SixDOFConstraint.cpp 31 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <Jolt/Jolt.h>
  5. #include <Jolt/Physics/Constraints/SixDOFConstraint.h>
  6. #include <Jolt/Physics/Body/Body.h>
  7. #include <Jolt/Geometry/Ellipse.h>
  8. #include <Jolt/ObjectStream/TypeDeclarations.h>
  9. #include <Jolt/Core/StreamIn.h>
  10. #include <Jolt/Core/StreamOut.h>
  11. #ifdef JPH_DEBUG_RENDERER
  12. #include <Jolt/Renderer/DebugRenderer.h>
  13. #endif // JPH_DEBUG_RENDERER
  14. JPH_NAMESPACE_BEGIN
  15. JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(SixDOFConstraintSettings)
  16. {
  17. JPH_ADD_BASE_CLASS(SixDOFConstraintSettings, TwoBodyConstraintSettings)
  18. JPH_ADD_ENUM_ATTRIBUTE(SixDOFConstraintSettings, mSpace)
  19. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mPosition1)
  20. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mAxisX1)
  21. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mAxisY1)
  22. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mPosition2)
  23. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mAxisX2)
  24. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mAxisY2)
  25. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mMaxFriction)
  26. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mLimitMin)
  27. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mLimitMax)
  28. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mLimitsSpringSettings)
  29. JPH_ADD_ATTRIBUTE(SixDOFConstraintSettings, mMotorSettings)
  30. }
  31. void SixDOFConstraintSettings::SaveBinaryState(StreamOut &inStream) const
  32. {
  33. ConstraintSettings::SaveBinaryState(inStream);
  34. inStream.Write(mSpace);
  35. inStream.Write(mPosition1);
  36. inStream.Write(mAxisX1);
  37. inStream.Write(mAxisY1);
  38. inStream.Write(mPosition2);
  39. inStream.Write(mAxisX2);
  40. inStream.Write(mAxisY2);
  41. inStream.Write(mMaxFriction);
  42. inStream.Write(mLimitMin);
  43. inStream.Write(mLimitMax);
  44. for (const SpringSettings &s : mLimitsSpringSettings)
  45. s.SaveBinaryState(inStream);
  46. for (const MotorSettings &m : mMotorSettings)
  47. m.SaveBinaryState(inStream);
  48. }
  49. void SixDOFConstraintSettings::RestoreBinaryState(StreamIn &inStream)
  50. {
  51. ConstraintSettings::RestoreBinaryState(inStream);
  52. inStream.Read(mSpace);
  53. inStream.Read(mPosition1);
  54. inStream.Read(mAxisX1);
  55. inStream.Read(mAxisY1);
  56. inStream.Read(mPosition2);
  57. inStream.Read(mAxisX2);
  58. inStream.Read(mAxisY2);
  59. inStream.Read(mMaxFriction);
  60. inStream.Read(mLimitMin);
  61. inStream.Read(mLimitMax);
  62. for (SpringSettings &s : mLimitsSpringSettings)
  63. s.RestoreBinaryState(inStream);
  64. for (MotorSettings &m : mMotorSettings)
  65. m.RestoreBinaryState(inStream);
  66. }
  67. TwoBodyConstraint *SixDOFConstraintSettings::Create(Body &inBody1, Body &inBody2) const
  68. {
  69. return new SixDOFConstraint(inBody1, inBody2, *this);
  70. }
  71. void SixDOFConstraint::UpdateRotationLimits()
  72. {
  73. // Make values sensible
  74. for (int i = 3; i < 6; ++i)
  75. if (IsFixedAxis((EAxis)i))
  76. mLimitMin[i] = mLimitMax[i] = 0.0f;
  77. else
  78. {
  79. mLimitMin[i] = max(-JPH_PI, mLimitMin[i]);
  80. mLimitMax[i] = min(JPH_PI, mLimitMax[i]);
  81. }
  82. // The swing twist constraint part requires symmetrical rotations around Y and Z
  83. JPH_ASSERT(mLimitMin[EAxis::RotationY] == -mLimitMax[EAxis::RotationY]);
  84. JPH_ASSERT(mLimitMin[EAxis::RotationZ] == -mLimitMax[EAxis::RotationZ]);
  85. // Pass limits on to constraint part
  86. mSwingTwistConstraintPart.SetLimits(mLimitMin[EAxis::RotationX], mLimitMax[EAxis::RotationX], mLimitMax[EAxis::RotationY], mLimitMax[EAxis::RotationZ]);
  87. }
  88. SixDOFConstraint::SixDOFConstraint(Body &inBody1, Body &inBody2, const SixDOFConstraintSettings &inSettings) :
  89. TwoBodyConstraint(inBody1, inBody2, inSettings)
  90. {
  91. // Assert that input adheres to the limitations of this class
  92. JPH_ASSERT(inSettings.mLimitMin[EAxis::RotationY] == -inSettings.mLimitMax[EAxis::RotationY]);
  93. JPH_ASSERT(inSettings.mLimitMin[EAxis::RotationZ] == -inSettings.mLimitMax[EAxis::RotationZ]);
  94. // Calculate rotation needed to go from constraint space to body1 local space
