid body.
#[inline]
pub fn velocity(&self) -> &Velocity<N> {
&self.velocity
}
fn displacement_wrt_com(&self, disp: &Velocity<N>) -> Isometry<N> {
let shift = Translation::from(self.com.coords);
shift * disp.to_transform() * shift.inverse()
}
#[inline]
fn apply_displacement(&mut self, disp: &Velocity<N>) {
let disp = self.displacement_wrt_com(disp);
let new_pos = disp * self.position;
self.set_position(new_pos);
}
}
impl<N: RealField> Body<N> for RigidBody<N> {
#[inline]
fn activation_status(&self) -> &ActivationStatus<N> {
&self.activation
}
#[inline]
fn activate_with_energy(&mut self, energy: N) {
self.activation.set_energy(energy)
}
#[inline]
fn deactivate(&mut self) {
self.update_status.clear();
self.activation.set_energy(N::zero());
self.velocity = Velocity::zero();
}
#[inline]
fn set_deactivation_threshold(&mut self, threshold: Option<N>) {
self.activation.set_deactivation_threshold(threshold)
}
#[inline]
fn update_status(&self) -> BodyUpdateStatus {
self.update_status
}
#[inline]
fn status(&self) -> BodyStatus {
self.status
}
#[inline]
fn set_status(&mut self, status: BodyStatus) {
if status != self.status {
self.update_status.set_status_changed(true);
}
self.status = status
}
#[inline]
fn deformed_positions(&self) -> Option<(DeformationsType, &[N])> {
None
}
#[inline]
fn deformed_positions_mut(&mut self) -> Option<(DeformationsType, &mut [N])> {
None
}
#[inline]
fn companion_id(&self) -> usize {
self.companion_id
}
#[inline]
fn set_companion_id(&mut self, id: usize) {
self.companion_id = id
}
#[inline]
fn ndofs(&self) -> usize {
SPATIAL_DIM
}
#[inline]
fn generalized_velocity(&self) -> DVectorSlice<N> {
DVectorSlice::from_slice(self.velocity.as_slice(), SPATIAL_DIM)
}
#[inline]
fn generalized_velocity_mut(&mut self) -> DVectorSliceMut<N> {
self.update_status.set_velocity_changed(true);
DVectorSliceMut::from_slice(self.velocity.as_mut_slice(), SPATIAL_DIM)
}
#[inline]
fn generalized_acceleration(&self) -> DVectorSlice<N> {
DVectorSlice::from_slice(self.acceleration.as_slice(), SPATIAL_DIM)
}
#[inline]
fn integrate(&mut self, parameters: &IntegrationParameters<N>) {
self.velocity.linear *= N::one() / (N::one() + parameters.dt() * self.linear_damping);
self.velocity.angular *= N::one() / (N::one() + parameters.dt() * self.angular_damping);
let linvel_norm = self.velocity.linear.norm();
if linvel_norm > self.max_linear_velocity {
if self.max_linear_velocity.is_zero() {
self.velocity.linear = na::zero();
} else {
self.velocity.linear *= self.max_linear_velocity / linvel_norm;
}
}
#[cfg(feature = "dim2")]
{
if self.velocity.angular > self.max_angular_velocity {
self.velocity.angular = self.max_angular_velocity;
} else if self.velocity.angular < -self.max_angular_velocity {
self.velocity.angular = -self.max_angular_velocity;
}
}
#[cfg(feature = "dim3")]
{
let angvel_norm = self.velocity.angular.norm();
if angvel_norm > self.max_angular_velocity {
if self.max_angular_velocity.is_zero() {
self.velocity.angular = na::zero()
} else {
self.velocity.angular *= self.max_angular_velocity / angvel_norm;
}
}
}
let disp = self.velocity * parameters.dt();
self.apply_displacement(&disp);
}
fn clear_forces(&mut self) {
self.external_forces = Force::zero();
}
fn clear_update_flags(&mut self) {
self.update_status.clear();
}
fn update_kinematics(&mut self) {}
fn step_started(&mut self) {
self.position0 = self.position;
}
fn advance(&mut self, time_ratio: N) {
let motion = self.part_motion(0, N::zero()).unwrap();
self.position0 = motion.position_at_time(time_ratio);
}
fn validate_advancement(&mut self) {
self.position0 = self.position;
}
fn clamp_advancement(&mut self) {
if self.linear_motion_interpolation_enabled {
let p0 = Isometry::from_parts(self.position0.translation, self.position.rotation);
self.set_position(p0);
} else {
self.set_position(self.position0);
}
}
fn part_motion(&self, _: usize, time_origin: N) -> Option<BodyPartMotion<N>> {
if self.linear_motion_interpolation_enabled {
let p0 = Isometry::from_parts(self.position0.translation, self.position.rotation);
let motion =
ConstantLinearVelocityRigidMotion::new(time_origin, p0, self.velocity.linear);
Some(BodyPartMotion::RigidLinear(motion))
} else {
let motion = ConstantVelocityRigidMotion::new(
time_origin,
self.position0,
self.local_com,
self.velocity.linear,
self.velocity.angular,
);
Some(BodyPartMotion::RigidNonlinear(motion))
}
}
#[allow(unused_variables)] // for parameters used only in 3D.
