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#[cfg(not(feature = "std"))]
use na::ComplexField; // for .abs()
use na::{RealField, Unit};
use crate::math::{Point, Real, Vector};
use crate::query::{
self, ClosestPoints, NonlinearRigidMotion, QueryDispatcher, ShapeCastHit, ShapeCastStatus,
};
use crate::shape::{Shape, SupportMap};
use crate::utils::WCross;
use crate::query::gjk::ConstantPoint;
use num::Bounded;
/// Enum specifying the behavior of shape-casting when there is a penetration at the starting time.
#[derive(Copy, Clone, Debug)]
pub enum NonlinearShapeCastMode {
/// Stop shape-casting as soon as there is a penetration.
StopAtPenetration,
/// When there is a penetration, don't stop the shape-cast if the relative velocity
/// at the penetration points is negative (i.e. if the points are separating).
Directional {
/// The sum of the `Shape::ccd_thickness` of both shapes involved in the shape-cast.
sum_linear_thickness: Real,
/// The max of the `Shape::ccd_angular_thickness` of both shapes involved in the shape-cast.
max_angular_thickness: Real,
},
}
impl NonlinearShapeCastMode {
/// Initializes a directional `NonlinearShapeCastMode`.
///
/// With the "directional" shape-cast mode, the nonlinear shape-casting won't
/// immediately stop if the shapes are already intersecting at `t = 0`.
/// Instead, it will search for the first time when a contact between
/// the shapes would result in a deeper penetration (with risk of tunnelling).
/// This effectively checks the relative velocity of the shapes at their point
/// of impact.
pub fn directional_toi<S1, S2>(shape1: &S1, shape2: &S2) -> Self
where
S1: ?Sized + Shape,
S2: ?Sized + Shape,
{
let sum_linear_thickness = shape1.ccd_thickness() + shape2.ccd_thickness();
let max_angular_thickness = shape1
.ccd_angular_thickness()
.max(shape2.ccd_angular_thickness());
NonlinearShapeCastMode::Directional {
sum_linear_thickness,
max_angular_thickness,
}
}
}
/// Compute the time of first impact between two support-map shapes following
/// a nonlinear (with translations and rotations) motion.
pub fn cast_shapes_nonlinear_support_map_support_map<D, SM1, SM2>(
dispatcher: &D,
motion1: &NonlinearRigidMotion,
sm1: &SM1,
g1: &dyn Shape,
motion2: &NonlinearRigidMotion,
sm2: &SM2,
g2: &dyn Shape,
start_time: Real,
end_time: Real,
mode: NonlinearShapeCastMode,
) -> Option<ShapeCastHit>
where
D: ?Sized + QueryDispatcher,
SM1: ?Sized + SupportMap,
SM2: ?Sized + SupportMap,
{
let sphere1 = g1.compute_local_bounding_sphere();
let sphere2 = g2.compute_local_bounding_sphere();
// Use the shape with the largest radius as the first shape.
// This will give better convergence because everything will
// be expressed in the local-space as that first shape (including
// the separating axes used in the bisection).
if sphere1.radius >= sphere2.radius {
compute_toi(
dispatcher, motion1, sm1, g1, motion2, sm2, g2, start_time, end_time, mode,
)
} else {
compute_toi(
dispatcher, motion2, sm2, g2, motion1, sm1, g1, start_time, end_time, mode,
)
.map(|hit| hit.swapped())
}
}
/// Time of impacts between two support-mapped shapes under a rigid motion.
pub fn compute_toi<D, SM1, SM2>(
dispatcher: &D,
motion1: &NonlinearRigidMotion,
sm1: &SM1,
g1: &dyn Shape,
motion2: &NonlinearRigidMotion,
sm2: &SM2,
g2: &dyn Shape,
start_time: Real,
end_time: Real,
mode: NonlinearShapeCastMode,
) -> Option<ShapeCastHit>
where
D: ?Sized + QueryDispatcher,
SM1: ?Sized + SupportMap,
SM2: ?Sized + SupportMap,
{
let mut prev_min_t = start_time;
let abs_tol: Real = query::gjk::eps_tol();
let mut result = ShapeCastHit {
time_of_impact: start_time,
normal1: Vector::<Real>::x_axis(),
normal2: Vector::<Real>::x_axis(),
witness1: Point::<Real>::origin(),
witness2: Point::<Real>::origin(),
status: ShapeCastStatus::PenetratingOrWithinTargetDist,
};
loop {
let pos1 = motion1.position_at_time(result.time_of_impact);
let pos2 = motion2.position_at_time(result.time_of_impact);
let pos12 = pos1.inv_mul(&pos2);
// TODO: use the _with_params version of the closest points query.
