Exemple #1
0
        public void Solve(ref MotionVelocity velocityA, ref MotionVelocity velocityB, float timestep, float invTimestep)
        {
            // Predict the relative orientation at the end of the step
            quaternion futureBFromA = JacobianUtilities.IntegrateOrientationBFromA(BFromA, velocityA.AngularVelocity, velocityB.AngularVelocity, timestep);

            // Find the future axis and angle of rotation between the free axes
            float3 jacA0, jacA1, jacA2, jacB0, jacB1, jacB2;
            float3 effectiveMass; // first column of 3x3 effective mass matrix, don't need the others because only jac0 can have nonzero error
            float  futureAngle;
            {
                // Calculate the relative rotation between joint spaces
                quaternion jointOrientation = math.mul(math.inverse(RefBFromA), futureBFromA);

                // Find the axis and angle of rotation
                jacA0 = jointOrientation.value.xyz;
                float sinHalfAngleSq  = math.lengthsq(jacA0);
                float invSinHalfAngle = Math.RSqrtSafe(sinHalfAngleSq);
                float sinHalfAngle    = sinHalfAngleSq * invSinHalfAngle;
                futureAngle = math.asin(sinHalfAngle) * 2.0f;

                jacA0 = math.select(jacA0 * invSinHalfAngle, new float3(1, 0, 0), invSinHalfAngle == 0.0f);
                jacA0 = math.select(jacA0, -jacA0, jointOrientation.value.w < 0.0f);
                Math.CalculatePerpendicularNormalized(jacA0, out jacA1, out jacA2);

                jacB0 = math.mul(futureBFromA, -jacA0);
                jacB1 = math.mul(futureBFromA, -jacA1);
                jacB2 = math.mul(futureBFromA, -jacA2);

                // Calculate the effective mass
                float3 invEffectiveMassDiag = new float3(
                    math.csum(jacA0 * jacA0 * velocityA.InverseInertiaAndMass.xyz + jacB0 * jacB0 * velocityB.InverseInertiaAndMass.xyz),
                    math.csum(jacA1 * jacA1 * velocityA.InverseInertiaAndMass.xyz + jacB1 * jacB1 * velocityB.InverseInertiaAndMass.xyz),
                    math.csum(jacA2 * jacA2 * velocityA.InverseInertiaAndMass.xyz + jacB2 * jacB2 * velocityB.InverseInertiaAndMass.xyz));
                float3 invEffectiveMassOffDiag = new float3(
                    math.csum(jacA0 * jacA1 * velocityA.InverseInertiaAndMass.xyz + jacB0 * jacB1 * velocityB.InverseInertiaAndMass.xyz),
                    math.csum(jacA0 * jacA2 * velocityA.InverseInertiaAndMass.xyz + jacB0 * jacB2 * velocityB.InverseInertiaAndMass.xyz),
                    math.csum(jacA1 * jacA2 * velocityA.InverseInertiaAndMass.xyz + jacB1 * jacB2 * velocityB.InverseInertiaAndMass.xyz));
                JacobianUtilities.InvertSymmetricMatrix(invEffectiveMassDiag, invEffectiveMassOffDiag, out float3 effectiveMassDiag, out float3 effectiveMassOffDiag);
                effectiveMass = JacobianUtilities.BuildSymmetricMatrix(effectiveMassDiag, effectiveMassOffDiag).c0;
            }

            // Calculate the error, adjust by tau and damping, and apply an impulse to correct it
            float  futureError   = JacobianUtilities.CalculateError(futureAngle, MinAngle, MaxAngle);
            float  solveError    = JacobianUtilities.CalculateCorrection(futureError, InitialError, Tau, Damping);
            float  solveVelocity = -solveError * invTimestep;
            float3 impulseA      = solveVelocity * (jacA0 * effectiveMass.x + jacA1 * effectiveMass.y + jacA2 * effectiveMass.z);
            float3 impulseB      = solveVelocity * (jacB0 * effectiveMass.x + jacB1 * effectiveMass.y + jacB2 * effectiveMass.z);

            velocityA.ApplyAngularImpulse(impulseA);
            velocityB.ApplyAngularImpulse(impulseB);
        }
        // Solve the Jacobian
        public void Solve(ref MotionVelocity velocityA, ref MotionVelocity velocityB, float timestep)
        {
            // Predict the relative orientation at the end of the step
            quaternion futureBFromA = JacobianUtilities.IntegrateOrientationBFromA(BFromA, velocityA.AngularVelocity, velocityB.AngularVelocity, timestep);

