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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Geometry/Ellipse.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/RotationEulerConstraintPart.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/AngleConstraintPart.h>
- JPH_NAMESPACE_BEGIN
- /// Quaternion based constraint that decomposes the rotation in constraint space in swing and twist: q = q_swing * q_twist
- /// where q_swing.x = 0 and where q_twist.y = q_twist.z = 0
- ///
- /// - Rotation around the twist (x-axis) is within [inTwistMinAngle, inTwistMaxAngle].
- /// - Rotation around the swing axis (y and z axis) are limited to an ellipsoid in quaternion space formed by the equation:
- ///
- /// (q_swing.y / sin(inSwingYHalfAngle / 2))^2 + (q_swing.z / sin(inSwingZHalfAngle / 2))^2 <= 1
- ///
- /// Which roughly corresponds to an elliptic cone shape with major axis (inSwingYHalfAngle, inSwingZHalfAngle).
- ///
- /// In case inSwingYHalfAngle = 0, the rotation around Y will be constrained to 0 and the rotation around Z
- /// will be constrained between [-inSwingZHalfAngle, inSwingZHalfAngle]. Vice versa if inSwingZHalfAngle = 0.
- class SwingTwistConstraintPart
- {
- public:
- /// Set limits for this constraint (see description above for parameters)
- void SetLimits(float inTwistMinAngle, float inTwistMaxAngle, float inSwingYHalfAngle, float inSwingZHalfAngle)
- {
- constexpr float cLockedAngle = DegreesToRadians(0.5f);
- constexpr float cFreeAngle = DegreesToRadians(179.5f);
- // Assume sane input
- JPH_ASSERT(inTwistMinAngle <= 0.0f && inTwistMinAngle >= -JPH_PI);
- JPH_ASSERT(inTwistMaxAngle >= 0.0f && inTwistMaxAngle <= JPH_PI);
- JPH_ASSERT(inSwingYHalfAngle >= 0.0f && inSwingYHalfAngle <= JPH_PI);
- JPH_ASSERT(inSwingZHalfAngle >= 0.0f && inSwingZHalfAngle <= JPH_PI);
- // Calculate the sine and cosine of the half angles
- Vec4 s, c;
- (0.5f * Vec4(inTwistMinAngle, inTwistMaxAngle, inSwingYHalfAngle, inSwingZHalfAngle)).SinCos(s, c);
- // Store axis flags which are used at runtime to quickly decided which contraints to apply
- mRotationFlags = 0;
- if (inTwistMinAngle > -cLockedAngle && inTwistMaxAngle < cLockedAngle)
- {
- mRotationFlags |= TwistXLocked;
- mSinTwistHalfMinAngle = 0.0f;
- mSinTwistHalfMaxAngle = 0.0f;
- mCosTwistHalfMinAngle = 1.0f;
- mCosTwistHalfMaxAngle = 1.0f;
- }
- else if (inTwistMinAngle < -cFreeAngle && inTwistMaxAngle > cFreeAngle)
- {
- mRotationFlags |= TwistXFree;
- mSinTwistHalfMinAngle = -1.0f;
- mSinTwistHalfMaxAngle = 1.0f;
- mCosTwistHalfMinAngle = 0.0f;
- mCosTwistHalfMaxAngle = 0.0f;
- }
- else
- {
- mSinTwistHalfMinAngle = s.GetX();
- mSinTwistHalfMaxAngle = s.GetY();
- mCosTwistHalfMinAngle = c.GetX();
- mCosTwistHalfMaxAngle = c.GetY();
- }
- if (inSwingYHalfAngle < cLockedAngle)
- {
- mRotationFlags |= SwingYLocked;
- mSinSwingYQuarterAngle = 0.0f;
- }
- else if (inSwingYHalfAngle > cFreeAngle)
- {
- mRotationFlags |= SwingYFree;
- mSinSwingYQuarterAngle = 1.0f;
- }
- else
- {
- mSinSwingYQuarterAngle = s.GetZ();
- }
- if (inSwingZHalfAngle < cLockedAngle)
- {
- mRotationFlags |= SwingZLocked;
- mSinSwingZQuarterAngle = 0.0f;
- }
- else if (inSwingZHalfAngle > cFreeAngle)
- {
- mRotationFlags |= SwingZFree;
- mSinSwingZQuarterAngle = 1.0f;
- }
- else
- {
- mSinSwingZQuarterAngle = s.GetW();
- }
- }
- /// Clamp twist and swing against the constraint limits, returns which parts were clamped (everything assumed in constraint space)