  95. Vec3 axis_z1 = inSettings.mAxisX1.Cross(inSettings.mAxisY1);
  96. Mat44 c_to_b1(Vec4(inSettings.mAxisX1, 0), Vec4(inSettings.mAxisY1, 0), Vec4(axis_z1, 0), Vec4(0, 0, 0, 1));
  97. mConstraintToBody1 = c_to_b1.GetQuaternion();
  98. // Calculate rotation needed to go from constraint space to body2 local space
  99. Vec3 axis_z2 = inSettings.mAxisX2.Cross(inSettings.mAxisY2);
  100. Mat44 c_to_b2(Vec4(inSettings.mAxisX2, 0), Vec4(inSettings.mAxisY2, 0), Vec4(axis_z2, 0), Vec4(0, 0, 0, 1));
  101. mConstraintToBody2 = c_to_b2.GetQuaternion();
  102. if (inSettings.mSpace == EConstraintSpace::WorldSpace)
  103. {
  104. // If all properties were specified in world space, take them to local space now
  105. mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * inSettings.mPosition1);
  106. mConstraintToBody1 = inBody1.GetRotation().Conjugated() * mConstraintToBody1;
  107. mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * inSettings.mPosition2);
  108. mConstraintToBody2 = inBody2.GetRotation().Conjugated() * mConstraintToBody2;
  109. }
  110. else
  111. {
  112. mLocalSpacePosition1 = Vec3(inSettings.mPosition1);
  113. mLocalSpacePosition2 = Vec3(inSettings.mPosition2);
  114. }
  115. // Cache which axis are fixed and which ones are free
  116. mFreeAxis = 0;
  117. mFixedAxis = 0;
  118. for (int a = 0; a < EAxis::Num; ++a)
  119. {
  120. if (inSettings.IsFixedAxis((EAxis)a))
  121. mFixedAxis |= 1 << a;
  122. if (inSettings.IsFreeAxis((EAxis)a))
  123. mFreeAxis |= 1 << a;
  124. }
  125. // Copy translation and rotation limits
  126. memcpy(mLimitMin, inSettings.mLimitMin, sizeof(mLimitMin));
  127. memcpy(mLimitMax, inSettings.mLimitMax, sizeof(mLimitMax));
  128. memcpy(mLimitsSpringSettings, inSettings.mLimitsSpringSettings, sizeof(mLimitsSpringSettings));
  129. UpdateRotationLimits();
  130. CacheHasSpringLimits();
  131. // Store friction settings
  132. memcpy(mMaxFriction, inSettings.mMaxFriction, sizeof(mMaxFriction));
  133. // Store motor settings
  134. for (int i = 0; i < EAxis::Num; ++i)
  135. mMotorSettings[i] = inSettings.mMotorSettings[i];
  136. // Cache if motors are active (motors are off initially, but we may have friction)
  137. CacheTranslationMotorActive();
  138. CacheRotationMotorActive();
  139. }
  140. void SixDOFConstraint::NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM)
  141. {
  142. if (mBody1->GetID() == inBodyID)
  143. mLocalSpacePosition1 -= inDeltaCOM;
  144. else if (mBody2->GetID() == inBodyID)
  145. mLocalSpacePosition2 -= inDeltaCOM;
  146. }
  147. void SixDOFConstraint::SetTranslationLimits(Vec3Arg inLimitMin, Vec3Arg inLimitMax)
  148. {
  149. mLimitMin[EAxis::TranslationX] = inLimitMin.GetX();
  150. mLimitMin[EAxis::TranslationY] = inLimitMin.GetY();
  151. mLimitMin[EAxis::TranslationZ] = inLimitMin.GetZ();
  152. mLimitMax[EAxis::TranslationX] = inLimitMax.GetX();
  153. mLimitMax[EAxis::TranslationY] = inLimitMax.GetY();
  154. mLimitMax[EAxis::TranslationZ] = inLimitMax.GetZ();
  155. }
  156. void SixDOFConstraint::SetRotationLimits(Vec3Arg inLimitMin, Vec3Arg inLimitMax)
  157. {
  158. mLimitMin[EAxis::RotationX] = inLimitMin.GetX();
  159. mLimitMin[EAxis::RotationY] = inLimitMin.GetY();
  160. mLimitMin[EAxis::RotationZ] = inLimitMin.GetZ();
  161. mLimitMax[EAxis::RotationX] = inLimitMax.GetX();
  162. mLimitMax[EAxis::RotationY] = inLimitMax.GetY();
  163. mLimitMax[EAxis::RotationZ] = inLimitMax.GetZ();
  164. UpdateRotationLimits();
  165. }
  166. void SixDOFConstraint::SetMaxFriction(EAxis inAxis, float inFriction)
  167. {
  168. mMaxFriction[inAxis] = inFriction;
  169. if (inAxis >= EAxis::TranslationX && inAxis <= EAxis::TranslationZ)
  170. CacheTranslationMotorActive();
  171. else
  172. CacheRotationMotorActive();
  173. }
  174. void SixDOFConstraint::GetPositionConstraintProperties(Vec3 &outR1PlusU, Vec3 &outR2, Vec3 &outU) const
  175. {
  176. RVec3 p1 = mBody1->GetCenterOfMassTransform() * mLocalSpacePosition1;
  177. RVec3 p2 = mBody2->GetCenterOfMassTransform() * mLocalSpacePosition2;
  178. outR1PlusU = Vec3(p2 - mBody1->GetCenterOfMassPosition()); // r1 + u = (p1 - x1) + (p2 - p1) = p2 - x1
  179. outR2 = Vec3(p2 - mBody2->GetCenterOfMassPosition());
  180. outU = Vec3(p2 - p1);
  181. }
