#![allow(dead_code)]
use crate::body::{body_flags, BodyState, IDENTITY_BODY_STATE};
use crate::core::NULL_INDEX;
use crate::id::JointId;
use crate::joint::{get_joint_sim_check_type, get_joint_sim_check_type_ref, JointSim, JointType};
use crate::math_functions::{
add, cross, cross_sv, inv_mul_rot, is_valid_float, is_valid_vec2, mul_add, mul_rot, mul_sub,
mul_sv, rot_get_angle, rotate_vector, solve_22, sub, sub_pos, Vec2, MAT22_ZERO, VEC2_ZERO,
};
use crate::solver::{make_soft, StepContext};
use crate::solver_set::AWAKE_SET;
use crate::world::World;
pub fn weld_joint_set_linear_hertz(world: &mut World, joint_id: JointId, hertz: f32) {
debug_assert!(is_valid_float(hertz) && hertz >= 0.0);
let joint = get_joint_sim_check_type(world, joint_id, JointType::Weld);
joint.weld_mut().linear_hertz = hertz;
}
pub fn weld_joint_get_linear_hertz(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Weld);
joint.weld().linear_hertz
}
pub fn weld_joint_set_linear_damping_ratio(
world: &mut World,
joint_id: JointId,
damping_ratio: f32,
) {
debug_assert!(is_valid_float(damping_ratio) && damping_ratio >= 0.0);
let joint = get_joint_sim_check_type(world, joint_id, JointType::Weld);
joint.weld_mut().linear_damping_ratio = damping_ratio;
}
pub fn weld_joint_get_linear_damping_ratio(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Weld);
joint.weld().linear_damping_ratio
}
pub fn weld_joint_set_angular_hertz(world: &mut World, joint_id: JointId, hertz: f32) {
debug_assert!(is_valid_float(hertz) && hertz >= 0.0);
let joint = get_joint_sim_check_type(world, joint_id, JointType::Weld);
joint.weld_mut().angular_hertz = hertz;
}
pub fn weld_joint_get_angular_hertz(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Weld);
joint.weld().angular_hertz
}
pub fn weld_joint_set_angular_damping_ratio(
world: &mut World,
joint_id: JointId,
damping_ratio: f32,
) {
debug_assert!(is_valid_float(damping_ratio) && damping_ratio >= 0.0);
let joint = get_joint_sim_check_type(world, joint_id, JointType::Weld);
joint.weld_mut().angular_damping_ratio = damping_ratio;
}
pub fn weld_joint_get_angular_damping_ratio(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Weld);
joint.weld().angular_damping_ratio
}
pub fn get_weld_joint_force(world: &World, base: &JointSim) -> Vec2 {
mul_sv(world.inv_h, base.weld().linear_impulse)
}
pub fn get_weld_joint_torque(world: &World, base: &JointSim) -> f32 {
world.inv_h * base.weld().angular_impulse
}
pub fn prepare_weld_joint(world: &World, base: &mut JointSim, context: &StepContext) {
debug_assert!(base.joint_type() == JointType::Weld);
let id_a = base.body_id_a;
let id_b = base.body_id_b;
let body_a = &world.bodies[id_a as usize];
let body_b = &world.bodies[id_b as usize];
debug_assert!(body_a.set_index == AWAKE_SET || body_b.set_index == AWAKE_SET);
let body_sim_a =
&world.solver_sets[body_a.set_index as usize].body_sims[body_a.local_index as usize];
let body_sim_b =
&world.solver_sets[body_b.set_index as usize].body_sims[body_b.local_index as usize];
let m_a = body_sim_a.inv_mass;
let i_a = body_sim_a.inv_inertia;
let m_b = body_sim_b.inv_mass;
let i_b = body_sim_b.inv_inertia;
base.inv_mass_a = m_a;
base.inv_mass_b = m_b;
base.inv_i_a = i_a;
base.inv_i_b = i_b;
let local_frame_a = base.local_frame_a;
let local_frame_b = base.local_frame_b;
let constraint_softness = base.constraint_softness;
let index_a = if body_a.set_index == AWAKE_SET {
body_a.local_index
} else {
NULL_INDEX
};
let index_b = if body_b.set_index == AWAKE_SET {
body_b.local_index
} else {
NULL_INDEX
};
let joint = base.weld_mut();
joint.index_a = index_a;
joint.index_b = index_b;
joint.frame_a.q = mul_rot(body_sim_a.transform.q, local_frame_a.q);
joint.frame_a.p = rotate_vector(
body_sim_a.transform.q,
sub(local_frame_a.p, body_sim_a.local_center),
);
joint.frame_b.q = mul_rot(body_sim_b.transform.q, local_frame_b.q);
joint.frame_b.p = rotate_vector(
body_sim_b.transform.q,
sub(local_frame_b.p, body_sim_b.local_center),
);
joint.delta_center = sub_pos(body_sim_b.center, body_sim_a.center);
let ka = i_a + i_b;
joint.axial_mass = if ka > 0.0 { 1.0 / ka } else { 0.0 };
if joint.linear_hertz == 0.0 {
joint.linear_spring = constraint_softness;
} else {
joint.linear_spring = make_soft(joint.linear_hertz, joint.linear_damping_ratio, context.h);
}
if joint.angular_hertz == 0.0 {
joint.angular_spring = constraint_softness;
} else {