- inline void ClampSwingTwist(Quat &ioSwing, bool &outSwingYClamped, bool &outSwingZClamped, Quat &ioTwist, bool &outTwistClamped) const
- {
- // Start with not clamped
- outTwistClamped = false;
- outSwingYClamped = false;
- outSwingZClamped = false;
- // Check that swing and twist quaternions don't contain rotations around the wrong axis
- JPH_ASSERT(ioSwing.GetX() == 0.0f);
- JPH_ASSERT(ioTwist.GetY() == 0.0f);
- JPH_ASSERT(ioTwist.GetZ() == 0.0f);
- // Ensure quaternions have w > 0
- bool negate_swing = ioSwing.GetW() < 0.0f;
- if (negate_swing)
- ioSwing = -ioSwing;
- bool negate_twist = ioTwist.GetW() < 0.0f;
- if (negate_twist)
- ioTwist = -ioTwist;
- if (mRotationFlags & TwistXLocked)
- {
- // Twist axis is locked, clamp whenever twist is not identity
- if (ioTwist.GetX() != 0.0f)
- {
- ioTwist = Quat::sIdentity();
- outTwistClamped = true;
- }
- }
- else if ((mRotationFlags & TwistXFree) == 0)
- {
- // Twist axis has limit, clamp whenever out of range
- float delta_min = mSinTwistHalfMinAngle - ioTwist.GetX();
- float delta_max = ioTwist.GetX() - mSinTwistHalfMaxAngle;
- if (delta_min > 0.0f || delta_max > 0.0f)
- {
- // We're outside of the limits, get actual delta to min/max range
- // Note that a twist of -1 and 1 represent the same angle, so if the difference is bigger than 1, the shortest angle is the other way around (2 - difference)
- // We should actually be working with angles rather than sin(angle / 2). When the difference is small the approximation is accurate, but
- // when working with extreme values the calculation is off and e.g. when the limit is between 0 and 180 a value of approx -60 will clamp
- // to 180 rather than 0 (you'd expect anything > -90 to go to 0).
- delta_min = abs(delta_min);
- if (delta_min > 1.0f) delta_min = 2.0f - delta_min;
- delta_max = abs(delta_max);
- if (delta_max > 1.0f) delta_max = 2.0f - delta_max;
- // Pick the twist that corresponds to the smallest delta
- if (delta_min < delta_max)
- ioTwist = Quat(mSinTwistHalfMinAngle, 0, 0, mCosTwistHalfMinAngle);
- else
- ioTwist = Quat(mSinTwistHalfMaxAngle, 0, 0, mCosTwistHalfMaxAngle);
- outTwistClamped = true;
- }
- }
- // Clamp swing
- if (mRotationFlags & SwingYLocked)
- {
- if (mRotationFlags & SwingZLocked)
- {
- // Both swing Y and Z are disabled, no degrees of freedom in swing
- outSwingYClamped = ioSwing.GetY() != 0.0f;
- outSwingZClamped = ioSwing.GetZ() != 0.0f;
- if (outSwingYClamped || outSwingZClamped)
- ioSwing = Quat::sIdentity();
- }
- else
- {
- // Swing Y angle disabled, only 1 degree of freedom in swing
- float z = Clamp(ioSwing.GetZ(), -mSinSwingZQuarterAngle, mSinSwingZQuarterAngle);
- outSwingYClamped = ioSwing.GetY() != 0.0f;
- outSwingZClamped = z != ioSwing.GetZ();
- if (outSwingYClamped || outSwingZClamped)
- ioSwing = Quat(0, 0, z, sqrt(1.0f - Square(z)));
- }
- }
- else if (mRotationFlags & SwingZLocked)
- {
- // Swing Z angle disabled, only 1 degree of freedom in swing
- float y = Clamp(ioSwing.GetY(), -mSinSwingYQuarterAngle, mSinSwingYQuarterAngle);
- outSwingYClamped = y != ioSwing.GetY();
- outSwingZClamped = ioSwing.GetZ() != 0.0f;
- if (outSwingYClamped || outSwingZClamped)
- ioSwing = Quat(0, y, 0, sqrt(1.0f - Square(y)));
- }
- else
- {
- // Two degrees of freedom, use ellipse to solve limits
- Ellipse ellipse(mSinSwingYQuarterAngle, mSinSwingZQuarterAngle);