  182. Quat SixDOFConstraint::GetRotationInConstraintSpace() const
  183. {
  184. // Let b1, b2 be the center of mass transform of body1 and body2 (For body1 this is mBody1->GetCenterOfMassTransform())
  185. // Let c1, c2 be the transform that takes a vector from constraint space to local space of body1 and body2 (For body1 this is Mat44::sRotationTranslation(mConstraintToBody1, mLocalSpacePosition1))
  186. // Let q be the rotation of the constraint in constraint space
  187. // b2 takes a vector from the local space of body2 to world space
  188. // To express this in terms of b1: b2 = b1 * c1 * q * c2^-1
  189. // c2^-1 goes from local body 2 space to constraint space
  190. // q rotates the constraint
  191. // c1 goes from constraint space to body 1 local space
  192. // b1 goes from body 1 local space to world space
  193. // So when the body rotations are given, q = (b1 * c1)^-1 * b2 c2
  194. // Or: q = (q1 * c1)^-1 * (q2 * c2) if we're only interested in rotations
  195. return (mBody1->GetRotation() * mConstraintToBody1).Conjugated() * mBody2->GetRotation() * mConstraintToBody2;
  196. }
  197. void SixDOFConstraint::CacheTranslationMotorActive()
  198. {
  199. mTranslationMotorActive = mMotorState[EAxis::TranslationX] != EMotorState::Off
  200. || mMotorState[EAxis::TranslationY] != EMotorState::Off
  201. || mMotorState[EAxis::TranslationZ] != EMotorState::Off
  202. || HasFriction(EAxis::TranslationX)
  203. || HasFriction(EAxis::TranslationY)
  204. || HasFriction(EAxis::TranslationZ);
  205. }
  206. void SixDOFConstraint::CacheRotationMotorActive()
  207. {
  208. mRotationMotorActive = mMotorState[EAxis::RotationX] != EMotorState::Off
  209. || mMotorState[EAxis::RotationY] != EMotorState::Off
  210. || mMotorState[EAxis::RotationZ] != EMotorState::Off
  211. || HasFriction(EAxis::RotationX)
  212. || HasFriction(EAxis::RotationY)
  213. || HasFriction(EAxis::RotationZ);
  214. }
  215. void SixDOFConstraint::CacheHasSpringLimits()
  216. {
  217. mHasSpringLimits = mLimitsSpringSettings[EAxis::TranslationX].mFrequency > 0.0f
  218. || mLimitsSpringSettings[EAxis::TranslationY].mFrequency > 0.0f
  219. || mLimitsSpringSettings[EAxis::TranslationZ].mFrequency > 0.0f;
  220. }
  221. void SixDOFConstraint::SetMotorState(EAxis inAxis, EMotorState inState)
  222. {
  223. JPH_ASSERT(inState == EMotorState::Off || mMotorSettings[inAxis].IsValid());
  224. if (mMotorState[inAxis] != inState)
  225. {
  226. mMotorState[inAxis] = inState;
  227. // Ensure that warm starting next frame doesn't apply any impulses (motor parts are repurposed for different modes)
  228. if (inAxis >= EAxis::TranslationX && inAxis <= EAxis::TranslationZ)
  229. {
  230. mMotorTranslationConstraintPart[inAxis - EAxis::TranslationX].Deactivate();
  231. CacheTranslationMotorActive();
  232. }
  233. else
  234. {
  235. JPH_ASSERT(inAxis >= EAxis::RotationX && inAxis <= EAxis::RotationZ);
  236. mMotorRotationConstraintPart[inAxis - EAxis::RotationX].Deactivate();
  237. CacheRotationMotorActive();
  238. mRotationPositionMotorActive = 0;
  239. for (int i = 0; i < 3; ++i)
  240. if (mMotorState[EAxis::RotationX + i] == EMotorState::Position)
  241. mRotationPositionMotorActive |= 1 << i;
  242. }
  243. }
  244. }
  245. void SixDOFConstraint::SetTargetOrientationCS(QuatArg inOrientation)
  246. {
  247. Quat q_swing, q_twist;
  248. inOrientation.GetSwingTwist(q_swing, q_twist);
  249. bool twist_clamped, swing_y_clamped, swing_z_clamped;
  250. mSwingTwistConstraintPart.ClampSwingTwist(q_swing, swing_y_clamped, swing_z_clamped, q_twist, twist_clamped);
  251. if (twist_clamped || swing_y_clamped || swing_z_clamped)
  252. mTargetOrientation = q_swing * q_twist;
  253. else
  254. mTargetOrientation = inOrientation;
  255. }
  256. void SixDOFConstraint::SetupVelocityConstraint(float inDeltaTime)
  257. {
  258. // Get body rotations
  259. Quat rotation1 = mBody1->GetRotation();
  260. Quat rotation2 = mBody2->GetRotation();
  261. // Quaternion that rotates from body1's constraint space to world space
  262. Quat constraint_body1_to_world = rotation1 * mConstraintToBody1;
  263. // Store world space axis of constraint space
  264. Mat44 translation_axis_mat = Mat44::sRotation(constraint_body1_to_world);
  265. for (int i = 0; i < 3; ++i)
