// Solve the Jacobian public void SolveContact( ref JacobianHeader jacHeader, ref MotionVelocity velocityA, ref MotionVelocity velocityB, Solver.StepInput stepInput, ref NativeStream.Writer collisionEventsWriter, bool enableFrictionVelocitiesHeuristic, Solver.MotionStabilizationInput motionStabilizationSolverInputA, Solver.MotionStabilizationInput motionStabilizationSolverInputB) { // Copy velocity data MotionVelocity tempVelocityA = velocityA; MotionVelocity tempVelocityB = velocityB; if (jacHeader.HasMassFactors) { MassFactors jacMod = jacHeader.AccessMassFactors(); tempVelocityA.InverseInertia *= jacMod.InverseInertiaFactorA; tempVelocityA.InverseMass *= jacMod.InverseMassFactorA; tempVelocityB.InverseInertia *= jacMod.InverseInertiaFactorB; tempVelocityB.InverseMass *= jacMod.InverseMassFactorB; } // Solve normal impulses float sumImpulses = 0.0f; float totalAccumulatedImpulse = 0.0f; bool forceCollisionEvent = false; for (int j = 0; j < BaseJacobian.NumContacts; j++) { ref ContactJacAngAndVelToReachCp jacAngular = ref jacHeader.AccessAngularJacobian(j); // Solve velocity so that predicted contact distance is greater than or equal to zero float relativeVelocity = BaseContactJacobian.GetJacVelocity(BaseJacobian.Normal, jacAngular.Jac, tempVelocityA.LinearVelocity, tempVelocityA.AngularVelocity, tempVelocityB.LinearVelocity, tempVelocityB.AngularVelocity); float dv = jacAngular.VelToReachCp - relativeVelocity; float impulse = dv * jacAngular.Jac.EffectiveMass; float accumulatedImpulse = math.max(jacAngular.Jac.Impulse + impulse, 0.0f); if (accumulatedImpulse != jacAngular.Jac.Impulse) { float deltaImpulse = accumulatedImpulse - jacAngular.Jac.Impulse; ApplyImpulse(deltaImpulse, BaseJacobian.Normal, jacAngular.Jac, ref tempVelocityA, ref tempVelocityB, motionStabilizationSolverInputA.InverseInertiaScale, motionStabilizationSolverInputB.InverseInertiaScale); } jacAngular.Jac.Impulse = accumulatedImpulse; sumImpulses += accumulatedImpulse; totalAccumulatedImpulse += jacAngular.Jac.Impulse; // Force contact event even when no impulse is applied, but there is penetration. forceCollisionEvent |= jacAngular.VelToReachCp > 0.0f; }
public float3 FrictionEffectiveMassOffDiag; // Effective mass matrix (0, 1), (0, 2), (1, 2) == (1, 0), (2, 0), (2, 1) // Solve the Jacobian public void Solve( ref JacobianHeader jacHeader, ref MotionVelocity velocityA, ref MotionVelocity velocityB, Solver.StepInput stepInput, ref BlockStream.Writer collisionEventsWriter) { // Copy velocity data MotionVelocity tempVelocityA = velocityA; MotionVelocity tempVelocityB = velocityB; if (jacHeader.HasMassFactors) { MassFactors jacMod = jacHeader.AccessMassFactors(); tempVelocityA.InverseInertiaAndMass *= jacMod.InvInertiaAndMassFactorA; tempVelocityB.InverseInertiaAndMass *= jacMod.InvInertiaAndMassFactorB; } // Calculate maximum impulse per sub step float maxImpulseToApply; if (jacHeader.HasMaxImpulse) { maxImpulseToApply = jacHeader.AccessMaxImpulse() * stepInput.Timestep * stepInput.InvNumSolverIterations; } else { maxImpulseToApply = float.MaxValue; } // Solve normal impulses float sumImpulses = 0.0f; float