- Float2 point(ioSwing.GetY(), ioSwing.GetZ());
- if (!ellipse.IsInside(point))
- {
- Float2 closest = ellipse.GetClosestPoint(point);
- ioSwing = Quat(0, closest.x, closest.y, sqrt(max(0.0f, 1.0f - Square(closest.x) - Square(closest.y))));
- outSwingYClamped = true;
- outSwingZClamped = true;
- }
- }
- // Flip sign back
- if (negate_swing)
- ioSwing = -ioSwing;
- if (negate_twist)
- ioTwist = -ioTwist;
- JPH_ASSERT(ioSwing.IsNormalized());
- JPH_ASSERT(ioTwist.IsNormalized());
- }
- /// Calculate properties used during the functions below
- /// @param inDeltaTime Time step
- /// @param inBody1 The first body that this constraint is attached to
- /// @param inBody2 The second body that this constraint is attached to
- /// @param inConstraintRotation The current rotation of the constraint in constraint space
- /// @param inConstraintToWorld Rotates from constraint space into world space
- inline void CalculateConstraintProperties(float inDeltaTime, const Body &inBody1, const Body &inBody2, QuatArg inConstraintRotation, QuatArg inConstraintToWorld)
- {
- // Decompose into swing and twist
- Quat q_swing, q_twist;
- inConstraintRotation.GetSwingTwist(q_swing, q_twist);
- // Clamp against joint limits
- Quat q_clamped_swing = q_swing, q_clamped_twist = q_twist;
- bool swing_y_clamped, swing_z_clamped, twist_clamped;
- ClampSwingTwist(q_clamped_swing, swing_y_clamped, swing_z_clamped, q_clamped_twist, twist_clamped);
- if (mRotationFlags & SwingYLocked)
- {
- Quat twist_to_world = inConstraintToWorld * q_swing;
- mWorldSpaceSwingLimitYRotationAxis = twist_to_world.RotateAxisY();
- mWorldSpaceSwingLimitZRotationAxis = twist_to_world.RotateAxisZ();
- if (mRotationFlags & SwingZLocked)
- {
- // Swing fully locked
- mSwingLimitYConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceSwingLimitYRotationAxis);
- mSwingLimitZConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceSwingLimitZRotationAxis);
- }
- else
- {
- // Swing only locked around Y
- mSwingLimitYConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceSwingLimitYRotationAxis);
- if (swing_z_clamped)
- {
- if (Sign(q_swing.GetW()) * q_swing.GetZ() < 0.0f)
- mWorldSpaceSwingLimitZRotationAxis = -mWorldSpaceSwingLimitZRotationAxis; // Flip axis if angle is negative because the impulse limit is going to be between [-FLT_MAX, 0]
- mSwingLimitZConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceSwingLimitZRotationAxis);
- }
- else
- mSwingLimitZConstraintPart.Deactivate();
- }
- }
- else if (mRotationFlags & SwingZLocked)
- {
- // Swing only locked around Z
- Quat twist_to_world = inConstraintToWorld * q_swing;
- mWorldSpaceSwingLimitYRotationAxis = twist_to_world.RotateAxisY();
- mWorldSpaceSwingLimitZRotationAxis = twist_to_world.RotateAxisZ();
- if (swing_y_clamped)
- {
- if (Sign(q_swing.GetW()) * q_swing.GetY() < 0.0f)
- mWorldSpaceSwingLimitYRotationAxis = -mWorldSpaceSwingLimitYRotationAxis; // Flip axis if angle is negative because the impulse limit is going to be between [-FLT_MAX, 0]
- mSwingLimitYConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceSwingLimitYRotationAxis);
- }
- else
- mSwingLimitYConstraintPart.Deactivate();
- mSwingLimitZConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceSwingLimitZRotationAxis);
- }
- else if ((mRotationFlags & SwingYZFree) != SwingYZFree)
- {
- // Swing has limits around Y and Z
- if (swing_y_clamped || swing_z_clamped)
- {