match dispatcher
.closest_points(&pos12, g1, g2, Bounded::max_value())
.ok()?
{
ClosestPoints::Intersecting => {
// println!(">> Intersecting.");
if result.time_of_impact == start_time {
result.status = ShapeCastStatus::PenetratingOrWithinTargetDist
} else {
result.status = ShapeCastStatus::Failed;
}
break;
}
ClosestPoints::WithinMargin(p1, p2) => {
// println!(">> Within margin.");
result.witness1 = p1;
result.witness2 = p2;
if let Some((normal1, dist)) =
Unit::try_new_and_get(pos12 * p2 - p1, crate::math::DEFAULT_EPSILON)
{
// TODO: do the "inverse transform unit vector" only when we are about to return.
result.normal1 = normal1;
result.normal2 = pos12.inverse_transform_unit_vector(&-normal1);
let curr_range = BisectionRange {
min_t: result.time_of_impact,
max_t: end_time,
curr_t: result.time_of_impact,
};
let (new_range, niter) =
bisect(dist, motion1, sm1, motion2, sm2, &normal1, curr_range);
// println!(
// "Bisection result: {:?}, normal1: {:?}, normal2: {:?}",
// new_range, result.normal1, result.normal2
// );
result.time_of_impact = new_range.curr_t;
if new_range.min_t - prev_min_t < abs_tol {
if new_range.max_t == end_time {
// Check the configuration at max_t to see if the object are not disjoint.
// NOTE: could we do this earlier, before the above loop?
// It feels like this could prevent catching some corner-cases like
// if one object is rotated by almost 180 degrees while the other is immobile.
let pos1 = motion1.position_at_time(new_range.max_t);
let pos2 = motion2.position_at_time(new_range.max_t);
let pos12 = pos1.inv_mul(&pos2);
let pt1 = sm1.local_support_point_toward(&normal1);
let pt2 = sm2.support_point_toward(&pos12, &-normal1);
if (pt2 - pt1).dot(&normal1) > 0.0 {
// We found an axis that separate both objects at the end configuration.
return None;
}
}
result.status = ShapeCastStatus::Converged;
break;
}
prev_min_t = new_range.min_t;
if niter == 0 {
result.status = ShapeCastStatus::Converged;
break;
}
} else {
result.status = ShapeCastStatus::Failed;
break;
}
}
ClosestPoints::Disjoint => {
// TODO: this case should be unreachable and needs some debugging
// see: https://github.com/dimforge/parry/issues/176
log::debug!(
"Closest points not found despite setting the max distance to infinity."
);
result.status = ShapeCastStatus::Failed;
break;
}
}
}
// In we started with a penetration, we need to compute a full contact manifold and
// see if any of these contact points may result in tunnelling. If the is one, return
// that time of impact instead. That way, object moving tangentially on a surface (always keeping
// a contact with it) won't report an useless impact.
//
// Note that this must be done here instead of outside of the `cast_shapes_nonlinear`
// function so that this works properly with composite shapes.
match mode {
NonlinearShapeCastMode::Directional {
sum_linear_thickness,
max_angular_thickness,
} => {
if (result.time_of_impact - start_time).abs() < 1.0e-5 {
handle_penetration_at_start_time(
dispatcher,
motion1,
sm1,
g1,
motion2,
sm2,
g2,
start_time,
end_time,
sum_linear_thickness,
max_angular_thickness,
)
} else {
Some(result)
}
}
NonlinearShapeCastMode::StopAtPenetration => Some(result),
}
}
fn handle_penetration_at_start_time<D, SM1, SM2>(
dispatcher: &D,
motion1: &NonlinearRigidMotion,
sm1: &SM1,
g1: &dyn Shape,
motion2: &NonlinearRigidMotion,
sm2: &SM2,
g2: &dyn Shape,
start_time: Real,
end_time: Real,
sum_linear_thickness: Real,
max_angular_thickness: Real,
) -> Option<ShapeCastHit>
where
D: ?Sized + QueryDispatcher,
SM1: ?Sized + SupportMap,
SM2: ?Sized + SupportMap,
{
// Because we are doing non-linear CCD, we need an iterative method here.