frictionFactor = 1.0f; float4 totalAccumulatedImpulses = float4.zero; bool forceCollisionEvent = false; for (int j = 0; j < BaseJacobian.NumContacts; j++) { ref ContactJacAngAndVelToReachCp jacAngular = ref jacHeader.AccessAngularJacobian(j); // Solve velocity so that predicted contact distance is greater than or equal to zero float relativeVelocity = BaseContactJacobian.GetJacVelocity(BaseJacobian.Normal, jacAngular.Jac, tempVelocityA, tempVelocityB); float dv = jacAngular.VelToReachCp - relativeVelocity; // Restitution (typically set to zero) if (dv > 0.0f && CoefficientOfRestitution > 0.0f) { float negContactRestingVelocity = -stepInput.GravityLength * stepInput.Timestep * 1.5f; if (relativeVelocity < negContactRestingVelocity) { float invMassA = tempVelocityA.InverseInertiaAndMass.w; float invMassB = tempVelocityB.InverseInertiaAndMass.w; float effInvMassAtCenter = invMassA + invMassB; jacAngular.VelToReachCp = -(CoefficientOfRestitution * (relativeVelocity - negContactRestingVelocity)) * (jacAngular.Jac.EffectiveMass * effInvMassAtCenter); dv = jacAngular.VelToReachCp - relativeVelocity; // reduce friction to 1/4 of the impulse frictionFactor = 0.25f; } } float impulse = dv * jacAngular.Jac.EffectiveMass; bool clipped = impulse > maxImpulseToApply; impulse = math.min(impulse, maxImpulseToApply); float accumulatedImpulse = math.max(jacAngular.Jac.Impulse + impulse, 0.0f); if (accumulatedImpulse != jacAngular.Jac.Impulse) { float deltaImpulse = accumulatedImpulse - jacAngular.Jac.Impulse; ApplyImpulse(deltaImpulse, BaseJacobian.Normal, jacAngular.Jac, ref tempVelocityA, ref tempVelocityB); } jacAngular.Jac.Impulse = accumulatedImpulse; sumImpulses += accumulatedImpulse; // If there are more than 4 contacts, accumulate their impulses to the last contact point totalAccumulatedImpulses[math.min(j, 3)] += jacAngular.Jac.Impulse; // Force contact event even when no impulse is applied, but there is penetration. // Also force when impulse was clipped, even if clipped to 0. forceCollisionEvent |= jacAngular.VelToReachCp > 0.0f || clipped; }
public unsafe static void Execute(ref JacobiansJobData <T> jobData, IntPtr additionalData, IntPtr bufferRangePatchData, ref JobRanges ranges, int jobIndex) { ModifiableJacobianHeader modifiableHeader; ModifiableContactJacobian modifiableContact; byte *headerBuffer = stackalloc byte[JacobianHeader.CalculateSize(JacobianType.Contact, (JacobianFlags)0xff, 4)]; //<todo.eoin.modifier How to verify correct sizes? byte *contactBuffer = stackalloc byte[sizeof(ContactJacobian)]; Havok.Physics.HpGrid *curGrid = jobData.FixedJacobianGrid; int *pluginIndexToLocal = jobData.PluginIndexToLocal->Data; for (int g = 0; g < 2; g++) { for (int i = 0; i < curGrid->m_size; i++) { HpCsContactJacRange *gridRange = curGrid->m_entries + i; var range = (Havok.Physics.HpLinkedRange *)UnsafeUtility.AddressOf(ref gridRange->m_range); while (range != null) { var reader = new Havok.Physics.HpBlockStreamReader(range); while (reader.HasItems) { var hpHeader = (Havok.Physics.HpJacHeader *)reader.Peek(); modifiableHeader = new ModifiableJacobianHeader { }; modifiableContact = new