func (s ssort) Dtoc(v *lin.V3) float64 { normal := &lin.V3{s.x, s.y, s.z} dot := v.Dot(normal) dx := normal.X * dot dy := normal.Y * dot dz := normal.Z * dot return dx*dx + dy*dy + dz*dz }
// setupFrictionConstraint initializes contact based constraints. Expected to be called on // solver setup for each point of contact. func (sol *solver) setupFrictionConstraint(sc *solverConstraint, normalAxis *lin.V3, sbodA, sbodB *solverBody, sp *solverPoint, relPosA, relPosB *lin.V3) { bodyA, bodyB := sbodA.oBody, sbodB.oBody // either may be nil if body is static. sc.sbodA, sc.sbodB = sbodA, sbodB sc.normal.Set(normalAxis) sc.friction = sp.combinedFriction sc.oPoint = nil sc.appliedImpulse = 0.0 sc.appliedPushImpulse = 0.0 // compute torque ftorqueAxis := sc.relpos1CrossNormal.Cross(relPosA, sc.normal) sc.angularComponentA.SetS(0, 0, 0) if bodyA != nil { sc.angularComponentA.MultMV(bodyA.iitw, ftorqueAxis) } { // scratch v0 ftorqueAxis = sc.relpos2CrossNormal.Cross(relPosB, sol.v0.Neg(sc.normal)) } // scratch v0 free sc.angularComponentB.SetS(0, 0, 0) if bodyB != nil { sc.angularComponentB.MultMV(bodyB.iitw, ftorqueAxis) } // compute sc.jacDiagABInv denom0, denom1 := 0.0, 0.0 if bodyA != nil { // scratch v0 sol.v0.Cross(sc.angularComponentA, relPosA) denom0 = bodyA.imass + normalAxis.Dot(sol.v0) } // scratch v0 free if bodyB != nil { // scratch v0, v1 sol.v0.Cross(sol.v1.Neg(sc.angularComponentB), relPosB) denom1 = bodyB.imass + normalAxis.Dot(sol.v0) } // scratch v0, v1 free relaxation := 1.0 sc.jacDiagABInv = relaxation / (denom0 + denom1) // compute limits. vel1Dotn, vel2Dotn := 0.0, 0.0 if bodyA != nil { vel1Dotn = sc.normal.Dot(sbodA.linearVelocity) + sc.relpos1CrossNormal.Dot(sbodA.angularVelocity) } if bodyB != nil { // scratch v0 vel2Dotn = sol.v0.Neg(sc.normal).Dot(sbodB.linearVelocity) + sc.relpos2CrossNormal.Dot(sbodB.angularVelocity) } // scratch v0 free velocityError := -(vel1Dotn + vel2Dotn) // negative relative velocity sc.rhs = velocityError * sc.jacDiagABInv // velocity impulse sc.cfm = 0 sc.lowerLimit = 0 sc.upperLimit = 1e10 sc.rhsPenetration = 0 }
// Implements Shape.Inertia func (b *box) Inertia(mass float64, inertia *lin.V3) *lin.V3 { lx2, ly2, lz2 := 4.0*b.Hx*b.Hx, 4.0*b.Hy*b.Hy, 4.0*b.Hz*b.Hz inertia.SetS(mass/12.0*(ly2+lz2), mass/12.0*(lx2+lz2), mass/12.0*(lx2+ly2)) return inertia }
// Implements Shape.Inertia func (s *sphere) Inertia(mass float64, inertia *lin.V3) *lin.V3 { elem := 0.4 * mass * s.R * s.R inertia.SetS(elem, elem, elem) return inertia }
// applyImpulse updates the linear and angular velocity change needed to // solve constraints. func (sb *solverBody) applyImpulse(linearComponent, angularComponent *lin.V3, impulseMagnitude float64) { if sb.oBody != nil { sb.deltaLinearVelocity.Add(sb.deltaLinearVelocity, linearComponent.Scale(linearComponent, impulseMagnitude)) sb.deltaAngularVelocity.Add(sb.deltaAngularVelocity, angularComponent.Scale(angularComponent, impulseMagnitude)) } }
// applyPushImpulse updates the push and turn velocity used to separate // inter-penetrating bodies. func (sb *solverBody) applyPushImpulse(linearComponent, angularComponent *lin.V3, impulseMagnitude float64) { if sb.oBody != nil { sb.pushVelocity.Add(sb.pushVelocity, linearComponent.Scale(linearComponent, impulseMagnitude)) sb.turnVelocity.Add(sb.turnVelocity, angularComponent.Scale(angularComponent, impulseMagnitude)) } }
