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rapier2d_f64/dynamics/
integration_parameters.rs

1#[cfg(all(doc, feature = "alloc"))]
2use super::RigidBodyActivation;
3use crate::math::Real;
4use simba::simd::SimdRealField;
5
6// NOTE: the 2x2 block solver (`block-solver` feature) runs in BOTH passes and solves the COMPLIANT
7//       LCP `(K + C, b)`, `C = diag((1/ms_i - 1) k_ii)` — the coupled soft step — so it shares
8//       the sequential sweep's fixed points; a rigid-LCP-then-cfm-scale variant left piles micro-jiggling.
9
10/// Friction models used for all contact constraints between two rigid-bodies.
11///
12/// This selection does not apply to multibodies that always rely on the [`FrictionModel::Coulomb`].
13#[cfg(feature = "dim3")]
14#[derive(Default, Copy, Clone, Debug, PartialEq, Eq)]
15#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
16pub enum FrictionModel {
17    /// A simplified friction model significantly faster to solve than [`Self::Coulomb`]
18    /// but less accurate.
19    ///
20    /// Instead of solving one Coulomb friction constraint per contact in a contact manifold,
21    /// this approximation only solves one Coulomb friction constraint per group of 4 contacts
22    /// in a contact manifold, plus one "twist" constraint. The "twist" constraint is purely
23    /// rotational and aims to eliminate angular movement in the manifold’s tangent plane.
24    #[default]
25    Simplified,
26    /// The coulomb friction model.
27    ///
28    /// This results in one Coulomb friction constraint per contact point.
29    Coulomb,
30}
31
32#[derive(Copy, Clone, Debug, PartialEq)]
33#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
34// TODO: we should be able to combine this with MotorModel.
35/// Coefficients for a spring, typically used for configuring constraint softness for contacts and
36/// joints.
37pub struct SpringCoefficients<N> {
38    /// Sets the natural frequency (Hz) of the spring-like constraint.
39    ///
40    /// Higher values make the constraint stiffer and resolve constraint violations more quickly.
41    pub natural_frequency: N,
42    /// Sets the damping ratio for the spring-like constraint.
43    ///
44    /// Larger values make the joint more compliant (allowing more drift before stabilization).
45    pub damping_ratio: N,
46}
47
48impl<N: SimdRealField<Element = Real> + Copy> SpringCoefficients<N> {
49    /// Initializes spring coefficients from the spring natural frequency and damping ratio.
50    pub fn new(natural_frequency: N, damping_ratio: N) -> Self {
51        Self {
52            natural_frequency,
53            damping_ratio,
54        }
55    }
56
57    /// Default softness coefficients for contacts (30 Hz, ζ = 10).
58    /// The high ζ is load-bearing for large piles/stacks: softer contacts settle
59    /// deeper under load, and the extra penetration keeps them wedging and creeping instead of resting.
60    pub fn contact_defaults() -> Self {
61        Self {
62            natural_frequency: N::splat(30.0),
63            damping_ratio: N::splat(10.0),
64        }
65    }
66
67    /// Default softness coefficients for contacts touching a fixed body: twice the natural
68    /// frequency of [`Self::contact_defaults`], holding piled/pushed
69    /// bodies more firmly against walls and floors so they are less likely to squeeze through.
70    pub fn contact_static_defaults() -> Self {
71        Self {
72            natural_frequency: N::splat(60.0),
73            damping_ratio: N::splat(10.0),
74        }
75    }
76
77    /// Default softness coefficients for joints.
78    pub fn joint_defaults() -> Self {
79        Self {
80            natural_frequency: N::splat(1.0e6),
81            damping_ratio: N::splat(1.0),
82        }
83    }
84
85    /// The contact’s spring angular frequency for constraints regularization.
86    pub fn angular_frequency(&self) -> N {
87        self.natural_frequency * N::simd_two_pi()
88    }
89
90    /// The [`Self::erp`] coefficient, multiplied by the inverse timestep length.
