1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
use na::{DVector, RealField};
use std::ops::Range;

use crate::joint::JointConstraint;
use crate::math::{Point, Vector, DIM};
use crate::object::{BodyHandle, BodyPartHandle, BodySet};
use crate::solver::helper;
use crate::solver::{
    GenericNonlinearConstraint, IntegrationParameters, LinearConstraints,
    NonlinearConstraintGenerator,
};

/// A constraint that removes all relative linear motion between two body parts.
pub struct BallConstraint<N: RealField, Handle: BodyHandle> {
    b1: BodyPartHandle<Handle>,
    b2: BodyPartHandle<Handle>,
    anchor1: Point<N>,
    anchor2: Point<N>,
    impulses: Vector<N>,
    break_force_squared: N,
    broken: bool,
    bilateral_ground_rng: Range<usize>,
    bilateral_rng: Range<usize>,
}

impl<N: RealField, Handle: BodyHandle> BallConstraint<N, Handle> {
    /// Creates a ball constraint between two body parts.
    ///
    /// This will ensure the two points identified by `anchor1` and `anchor2` will coincide.
    /// Both are given in the local-space of their corresponding body part.
    pub fn new(
        b1: BodyPartHandle<Handle>,
        b2: BodyPartHandle<Handle>,
        anchor1: Point<N>,
        anchor2: Point<N>,
    ) -> Self {
        BallConstraint {
            b1,
            b2,
            anchor1,
            anchor2,
            impulses: Vector::zeros(),
            break_force_squared: N::max_value(),
            broken: false,
            bilateral_ground_rng: 0..0,
            bilateral_rng: 0..0,
        }
    }

    /// Change the first anchor, expressed in the local space of the first body part.
    pub fn set_anchor_1(&mut self, anchor1: Point<N>) {
        self.anchor1 = anchor1;
    }

    /// Change the second anchor, expressed in the local space of the second body part.
    pub fn set_anchor_2(&mut self, anchor2: Point<N>) {
        self.anchor2 = anchor2;
    }

    /// The maximum force this joint can absorb before breaking.
    pub fn set_break_force(&mut self, break_force: N) {
        self.break_force_squared = break_force * break_force;
    }
}

impl<N: RealField, Handle: BodyHandle> JointConstraint<N, Handle> for BallConstraint<N, Handle> {
    fn is_broken(&self) -> bool {
        self.broken
    }

    fn num_velocity_constraints(&self) -> usize {
        DIM
    }

    fn anchors(&self) -> (BodyPartHandle<Handle>, BodyPartHandle<Handle>) {
        (self.b1, self.b2)
    }

    fn velocity_constraints(
        &mut self,
        _: &IntegrationParameters<N>,
        bodies: &dyn BodySet<N, Handle = Handle>,
        ext_vels: &DVector<N>,
        ground_j_id: &mut usize,
        j_id: &mut usize,
        jacobians: &mut [N],
        constraints: &mut LinearConstraints<N, usize>,
    ) {
        let body1 = try_ret!(bodies.get(self.b1.0));
        let body2 = try_ret!(bodies.get(self.b2.0));
        let part1 = try_ret!(body1.part(self.b1.1));
        let part2 = try_ret!(body2.part(self.b2.1));

        /*
         *
         * Joint constraints.
         *
         */
        let anchor1 = body1.world_point_at_material_point(part1, &self.anchor1);
        let anchor2 = body2.world_point_at_material_point(part2, &self.anchor2);

        let assembly_id1 = body1.companion_id();
        let assembly_id2 = body2.companion_id();

        let first_bilateral_ground = constraints.bilateral_ground.len();
        let first_bilateral = constraints.bilateral.len();

        helper::cancel_relative_linear_velocity(
            body1,
            part1,
            self.b1,
            body2,
            part2,
            self.b2,
            assembly_id1,
            assembly_id2,
            &anchor1,
            &anchor2,
            ext_vels,
            &self.impulses,
            0,
            ground_j_id,
            j_id,
            jacobians,
            constraints,
        );

        self.bilateral_ground_rng = first_bilateral_ground..constraints.bilateral_ground.len();
        self.bilateral_rng = first_bilateral..constraints.bilateral.len();
    }

    fn cache_impulses(&mut self, constraints: &LinearConstraints<N, usize>, inv_dt: N) {
        for c in &constraints.bilateral_ground[self.bilateral_ground_rng.clone()] {
            self.impulses[c.impulse_id] = c.impulse;
        }

        for c in &constraints.bilateral[self.bilateral_rng.clone()] {
            self.impulses[c.impulse_id] = c.impulse;
        }

        if self.impulses.norm_squared() * inv_dt * inv_dt > self.break_force_squared {
            self.broken = true;
        }
    }
}

impl<N: RealField, Handle: BodyHandle> NonlinearConstraintGenerator<N, Handle>
    for BallConstraint<N, Handle>
{
    fn num_position_constraints(&self, bodies: &dyn BodySet<N, Handle = Handle>) -> usize {
        // FIXME: calling this at each iteration of the non-linear resolution is costly.
        if self.is_active(bodies) {
            1
        } else {
            0
        }
    }

    fn position_constraint(
        &self,
        parameters: &IntegrationParameters<N>,
        _: usize,
        bodies: &mut dyn BodySet<N, Handle = Handle>,
        jacobians: &mut [N],
    ) -> Option<GenericNonlinearConstraint<N, Handle>> {
        let body1 = bodies.get(self.b1.0)?;
        let body2 = bodies.get(self.b2.0)?;
        let part1 = body1.part(self.b1.1)?;
        let part2 = body2.part(self.b2.1)?;

        let anchor1 = body1.world_point_at_material_point(part1, &self.anchor1);
        let anchor2 = body2.world_point_at_material_point(part2, &self.anchor2);

        helper::cancel_relative_translation(
            parameters, body1, part1, self.b1, body2, part2, self.b2, &anchor1, &anchor2, jacobians,
        )
    }
}