#![allow(dead_code)]
use crate::body::{body_flags, get_body_transform, 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, clamp_float, cross, dot, left_perp, max_float, min_float, mul_add, mul_rot, mul_sub,
mul_sv, rotate_vector, sub, sub_pos, Vec2,
};
use crate::solver::{make_soft, StepContext};
use crate::solver_set::AWAKE_SET;
use crate::world::World;
pub fn wheel_joint_enable_spring(world: &mut World, joint_id: JointId, enable_spring: bool) {
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
let wheel = joint.wheel_mut();
if enable_spring != wheel.enable_spring {
wheel.enable_spring = enable_spring;
wheel.spring_impulse = 0.0;
}
}
pub fn wheel_joint_is_spring_enabled(world: &World, joint_id: JointId) -> bool {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().enable_spring
}
pub fn wheel_joint_set_spring_hertz(world: &mut World, joint_id: JointId, hertz: f32) {
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
joint.wheel_mut().hertz = hertz;
}
pub fn wheel_joint_get_spring_hertz(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().hertz
}
pub fn wheel_joint_set_spring_damping_ratio(
world: &mut World,
joint_id: JointId,
damping_ratio: f32,
) {
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
joint.wheel_mut().damping_ratio = damping_ratio;
}
pub fn wheel_joint_get_spring_damping_ratio(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().damping_ratio
}
pub fn wheel_joint_enable_limit(world: &mut World, joint_id: JointId, enable_limit: bool) {
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
let wheel = joint.wheel_mut();
if wheel.enable_limit != enable_limit {
wheel.lower_impulse = 0.0;
wheel.upper_impulse = 0.0;
wheel.enable_limit = enable_limit;
}
}
pub fn wheel_joint_is_limit_enabled(world: &World, joint_id: JointId) -> bool {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().enable_limit
}
pub fn wheel_joint_get_lower_limit(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().lower_translation
}
pub fn wheel_joint_get_upper_limit(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().upper_translation
}
pub fn wheel_joint_set_limits(world: &mut World, joint_id: JointId, lower: f32, upper: f32) {
debug_assert!(lower <= upper);
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
let wheel = joint.wheel_mut();
if lower != wheel.lower_translation || upper != wheel.upper_translation {
wheel.lower_translation = min_float(lower, upper);
wheel.upper_translation = max_float(lower, upper);
wheel.lower_impulse = 0.0;
wheel.upper_impulse = 0.0;
}
}
pub fn wheel_joint_enable_motor(world: &mut World, joint_id: JointId, enable_motor: bool) {
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
let wheel = joint.wheel_mut();
if wheel.enable_motor != enable_motor {
wheel.motor_impulse = 0.0;
wheel.enable_motor = enable_motor;
}
}
pub fn wheel_joint_is_motor_enabled(world: &World, joint_id: JointId) -> bool {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().enable_motor
}
pub fn wheel_joint_set_motor_speed(world: &mut World, joint_id: JointId, motor_speed: f32) {
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
joint.wheel_mut().motor_speed = motor_speed;
}
pub fn wheel_joint_get_motor_speed(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().motor_speed
}
pub fn wheel_joint_get_motor_torque(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
world.inv_h * joint.wheel().motor_impulse
}
pub fn wheel_joint_set_max_motor_torque(world: &mut World, joint_id: JointId, torque: f32) {
let joint = get_joint_sim_check_type(world, joint_id, JointType::Wheel);
joint.wheel_mut().max_motor_torque = torque;
}
pub fn wheel_joint_get_max_motor_torque(world: &World, joint_id: JointId) -> f32 {