91    pub fn erp_inv_dt(&self, dt: N) -> N {
92        let ang_freq = self.angular_frequency();
93        ang_freq / (dt * ang_freq + N::splat(2.0) * self.damping_ratio)
94    }
95
96    /// The effective Error Reduction Parameter applied for calculating regularization forces.
97    ///
98    /// This parameter is computed automatically from [`Self::natural_frequency`],
99    /// [`Self::damping_ratio`] and the substep length.
100    pub fn erp(&self, dt: N) -> N {
101        dt * self.erp_inv_dt(dt)
102    }
103
104    /// Compute CFM assuming a critically damped spring multiplied by the damping ratio.
105    ///
106    /// This coefficient softens the impulse applied at each solver iteration.
107    pub fn cfm_coeff(&self, dt: N) -> N {
108        let one = N::one();
109        let erp = self.erp(dt);
110        let erp_is_not_zero = erp.simd_ne(N::zero());
111        let inv_erp_minus_one = one / erp - one;
112
113        // let stiffness = 4.0 * damping_ratio * damping_ratio * projected_mass
114        //     / (dt * dt * inv_erp_minus_one * inv_erp_minus_one);
115        // let damping = 4.0 * damping_ratio * damping_ratio * projected_mass
116        //     / (dt * inv_erp_minus_one);
117        // let cfm = 1.0 / (dt * dt * stiffness + dt * damping);
118        // NOTE: This simplifies to cfm = cfm_coeff / projected_mass:
119        let result = inv_erp_minus_one * inv_erp_minus_one
120            / ((one + inv_erp_minus_one) * N::splat(4.0) * self.damping_ratio * self.damping_ratio);
121        result.select(erp_is_not_zero, N::zero())
122    }
123
124    /// The CFM factor to be used in the constraint resolution.
125    ///
126    /// This parameter is computed automatically from [`Self::natural_frequency`],
127    /// [`Self::damping_ratio`] and the substep length.
128    pub fn cfm_factor(&self, dt: N) -> N {
129        let one = N::one();
130        let cfm_coeff = self.cfm_coeff(dt);
131
132        // We use this coefficient inside the impulse resolution.
133        // Surprisingly, several simplifications happen there.
134        // Let `m` the projected mass of the constraint.
135        // Let `m’` the projected mass that includes CFM: `m’ = 1 / (1 / m + cfm_coeff / m) = m / (1 + cfm_coeff)`
136        // We have:
137        // new_impulse = old_impulse - m’ (delta_vel - cfm * old_impulse)
138        //             = old_impulse - m / (1 + cfm_coeff) * (delta_vel - cfm_coeff / m * old_impulse)
139        //             = old_impulse * (1 - cfm_coeff / (1 + cfm_coeff)) - m / (1 + cfm_coeff) * delta_vel
140        //             = old_impulse / (1 + cfm_coeff) - m * delta_vel / (1 + cfm_coeff)
141        //             = 1 / (1 + cfm_coeff) * (old_impulse - m * delta_vel)
142        // So, setting cfm_factor = 1 / (1 + cfm_coeff).
143        // We obtain:
144        // new_impulse = cfm_factor * (old_impulse - m * delta_vel)
145        //
146        // The value returned by this function is this cfm_factor that can be used directly
147        // in the constraint solver.
148        one / (one + cfm_coeff)
149    }
150}
151
152/// Configuration parameters that control the physics simulation quality and behavior.
153///
154/// These parameters affect how the physics engine advances time, resolves collisions, and
155/// maintains stability. The defaults work well for most games, but you may want to adjust
156/// them based on your specific needs.
157///
158/// # Key parameters for beginners
159///
160/// - **`dt`**: Timestep duration (default: 1/60 second). Most games run physics at 60Hz.
161/// - **`num_solver_iterations`**: More iterations = more accurate but slower (default: 4)
162/// - **`length_unit`**: Scale factor if your world units aren't meters (e.g., 100 for pixel-based games)
163///
164/// # Example
165///
166/// ```
167/// # use rapier3d::prelude::*;
168/// // Standard 60 FPS physics with default settings
169/// let mut integration_params = IntegrationParameters::default();
170///
171/// // For a more accurate (but slower) simulation:
172/// integration_params.num_solver_iterations = 8;
173///
174/// // For pixel-based 2D games where 100 pixels = 1 meter:
175/// integration_params.length_unit = 100.0;
176/// ```
177///
178/// Most other parameters are advanced settings for fine-tuning stability and performance.