fn update_dynamics(&mut self, dt: N) {
if !self.update_status.inertia_needs_update() || self.status != BodyStatus::Dynamic {
return;
}
if !self.is_active() {
self.activate();
}
match self.status {
#[cfg(feature = "dim3")]
BodyStatus::Dynamic => {
// The inverse inertia matrix is constant in 2D.
self.inertia = self.local_inertia.transformed(&self.position);
self.augmented_mass = self.inertia;
let i = &self.inertia.angular;
let w = &self.velocity.angular;
let iw = i * w;
let w_dt = w * dt;
let w_dt_cross = w_dt.gcross_matrix();
let iw_dt_cross = (iw * dt).gcross_matrix();
self.augmented_mass.angular += w_dt_cross * i - iw_dt_cross;
// NOTE: if we did not have the gyroscopic forces, we would not have to invert the inertia
// matrix at each time-step => add a flag to disable gyroscopic forces?
self.inv_augmented_mass = self.augmented_mass.inverse();
}
_ => {}
}
}
fn update_acceleration(&mut self, gravity: &Vector<N>, _: &IntegrationParameters<N>) {
self.acceleration = Velocity::zero();
match self.status {
BodyStatus::Dynamic => {
// The inverse inertia matrix is constant in 2D.
#[cfg(feature = "dim3")]
{
/*
* Compute acceleration due to gyroscopic forces.
*/
let i = &self.inertia.angular;
let w = &self.velocity.angular;
let iw = i * w;
let gyroscopic = -w.cross(&iw);
self.acceleration.angular = self.inv_augmented_mass.angular * gyroscopic;
}
if self.inv_augmented_mass.linear != N::zero() && self.gravity_enabled {
self.acceleration.linear = *gravity;
}
self.acceleration += self.inv_augmented_mass * self.external_forces;
self.acceleration
.as_vector_mut()
.component_mul_assign(&self.jacobian_mask);
}
_ => {}
}
}
#[inline]
fn num_parts(&self) -> usize {
1
}
#[inline]
fn part(&self, i: usize) -> Option<&dyn BodyPart<N>> {
if i == 0 {
Some(self)
} else {
None
}
}
#[inline]
fn apply_displacement(&mut self, displacement: &[N]) {
self.apply_displacement(&Velocity::from_slice(displacement));
}
#[inline]
fn world_point_at_material_point(&self, _: &dyn BodyPart<N>, point: &Point<N>) -> Point<N> {
self.position * point
}
#[inline]
fn position_at_material_point(&self, _: &dyn BodyPart<N>, point: &Point<N>) -> Isometry<N> {
self.position * Translation::from(point.coords)
}
#[inline]
fn material_point_at_world_point(&self, _: &dyn BodyPart<N>, point: &Point<N>) -> Point<N> {
self.position.inverse_transform_point(point)
}
#[inline]
fn gravity_enabled(&self) -> bool {
self.gravity_enabled
}
#[inline]
fn enable_gravity(&mut self, enabled: bool) {
self.gravity_enabled = enabled
}
#[inline]
fn velocity_at_point(&self, _: usize, point: &Point<N>) -> Velocity<N> {
let pos = point - self.com;
self.velocity.shift(&pos)
}
#[inline]
fn fill_constraint_geometry(
&self,
_: &dyn BodyPart<N>,
_: usize,
point: &Point<N>,
force_dir: &ForceDirection<N>,
j_id: usize,
wj_id: usize,
jacobians: &mut [N],
inv_r: &mut N,
ext_vels: Option<&DVectorSlice<N>>,
out_vel: Option<&mut N>,
) {
let pos = point - self.com.coords;
let force = force_dir.at_point(&pos);
let mut masked_force = force.clone();
masked_force
.as_vector_mut()
.component_mul_assign(&self.jacobian_mask);
match self.status {
BodyStatus::Kinematic => {
if let Some(out_vel) = out_vel {
// Don't use the masked force here so the locked
// DOF remain controllable at the velocity level.