            // Calculate the jacobian axis and angle
            float3 axisAinB     = math.mul(futureBFromA, AxisAinA);
            float3 jacB0        = math.cross(axisAinB, AxisBinB);
            float3 jacA0        = math.mul(math.inverse(futureBFromA), -jacB0);
            float  jacLengthSq  = math.lengthsq(jacB0);
            float  invJacLength = Math.RSqrtSafe(jacLengthSq);
            float  futureAngle;
            {
                float sinAngle = jacLengthSq * invJacLength;
                float cosAngle = math.dot(axisAinB, AxisBinB);
                futureAngle = math.atan2(sinAngle, cosAngle);
            }

            // Choose a second jacobian axis perpendicular to A
            float3 jacB1 = math.cross(jacB0, axisAinB);
            float3 jacA1 = math.mul(math.inverse(futureBFromA), -jacB1);

            // Calculate effective mass
            float2 effectiveMass; // First column of the 2x2 matrix, we don't need the second column because the second component of error is zero

            {
                // Calculate the inverse effective mass matrix, then invert it
                float invEffMassDiag0   = math.csum(jacA0 * jacA0 * velocityA.InverseInertiaAndMass.xyz + jacB0 * jacB0 * velocityB.InverseInertiaAndMass.xyz);
                float invEffMassDiag1   = math.csum(jacA1 * jacA1 * velocityA.InverseInertiaAndMass.xyz + jacB1 * jacB1 * velocityB.InverseInertiaAndMass.xyz);
                float invEffMassOffDiag = math.csum(jacA0 * jacA1 * velocityA.InverseInertiaAndMass.xyz + jacB0 * jacB1 * velocityB.InverseInertiaAndMass.xyz);
                float det    = invEffMassDiag0 * invEffMassDiag1 - invEffMassOffDiag * invEffMassOffDiag;
                float invDet = math.select(jacLengthSq / det, 0.0f, det == 0.0f); // scale by jacLengthSq because the jacs were not normalized
                effectiveMass = invDet * new float2(invEffMassDiag1, -invEffMassOffDiag);
            }

            // Normalize the jacobians
            jacA0 *= invJacLength;
            jacB0 *= invJacLength;
            jacA1 *= invJacLength;
            jacB1 *= invJacLength;

            // Calculate the error, adjust by tau and damping, and apply an impulse to correct it
            float  futureError = JacobianUtilities.CalculateError(futureAngle, MinAngle, MaxAngle);
            float  solveError  = JacobianUtilities.CalculateCorrection(futureError, InitialError, Tau, Damping);
            float2 impulse     = -effectiveMass * solveError * (1.0f / timestep);

            velocityA.ApplyAngularImpulse(impulse.x * jacA0 + impulse.y * jacA1);
            velocityB.ApplyAngularImpulse(impulse.x * jacB0 + impulse.y * jacB1);
        }
Exemple #3
0
        // Solve the Jacobian
        public void Solve(ref MotionVelocity velocityA, ref MotionVelocity velocityB, float timestep, float invTimestep)
        {
            // Predict the relative orientation at the end of the step
            quaternion futureMotionBFromA = JacobianUtilities.IntegrateOrientationBFromA(MotionBFromA, velocityA.AngularVelocity, velocityB.AngularVelocity, timestep);

            // Calculate the effective mass
            float3 axisInMotionB = math.mul(futureMotionBFromA, -AxisInMotionA);
            float  effectiveMass;
            {
                float invEffectiveMass = math.csum(AxisInMotionA * AxisInMotionA * velocityA.InverseInertia +
                                                   axisInMotionB * axisInMotionB * velocityB.InverseInertia);
                effectiveMass = math.select(1.0f / invEffectiveMass, 0.0f, invEffectiveMass == 0.0f);
            }

            // Calculate the error, adjust by tau and damping, and apply an impulse to correct it
            float futureError = CalculateError(futureMotionBFromA);
            float solveError  = JacobianUtilities.CalculateCorrection(futureError, InitialError, Tau, Damping);
            float impulse     = math.mul(effectiveMass, -solveError) * invTimestep;

            velocityA.ApplyAngularImpulse(impulse * AxisInMotionA);
            velocityB.ApplyAngularImpulse(impulse * axisInMotionB);
        }
 private static void ApplyImpulse(float3 impulse, float3 ang0, float3 ang1, float3 ang2, ref MotionVelocity velocity)
 {
     velocity.ApplyLinearImpulse(impulse);
     velocity.ApplyAngularImpulse(impulse.x * ang0 + impulse.y * ang1 + impulse.z * ang2);
 }