179#[derive(Copy, Clone, Debug, PartialEq)]
180#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
181pub struct IntegrationParameters {
182    /// The timestep length - how much simulated time passes per physics step (default: `1.0 / 60.0`).
183    ///
184    /// Set this to `1.0 / your_target_fps`. For example:
185    /// - 60 FPS: `1.0 / 60.0` ≈ 0.0167 seconds
186    /// - 120 FPS: `1.0 / 120.0` ≈ 0.0083 seconds
187    ///
188    /// Smaller timesteps are more accurate but require more CPU time per second of simulated time.
189    pub dt: Real,
190    /// Minimum timestep size when using CCD with multiple substeps (default: `1.0 / 60.0 / 100.0`).
191    ///
192    /// When CCD with multiple substeps is enabled, the timestep is subdivided
193    /// into smaller pieces. This timestep subdivision won't generate timestep
194    /// lengths smaller than `min_ccd_dt`.
195    ///
196    /// Setting this to a large value will reduce the opportunity to performing
197    /// CCD substepping, resulting in potentially more time dropped by the
198    /// motion-clamping mechanism. Setting this to an very small value may lead
199    /// to numerical instabilities.
200    pub min_ccd_dt: Real,
201
202    /// Softness coefficients for contact constraints.
203    pub contact_softness: SpringCoefficients<Real>,
204
205    /// Softness coefficients for contact constraints where one side is a fixed body.
206    ///
207    /// Stiffer than [`Self::contact_softness`] by default so bodies are
208    /// held firmly against static walls/floors; set equal to [`Self::contact_softness`] to disable.
209    pub static_contact_softness: SpringCoefficients<Real>,
210
211    /// The coefficient in `[0, 1]` applied to warmstart impulses, i.e., impulses that are used as the
212    /// initial solution (instead of 0) at the next simulation step.
213    ///
214    /// This should generally be set to 1.
215    ///
216    /// (default `1.0`).
217    pub warmstart_coefficient: Real,
218
219    /// The scale factor for your world if you're not using meters (default: `1.0`).
220    ///
221    /// Rapier is tuned for human-scale objects measured in meters. If your game uses different
222    /// units, set this to how many of your units equal 1 meter in the real world.
223    ///
224    /// **Examples:**
225    /// - Your game uses meters: `length_unit = 1.0` (default)
226    /// - Your game uses centimeters: `length_unit = 100.0` (100 cm = 1 m)
227    /// - Pixel-based 2D game where typical objects are 100 pixels tall: `length_unit = 100.0`
228    /// - Your game uses feet: `length_unit = 3.28` (approximately)
229    ///
230    /// This automatically scales various internal tolerances and thresholds to work correctly
231    /// with your chosen units.
232    pub length_unit: Real,
233
234    /// Geometric slop distance (default: `0.005`), e.g. the standoff kept
235    /// by the CCD clamp. NOT a deadzone on the position-correction bias: penetrations are corrected
236    /// all the way to zero; a deadzone would keep loaded piles wedging and creeping.
237    ///
238    /// This value is implicitly scaled by [`IntegrationParameters::length_unit`].
239    pub normalized_allowed_linear_error: Real,
240    /// Maximum speed at which contact penetration is pushed out by the biased solve
241    /// (default: `3.0`).
242    ///
243    /// Capping this recovery velocity keeps deep penetrations from being resolved explosively.
244    /// This value is implicitly scaled by [`IntegrationParameters::length_unit`].
245    pub normalized_max_corrective_velocity: Real,
246    /// The maximal distance separating two objects that will generate predictive contacts (default: `0.002m`).
247    ///
248    /// This value is implicitly scaled by [`IntegrationParameters::length_unit`].
249    pub normalized_prediction_distance: Real,
250    /// Maximum linear velocity a body may have after each solver substep (default: `400.0` m/s).
