public static void ComputeJacobians(ref Vector3Wide tangentX, ref Vector3Wide tangentY, ref Vector3Wide offsetA, ref Vector3Wide offsetB,
                                            out Jacobians jacobians)
        {
            //Two velocity constraints:
            //dot(velocity(p, A), tangentX) = dot(velocity(p, B), tangentX)
            //dot(velocity(p, A), tangentY) = dot(velocity(p, B), tangentY)
            //where velocity(p, A) is the velocity of a point p attached to object A.
            //velocity(p, A) = linearVelocityA + angularVelocityA x (p - positionA) = linearVelocityA + angularVelocityA x offsetA
            //so:
            //dot(velocity(p, A), tangentX) = dot(linearVelocityA, tangentX) + dot(angularVelocityA x offsetA, tangentX)
            //dot(velocity(p, A), tangentX) = dot(linearVelocityA, tangentX) + dot(offsetA x tangentX, angularVelocityA)
            //Restating the two constraints:
            //dot(linearVelocityA, tangentX) + dot(offsetA x tangentX, angularVelocityA) = dot(linearVelocityB, tangentX) + dot(offsetB x tangentX, angularVelocityB)
            //dot(linearVelocityA, tangentY) + dot(offsetA x tangentY, angularVelocityA) = dot(linearVelocityB, tangentY) + dot(offsetB x tangentY, angularVelocityB)
            //dot(linearVelocityA, tangentX) + dot(offsetA x tangentX, angularVelocityA) - dot(linearVelocityB, tangentX) - dot(offsetB x tangentX, angularVelocityB) = 0
            //dot(linearVelocityA, tangentY) + dot(offsetA x tangentY, angularVelocityA) - dot(linearVelocityB, tangentY) - dot(offsetB x tangentY, angularVelocityB) = 0

            //Since there are two constraints (2DOFs), there are two rows in the jacobian, which based on the above is:
            //jLinearA = [ tangentX ]
            //           [ tangentY ]
            //jAngularA = [ offsetA x tangentX ]
            //            [ offsetA x tangentY ]
            //jLinearB = [ -tangentX ]
            //           [ -tangentY ]
            //jAngularB = [ -offsetB x tangentX ] = [ tangentX x offsetB ]
            //            [ -offsetB x tangentY ]   [ tangentY x offsetB ]
            //TODO: there would be a minor benefit in eliminating this copy manually, since it's very likely that the compiler won't. And it's probably also introducing more locals init.
            jacobians.LinearA.X = tangentX;
            jacobians.LinearA.Y = tangentY;
            Vector3Wide.CrossWithoutOverlap(offsetA, tangentX, out jacobians.AngularA.X);
            Vector3Wide.CrossWithoutOverlap(offsetA, tangentY, out jacobians.AngularA.Y);
            Vector3Wide.CrossWithoutOverlap(tangentX, offsetB, out jacobians.AngularB.X);
            Vector3Wide.CrossWithoutOverlap(tangentY, offsetB, out jacobians.AngularB.Y);
        }
Beispiel #2
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        public static void ApplyImpulse(ref Jacobians jacobians, ref BodyInertias inertiaA,
                                        ref Vector2Wide correctiveImpulse, ref BodyVelocities wsvA)
        {
            Matrix2x3Wide.Transform(correctiveImpulse, jacobians.LinearA, out var linearImpulseA);
            Matrix2x3Wide.Transform(correctiveImpulse, jacobians.AngularA, out var angularImpulseA);
            BodyVelocities correctiveVelocityA;

            Vector3Wide.Scale(linearImpulseA, inertiaA.InverseMass, out correctiveVelocityA.Linear);
            Symmetric3x3Wide.TransformWithoutOverlap(angularImpulseA, inertiaA.InverseInertiaTensor, out correctiveVelocityA.Angular);
            Vector3Wide.Add(wsvA.Linear, correctiveVelocityA.Linear, out wsvA.Linear);
            Vector3Wide.Add(wsvA.Angular, correctiveVelocityA.Angular, out wsvA.Angular);
        }
        public static void ApplyImpulse(ref Jacobians jacobians, ref BodyInertias inertiaA, ref BodyInertias inertiaB,
                                        ref Vector2Wide correctiveImpulse, ref BodyVelocities wsvA, ref BodyVelocities wsvB)
        {
            Matrix2x3Wide.Transform(correctiveImpulse, jacobians.LinearA, out var linearImpulseA);
            Matrix2x3Wide.Transform(correctiveImpulse, jacobians.AngularA, out var angularImpulseA);
            Matrix2x3Wide.Transform(correctiveImpulse, jacobians.AngularB, out var angularImpulseB);
            BodyVelocities correctiveVelocityA, correctiveVelocityB;

