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C#
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2024-01-30 19:22:27 +08:00
using BepuUtilities;
using BepuUtilities.Memory;
using BepuPhysics;
using BepuPhysics.Collidables;
using BepuPhysics.CollisionDetection;
using BepuPhysics.Constraints;
using System;
using System.Runtime.CompilerServices;
using System.Numerics;
namespace Demos
{
public struct DemoPoseIntegratorCallbacks : IPoseIntegratorCallbacks
{
/// <summary>
/// Gravity to apply to dynamic bodies in the simulation.
/// </summary>
public Vector3 Gravity;
/// <summary>
/// Fraction of dynamic body linear velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.
/// </summary>
public float LinearDamping;
/// <summary>
/// Fraction of dynamic body angular velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.
/// </summary>
public float AngularDamping;
Vector3 gravityDt;
float linearDampingDt;
float angularDampingDt;
public AngularIntegrationMode AngularIntegrationMode => AngularIntegrationMode.Nonconserving;
public void Initialize(Simulation simulation)
{
//In this demo, we don't need to initialize anything.
//If you had a simulation with per body gravity stored in a CollidableProperty<T> or something similar, having the simulation provided in a callback can be helpful.
}
/// <summary>
/// Creates a new set of simple callbacks for the demos.
/// </summary>
/// <param name="gravity">Gravity to apply to dynamic bodies in the simulation.</param>
/// <param name="linearDamping">Fraction of dynamic body linear velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.</param>
/// <param name="angularDamping">Fraction of dynamic body angular velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.</param>
public DemoPoseIntegratorCallbacks(Vector3 gravity, float linearDamping = .03f, float angularDamping = .03f) : this()
{
Gravity = gravity;
LinearDamping = linearDamping;
AngularDamping = angularDamping;
}
public void PrepareForIntegration(float dt)
{
//No reason to recalculate gravity * dt for every body; just cache it ahead of time.
gravityDt = Gravity * dt;
//Since these callbacks don't use per-body damping values, we can precalculate everything.
linearDampingDt = MathF.Pow(MathHelper.Clamp(1 - LinearDamping, 0, 1), dt);
angularDampingDt = MathF.Pow(MathHelper.Clamp(1 - AngularDamping, 0, 1), dt);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void IntegrateVelocity(int bodyIndex, in RigidPose pose, in BodyInertia localInertia, int workerIndex, ref BodyVelocity velocity)
{
//Note that we avoid accelerating kinematics. Kinematics are any body with an inverse mass of zero (so a mass of ~infinity). No force can move them.
if (localInertia.InverseMass > 0)
{
velocity.Linear = (velocity.Linear + gravityDt) * linearDampingDt;
velocity.Angular = velocity.Angular * angularDampingDt;
}
//Implementation sidenote: Why aren't kinematics all bundled together separately from dynamics to avoid this per-body condition?
//Because kinematics can have a velocity- that is what distinguishes them from a static object. The solver must read velocities of all bodies involved in a constraint.
//Under ideal conditions, those bodies will be near in memory to increase the chances of a cache hit. If kinematics are separately bundled, the the number of cache
//misses necessarily increases. Slowing down the solver in order to speed up the pose integrator is a really, really bad trade, especially when the benefit is a few ALU ops.
//Note that you CAN technically modify the pose in IntegrateVelocity by directly accessing it through the Simulation.Bodies.ActiveSet.Poses, it just requires a little care and isn't directly exposed.
//If the PositionFirstTimestepper is being used, then the pose integrator has already integrated the pose.
//If the PositionLastTimestepper or SubsteppingTimestepper are in use, the pose has not yet been integrated.
//If your pose modification depends on the order of integration, you'll want to take this into account.
//This is also a handy spot to implement things like position dependent gravity or per-body damping.
}
}
public struct DemoNarrowPhaseCallbacks : INarrowPhaseCallbacks
{
public SpringSettings ContactSpringiness;
public void Initialize(Simulation simulation)
{
//Use a default if the springiness value wasn't initialized.
if (ContactSpringiness.AngularFrequency == 0 && ContactSpringiness.TwiceDampingRatio == 0)
ContactSpringiness = new SpringSettings(30, 1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool AllowContactGeneration(int workerIndex, CollidableReference a, CollidableReference b)
{
//While the engine won't even try creating pairs between statics at all, it will ask about kinematic-kinematic pairs.
//Those pairs cannot emit constraints since both involved bodies have infinite inertia. Since most of the demos don't need
//to collect information about kinematic-kinematic pairs, we'll require that at least one of the bodies needs to be dynamic.
return a.Mobility == CollidableMobility.Dynamic || b.Mobility == CollidableMobility.Dynamic;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool AllowContactGeneration(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB)
{
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool ConfigureContactManifold<TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold<TManifold>
{
pairMaterial.FrictionCoefficient = 1f;
pairMaterial.MaximumRecoveryVelocity = 2f;
pairMaterial.SpringSettings = ContactSpringiness;
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool ConfigureContactManifold(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB, ref ConvexContactManifold manifold)
{
return true;
}
public void Dispose()
{
}
}
}