251    /// Bounding per-step travel keeps CCD and speculative contacts
252    /// reliable (a body cannot be flung or crushed to an arbitrary speed); set to `Real::MAX` to disable.
253    ///
254    /// This value is implicitly scaled by [`IntegrationParameters::length_unit`].
255    pub normalized_max_linear_velocity: Real,
256    /// The number of solver iterations run by the constraints solver for calculating forces (default: `4`).
257    ///
258    /// Higher values produce more accurate and stable simulations at the cost of performance.
259    /// - `4` (default): Good balance for most games
260    /// - `8-12`: Use for demanding scenarios (stacks of objects, complex machinery)
261    /// - `1-2`: Use if performance is critical and accuracy can be sacrificed
262    pub num_solver_iterations: usize,
263    /// Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`).
264    pub num_internal_pgs_iterations: usize,
265    /// The number of stabilization iterations run at each solver iterations (default: `1`).
266    pub num_internal_stabilization_iterations: usize,
267    /// Maximum number of CCD substeps performed by the solver (default: `1`).
268    ///
269    /// Also the global CCD on/off switch: `0` disables **all** CCD for the world (including the
270    /// automatic CCD of fast dynamic bodies vs fixed colliders).
271    pub max_ccd_substeps: usize,
272    /// If enabled, contact manifolds of a collider pair sharing (nearly) the same normal are merged
273    /// into one "cluster" manifold before constraint generation (default: `true`, 3D only), so at
274    /// most 4 contact points are solved per contact plane — a large solver win on composite shapes
275    /// (meshes, heightfields, compounds, voxels) that emit one manifold per subshape. When clustering
276    /// applies, read solver contacts/impulses from [`crate::geometry::ContactPair::solver_clusters`],
277    /// not [`crate::geometry::ContactPair::manifolds`].
278    pub contact_clustering: bool,
279    /// If enabled, a contact pair whose relative pose moved less than [`Self::contact_recycle_distance`]
280    /// since its last full narrow-phase update skips contact determination and keeps its existing points
281    /// (default: `true`) — a large speed-up for quasi-static scenes. Trade-offs:
282    /// contact features and user-facing contact data (`dist`, is-new bits) may be stale by up to that
283    /// distance, and per-step joint-based contact filtering is skipped until the pair moves.
284    /// [`crate::pipeline::ActiveHooks`] pairs are never recycled.
285    pub contact_recycling: bool,
286    /// Maximum relative-pose drift (translation plus rotation-arc) below which a contact pair may
287    /// be recycled instead of fully updated (default: `0.05`, i.e. ten times the linear slop,
288    /// multiplied by [`Self::length_unit`]). Only used when [`Self::contact_recycling`] is enabled.
289    pub normalized_contact_recycle_distance: Real,
290    /// If `false`, friction is only solved during the unbiased (relax) pass of each substep instead
291    /// of both passes (default: `false`, the "no friction when applying bias" rule).
292    /// This makes contact kernels much cheaper and is load-bearing for tall stacks: friction
293    /// reacting to bias velocities pumps their coherent lean mode until they topple. If
294    /// [`Self::num_internal_stabilization_iterations`] is zero there is no unbiased pass and this flag is ignored.
295    pub friction_in_bias_pass: bool,
296    /// If enabled, impulse-joint constraints are warm-started like contacts: impulses accumulated
297    /// by the previous step are re-applied (scaled by [`Self::warmstart_coefficient`]) at the start
298    /// of each substep instead of restarting from zero (default: `false`). This
299    /// noticeably improves convergence of stiff joint assemblies. Multibody joints are unaffected.
300    pub warmstart_joints: bool,
301    /// The type of friction constraints used in the simulation.
302    #[cfg(feature = "dim3")]
303    pub friction_model: FrictionModel,
304}
305
306impl IntegrationParameters {
307    /// The inverse of the time-stepping length, i.e. the steps per seconds (Hz).
308    ///
309    /// This is zero if `self.dt` is zero.