*out_vel += force.as_vector().dot(&self.velocity.as_vector());
}
}
BodyStatus::Dynamic => {
jacobians[j_id..j_id + SPATIAL_DIM].copy_from_slice(masked_force.as_slice());
let inv_mass = self.inv_augmented_mass();
let imf = *inv_mass * masked_force;
jacobians[wj_id..wj_id + SPATIAL_DIM].copy_from_slice(imf.as_slice());
*inv_r +=
inv_mass.mass() + masked_force.angular_vector().dot(&imf.angular_vector());
if let Some(out_vel) = out_vel {
// Don't use the masked force here so the locked
// DOF remain controllable at the velocity level.
*out_vel += force.as_vector().dot(&self.velocity.as_vector());
if let Some(ext_vels) = ext_vels {
*out_vel += masked_force.as_vector().dot(ext_vels)
}
}
}
BodyStatus::Static | BodyStatus::Disabled => {}
}
}
#[inline]
fn has_active_internal_constraints(&mut self) -> bool {
false
}
#[inline]
fn setup_internal_velocity_constraints(
&mut self,
_: &DVectorSlice<N>,
_: &IntegrationParameters<N>,
) {
}
#[inline]
fn warmstart_internal_velocity_constraints(&mut self, _: &mut DVectorSliceMut<N>) {}
#[inline]
fn step_solve_internal_velocity_constraints(&mut self, _: &mut DVectorSliceMut<N>) {}
#[inline]
fn step_solve_internal_position_constraints(&mut self, _: &IntegrationParameters<N>) {}
#[inline]
fn add_local_inertia_and_com(&mut self, _: usize, com: Point<N>, inertia: Inertia<N>) {
self.update_status.set_local_com_changed(true);
self.update_status.set_local_inertia_changed(true);
let mass_sum = self.inertia.linear + inertia.linear;
// Update center of mass.
if !mass_sum.is_zero() {
self.local_com =
(self.local_com * self.inertia.linear + com.coords * inertia.linear) / mass_sum;
self.com = self.position * self.local_com;
} else {
self.local_com = Point::origin();
self.com = self.position.translation.vector.into();
}
// Update local inertia.
self.local_inertia += inertia;
self.update_inertia_from_local_inertia();
}
/*
* Application of forces/impulses.
*/
fn apply_force(
&mut self,
_: usize,
force: &Force<N>,
force_type: ForceType,
auto_wake_up: bool,
) {
if self.status != BodyStatus::Dynamic {
return;
}
if auto_wake_up {
self.activate();
}
match force_type {
ForceType::Force => self.external_forces.as_vector_mut().cmpy(
N::one(),
force.as_vector(),
&self.jacobian_mask,
N::one(),
),
ForceType::Impulse => {
self.update_status.set_velocity_changed(true);
let dvel = self.inv_augmented_mass * *force;
self.velocity.as_vector_mut().cmpy(
N::one(),
dvel.as_vector(),
&self.jacobian_mask,
N::one(),
)
}
ForceType::AccelerationChange => {
let change = self.augmented_mass * *force;
self.external_forces.as_vector_mut().cmpy(
N::one(),
change.as_vector(),
&self.jacobian_mask,
N::one(),
)
}
ForceType::VelocityChange => {
self.update_status.set_velocity_changed(true);
self.velocity.as_vector_mut().cmpy(
N::one(),
force.as_vector(),
&self.jacobian_mask,
N::one(),
)
}
}
}
fn apply_local_force(
&mut self,
_: usize,
force: &Force<N>,
force_type: ForceType,
auto_wake_up: bool,
) {
let world_force = force.transform_by(&self.position);
self.apply_force(0, &world_force, force_type, auto_wake_up)
}
fn apply_force_at_point(
&mut self,
_: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool,
) {
let force = Force::linear_at_point(*force, &(point - self.com.coords));
self.apply_force(0, &force, force_type, auto_wake_up)
}
fn apply_local_force_at_point(
&mut self,
_: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool,
) {
self.apply_force_at_point(0, &(self.position * force), point, force_type, auto_wake_up)
}
fn apply_force_at_local_point(
&mut self,
_: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool,
) {
self.apply_force_at_point(0, force, &(self.position * point), force_type, auto_wake_up)