ModifiableContactJacobian { }; modifiableHeader.m_Header = (JacobianHeader *)headerBuffer; modifiableContact.m_ContactJacobian = (ContactJacobian *)contactBuffer; int bodyIndexA = pluginIndexToLocal[hpHeader->m_bodyIdA & 0x00ffffff]; int bodyIndexB = pluginIndexToLocal[hpHeader->m_bodyIdB & 0x00ffffff]; modifiableHeader.m_Header->BodyPair = new BodyIndexPair { BodyIndexA = bodyIndexA, BodyIndexB = bodyIndexB }; modifiableHeader.EntityPair = new EntityPair { EntityA = jobData.Bodies[bodyIndexA].Entity, EntityB = jobData.Bodies[bodyIndexB].Entity }; modifiableHeader.m_Header->Type = JacobianType.Contact; modifiableContact.m_ContactJacobian->BaseJacobian.NumContacts = hpHeader->m_numPoints; modifiableContact.m_ContactJacobian->BaseJacobian.Normal = hpHeader->m_normal.xyz; Havok.Physics.HPManifoldCollisionCache *manifoldCache = hpHeader->m_manifoldCollisionCache; modifiableContact.m_ContactJacobian->CoefficientOfFriction = manifoldCache->m_friction.Value; // Fill in friction data if (HpJacHeader.hasAnyFriction(hpHeader->m_flagsAndDimB)) { Havok.Physics.HpJac3dFriction *jf = hpHeader->accessJacFriction(); modifiableContact.m_ContactJacobian->Friction0.AngularA = jf->m_jacDir0_angular0.xyz; modifiableContact.m_ContactJacobian->Friction0.AngularB = jf->m_jacDir0_angular1.xyz; modifiableContact.m_ContactJacobian->Friction1.AngularA = jf->m_jacDir1_angular0.xyz; modifiableContact.m_ContactJacobian->Friction1.AngularB = jf->m_jacDir1_angular1.xyz; modifiableContact.m_ContactJacobian->AngularFriction.AngularA = jf->m_jacAng_angular0.xyz; modifiableContact.m_ContactJacobian->AngularFriction.AngularB = jf->m_jacAng_angular1.xyz; } Havok.Physics.HpPerManifoldProperty *cdp = manifoldCache->GetCustomPropertyStorage(); modifiableHeader.m_Header->Flags = (JacobianFlags)cdp->m_jacobianFlags; if ((cdp->m_jacobianFlags & (byte)JacobianFlags.EnableMassFactors) != 0) { modifiableHeader.MassFactors = *hpHeader->accessMassFactors(); } for (int p = 0; p < hpHeader->m_numPoints; p++) { Havok.Physics.HpJacAngular *hpAng = hpHeader->accessJacAngular(p); var ang = new ContactJacAngAndVelToReachCp { Jac = new ContactJacobianAngular { AngularA = hpAng->m_angular0.xyz, AngularB = hpAng->m_angular1.xyz, EffectiveMass = hpAng->m_angular0.w, }, VelToReachCp = hpAng->m_angular1.w, }; // Access the angular jacobian from the header directly, // to avoid the modifiable header marking itself dirty. modifiableHeader.m_Header->AccessAngularJacobian(p) = ang; } jobData.UserJobData.Execute(ref modifiableHeader, ref modifiableContact); if (((byte)modifiableHeader.Flags & (byte)JacobianFlags.Disabled) != 0) { // Don't check the "changed" state of the jacobian - this flag is set on the contact hpHeader->m_flagsAndDimB |= 1 << 10; // JH_MANIFOLD_IS_NOT_NORMAL hpHeader->m_manifoldType = 3; // hknpManifoldType::DISABLED } if (modifiableHeader.AngularChanged || modifiableHeader.ModifiersChanged) { // Need to disable jacobian caching, since we can't tell what modifications the user has done manifoldCache->m_qualityFlags &= (0xffff ^ (1 << 10)); //hknpBodyQuality::ENABLE_CONTACT_CACHING } if (modifiableHeader.AngularChanged) { for (int