  266. mTranslationAxis[i] = translation_axis_mat.GetColumn3(i);
  267. if (IsTranslationFullyConstrained())
  268. {
  269. // All translation locked: Setup point constraint
  270. mPointConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(rotation1), mLocalSpacePosition1, *mBody2, Mat44::sRotation(rotation2), mLocalSpacePosition2);
  271. }
  272. else if (IsTranslationConstrained() || mTranslationMotorActive)
  273. {
  274. // Update world space positions (the bodies may have moved)
  275. Vec3 r1_plus_u, r2, u;
  276. GetPositionConstraintProperties(r1_plus_u, r2, u);
  277. // Setup axis constraint parts
  278. for (int i = 0; i < 3; ++i)
  279. {
  280. EAxis axis = EAxis(EAxis::TranslationX + i);
  281. Vec3 translation_axis = mTranslationAxis[i];
  282. // Calculate displacement along this axis
  283. float d = translation_axis.Dot(u);
  284. mDisplacement[i] = d; // Store for SolveVelocityConstraint
  285. // Setup limit constraint
  286. bool constraint_active = false;
  287. float constraint_value = 0.0f;
  288. if (IsFixedAxis(axis))
  289. {
  290. // When constraint is fixed it is always active
  291. constraint_value = d;
  292. constraint_active = true;
  293. }
  294. else if (!IsFreeAxis(axis))
  295. {
  296. // When constraint is limited, it is only active when outside of the allowed range
  297. if (d <= mLimitMin[i])
  298. {
  299. constraint_value = d - mLimitMin[i];
  300. constraint_active = true;
  301. }
  302. else if (d >= mLimitMax[i])
  303. {
  304. constraint_value = d - mLimitMax[i];
  305. constraint_active = true;
  306. }
  307. }
  308. if (constraint_active)
  309. mTranslationConstraintPart[i].CalculateConstraintPropertiesWithSettings(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, translation_axis, 0.0f, constraint_value, mLimitsSpringSettings[i]);
  310. else
  311. mTranslationConstraintPart[i].Deactivate();
  312. // Setup motor constraint
  313. switch (mMotorState[i])
  314. {
  315. case EMotorState::Off:
  316. if (HasFriction(axis))
  317. mMotorTranslationConstraintPart[i].CalculateConstraintProperties(*mBody1, r1_plus_u, *mBody2, r2, translation_axis);
  318. else
  319. mMotorTranslationConstraintPart[i].Deactivate();
  320. break;
  321. case EMotorState::Velocity:
  322. mMotorTranslationConstraintPart[i].CalculateConstraintProperties(*mBody1, r1_plus_u, *mBody2, r2, translation_axis, -mTargetVelocity[i]);
  323. break;
  324. case EMotorState::Position:
  325. {
  326. const SpringSettings &spring_settings = mMotorSettings[i].mSpringSettings;
  327. if (spring_settings.HasStiffness())
  328. mMotorTranslationConstraintPart[i].CalculateConstraintPropertiesWithSettings(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, translation_axis, 0.0f, translation_axis.Dot(u) - mTargetPosition[i], spring_settings);
  329. else
  330. mMotorTranslationConstraintPart[i].Deactivate();
  331. break;
  332. }
  333. }
  334. }
  335. }
  336. // Setup rotation constraints
  337. if (IsRotationFullyConstrained())
  338. {
  339. // All rotation locked: Setup rotation contraint
  340. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), *mBody2, Mat44::sRotation(mBody2->GetRotation()));
  341. }
  342. else if (IsRotationConstrained() || mRotationMotorActive)
  343. {
  344. // GetRotationInConstraintSpace without redoing the calculation of constraint_body1_to_world
  345. Quat constraint_body2_to_world = mBody2->GetRotation() * mConstraintToBody2;
  346. Quat q = constraint_body1_to_world.Conjugated() * constraint_body2_to_world;
  347. // Use swing twist constraint part
  348. if (IsRotationConstrained())
  349. mSwingTwistConstraintPart.CalculateConstraintProperties(*mBody1, *mBody2, q, constraint_body1_to_world);
  350. else
  351. mSwingTwistConstraintPart.Deactivate();
  352. if (mRotationMotorActive)
  353. {
  354. // Calculate rotation motor axis
  355. Mat44 ws_axis = Mat44::sRotation(constraint_body2_to_world);
  356. for (int i = 0; i < 3; ++i)
  357. mRotationAxis[i] = ws_axis.GetColumn3(i);
  358. // Get target orientation along the shortest path from q
  359. Quat target_orientation = q.Dot(mTargetOrientation) > 0.0f? mTargetOrientation : -mTargetOrientation;
  360. // The definition of the constraint rotation q:
  361. // R2 * ConstraintToBody2 = R1 * ConstraintToBody1 * q (1)