// First we need to check if the `time_of_impact = start_time` is legitimate, i.e.,
// if tunnelling will happen if we don't clamp the motion.
//
// If the contact isn't "legitimate" (i.e. if we have a separating velocity),
// then we need to check by how much the bodies can move without tunnelling.
// With linear CCD it's easy: any linear movement is OK because we have
// a separating velocity.
//
// With non-linear CCD it's more complicated because we need to take the
// angular velocity into account, which will result in new contact points
// that could tunnel (imagine for example 2D cuboid touching the ground at one
// point. By rotating, its second end point will end up touching the ground too,
// and we need to detect that so we don't permit a rotation larger than what's
// needed for this second contact to happen).
//
// The iterative method here will iteratively check multiple rotation angles to
// find new future contact points after some rotation; and check the relative
// velocity at these future contact points.
#[cfg(feature = "dim2")]
let dangvel = (motion2.angvel - motion1.angvel).abs();
#[cfg(feature = "dim3")]
let dangvel = (motion2.angvel - motion1.angvel).norm();
let inv_dangvel = crate::utils::inv(dangvel);
let linear_increment = sum_linear_thickness;
let angular_increment = Real::pi() - max_angular_thickness;
let linear_time_increment =
linear_increment * crate::utils::inv((motion2.linvel - motion1.linvel).norm());
let angular_time_increment = angular_increment * inv_dangvel;
let mut time_increment = angular_time_increment
.min(linear_time_increment)
// This is needed to avoid some tunnelling. But this is
// kind of "brute force" so we should find something better.
.min((end_time - start_time) / 10.0);
// println!(
// "Lin time incr: {}, ang time incr: {}",
// linear_time_increment, angular_time_increment
// );
if time_increment == 0.0 {
time_increment = end_time;
}
let mut next_time = start_time;
// TODO: looping until we reach π sounds enough for most purposes.
// Is there a practical case where we need to loop until we reach 2π ?
while next_time < end_time {
// dbg!("A");
let pos1_at_next_time = motion1.position_at_time(next_time);
let pos2_at_next_time = motion2.position_at_time(next_time);
let pos12_at_next_time = pos1_at_next_time.inv_mul(&pos2_at_next_time);
let contact = dispatcher
.contact(&pos12_at_next_time, g1, g2, Real::MAX)
.ok()??;
{
// dbg!("C");
// 1. Compute the relative velocity at that contact point.
// 2. Check if this results in a potential tunnelling.
// 3. Use bisection to adjust the shape-cast to the time where a pair
// of contact points potentially causing tunneling hit for the first time.
let r1 = contact.point1 - motion1.local_center;
let r2 = contact.point2 - motion2.local_center;
let vel1 = motion1.linvel + motion1.angvel.gcross(pos1_at_next_time * r1);
let vel2 = motion2.linvel + motion2.angvel.gcross(pos2_at_next_time * r2);
let vel12 = vel2 - vel1;
let normal_vel = -vel12.dot(&(pos1_at_next_time * contact.normal1));
let ccd_threshold = if contact.dist <= 0.0 {
sum_linear_thickness
} else {
contact.dist + sum_linear_thickness
};
// println!(
// "linvel: {:?}, angvel: {:?}, r2: {:?}, angpart: {:?}, vel2: {:?}",
// motion2.linvel,
// motion2.angvel,
// r2,
// motion2.angvel.gcross(pos2_at_next_time * r2),
// vel2,
// );
//
// println!(
// "Found normal vel: {}, dist: {}, threshold: {}, if_value: {}, time: {}",
// normal_vel,
// contact.dist,
// ccd_threshold,
// normal_vel * (end_time - next_time),
// next_time
// );
if normal_vel * (end_time - next_time) > ccd_threshold {
// dbg!("D1");
let mut result = ShapeCastHit {
time_of_impact: next_time,
witness1: contact.point1,
witness2: contact.point2,
normal1: contact.normal1,
normal2: contact.normal2,
status: ShapeCastStatus::Converged,
};
if contact.dist > 0.0 {
// This is an acceptable impact. Now determine when
// the impacts happens exactly.