}
fn apply_local_force_at_local_point(
&mut self,
_: usize,
force: &Vector<N>,
point: &Point<N>,
force_type: ForceType,
auto_wake_up: bool,
) {
self.apply_force_at_point(
0,
&(self.position * force),
&(self.position * point),
force_type,
auto_wake_up,
)
}
}
impl<N: RealField> BodyPart<N> for RigidBody<N> {
#[inline]
fn is_ground(&self) -> bool {
false
}
#[inline]
fn velocity(&self) -> Velocity<N> {
self.velocity
}
#[inline]
fn position(&self) -> Isometry<N> {
self.position
}
#[inline]
fn safe_position(&self) -> Isometry<N> {
if self.linear_motion_interpolation_enabled {
Isometry::from_parts(self.position0.translation, self.position.rotation)
} else {
self.position0
}
}
#[inline]
fn local_inertia(&self) -> Inertia<N> {
self.local_inertia
}
#[inline]
fn inertia(&self) -> Inertia<N> {
self.inertia
}
#[inline]
fn center_of_mass(&self) -> Point<N> {
self.com
}
#[inline]
fn local_center_of_mass(&self) -> Point<N> {
self.local_com
}
}
/// The description of a rigid body, used to build a new `RigidBody`.
///
/// This is the structure to use in order to create and add a rigid body
/// (as well as some attached colliders) to the `World`. It follows
/// the builder pattern and defines three kinds of methods:
///
/// * Methods with the `.with_` prefix: sets a property of `self` and returns `Self` itself.
/// * Methods with the `.set_`prefix: sets a property of `&mut self` and retuns the `&mut self` pointer.
/// * The `build` method: actually build the rigid body into the given `World` and returns a mutable reference to the newly created rigid body.
/// The `build` methods takes `self` by-ref so the same `RigidBodyDesc` can be re-used (possibly modified) to build other rigid bodies.
///
/// The `.with_` methods as well as the `.set_` method are designed to support chaining.
/// Because the `.with_` methods takes `self` by-move, it is useful to use when initializing the
/// `RigidBodyDesc` for the first time. The `.set_` methods are useful when modifying it after
/// this initialization (including after calls to `.build`).
#[derive(Clone)]
pub struct RigidBodyDesc<N: RealField> {
user_data: Option<UserDataBox>,
gravity_enabled: bool,
linear_motion_interpolation_enabled: bool,
position: Isometry<N>,
velocity: Velocity<N>,
linear_damping: N,
angular_damping: N,
max_linear_velocity: N,
max_angular_velocity: N,
local_inertia: Inertia<N>,
local_center_of_mass: Point<N>,
status: BodyStatus,
sleep_threshold: Option<N>,
kinematic_translations: Vector<bool>,
#[cfg(feature = "dim3")]
kinematic_rotations: Vector<bool>,
#[cfg(feature = "dim2")]
kinematic_rotations: bool,
}
impl<'a, N: RealField> RigidBodyDesc<N> {
/// A default rigid body builder.
pub fn new() -> RigidBodyDesc<N> {
RigidBodyDesc {
user_data: None,
gravity_enabled: true,
linear_motion_interpolation_enabled: false,
position: Isometry::identity(),
velocity: Velocity::zero(),
linear_damping: N::zero(),
angular_damping: N::zero(),
max_linear_velocity: N::max_value(),
max_angular_velocity: N::max_value(),
local_inertia: Inertia::zero(),
local_center_of_mass: Point::origin(),
status: BodyStatus::Dynamic,
sleep_threshold: Some(ActivationStatus::default_threshold()),
kinematic_translations: Vector::repeat(false),
#[cfg(feature = "dim3")]
kinematic_rotations: Vector::repeat(false),
#[cfg(feature = "dim2")]
kinematic_rotations: false,
}
}
user_data_desc_accessors!();
#[cfg(feature = "dim3")]
desc_custom_setters!(
self.rotation, set_rotation, axisangle: Vector<N> | { self.position.rotation = Rotation::new(axisangle) }
self.kinematic_rotations, set_rotations_kinematic, kinematic_rotations: Vector<bool> | { self.kinematic_rotations = kinematic_rotations }