  362. //
  363. // R2' is the rotation of body 2 when reaching the target_orientation:
  364. // R2' * ConstraintToBody2 = R1 * ConstraintToBody1 * target_orientation (2)
  365. //
  366. // The difference in body 2 space:
  367. // R2' = R2 * diff_body2 (3)
  368. //
  369. // We want to specify the difference in the constraint space of body 2:
  370. // diff_body2 = ConstraintToBody2 * diff * ConstraintToBody2^* (4)
  371. //
  372. // Extracting R2' from 2: R2' = R1 * ConstraintToBody1 * target_orientation * ConstraintToBody2^* (5)
  373. // Combining 3 & 4: R2' = R2 * ConstraintToBody2 * diff * ConstraintToBody2^* (6)
  374. // Combining 1 & 6: R2' = R1 * ConstraintToBody1 * q * diff * ConstraintToBody2^* (7)
  375. // Combining 5 & 7: R1 * ConstraintToBody1 * target_orientation * ConstraintToBody2^* = R1 * ConstraintToBody1 * q * diff * ConstraintToBody2^*
  376. // <=> target_orientation = q * diff
  377. // <=> diff = q^* * target_orientation
  378. Quat diff = q.Conjugated() * target_orientation;
  379. // Project diff so that only rotation around axis that have a position motor are remaining
  380. Quat projected_diff;
  381. switch (mRotationPositionMotorActive)
  382. {
  383. case 0b001:
  384. // Keep only rotation around X
  385. projected_diff = diff.GetTwist(Vec3::sAxisX());
  386. break;
  387. case 0b010:
  388. // Keep only rotation around Y
  389. projected_diff = diff.GetTwist(Vec3::sAxisY());
  390. break;
  391. case 0b100:
  392. // Keep only rotation around Z
  393. projected_diff = diff.GetTwist(Vec3::sAxisZ());
  394. break;
  395. case 0b011:
  396. // Remove rotation around Z
  397. // q = swing_xy * twist_z <=> swing_xy = q * twist_z^*
  398. projected_diff = diff * diff.GetTwist(Vec3::sAxisZ()).Conjugated();
  399. break;
  400. case 0b101:
  401. // Remove rotation around Y
  402. // q = swing_xz * twist_y <=> swing_xz = q * twist_y^*
  403. projected_diff = diff * diff.GetTwist(Vec3::sAxisY()).Conjugated();
  404. break;
  405. case 0b110:
  406. // Remove rotation around X
  407. // q = swing_yz * twist_x <=> swing_yz = q * twist_x^*
  408. projected_diff = diff * diff.GetTwist(Vec3::sAxisX()).Conjugated();
  409. break;
  410. case 0b111:
  411. default: // All motors off is handled here but the results are unused
  412. // Keep entire rotation
  413. projected_diff = diff;
  414. break;
  415. }
  416. // Approximate error angles
  417. // The imaginary part of a quaternion is rotation_axis * sin(angle / 2)
  418. // If angle is small, sin(x) = x so angle[i] ~ 2.0f * rotation_axis[i]
  419. // We'll be making small time steps, so if the angle is not small at least the sign will be correct and we'll move in the right direction
  420. Vec3 rotation_error = -2.0f * projected_diff.GetXYZ();
  421. // Setup motors
  422. for (int i = 0; i < 3; ++i)
  423. {
  424. EAxis axis = EAxis(EAxis::RotationX + i);
  425. Vec3 rotation_axis = mRotationAxis[i];
  426. switch (mMotorState[axis])
  427. {
  428. case EMotorState::Off:
  429. if (HasFriction(axis))
  430. mMotorRotationConstraintPart[i].CalculateConstraintProperties(*mBody1, *mBody2, rotation_axis);
  431. else
  432. mMotorRotationConstraintPart[i].Deactivate();
  433. break;
  434. case EMotorState::Velocity:
  435. mMotorRotationConstraintPart[i].CalculateConstraintProperties(*mBody1, *mBody2, rotation_axis, -mTargetAngularVelocity[i]);
  436. break;
  437. case EMotorState::Position:
  438. {
  439. const SpringSettings &spring_settings = mMotorSettings[axis].mSpringSettings;
  440. if (spring_settings.HasStiffness())
  441. mMotorRotationConstraintPart[i].CalculateConstraintPropertiesWithSettings(inDeltaTime, *mBody1, *mBody2, rotation_axis, 0.0f, rotation_error[i], spring_settings);
  442. else
  443. mMotorRotationConstraintPart[i].Deactivate();
  444. break;
  445. }
  446. }
  447. }
  448. }
  449. }
  450. }
  451. void SixDOFConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
  452. {
  453. // Warm start translation motors
  454. if (mTranslationMotorActive)
  455. for (int i = 0; i < 3; ++i)
  456. if (mMotorTranslationConstraintPart[i].IsActive())
  457. mMotorTranslationConstraintPart[i].WarmStart(*mBody1, *mBody2, mTranslationAxis[i], inWarmStartImpulseRatio);
  458. // Warm start rotation motors