- // Calculate axis of rotation from clamped swing to swing
- Vec3 current = (inConstraintToWorld * q_swing).RotateAxisX();
- Vec3 desired = (inConstraintToWorld * q_clamped_swing).RotateAxisX();
- mWorldSpaceSwingLimitYRotationAxis = desired.Cross(current);
- float len = mWorldSpaceSwingLimitYRotationAxis.Length();
- if (len != 0.0f)
- {
- mWorldSpaceSwingLimitYRotationAxis /= len;
- mSwingLimitYConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceSwingLimitYRotationAxis);
- }
- else
- mSwingLimitYConstraintPart.Deactivate();
- }
- else
- mSwingLimitYConstraintPart.Deactivate();
- mSwingLimitZConstraintPart.Deactivate();
- }
- else
- {
- // No swing limits
- mSwingLimitYConstraintPart.Deactivate();
- mSwingLimitZConstraintPart.Deactivate();
- }
- if (mRotationFlags & TwistXLocked)
- {
- // Twist locked, always activate constraint
- mWorldSpaceTwistLimitRotationAxis = (inConstraintToWorld * q_swing).RotateAxisX();
- mTwistLimitConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceTwistLimitRotationAxis);
- }
- else if ((mRotationFlags & TwistXFree) == 0)
- {
- // Twist has limits
- if (twist_clamped)
- {
- mWorldSpaceTwistLimitRotationAxis = (inConstraintToWorld * q_swing).RotateAxisX();
- if (Sign(q_twist.GetW()) * q_twist.GetX() < 0.0f)
- mWorldSpaceTwistLimitRotationAxis = -mWorldSpaceTwistLimitRotationAxis; // Flip axis if angle is negative because the impulse limit is going to be between [-FLT_MAX, 0]
- mTwistLimitConstraintPart.CalculateConstraintProperties(inDeltaTime, inBody1, inBody2, mWorldSpaceTwistLimitRotationAxis);
- }
- else
- mTwistLimitConstraintPart.Deactivate();
- }
- else
- {
- // No twist limits
- mTwistLimitConstraintPart.Deactivate();
- }
- }
- /// Deactivate this constraint
- void Deactivate()
- {
- mSwingLimitYConstraintPart.Deactivate();
- mSwingLimitZConstraintPart.Deactivate();
- mTwistLimitConstraintPart.Deactivate();
- }
- /// Check if constraint is active
- inline bool IsActive() const
- {
- return mSwingLimitYConstraintPart.IsActive() || mSwingLimitZConstraintPart.IsActive() || mTwistLimitConstraintPart.IsActive();
- }
- /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
- inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
- {
- mSwingLimitYConstraintPart.WarmStart(ioBody1, ioBody2, inWarmStartImpulseRatio);
- mSwingLimitZConstraintPart.WarmStart(ioBody1, ioBody2, inWarmStartImpulseRatio);
- mTwistLimitConstraintPart.WarmStart(ioBody1, ioBody2, inWarmStartImpulseRatio);
- }
- /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
- inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
- {
- bool impulse = false;
- // Solve swing constraint
- if (mSwingLimitYConstraintPart.IsActive())
- impulse |= mSwingLimitYConstraintPart.SolveVelocityConstraint(ioBody1, ioBody2, mWorldSpaceSwingLimitYRotationAxis, -FLT_MAX, (mRotationFlags & SwingYLocked)? FLT_MAX : 0.0f);
- if (mSwingLimitZConstraintPart.IsActive())
- impulse |= mSwingLimitZConstraintPart.SolveVelocityConstraint(ioBody1, ioBody2, mWorldSpaceSwingLimitZRotationAxis, -FLT_MAX, (mRotationFlags & SwingZLocked)? FLT_MAX : 0.0f);
- // Solve twist constraint
- if (mTwistLimitConstraintPart.IsActive())
- impulse |= mTwistLimitConstraintPart.SolveVelocityConstraint(ioBody1, ioBody2, mWorldSpaceTwistLimitRotationAxis, -FLT_MAX, (mRotationFlags & TwistXLocked)? FLT_MAX : 0.0f);
- return impulse;
- }
- /// Iteratively update the position constraint. Makes sure C(...) = 0.