joint.angular_spring =
make_soft(joint.angular_hertz, joint.angular_damping_ratio, context.h);
}
if !context.enable_warm_starting {
joint.linear_impulse = VEC2_ZERO;
joint.angular_impulse = 0.0;
}
}
pub fn warm_start_weld_joint(base: &mut JointSim, states: &mut [BodyState]) {
let m_a = base.inv_mass_a;
let m_b = base.inv_mass_b;
let i_a = base.inv_i_a;
let i_b = base.inv_i_b;
let joint = base.weld_mut();
let mut state_a = if joint.index_a == NULL_INDEX {
IDENTITY_BODY_STATE
} else {
states[joint.index_a as usize]
};
let mut state_b = if joint.index_b == NULL_INDEX {
IDENTITY_BODY_STATE
} else {
states[joint.index_b as usize]
};
let r_a = rotate_vector(state_a.delta_rotation, joint.frame_a.p);
let r_b = rotate_vector(state_b.delta_rotation, joint.frame_b.p);
if state_a.flags & body_flags::DYNAMIC_FLAG != 0 {
state_a.linear_velocity = mul_sub(state_a.linear_velocity, m_a, joint.linear_impulse);
state_a.angular_velocity -=
i_a * (cross(r_a, joint.linear_impulse) + joint.angular_impulse);
states[joint.index_a as usize] = state_a;
}
if state_b.flags & body_flags::DYNAMIC_FLAG != 0 {
state_b.linear_velocity = mul_add(state_b.linear_velocity, m_b, joint.linear_impulse);
state_b.angular_velocity +=
i_b * (cross(r_b, joint.linear_impulse) + joint.angular_impulse);
states[joint.index_b as usize] = state_b;
}
}
pub fn solve_weld_joint(
base: &mut JointSim,
_context: &StepContext,
states: &mut [BodyState],
use_bias: bool,
) {
debug_assert!(base.joint_type() == JointType::Weld);
let m_a = base.inv_mass_a;
let m_b = base.inv_mass_b;
let i_a = base.inv_i_a;
let i_b = base.inv_i_b;
let joint = base.weld_mut();
let mut state_a = if joint.index_a == NULL_INDEX {
IDENTITY_BODY_STATE
} else {
states[joint.index_a as usize]
};
let mut state_b = if joint.index_b == NULL_INDEX {
IDENTITY_BODY_STATE
} else {
states[joint.index_b as usize]
};
let mut v_a = state_a.linear_velocity;
let mut w_a = state_a.angular_velocity;
let mut v_b = state_b.linear_velocity;
let mut w_b = state_b.angular_velocity;
{
let q_a = mul_rot(state_a.delta_rotation, joint.frame_a.q);
let q_b = mul_rot(state_b.delta_rotation, joint.frame_b.q);
let rel_q = inv_mul_rot(q_a, q_b);
let joint_angle = rot_get_angle(rel_q);
let mut bias = 0.0;
let mut mass_scale = 1.0;
let mut impulse_scale = 0.0;
if use_bias || joint.angular_hertz > 0.0 {
let c = joint_angle;
bias = joint.angular_spring.bias_rate * c;
mass_scale = joint.angular_spring.mass_scale;
impulse_scale = joint.angular_spring.impulse_scale;
}
let c_dot = w_b - w_a;
let impulse =
-mass_scale * joint.axial_mass * (c_dot + bias) - impulse_scale * joint.angular_impulse;
joint.angular_impulse += impulse;
w_a -= i_a * impulse;
w_b += i_b * impulse;
}
{
let r_a = rotate_vector(state_a.delta_rotation, joint.frame_a.p);
let r_b = rotate_vector(state_b.delta_rotation, joint.frame_b.p);
let mut bias = VEC2_ZERO;
let mut mass_scale = 1.0;
let mut impulse_scale = 0.0;
if use_bias || joint.linear_hertz > 0.0 {
let dc_a = state_a.delta_position;
let dc_b = state_b.delta_position;
let c = add(add(sub(dc_b, dc_a), sub(r_b, r_a)), joint.delta_center);
bias = mul_sv(joint.linear_spring.bias_rate, c);
mass_scale = joint.linear_spring.mass_scale;
impulse_scale = joint.linear_spring.impulse_scale;
}
let c_dot = sub(add(v_b, cross_sv(w_b, r_b)), add(v_a, cross_sv(w_a, r_a)));
let mut k = MAT22_ZERO;
k.cx.x = m_a + m_b + r_a.y * r_a.y * i_a + r_b.y * r_b.y * i_b;
k.cy.x = -r_a.y * r_a.x * i_a - r_b.y * r_b.x * i_b;
k.cx.y = k.cy.x;
k.cy.y = m_a + m_b + r_a.x * r_a.x * i_a + r_b.x * r_b.x * i_b;
let b = solve_22(k, add(c_dot, bias));
let impulse = Vec2 {
x: -mass_scale * b.x - impulse_scale * joint.linear_impulse.x,
y: -mass_scale * b.y - impulse_scale * joint.linear_impulse.y,
};
joint.linear_impulse = add(joint.linear_impulse, impulse);
v_a = mul_sub(v_a, m_a, impulse);
w_a -= i_a * cross(r_a, impulse);
v_b = mul_add(v_b, m_b, impulse);
w_b += i_b * cross(r_b, impulse);
}
debug_assert!(is_valid_vec2(v_a));
debug_assert!(is_valid_float(w_a));
debug_assert!(is_valid_vec2(v_b));
debug_assert!(is_valid_float(w_b));
if state_a.flags & body_flags::DYNAMIC_FLAG != 0 {
state_a.linear_velocity = v_a;
state_a.angular_velocity = w_a;
states[joint.index_a as usize] = state_a;
}
if state_b.flags & body_flags::DYNAMIC_FLAG != 0 {
state_b.linear_velocity = v_b;
state_b.angular_velocity = w_b;
states[joint.index_b as usize] = state_b;
}
}