  459. if (mRotationMotorActive)
  460. for (AngleConstraintPart &c : mMotorRotationConstraintPart)
  461. if (c.IsActive())
  462. c.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  463. // Warm start rotation constraints
  464. if (IsRotationFullyConstrained())
  465. mRotationConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  466. else if (IsRotationConstrained())
  467. mSwingTwistConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  468. // Warm start translation constraints
  469. if (IsTranslationFullyConstrained())
  470. mPointConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  471. else if (IsTranslationConstrained())
  472. for (int i = 0; i < 3; ++i)
  473. if (mTranslationConstraintPart[i].IsActive())
  474. mTranslationConstraintPart[i].WarmStart(*mBody1, *mBody2, mTranslationAxis[i], inWarmStartImpulseRatio);
  475. }
  476. bool SixDOFConstraint::SolveVelocityConstraint(float inDeltaTime)
  477. {
  478. bool impulse = false;
  479. // Solve translation motor
  480. if (mTranslationMotorActive)
  481. for (int i = 0; i < 3; ++i)
  482. if (mMotorTranslationConstraintPart[i].IsActive())
  483. switch (mMotorState[i])
  484. {
  485. case EMotorState::Off:
  486. {
  487. // Apply friction only
  488. float max_lambda = mMaxFriction[i] * inDeltaTime;
  489. impulse |= mMotorTranslationConstraintPart[i].SolveVelocityConstraint(*mBody1, *mBody2, mTranslationAxis[i], -max_lambda, max_lambda);
  490. break;
  491. }
  492. case EMotorState::Velocity:
  493. case EMotorState::Position:
  494. // Drive motor
  495. impulse |= mMotorTranslationConstraintPart[i].SolveVelocityConstraint(*mBody1, *mBody2, mTranslationAxis[i], inDeltaTime * mMotorSettings[i].mMinForceLimit, inDeltaTime * mMotorSettings[i].mMaxForceLimit);
  496. break;
  497. }
  498. // Solve rotation motor
  499. if (mRotationMotorActive)
  500. for (int i = 0; i < 3; ++i)
  501. {
  502. EAxis axis = EAxis(EAxis::RotationX + i);
  503. if (mMotorRotationConstraintPart[i].IsActive())
  504. switch (mMotorState[axis])
  505. {
  506. case EMotorState::Off:
  507. {
  508. // Apply friction only
  509. float max_lambda = mMaxFriction[axis] * inDeltaTime;
  510. impulse |= mMotorRotationConstraintPart[i].SolveVelocityConstraint(*mBody1, *mBody2, mRotationAxis[i], -max_lambda, max_lambda);
  511. break;
  512. }
  513. case EMotorState::Velocity:
  514. case EMotorState::Position:
  515. // Drive motor
  516. impulse |= mMotorRotationConstraintPart[i].SolveVelocityConstraint(*mBody1, *mBody2, mRotationAxis[i], inDeltaTime * mMotorSettings[axis].mMinTorqueLimit, inDeltaTime * mMotorSettings[axis].mMaxTorqueLimit);
  517. break;
  518. }
  519. }
  520. // Solve rotation constraint
  521. if (IsRotationFullyConstrained())
  522. impulse |= mRotationConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  523. else if (IsRotationConstrained())
  524. impulse |= mSwingTwistConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  525. // Solve position constraint
  526. if (IsTranslationFullyConstrained())
  527. impulse |= mPointConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  528. else if (IsTranslationConstrained())
  529. for (int i = 0; i < 3; ++i)
  530. if (mTranslationConstraintPart[i].IsActive())
  531. {
  532. // If the axis is not fixed it must be limited (or else the constraint would not be active)
  533. // Calculate the min and max constraint force based on on which side we're limited
  534. float limit_min = -FLT_MAX, limit_max = FLT_MAX;
  535. if (!IsFixedAxis(EAxis(EAxis::TranslationX + i)))
  536. {
  537. JPH_ASSERT(!IsFreeAxis(EAxis(EAxis::TranslationX + i)));
  538. if (mDisplacement[i] <= mLimitMin[i])
  539. limit_min = 0;
  540. else if (mDisplacement[i] >= mLimitMax[i])
  541. limit_max = 0;
  542. }
  543. impulse |= mTranslationConstraintPart[i].SolveVelocityConstraint(*mBody1, *mBody2, mTranslationAxis[i], limit_min, limit_max);
  544. }
  545. return impulse;
  546. }
  547. bool SixDOFConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
  548. {
  549. bool impulse = false;
  550. if (IsRotationFullyConstrained())
  551. {
  552. // Rotation locked: Solve rotation constraint
  553. // Inverse of initial rotation from body 1 to body 2 in body 1 space
  554. // Definition of initial orientation r0: q2 = q1 r0
