use super::{get_joint_sim_check_type, get_joint_sim_check_type_ref, JointSim, JointType};
use crate::body::{body_flags, BodyState, IDENTITY_BODY_STATE};
use crate::core::NULL_INDEX;
use crate::id::JointId;
use crate::math_functions::{
add, add_mm, cross, delta_quat_to_rotation, det, dot_quat, inv_mul_quat, invert_matrix,
mul_add, mul_mm, mul_mv, mul_quat, mul_sub, mul_sv, neg, negate_mat3, negate_quat,
rotate_vector, skew, solve3, sub, sub_pos, Vec3, QUAT_IDENTITY, VEC3_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) {
crate::recording::with_recording(world, |rec| {
rec.write_weld_joint_set_linear_hertz(joint_id, hertz);
});
debug_assert!(hertz >= 0.0);
get_joint_sim_check_type(world, joint_id, JointType::Weld)
.weld_mut()
.linear_hertz = hertz;
}
pub fn weld_joint_get_linear_hertz(world: &World, joint_id: JointId) -> f32 {
get_joint_sim_check_type_ref(world, joint_id, JointType::Weld)
.weld()
.linear_hertz
}
pub fn weld_joint_set_linear_damping_ratio(
world: &mut World,
joint_id: JointId,
damping_ratio: f32,
) {
crate::recording::with_recording(world, |rec| {
rec.write_weld_joint_set_linear_damping_ratio(joint_id, damping_ratio);
});
debug_assert!(damping_ratio >= 0.0);
get_joint_sim_check_type(world, joint_id, JointType::Weld)
.weld_mut()
.linear_damping_ratio = damping_ratio;
}
pub fn weld_joint_get_linear_damping_ratio(world: &World, joint_id: JointId) -> f32 {
get_joint_sim_check_type_ref(world, joint_id, JointType::Weld)
.weld()
.linear_damping_ratio
}
pub fn weld_joint_set_angular_hertz(world: &mut World, joint_id: JointId, hertz: f32) {
crate::recording::with_recording(world, |rec| {
rec.write_weld_joint_set_angular_hertz(joint_id, hertz);
});
debug_assert!(hertz >= 0.0);
get_joint_sim_check_type(world, joint_id, JointType::Weld)
.weld_mut()
.angular_hertz = hertz;
}
pub fn weld_joint_get_angular_hertz(world: &World, joint_id: JointId) -> f32 {
get_joint_sim_check_type_ref(world, joint_id, JointType::Weld)
.weld()
.angular_hertz
}
pub fn weld_joint_set_angular_damping_ratio(
world: &mut World,
joint_id: JointId,
damping_ratio: f32,
) {
crate::recording::with_recording(world, |rec| {
rec.write_weld_joint_set_angular_damping_ratio(joint_id, damping_ratio);
});
debug_assert!(damping_ratio >= 0.0);
get_joint_sim_check_type(world, joint_id, JointType::Weld)
.weld_mut()
.angular_damping_ratio = damping_ratio;
}
pub fn weld_joint_get_angular_damping_ratio(world: &World, joint_id: JointId) -> f32 {
get_joint_sim_check_type_ref(world, joint_id, JointType::Weld)
.weld()
.angular_damping_ratio
}
pub fn get_weld_joint_force(world: &World, base: &JointSim) -> Vec3 {
mul_sv(world.inv_h, base.weld().linear_impulse)
}
pub fn get_weld_joint_torque(world: &World, base: &JointSim) -> Vec3 {
mul_sv(world.inv_h, base.weld().angular_impulse)
}
pub fn prepare_weld_joint(world: &World, base: &mut JointSim, context: &StepContext) {
debug_assert!(base.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_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];
base.inv_mass_a = body_sim_a.inv_mass;
base.inv_mass_b = body_sim_b.inv_mass;
base.inv_i_a = body_sim_a.inv_inertia_world;
base.inv_i_b = body_sim_b.inv_inertia_world;
let inv_inertia_sum = add_mm(base.inv_i_a, base.inv_i_b);
base.fixed_rotation = det(inv_inertia_sum) < 1000.0 * f32::MIN_POSITIVE;
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 frame_a_q = mul_quat(body_sim_a.transform.q, local_frame_a.q);
let frame_a_p = rotate_vector(
body_sim_a.transform.q,
sub(local_frame_a.p, body_sim_a.local_center),