let joint = get_joint_sim_check_type_ref(world, joint_id, JointType::Wheel);
joint.wheel().max_motor_torque
}
pub fn get_wheel_joint_force(world: &World, base: &JointSim) -> Vec2 {
let q_a = get_body_transform(world, base.body_id_a).q;
let local_axis_a = rotate_vector(base.local_frame_a.q, Vec2 { x: 1.0, y: 0.0 });
let axis_a = rotate_vector(q_a, local_axis_a);
let perp_a = left_perp(axis_a);
let joint = base.wheel();
let perp_force = world.inv_h * joint.perp_impulse;
let axial_force =
world.inv_h * (joint.spring_impulse + joint.lower_impulse - joint.upper_impulse);
add(mul_sv(perp_force, perp_a), mul_sv(axial_force, axis_a))
}
pub fn get_wheel_joint_torque(world: &World, base: &JointSim) -> f32 {
world.inv_h * base.wheel().motor_impulse
}
pub fn prepare_wheel_joint(world: &World, base: &mut JointSim, context: &StepContext) {
debug_assert!(base.joint_type() == JointType::Wheel);
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 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.wheel_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 r_a = joint.frame_a.p;
let r_b = joint.frame_b.p;
let d = add(joint.delta_center, sub(r_b, r_a));
let axis_a = rotate_vector(joint.frame_a.q, Vec2 { x: 1.0, y: 0.0 });
let perp_a = left_perp(axis_a);
let s1 = cross(add(d, r_a), perp_a);
let s2 = cross(r_b, perp_a);
let kp = m_a + m_b + i_a * s1 * s1 + i_b * s2 * s2;
joint.perp_mass = if kp > 0.0 { 1.0 / kp } else { 0.0 };
let a1 = cross(add(d, r_a), axis_a);
let a2 = cross(r_b, axis_a);
let ka = m_a + m_b + i_a * a1 * a1 + i_b * a2 * a2;
joint.axial_mass = if ka > 0.0 { 1.0 / ka } else { 0.0 };
joint.spring_softness = make_soft(joint.hertz, joint.damping_ratio, context.h);
let km = i_a + i_b;
joint.motor_mass = if km > 0.0 { 1.0 / km } else { 0.0 };
if !context.enable_warm_starting {
joint.perp_impulse = 0.0;
joint.spring_impulse = 0.0;
joint.motor_impulse = 0.0;
joint.lower_impulse = 0.0;
joint.upper_impulse = 0.0;
}
}
pub fn warm_start_wheel_joint(base: &mut JointSim, states: &mut [BodyState]) {
debug_assert!(base.joint_type() == JointType::Wheel);
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.wheel_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);
let d = add(
add(
sub(state_b.delta_position, state_a.delta_position),
joint.delta_center,
),
sub(r_b, r_a),
);
let mut axis_a = rotate_vector(joint.frame_a.q, Vec2 { x: 1.0, y: 0.0 });
axis_a = rotate_vector(state_a.delta_rotation, axis_a);
let perp_a = left_perp(axis_a);
let a1 = cross(add(d, r_a), axis_a);
let a2 = cross(r_b, axis_a);
let s1 = cross(add(d, r_a), perp_a);
let s2 = cross(r_b, perp_a);
let axial_impulse = joint.spring_impulse + joint.lower_impulse - joint.upper_impulse;
let p = add(
mul_sv(axial_impulse, axis_a),
mul_sv(joint.perp_impulse, perp_a),
);
let l_a = axial_impulse * a1 + joint.perp_impulse * s1 + joint.motor_impulse;
let l_b = axial_impulse * a2 + joint.perp_impulse * s2 + joint.motor_impulse;
if state_a.flags & body_flags::DYNAMIC_FLAG != 0 {
state_a.linear_velocity = mul_sub(state_a.linear_velocity, m_a, p);
state_a.angular_velocity -= i_a * l_a;
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, p);
state_b.angular_velocity += i_b * l_b;
states[joint.index_b as usize] = state_b;
}
}
pub fn solve_wheel_joint(
base: &mut JointSim,
context: &StepContext,
states: &mut [BodyState],
use_bias: bool,
) {
debug_assert!(base.joint_type() == JointType::Wheel);
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 constraint_softness = base.constraint_softness;
let joint = base.wheel_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 fixed_rotation = i_a + i_b == 0.0;
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 d = add(
add(
sub(state_b.delta_position, state_a.delta_position),