            Vector3Wide.Scale(linearImpulseA, inertiaA.InverseMass, out correctiveVelocityA.Linear);
            Symmetric3x3Wide.TransformWithoutOverlap(angularImpulseA, inertiaA.InverseInertiaTensor, out correctiveVelocityA.Angular);
            Vector3Wide.Scale(linearImpulseA, inertiaB.InverseMass, out correctiveVelocityB.Linear);
            Symmetric3x3Wide.TransformWithoutOverlap(angularImpulseB, inertiaB.InverseInertiaTensor, out correctiveVelocityB.Angular);
            Vector3Wide.Add(wsvA.Linear, correctiveVelocityA.Linear, out wsvA.Linear);
            Vector3Wide.Add(wsvA.Angular, correctiveVelocityA.Angular, out wsvA.Angular);
            Vector3Wide.Subtract(wsvB.Linear, correctiveVelocityB.Linear, out wsvB.Linear); //note subtract- we based it on the LinearA jacobian.
            Vector3Wide.Add(wsvB.Angular, correctiveVelocityB.Angular, out wsvB.Angular);
        }
Beispiel #4
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        public static void ComputeCorrectiveImpulse(ref BodyVelocities wsvA, ref Projection data, ref Jacobians jacobians,
                                                    ref Vector <float> maximumImpulse, ref Vector2Wide accumulatedImpulse, out Vector2Wide correctiveCSI)
        {
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvA.Linear, jacobians.LinearA, out var csvaLinear);
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvA.Angular, jacobians.AngularA, out var csvaAngular);
            Vector2Wide.Add(csvaLinear, csvaAngular, out var csv);
            //Required corrective velocity is the negation of the current constraint space velocity.
            Symmetric2x2Wide.TransformWithoutOverlap(csv, data.EffectiveMass, out var negativeCSI);

            var previousAccumulated = accumulatedImpulse;

            Vector2Wide.Subtract(accumulatedImpulse, negativeCSI, out accumulatedImpulse);
            //The maximum force of friction depends upon the normal impulse. The maximum is supplied per iteration.
            Vector2Wide.Length(accumulatedImpulse, out var accumulatedMagnitude);
            //Note division by zero guard.
            var scale = Vector.Min(Vector <float> .One, maximumImpulse / Vector.Max(new Vector <float>(1e-16f), accumulatedMagnitude));

            Vector2Wide.Scale(accumulatedImpulse, scale, out accumulatedImpulse);

            Vector2Wide.Subtract(accumulatedImpulse, previousAccumulated, out correctiveCSI);
        }
Beispiel #5
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 public static void ComputeJacobians(ref Vector3Wide tangentX, ref Vector3Wide tangentY, ref Vector3Wide offsetA, out Jacobians jacobians)
 {
     //TODO: there would be a minor benefit in eliminating this copy manually, since it's very likely that the compiler won't. And it's probably also introducing more locals init.
     jacobians.LinearA.X = tangentX;
     jacobians.LinearA.Y = tangentY;
     Vector3Wide.CrossWithoutOverlap(offsetA, tangentX, out jacobians.AngularA.X);
     Vector3Wide.CrossWithoutOverlap(offsetA, tangentY, out jacobians.AngularA.Y);
 }
        public static void ComputeCorrectiveImpulse(ref BodyVelocities wsvA, ref BodyVelocities wsvB, ref TangentFriction.Projection data, ref Jacobians jacobians,
                                                    ref Vector <float> maximumImpulse, ref Vector2Wide accumulatedImpulse, out Vector2Wide correctiveCSI)
        {
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvA.Linear, jacobians.LinearA, out var csvaLinear);
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvA.Angular, jacobians.AngularA, out var csvaAngular);
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvB.Linear, jacobians.LinearA, out var csvbLinear);
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvB.Angular, jacobians.AngularB, out var csvbAngular);
            //Note that the velocity in constraint space is (csvaLinear - csvbLinear + csvaAngular + csvbAngular).
            //The subtraction there is due to sharing the linear jacobian between both bodies3D.
            //In the following, we need to compute the constraint space *violating* velocity- which is the negation of the above velocity in constraint space.
            //So, (csvbLinear - csvaLinear - (csvaAngular + csvbAngular)).
            Vector2Wide.Subtract(csvbLinear, csvaLinear, out var csvLinear);
            Vector2Wide.Add(csvaAngular, csvbAngular, out var csvAngular);
            Vector2Wide.Subtract(csvLinear, csvAngular, out var csv);

            Symmetric2x2Wide.TransformWithoutOverlap(csv, data.EffectiveMass, out var csi);

            var previousAccumulated = accumulatedImpulse;

            Vector2Wide.Add(accumulatedImpulse, csi, out accumulatedImpulse);
            //The maximum force of friction depends upon the normal impulse. The maximum is supplied per iteration.
            Vector2Wide.Length(accumulatedImpulse, out var accumulatedMagnitude);
            //Note division by zero guard.
            var scale = Vector.Min(Vector <float> .One, maximumImpulse / Vector.Max(new Vector <float>(1e-16f), accumulatedMagnitude));

            Vector2Wide.Scale(accumulatedImpulse, scale, out accumulatedImpulse);

            Vector2Wide.Subtract(accumulatedImpulse, previousAccumulated, out correctiveCSI);
        }