);
let frame_b_q = mul_quat(body_sim_b.transform.q, local_frame_b.q);
let frame_b_p = rotate_vector(
body_sim_b.transform.q,
sub(local_frame_b.p, body_sim_b.local_center),
);
let delta_center = sub_pos(body_sim_b.center, body_sim_a.center);
let angular_mass = invert_matrix(inv_inertia_sum);
let joint = base.weld_mut();
joint.index_a = index_a;
joint.index_b = index_b;
joint.frame_a.q = frame_a_q;
joint.frame_a.p = frame_a_p;
joint.frame_b.q = frame_b_q;
joint.frame_b.p = frame_b_p;
joint.delta_center = delta_center;
joint.angular_mass = angular_mass;
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 = VEC3_ZERO;
joint.angular_impulse = VEC3_ZERO;
}
}
pub fn warm_start_weld_joint(base: &mut JointSim, states: &mut [BodyState]) {
debug_assert!(base.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 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);
v_a = mul_sub(v_a, m_a, joint.linear_impulse);
w_a = sub(
w_a,
mul_mv(
i_a,
add(cross(r_a, joint.linear_impulse), joint.angular_impulse),
),
);
v_b = mul_add(v_b, m_b, joint.linear_impulse);
w_b = add(
w_b,
mul_mv(
i_b,
add(cross(r_b, joint.linear_impulse), joint.angular_impulse),
),
);
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;
}
}
pub fn solve_weld_joint(
base: &mut JointSim,
_context: &StepContext,
states: &mut [BodyState],
use_bias: bool,
) {
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 fixed_rotation = base.fixed_rotation;
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 quat_a = mul_quat(state_a.delta_rotation, joint.frame_a.q);
let mut quat_b = mul_quat(state_b.delta_rotation, joint.frame_b.q);
if dot_quat(quat_a, quat_b) < 0.0 {
quat_b = negate_quat(quat_b);
}
let rel_q = inv_mul_quat(quat_a, quat_b);
if !fixed_rotation {
let mut bias = VEC3_ZERO;
let mut mass_scale = 1.0;
let mut impulse_scale = 0.0;
if use_bias || joint.angular_hertz > 0.0 {
let target_quat = QUAT_IDENTITY;
let delta_rotation = delta_quat_to_rotation(rel_q, target_quat);
let c = neg(rotate_vector(quat_a, delta_rotation));
bias = mul_sv(joint.angular_spring.bias_rate, c);
mass_scale = joint.angular_spring.mass_scale;
impulse_scale = joint.angular_spring.impulse_scale;
}
let cdot = sub(w_b, w_a);
let impulse = mul_sub(
mul_sv(-mass_scale, mul_mv(joint.angular_mass, add(cdot, bias))),
impulse_scale,
joint.angular_impulse,
);
joint.angular_impulse = add(joint.angular_impulse, impulse);
w_a = sub(w_a, mul_mv(i_a, impulse));
w_b = add(w_b, mul_mv(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 cdot = sub(add(v_b, cross(w_b, r_b)), add(v_a, cross(w_a, r_a)));
let mut bias = VEC3_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 separation = add(add(sub(dc_b, dc_a), sub(r_b, r_a)), joint.delta_center);
bias = mul_sv(joint.linear_spring.bias_rate, separation);
mass_scale = joint.linear_spring.mass_scale;
impulse_scale = joint.linear_spring.impulse_scale;
}
let s_a = skew(r_a);
let s_b = skew(r_b);
let k_a = mul_mm(s_a, mul_mm(i_a, s_a));
let k_b = mul_mm(s_b, mul_mm(i_b, s_b));
let mut k = negate_mat3(add_mm(k_a, k_b));
k.cx.x += m_a + m_b;
k.cy.y += m_a + m_b;
k.cz.z += m_a + m_b;
let b = solve3(k, add(cdot, bias));
let impulse = mul_sub(mul_sv(-mass_scale, b), impulse_scale, joint.linear_impulse);
joint.linear_impulse = add(joint.linear_impulse, impulse);
v_a = mul_sub(v_a, m_a, impulse);
w_a = sub(w_a, mul_mv(i_a, cross(r_a, impulse)));
v_b = mul_add(v_b, m_b, impulse);
w_b = add(w_b, mul_mv(i_b, cross(r_b, impulse)));
}
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;
}
}