  555. // Initial rotation (see: GetRotationInConstraintSpace): q2 = q1 c1 c2^-1
  556. // So: r0^-1 = (c1 c2^-1)^-1 = c2 * c1^-1
  557. Quat inv_initial_orientation = mConstraintToBody2 * mConstraintToBody1.Conjugated();
  558. // Solve rotation violations
  559. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), *mBody2, Mat44::sRotation(mBody2->GetRotation()));
  560. impulse |= mRotationConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, inv_initial_orientation, inBaumgarte);
  561. }
  562. else if (IsRotationConstrained())
  563. {
  564. // Rotation partially constraint
  565. // Solve rotation violations
  566. Quat q = GetRotationInConstraintSpace();
  567. impulse |= mSwingTwistConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, q, mConstraintToBody1, mConstraintToBody2, inBaumgarte);
  568. }
  569. // Solve position violations
  570. if (IsTranslationFullyConstrained())
  571. {
  572. // Translation locked: Solve point constraint
  573. mPointConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), mLocalSpacePosition1, *mBody2, Mat44::sRotation(mBody2->GetRotation()), mLocalSpacePosition2);
  574. impulse |= mPointConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, inBaumgarte);
  575. }
  576. else if (IsTranslationConstrained())
  577. {
  578. // Translation partially locked: Solve per axis
  579. for (int i = 0; i < 3; ++i)
  580. if (mLimitsSpringSettings[i].mFrequency <= 0.0f) // If not soft limit
  581. {
  582. // Update world space positions (the bodies may have moved)
  583. Vec3 r1_plus_u, r2, u;
  584. GetPositionConstraintProperties(r1_plus_u, r2, u);
  585. // Quaternion that rotates from body1's constraint space to world space
  586. Quat constraint_body1_to_world = mBody1->GetRotation() * mConstraintToBody1;
  587. // Calculate axis
  588. Vec3 translation_axis;
  589. switch (i)
  590. {
  591. case 0: translation_axis = constraint_body1_to_world.RotateAxisX(); break;
  592. case 1: translation_axis = constraint_body1_to_world.RotateAxisY(); break;
  593. default: JPH_ASSERT(i == 2); translation_axis = constraint_body1_to_world.RotateAxisZ(); break;
  594. }
  595. // Determine position error
  596. float error = 0.0f;
  597. EAxis axis(EAxis(EAxis::TranslationX + i));
  598. if (IsFixedAxis(axis))
  599. error = u.Dot(translation_axis);
  600. else if (!IsFreeAxis(axis))
  601. {
  602. float displacement = u.Dot(translation_axis);
  603. if (displacement <= mLimitMin[axis])
  604. error = displacement - mLimitMin[axis];
  605. else if (displacement >= mLimitMax[axis])
  606. error = displacement - mLimitMax[axis];
  607. }
  608. if (error != 0.0f)
  609. {
  610. // Setup axis constraint part and solve it
  611. mTranslationConstraintPart[i].CalculateConstraintProperties(*mBody1, r1_plus_u, *mBody2, r2, translation_axis);
  612. impulse |= mTranslationConstraintPart[i].SolvePositionConstraint(*mBody1, *mBody2, translation_axis, error, inBaumgarte);
  613. }
  614. }
  615. }
  616. return impulse;
  617. }
  618. #ifdef JPH_DEBUG_RENDERER
  619. void SixDOFConstraint::DrawConstraint(DebugRenderer *inRenderer) const
  620. {
  621. // Get constraint properties in world space
  622. RVec3 position1 = mBody1->GetCenterOfMassTransform() * mLocalSpacePosition1;
  623. Quat rotation1 = mBody1->GetRotation() * mConstraintToBody1;
  624. Quat rotation2 = mBody2->GetRotation() * mConstraintToBody2;
  625. // Draw constraint orientation
  626. inRenderer->DrawCoordinateSystem(RMat44::sRotationTranslation(rotation1, position1), mDrawConstraintSize);
  627. if ((IsRotationConstrained() || mRotationPositionMotorActive != 0) && !IsRotationFullyConstrained())
  628. {
  629. // Draw current swing and twist
  630. Quat q = GetRotationInConstraintSpace();
  631. Quat q_swing, q_twist;
  632. q.GetSwingTwist(q_swing, q_twist);
  633. inRenderer->DrawLine(position1, position1 + mDrawConstraintSize * (rotation1 * q_twist).RotateAxisY(), Color::sWhite);
  634. inRenderer->DrawLine(position1, position1 + mDrawConstraintSize * (rotation1 * q_swing).RotateAxisX(), Color::sWhite);
  635. }
  636. // Draw target rotation
  637. Quat m_swing, m_twist;
  638. mTargetOrientation.GetSwingTwist(m_swing, m_twist);
  639. if (mMotorState[EAxis::RotationX] == EMotorState::Position)