310    #[inline]
311    pub fn inv_dt(&self) -> Real {
312        if self.dt == 0.0 { 0.0 } else { 1.0 / self.dt }
313    }
314
315    /// Sets the time-stepping length.
316    #[inline]
317    #[deprecated = "You can just set the `IntegrationParams::dt` value directly"]
318    pub fn set_dt(&mut self, dt: Real) {
319        assert!(dt >= 0.0, "The time-stepping length cannot be negative.");
320        self.dt = dt;
321    }
322
323    /// Sets the inverse time-stepping length (i.e. the frequency).
324    ///
325    /// This automatically recompute `self.dt`.
326    #[inline]
327    pub fn set_inv_dt(&mut self, inv_dt: Real) {
328        if inv_dt == 0.0 {
329            self.dt = 0.0
330        } else {
331            self.dt = 1.0 / inv_dt
332        }
333    }
334
335    /// Amount of penetration the engine won't attempt to correct (default: `0.001` multiplied by
336    /// [`Self::length_unit`]).
337    pub fn allowed_linear_error(&self) -> Real {
338        self.normalized_allowed_linear_error * self.length_unit
339    }
340
341    /// Maximum amount of penetration the solver will attempt to resolve in one timestep.
342    ///
343    /// This is equal to [`Self::normalized_max_corrective_velocity`] multiplied by
344    /// [`Self::length_unit`].
345    pub fn max_corrective_velocity(&self) -> Real {
346        if self.normalized_max_corrective_velocity != Real::MAX {
347            self.normalized_max_corrective_velocity * self.length_unit
348        } else {
349            Real::MAX
350        }
351    }
352
353    /// The maximal distance separating two objects that will generate predictive contacts
354    /// (default: `0.002m` multiped by [`Self::length_unit`]).
355    pub fn prediction_distance(&self) -> Real {
356        self.normalized_prediction_distance * self.length_unit
357    }
358
359    /// Maximum linear velocity a body may have after each solver substep.
360    ///
361    /// This is equal to [`Self::normalized_max_linear_velocity`] multiplied by
362    /// [`Self::length_unit`], or `Real::MAX` when the linear speed cap is disabled.
363    pub fn max_linear_velocity(&self) -> Real {
364        if self.normalized_max_linear_velocity != Real::MAX {
365            self.normalized_max_linear_velocity * self.length_unit
366        } else {
367            Real::MAX
368        }
369    }
370
371    /// Maximum relative-pose drift below which a contact pair can be recycled instead of fully
372    /// updated: [`Self::normalized_contact_recycle_distance`] multiplied by [`Self::length_unit`].
373    /// Only used when [`Self::contact_recycling`] is enabled.
374    pub fn contact_recycle_distance(&self) -> Real {
375        self.normalized_contact_recycle_distance * self.length_unit
376    }
377}
378
379impl Default for IntegrationParameters {
380    fn default() -> Self {
381        Self {
382            dt: 1.0 / 60.0,
383            min_ccd_dt: 1.0 / 60.0 / 100.0,
384            contact_softness: SpringCoefficients::contact_defaults(),
385            static_contact_softness: SpringCoefficients::contact_static_defaults(),
386            warmstart_coefficient: 1.0,
387            num_internal_pgs_iterations: 1,
388            num_internal_stabilization_iterations: 1,
389            num_solver_iterations: 4,
390            normalized_allowed_linear_error: 0.005,
391            normalized_max_corrective_velocity: 3.0,
392            // Four times the linear slop. A larger speculative
393            // margin generates contacts earlier, which (together with oriented/one-sided static
394            // geometry) keeps fast/piled bodies from tunneling through thin walls.
395            normalized_prediction_distance: 0.02,
396            normalized_max_linear_velocity: 400.0,
397            max_ccd_substeps: 1,
398            contact_clustering: true,
399            contact_recycling: true,
400            normalized_contact_recycle_distance: 0.05,
401            friction_in_bias_pass: false,
402            warmstart_joints: false,
403            length_unit: 1.0,
404            #[cfg(feature = "dim3")]
405            friction_model: FrictionModel::default(),
406        }
407    }
408}