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Ragdoll Physics. on the Nintendo DS. Eric Brown. Where was this used?. Ragdoll prerequisites. Animation system needs to be capable of procedural animation (ideal) employ callbacks that allow manipulation on a per bone basis (less-ideal) Ragdoll system hijacks the skeleton entirely
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Ragdoll Physics on the Nintendo DS Eric Brown
Ragdoll prerequisites • Animation system needs to be capable of procedural animation • (ideal) employ callbacks that allow manipulation on a per bone basis • (less-ideal) Ragdoll system hijacks the skeleton entirely • NITROSystem has an animation system that employs per bone callbacks • Collision detection system
A Simple Particle System • Nodes – points that get updated by physics • Constraints – apply further modification to the position of a node (or nodes) • (particle system demo)
What is the basic idea? • Use a particle system to represent the skeleton • Apply appropriate constraints to ensure valid skeleton configurations • Derive rotation and translation info from the configuration of the nodes • Procedurally animate
Nodes struct Node{Vec position;Vec lastPos;Vec accel;float invMass;};
Updating Nodes • Accumulate Forces void AccumulateForce(Node* n, Vec* F){ n->accel += Scale(F, n->invMass);} void ApplyGlobalAcceleration(Vec* a){ (loop over all nodes n) { n->accel += *a; }}
Updating Nodes • Use the Verlet Integration formula to update nodes • Xn+1 = 2Xn – Xn-1 + Ant2 • Xn+1 = Xn + (1-f)(Xn – Xn-1) + Ant2 • This formula has several advantages • Numerically stable • Easy to apply constraints
Updating Nodes void Integrate(float t2, float f){ (loop over all nodes n) {Vec tmp = n->position; n->position += (1.0-f)*(n->position-n->lastPos); n->position += n->accel*t2; n->lastPos = tmp; n->accel = 0; }}
Applying Constraints • Always apply constraints after updating the nodes • The underlying strategy for applying a constraint is • Determine where a node needs to be • Put it there • Verlet Integration takes care of the rest
Constraints • Preventing floor penetration is an example of a global constraint void FloorConstraint(float height){ (loop over all nodes n) { if(n->position.y < height) { n->position.y = height; } }}
Constraints • Examples of local constraints are enum ConstraintTypes{ ANCHOR, STICK, LINE, PLANE, SPLINE, …};
Constraints struct Constraint{int type;Node* n1;Node* n2;Vec* anchor;float maxLength;float minLength; …}
Constraints void ApplyAnchor(Constraint* c){ c->n1->position = *c->anchor;} • Code for applying a stick constraint is included in the handout • Note: Applying 2 constraints to the same node generally results in one of the constraints being violated
Constraints void ApplyConstraints(int iterations){for(int i=0; i<iterations; i++) {//apply local constraints (loop over all constraints c) {switch(c->type) {case ANCHOR: ApplyAnchor(c);break;case STICK: ApplyStick(c);break; … } }//apply global constraints FloorConstraint(0.0f); }}
Constraints • Some types of constraints require a change in velocity, i.e. Bounce • To change the velocity of the particle you can: • Modify the value of the lastPos (instantaneous impulse) • Accumulate a force on the particle that will change its velocity on the next frame (penalty force)
The Verlet System • The Verlet System is a set of Nodes and Constraints struct VerletConfig{Vec gravAccel;int iterations;float airFriction; …};
Updating the Verlet System void UpdateVerlet(VerletConfig* conf, float t){float t2 = t*t;//Accumulate ForcesApplyGlobalAcceleration(&conf->gravAccel); (Accumulate local forces)//IntegrateIntegrate(t2, conf->airFriction);//Apply ConstraintsApplyConstraints(conf->iterations);}
What do we need in order to create an animation? • We need to calculate a model space representation of each bone of the animation • Translation information is carried by the position of the node • Rotation information can be derived by the positions of nearby nodes
Future mechanism for obtaining information about rotations • Allow a Verlet Node to carry information about its orientation in the form of a quaternion struct Node{ …Quat rotation;Quat lastRot;Quat angularAccel; …}; • Update the quaternions using the Non-Abelian Verlet formula • Rn+1 = (Wt(Rn(Rn-1)-1)1/t)tRn
Brads • A structure that contains all of the information necessary to calculate a full bone matrix from a set of 4 Verlet Nodes • A Brad is a brass fastener that attaches several sheets of paper together • Brad Moss is a designer that made a suggestion that motivated the idea of this object
Brads struct Brad{Node* a;Node* b;Node* c1;Node* c2;Mtx43* bone;int bAxis; //0-X, 1-Y, 2-Zint cAxis;};
Brads • Node A • Node B • B Axis • Node Ca • Node Cb • C Axis
Revised Update Routine void UpdateVerlet(VerletConfig* conf, float t){float t2 = t*t;//Accumulate ForcesApplyGlobalAcceleration(&conf->gravAccel); (Accumulate local forces)//IntegrateIntegrate(t2, conf->airFriction);//Apply ConstraintsApplyConstraints(conf->iterations);//Update All BradsUpdateAllBrads();}
Articulate Collision • We used a standard swept sphere collision for each node • Note: Node positions were in world space • The spheres were so small that the swept sphere routine would fail due to imprecission
Fixed Point math primer 5.7 0.3 1.2 0.3 114 9 0 570 6.84 0.09