  640. inRenderer->DrawLine(position1, position1 + mDrawConstraintSize * (rotation1 * m_twist).RotateAxisY(), Color::sYellow);
  641. if (mMotorState[EAxis::RotationY] == EMotorState::Position || mMotorState[EAxis::RotationZ] == EMotorState::Position)
  642. inRenderer->DrawLine(position1, position1 + mDrawConstraintSize * (rotation1 * m_swing).RotateAxisX(), Color::sYellow);
  643. // Draw target angular velocity
  644. Vec3 target_angular_velocity = Vec3::sZero();
  645. for (int i = 0; i < 3; ++i)
  646. if (mMotorState[EAxis::RotationX + i] == EMotorState::Velocity)
  647. target_angular_velocity.SetComponent(i, mTargetAngularVelocity[i]);
  648. if (target_angular_velocity != Vec3::sZero())
  649. inRenderer->DrawArrow(position1, position1 + rotation2 * target_angular_velocity, Color::sRed, 0.1f);
  650. }
  651. void SixDOFConstraint::DrawConstraintLimits(DebugRenderer *inRenderer) const
  652. {
  653. // Get matrix that transforms from constraint space to world space
  654. RMat44 constraint_body1_to_world = RMat44::sRotationTranslation(mBody1->GetRotation() * mConstraintToBody1, mBody1->GetCenterOfMassTransform() * mLocalSpacePosition1);
  655. // Draw limits
  656. inRenderer->DrawSwingLimits(constraint_body1_to_world, mLimitMax[EAxis::RotationY], mLimitMax[EAxis::RotationZ], mDrawConstraintSize, Color::sGreen, DebugRenderer::ECastShadow::Off);
  657. inRenderer->DrawPie(constraint_body1_to_world.GetTranslation(), mDrawConstraintSize, constraint_body1_to_world.GetAxisX(), constraint_body1_to_world.GetAxisY(), mLimitMin[EAxis::RotationX], mLimitMax[EAxis::RotationX], Color::sPurple, DebugRenderer::ECastShadow::Off);
  658. }
  659. #endif // JPH_DEBUG_RENDERER
  660. void SixDOFConstraint::SaveState(StateRecorder &inStream) const
  661. {
  662. TwoBodyConstraint::SaveState(inStream);
  663. for (const AxisConstraintPart &c : mTranslationConstraintPart)
  664. c.SaveState(inStream);
  665. mPointConstraintPart.SaveState(inStream);
  666. mSwingTwistConstraintPart.SaveState(inStream);
  667. mRotationConstraintPart.SaveState(inStream);
  668. for (const AxisConstraintPart &c : mMotorTranslationConstraintPart)
  669. c.SaveState(inStream);
  670. for (const AngleConstraintPart &c : mMotorRotationConstraintPart)
  671. c.SaveState(inStream);
  672. inStream.Write(mMotorState);
  673. inStream.Write(mTargetVelocity);
  674. inStream.Write(mTargetAngularVelocity);
  675. inStream.Write(mTargetPosition);
  676. inStream.Write(mTargetOrientation);
  677. }
  678. void SixDOFConstraint::RestoreState(StateRecorder &inStream)
  679. {
  680. TwoBodyConstraint::RestoreState(inStream);
  681. for (AxisConstraintPart &c : mTranslationConstraintPart)
  682. c.RestoreState(inStream);
  683. mPointConstraintPart.RestoreState(inStream);
  684. mSwingTwistConstraintPart.RestoreState(inStream);
  685. mRotationConstraintPart.RestoreState(inStream);
  686. for (AxisConstraintPart &c : mMotorTranslationConstraintPart)
  687. c.RestoreState(inStream);
  688. for (AngleConstraintPart &c : mMotorRotationConstraintPart)
  689. c.RestoreState(inStream);
  690. inStream.Read(mMotorState);
  691. inStream.Read(mTargetVelocity);
  692. inStream.Read(mTargetAngularVelocity);
  693. inStream.Read(mTargetPosition);
  694. inStream.Read(mTargetOrientation);
  695. }
  696. Ref<ConstraintSettings> SixDOFConstraint::GetConstraintSettings() const
  697. {
  698. SixDOFConstraintSettings *settings = new SixDOFConstraintSettings;
  699. ToConstraintSettings(*settings);
  700. settings->mSpace = EConstraintSpace::LocalToBodyCOM;
  701. settings->mPosition1 = RVec3(mLocalSpacePosition1);
  702. settings->mAxisX1 = mConstraintToBody1.RotateAxisX();
  703. settings->mAxisY1 = mConstraintToBody1.RotateAxisY();
  704. settings->mPosition2 = RVec3(mLocalSpacePosition2);
  705. settings->mAxisX2 = mConstraintToBody2.RotateAxisX();
  706. settings->mAxisY2 = mConstraintToBody2.RotateAxisY();
  707. memcpy(settings->mLimitMin, mLimitMin, sizeof(mLimitMin));
  708. memcpy(settings->mLimitMax, mLimitMax, sizeof(mLimitMax));
  709. memcpy(settings->mMaxFriction, mMaxFriction, sizeof(mMaxFriction));
  710. for (int i = 0; i < EAxis::Num; ++i)
  711. settings->mMotorSettings[i] = mMotorSettings[i];
  712. return settings;
  713. }
  714. JPH_NAMESPACE_END