joint.delta_center,
),
sub(r_b, r_a),
);
let mut axis_a = rotate_vector(joint.frame_a.q, Vec2 { x: 1.0, y: 0.0 });
axis_a = rotate_vector(state_a.delta_rotation, axis_a);
let translation = dot(axis_a, d);
let a1 = cross(add(d, r_a), axis_a);
let a2 = cross(r_b, axis_a);
if joint.enable_motor && !fixed_rotation {
let c_dot = w_b - w_a - joint.motor_speed;
let mut impulse = -joint.motor_mass * c_dot;
let old_impulse = joint.motor_impulse;
let max_impulse = context.h * joint.max_motor_torque;
joint.motor_impulse = clamp_float(joint.motor_impulse + impulse, -max_impulse, max_impulse);
impulse = joint.motor_impulse - old_impulse;
w_a -= i_a * impulse;
w_b += i_b * impulse;
}
if joint.enable_spring {
let c = translation;
let bias = joint.spring_softness.bias_rate * c;
let mass_scale = joint.spring_softness.mass_scale;
let impulse_scale = joint.spring_softness.impulse_scale;
let c_dot = dot(axis_a, sub(v_b, v_a)) + a2 * w_b - a1 * w_a;
let impulse =
-mass_scale * joint.axial_mass * (c_dot + bias) - impulse_scale * joint.spring_impulse;
joint.spring_impulse += impulse;
let p = mul_sv(impulse, axis_a);
let l_a = impulse * a1;
let l_b = impulse * a2;
v_a = mul_sub(v_a, m_a, p);
w_a -= i_a * l_a;
v_b = mul_add(v_b, m_b, p);
w_b += i_b * l_b;
}
if joint.enable_limit {
{
let c = translation - joint.lower_translation;
let mut bias = 0.0;
let mut mass_scale = 1.0;
let mut impulse_scale = 0.0;
if c > 0.0 {
bias = c * context.inv_h;
} else if use_bias {
bias = constraint_softness.bias_rate * c;
mass_scale = constraint_softness.mass_scale;
impulse_scale = constraint_softness.impulse_scale;
}
let c_dot = dot(axis_a, sub(v_b, v_a)) + a2 * w_b - a1 * w_a;
let mut impulse = -mass_scale * joint.axial_mass * (c_dot + bias)
- impulse_scale * joint.lower_impulse;
let old_impulse = joint.lower_impulse;
joint.lower_impulse = max_float(old_impulse + impulse, 0.0);
impulse = joint.lower_impulse - old_impulse;
let p = mul_sv(impulse, axis_a);
let l_a = impulse * a1;
let l_b = impulse * a2;
v_a = mul_sub(v_a, m_a, p);
w_a -= i_a * l_a;
v_b = mul_add(v_b, m_b, p);
w_b += i_b * l_b;
}
{
let c = joint.upper_translation - translation;
let mut bias = 0.0;
let mut mass_scale = 1.0;
let mut impulse_scale = 0.0;
if c > 0.0 {
bias = c * context.inv_h;
} else if use_bias {
bias = constraint_softness.bias_rate * c;
mass_scale = constraint_softness.mass_scale;
impulse_scale = constraint_softness.impulse_scale;
}
let c_dot = dot(axis_a, sub(v_a, v_b)) + a1 * w_a - a2 * w_b;
let mut impulse = -mass_scale * joint.axial_mass * (c_dot + bias)
- impulse_scale * joint.upper_impulse;
let old_impulse = joint.upper_impulse;
joint.upper_impulse = max_float(old_impulse + impulse, 0.0);
impulse = joint.upper_impulse - old_impulse;
let p = mul_sv(impulse, axis_a);
let l_a = impulse * a1;
let l_b = impulse * a2;
v_a = mul_add(v_a, m_a, p);
w_a += i_a * l_a;
v_b = mul_sub(v_b, m_b, p);
w_b -= i_b * l_b;
}
}
{
let perp_a = left_perp(axis_a);
let mut bias = 0.0;
let mut mass_scale = 1.0;
let mut impulse_scale = 0.0;
if use_bias {
let c = dot(perp_a, d);
bias = constraint_softness.bias_rate * c;
mass_scale = constraint_softness.mass_scale;
impulse_scale = constraint_softness.impulse_scale;
}
let s1 = cross(add(d, r_a), perp_a);
let s2 = cross(r_b, perp_a);
let c_dot = dot(perp_a, sub(v_b, v_a)) + s2 * w_b - s1 * w_a;
let impulse =
-mass_scale * joint.perp_mass * (c_dot + bias) - impulse_scale * joint.perp_impulse;
joint.perp_impulse += impulse;
let p = mul_sv(impulse, perp_a);
let l_a = impulse * s1;
let l_b = impulse * s2;
v_a = mul_sub(v_a, m_a, p);
w_a -= i_a * l_a;
v_b = mul_add(v_b, m_b, p);
w_b += i_b * l_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;
}
}