p = 0; p < hpHeader->m_numPoints; p++) { Havok.Physics.HpJacAngular * hpAng = hpHeader->accessJacAngular(p); ContactJacAngAndVelToReachCp ang = modifiableHeader.GetAngularJacobian(p); hpAng->m_angular0 = new float4(ang.Jac.AngularA, ang.Jac.EffectiveMass); hpAng->m_angular1 = new float4(ang.Jac.AngularB, ang.VelToReachCp); } } if (modifiableHeader.ModifiersChanged && (cdp->m_jacobianFlags & (byte)JacobianFlags.EnableMassFactors) != 0) { *hpHeader->accessMassFactors() = modifiableHeader.MassFactors; } if (modifiableHeader.ModifiersChanged && (cdp->m_jacobianFlags & (byte)JacobianFlags.EnableSurfaceVelocity) != 0) { var surfVel = modifiableHeader.SurfaceVelocity; float angVelProj = math.dot(surfVel.AngularVelocity, modifiableContact.Normal); if (manifoldCache != null) { float frictionRhs = manifoldCache->getFrictionRhsMultiplierValue(); float frictRhsMul = frictionRhs * jobData.TimeStep; // Update cached integrated friction rhs float4 vel = new float4(-surfVel.LinearVelocity, -angVelProj); float4 rhs4 = manifoldCache->m_integratedFrictionRhs; rhs4 += frictRhsMul * vel; manifoldCache->m_integratedFrictionRhs = rhs4; } if (HpJacHeader.hasAnyFriction(hpHeader->m_flagsAndDimB)) { Math.CalculatePerpendicularNormalized(modifiableContact.Normal, out float3 dir0, out float3 dir1); float linVel0 = math.dot(surfVel.LinearVelocity, dir0); float linVel1 = math.dot(surfVel.LinearVelocity, dir1); // Check JH_SURFACE_VELOCITY_DIRTY flag and clear it if it was set const ushort jhSurfaceVelocityDirty = 1 << 3; if ((hpHeader->m_flagsAndDimB & jhSurfaceVelocityDirty) != 0) { *hpHeader->accessSurfaceVelocity() = new float3(linVel0, linVel1, angVelProj); hpHeader->m_flagsAndDimB &= 0xffff ^ jhSurfaceVelocityDirty; } else { *hpHeader->accessSurfaceVelocity() += new float3(linVel0, linVel1, angVelProj); } // Update friction Jacobian { Havok.Physics.HpJac3dFriction *jf = hpHeader->accessJacFriction(); float dRhs0 = jf->m_jacDir0_linear0.w; float dRhs1 = jf->m_jacDir1_linear0.w; float dRhs = jf->m_jacAng_angular1.w; float frictRhsMul = hpHeader->m_manifoldCollisionCache->getFrictionRhsMultiplierValue(); dRhs0 -= frictRhsMul * linVel0; dRhs1 -= frictRhsMul * linVel1; dRhs -= frictRhsMul * angVelProj; jf->m_jacDir0_linear0.w = dRhs0; jf->m_jacDir1_linear0.w = dRhs1; jf->m_jacAng_angular1.w = dRhs; } } } if (modifiableContact.Modified) { hpHeader->m_normal.xyz = modifiableContact.Normal; manifoldCache->m_friction.Value = modifiableContact.CoefficientOfFriction; if (HpJacHeader.hasAnyFriction(hpHeader->m_flagsAndDimB)) { Havok.Physics.HpJac3dFriction *jf = hpHeader->accessJacFriction(); jf->m_jacDir0_angular0.xyz = modifiableContact.Friction0.AngularA; jf->m_jacDir0_angular1.xyz = modifiableContact.Friction0.AngularB; jf->m_jacDir1_angular0.xyz = modifiableContact.Friction1.AngularA; jf->m_jacDir1_angular1.xyz = modifiableContact.Friction1.AngularB; jf->m_jacAng_angular0.xyz = modifiableContact.AngularFriction.AngularA; jf->m_jacAng_angular1.xyz = modifiableContact.AngularFriction.AngularB; } } reader.Advance(hpHeader->m_sizeDiv16 * 16); } range = range->m_next; } } curGrid = jobData.MovingJacobianGrid; } }