let curr_range = BisectionRange {
min_t: next_time,
max_t: end_time,
curr_t: next_time,
};
let (new_range, _) = bisect(
contact.dist,
motion1,
sm1,
motion2,
sm2,
&contact.normal1,
curr_range,
);
// TODO: the bisection isn't always enough here. We should check that we
// still have a contact now. If not, we should run the loop from
// cast_shapes_nonlinear_support_map_support_map again from this
// point forward.
result.time_of_impact = new_range.curr_t;
} else {
// dbg!("Bissecting points");
// This is an acceptable impact. Now determine when
// the impacts happens exactly.
let curr_range = BisectionRange {
min_t: start_time,
max_t: next_time,
curr_t: next_time,
};
let (new_range, _) = bisect(
contact.dist,
motion1,
&ConstantPoint(contact.point1),
motion2,
&ConstantPoint(contact.point2),
&contact.normal1,
curr_range,
);
// TODO: the bisection isn't always enough here. We should check that we
// still have a contact now. If not, we should run the loop from
// cast_shapes_nonlinear_support_map_support_map again from this
// point forward.
result.time_of_impact = new_range.curr_t;
}
// println!("Fount new time_of_impact: {}", result.time_of_impact);
return Some(result);
}
// dbg!("D2");
}
// If there is no angular velocity, we don't have to
// continue because we can't rotate the object.
if inv_dangvel == 0.0 {
return None;
}
// dbg!("E");
next_time += time_increment;
}
None
}
#[derive(Copy, Clone, Debug)]
struct BisectionRange {
min_t: Real,
curr_t: Real,
max_t: Real,
}
fn bisect<SM1, SM2>(
mut dist: Real,
motion1: &NonlinearRigidMotion,
sm1: &SM1,
motion2: &NonlinearRigidMotion,
sm2: &SM2,
normal1: &Unit<Vector<Real>>,
mut range: BisectionRange,
) -> (BisectionRange, usize)
where
SM1: ?Sized + SupportMap,
SM2: ?Sized + SupportMap,
{
let abs_tol: Real = query::gjk::eps_tol();
let rel_tol = abs_tol; // ComplexField::sqrt(abs_tol);
let mut niter = 0;
// Use the world-space normal so it doesn't move with the shapes.
// This is necessary to reduce the risk of extracting a root that
// is not the root happening at the smallest time.
let pos1 = motion1.position_at_time(range.curr_t);
let world_normal1 = pos1 * normal1;
loop {
// println!("Bisection dist: {}, range: {:?}", dist, range);
// TODO: use the secant method too for finding the next iterate and converge more quickly.
if dist < 0.0 {
// Too close or penetration, go back in time.
range.max_t = range.curr_t;
range.curr_t = (range.min_t + range.curr_t) * 0.5;
} else if dist > rel_tol {
// Too far apart, go forward in time.
range.min_t = range.curr_t;
range.curr_t = (range.curr_t + range.max_t) * 0.5;
} else {
// Reached tolerance, break.
// println!("Bisection, break on dist tolerance.");
break;
}
if range.max_t - range.min_t < abs_tol {
range.curr_t = range.max_t;
// println!("Bisection, break on tiny range.");
break;
}
let pos1 = motion1.position_at_time(range.curr_t);
let pos2 = motion2.position_at_time(range.curr_t);
let pos12 = pos1.inv_mul(&pos2);
let normal1 = pos1.inverse_transform_unit_vector(&world_normal1);
let pt1 = sm1.local_support_point_toward(&normal1);
let pt2 = sm2.support_point_toward(&pos12, &-normal1);
dist = pt2.coords.dot(&normal1) - pt1.coords.dot(&normal1);
niter += 1;
}
(range, niter)
}