- /// @param ioBody1 The first body that this constraint is attached to
- /// @param ioBody2 The second body that this constraint is attached to
- /// @param inConstraintRotation The current rotation of the constraint in constraint space
- /// @param inConstraintToBody1 , inConstraintToBody2 Rotates from constraint space to body 1/2 space
- /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
- inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, QuatArg inConstraintRotation, QuatArg inConstraintToBody1, QuatArg inConstraintToBody2, float inBaumgarte) const
- {
- Quat q_swing, q_twist;
- inConstraintRotation.GetSwingTwist(q_swing, q_twist);
- bool swing_y_clamped, swing_z_clamped, twist_clamped;
- ClampSwingTwist(q_swing, swing_y_clamped, swing_z_clamped, q_twist, twist_clamped);
- // Solve rotation violations
- if (swing_y_clamped || swing_z_clamped || twist_clamped)
- {
- RotationEulerConstraintPart part;
- Quat inv_initial_orientation = inConstraintToBody2 * (inConstraintToBody1 * q_swing * q_twist).Conjugated();
- part.CalculateConstraintProperties(ioBody1, Mat44::sRotation(ioBody1.GetRotation()), ioBody2, Mat44::sRotation(ioBody2.GetRotation()));
- return part.SolvePositionConstraint(ioBody1, ioBody2, inv_initial_orientation, inBaumgarte);
- }
- return false;
- }
- /// Return lagrange multiplier for swing
- inline float GetTotalSwingYLambda() const
- {
- return mSwingLimitYConstraintPart.GetTotalLambda();
- }
- inline float GetTotalSwingZLambda() const
- {
- return mSwingLimitZConstraintPart.GetTotalLambda();
- }
- /// Return lagrange multiplier for twist
- inline float GetTotalTwistLambda() const
- {
- return mTwistLimitConstraintPart.GetTotalLambda();
- }
- /// Save state of this constraint part
- void SaveState(StateRecorder &inStream) const
- {
- mSwingLimitYConstraintPart.SaveState(inStream);
- mSwingLimitZConstraintPart.SaveState(inStream);
- mTwistLimitConstraintPart.SaveState(inStream);
- }
- /// Restore state of this constraint part
- void RestoreState(StateRecorder &inStream)
- {
- mSwingLimitYConstraintPart.RestoreState(inStream);
- mSwingLimitZConstraintPart.RestoreState(inStream);
- mTwistLimitConstraintPart.RestoreState(inStream);
- }
- private:
- // CONFIGURATION PROPERTIES FOLLOW
- enum ERotationFlags
- {
- /// Indicates that axis is completely locked (cannot rotate around this axis)
- TwistXLocked = 1 << 0,
- SwingYLocked = 1 << 1,
- SwingZLocked = 1 << 2,
- /// Indicates that axis is completely free (can rotate around without limits)
- TwistXFree = 1 << 3,
- SwingYFree = 1 << 4,
- SwingZFree = 1 << 5,
- SwingYZFree = SwingYFree | SwingZFree
- };
- uint8 mRotationFlags;
- // Constants
- float mSinTwistHalfMinAngle;
- float mSinTwistHalfMaxAngle;
- float mCosTwistHalfMinAngle;
- float mCosTwistHalfMaxAngle;
- float mSinSwingYQuarterAngle;
- float mSinSwingZQuarterAngle;
- // RUN TIME PROPERTIES FOLLOW
- /// Rotation axis for the angle constraint parts
- Vec3 mWorldSpaceSwingLimitYRotationAxis;
- Vec3 mWorldSpaceSwingLimitZRotationAxis;
- Vec3 mWorldSpaceTwistLimitRotationAxis;
- /// The constraint parts
- AngleConstraintPart mSwingLimitYConstraintPart;
- AngleConstraintPart mSwingLimitZConstraintPart;
- AngleConstraintPart mTwistLimitConstraintPart;
- };
- JPH_NAMESPACE_END
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