// setupContactConstraint initializes contact based constraints. Expected to be called on // solver setup for each contact point. func (sol *solver) setupContactConstraint(sc *solverConstraint, sbodA, sbodB *solverBody, poc *pointOfContact, info *solverInfo, relPosA, relPosB, vel *lin.V3) (relativeVelocity float64) { bodyA, bodyB := sbodA.oBody, sbodB.oBody // either may be nil if body is static. { // scratch v0, v1 torqueAxis0 := sol.v0.Cross(relPosA, poc.sp.normalWorldB) sc.angularComponentA.SetS(0, 0, 0) if bodyA != nil { sc.angularComponentA.MultMV(bodyA.iitw, torqueAxis0) } torqueAxis1 := sol.v1.Cross(relPosB, poc.sp.normalWorldB) sc.angularComponentB.SetS(0, 0, 0) if bodyB != nil { // scratch v2 sc.angularComponentB.MultMV(bodyB.iitw, sol.v2.Neg(torqueAxis1)) } // scratch v2 free denom0, denom1 := 0.0, 0.0 if bodyA != nil { // scratch v2 vec := sol.v2.Cross(sc.angularComponentA, relPosA) denom0 = bodyA.imass + poc.sp.normalWorldB.Dot(vec) } // scratch v2 free if bodyB != nil { // scratch v2 sol.v2.Neg(sc.angularComponentB).Cross(sol.v2, relPosB) denom1 = bodyB.imass + poc.sp.normalWorldB.Dot(sol.v2) } // scratch v2 free relaxation := 1.0 sc.jacDiagABInv = relaxation / (denom0 + denom1) sc.normal.Set(poc.sp.normalWorldB) sc.relpos1CrossNormal.Set(torqueAxis0) sc.relpos2CrossNormal.Neg(torqueAxis1) } // scratch v0, v1 free // Calculate penetration, friction, and restitution. penetration := poc.sp.distance + info.linearSlop { // scratch v0, v1 v0, v1 := sol.v0.SetS(0, 0, 0), sol.v1.SetS(0, 0, 0) if bodyA != nil { bodyA.getVelocityInLocalPoint(relPosA, v0) } if bodyB != nil { bodyB.getVelocityInLocalPoint(relPosB, v1) } vel.Sub(v0, v1) } // scratch v0, v1 free sc.friction = poc.sp.combinedFriction relativeVelocity = poc.sp.normalWorldB.Dot(vel) restitution := poc.sp.combinedRestitution * -relativeVelocity if restitution <= 0.0 { restitution = 0.0 } // Warm start uses the previously applied impulse as an initial guess. sc.appliedImpulse = poc.sp.warmImpulse * info.warmstartingFactor { // scratch v0, v1 linc, angc := sol.v0, sol.v1 if bodyA != nil { sbodA.applyImpulse(linc.Scale(sc.normal, bodyA.imass), angc.Set(sc.angularComponentA), sc.appliedImpulse) } if bodyB != nil { sbodB.applyImpulse(linc.Scale(sc.normal, bodyB.imass), angc.Neg(sc.angularComponentB), -sc.appliedImpulse) } } // scratch v0, v1 free sc.appliedPushImpulse = 0.0 velocityError := 0.0 vel1Dotn, vel2Dotn := 0.0, 0.0 if bodyA != nil { vel1Dotn = sc.normal.Dot(sbodA.linearVelocity) + sc.relpos1CrossNormal.Dot(sbodA.angularVelocity) } if bodyB != nil { // scratch v0 vel2Dotn = sol.v0.Neg(sc.normal).Dot(sbodB.linearVelocity) + sc.relpos2CrossNormal.Dot(sbodB.angularVelocity) } // scratch v0 free velocityError = restitution - (vel1Dotn + vel2Dotn) erp := info.erp2 if !info.splitImpulse || (penetration > info.splitImpulsePenetrationLimit) { erp = info.erp } positionalError := 0.0 if penetration > 0 { velocityError -= penetration / info.timestep } else { positionalError = -penetration * erp / info.timestep } penetrationImpulse := positionalError * sc.jacDiagABInv velocityImpulse := velocityError * sc.jacDiagABInv if !info.splitImpulse || penetration > info.splitImpulsePenetrationLimit { // combine position and velocity into rhs sc.rhs = penetrationImpulse + velocityImpulse sc.rhsPenetration = 0.0 } else { // split position and velocity into rhs and m_rhsPenetration sc.rhs = velocityImpulse sc.rhsPenetration = penetrationImpulse } sc.cfm = 0 sc.lowerLimit = 0 sc.upperLimit = 1e10 return relativeVelocity }
// getVelocityInLocalPoint updates vector v to be the linear and angular // velocity of this body at the given point. The point is expected to be // in local coordinate space. func (b *body) getVelocityInLocalPoint(localPoint, v *lin.V3) *lin.V3 { return v.Cross(b.avel, localPoint).Add(v, b.lvel) }