FX32 • FX32 is a 32 bit Fixed Point data type with 12 bits of decimal precision • As a mnemonic device we will create a unit called FX=4096 • A decimal number like 5.7 can be represented in FX32 format as 5.7FX = 23347.2 -> 23347 • Every time you multiplying 2 FX32 numbers you accumulate an extra power of FX • Therefore you must divide by FX whenever you multiply • Basically, if ab=c then (aFX*bFX)/FX = cFX
Sample multiplication routine fx32 FX_MUL(fx32 a, fx32 b){return (a*b)>>12;}
FX32 • The range of FX32 is about +/-500000 • The smallest number is 1/FX = 0.00024 • The smallest FX32 number that can be multiplied by itself and get a non-zero result is 0.015FX = 64 • If you let 1FX represent 1 meter, then the precision limit is a few centimeters
Sphere Intersection Test BOOL SphereIntersection(VecFx32* center, fx32 radius, VecFx32* point){fx32 r2, d2;VecFx32 diff; r2 = FX_MUL(radius, radius); VEC_Subtract(center, point, &diff); d2 = VEC_DotProduct(&diff, &diff);return (d2 < r2);} • Radius > 1 Meter – Good results • Radius < 1 Meter – Not so good • Radius < 0.5 Meters – Pretty crappy
How do we get around this? • Create a new fixed point data type with higher precision • Fx32e has 27 bits of precision • Uncertainty of multiplication is on the order of microns rather than centimeters (a micron is 1000 times smaller than a millimeter) • Use a regular integer multiplication if you can get away with it (don’t divide by FX after you multiply)
Example: • We start with 4 numbers that are related by ab > cd • If we try to evaluate this comparison using FX32 multiplication we have (aFX*bFX)/FX > (cFX*dFX)/FX • Truncation error might cause this comparison to evaluate incorrectly • If we try to evaluate this comparison using integer multiplication we have aFX*bFX > cFX*dFX • There is still truncation error, but it is significantly smaller. On the order of millimeters rather than ten centimeters
A Better Sphere Intersection Test BOOL SphereIntersection(VecFx32* center, fx32 radius, VecFx32* point){fx32 r2, d2;VecFx32 diff; r2 = radius*radius; VEC_Subtract(center, point, &diff); d2 = diff.x*diff.x + diff.y*diff.y + diff.z*diff.z;return (d2 < r2);} • Radius > 1mm – Good results • Radius < 1mm – Not so good • Radius < 0.5mm – Pretty crappy
More than 2 Mults • If you are going to perform more than 2 FX32 mults, you can get some extra mileage out of integer multiplies • If you want to multiply three numbers abcusing FX32 multiplication you have ((aFX*bFX)/FX)*cFX)/FX • Instead use integer mults and divide by FX2 at the end • This is (aFX*bFX*cFX)/(FX*FX)
Sample 3 mult Routine fx32 FX_MUL3(fx32 a, fx32 b, fx32 c){return (a*b*c)>>24;}
Philosophy of using integer multipy • fx32 numbers accumulate a power of FX for every integer multiply • An fx32 can endure 2 powers of FX before overflowing • An fx64 can endure 5 powers of FX before overflowing • Perform as many integer multiplies as possible before dividing out the powers of FX • If you are comparing two numbers that have accumulated the same powers of FX (homogeneous), perform the comparison without dividing out the powers of FX • If the numbers you are comparing are not homogeneous, multiply by FX until the powers are equal, then perform the comparison • Try not to overflow
Rotation Math • In order for a matrix M to represent a rotation it must be OrthoNormal. This means that its inverse is equal to its transpose. • One direct result of a matrix being OrthoNormal is that det(M) = +/- 1 • If det(M) = 1 then the matrix represents a rotation • If det(M) = -1 then the matrix represents a reflection.
Reflections and Rotations • If you multiply two OrthoNormal reflection matrices S1, S2, then the product is also OrthoNormal • The determinant of this product is:det(S1S2) = det(S1)det(S2) = (-1)(-1) = 1 • The short story? 2 consecutive reflections form a rotation.
Reflection Rotations • Rotations are unique (almost) • If the result of 2 reflections places a vector where it needs to be, then the reflections are equivalent to the corresponding rotation • Goal: find a reflection algorithm to replace a rotation algorithm
Find 2 Reflections • Reflect about a line that bisects the initial and final vectors • Reflect about the final vector
Reflection about a line • The component of the vector that is parallel to the line does not get reflected • Split the vector into 2 components V = Vline + Vreflect • The reflected vector is V’ = Vline - Vreflect • To find Vlineyou need the normal n in the direction of the line, then Vline = n*dot(V,n) • To find Vreflect, just take Vreflect = V – Vline • The reflected vector is V’ = 2*n*dot(V,n) - V
Sample Reflection Function void ReflectOnLine(VecFx32* in, VecFx32* line, VecFx32* out){fx32 dp;VecFx32 tmp; dp = VEC_DotProduct(in, line); dp <<= 1; //dp *= 2VEC_Scale(line, &tmp, dp);VEC_Subtract(&tmp, in, out);}
Sample 2 Reflection Function void ReflectOn2Lines(VecFx32* in, VecFx32* line1, VecFx32* line2, VecFx32* out){fx32 dp;VecFx32 tmp, result; dp = VEC_DotProduct(in, line1); dp <<= 1;VEC_Scale(line1, &tmp, dp);VEC_Subtract(&tmp, in, &result); dp = VEC_DotProduct(&result, line2); dp <<= 1;VEC_Scale(line2, &tmp, dp);VEC_Subtract(&tmp, &result, out);}
Reflection Uses • Very good for applying a rotation to a small number of vectors • Use it to build rotation matrices, when you know the initial and final vectors. • Example: apply the minimum rotation to a matrix in order to get the “Look” component to point in the right direction • Source code for building orientation matrices is included in the handout
The End • Thank you to: • Sensory Sweep • Brad Moss • Micah Neilson • GDC ‘08