godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Constraints/ConstraintPart/SwingTwistConstraintPart.h

598 lines
23 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// 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
/// How the swing limit behaves
enum class ESwingType : uint8
{
Cone, ///< Swing is limited by a cone shape, note that this cone starts to deform for larger swing angles. Cone limits only support limits that are symmetric around 0.
Pyramid, ///< Swing is limited by a pyramid shape, note that this pyramid starts to deform for larger swing angles.
};
/// 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:
/// Override the swing type
void SetSwingType(ESwingType inSwingType)
{
mSwingType = inSwingType;
}
/// Get the swing type for this part
ESwingType GetSwingType() const
{
return mSwingType;
}
/// Set limits for this constraint (see description above for parameters)
void SetLimits(float inTwistMinAngle, float inTwistMaxAngle, float inSwingYMinAngle, float inSwingYMaxAngle, float inSwingZMinAngle, float inSwingZMaxAngle)
{
constexpr float cLockedAngle = DegreesToRadians(0.5f);
constexpr float cFreeAngle = DegreesToRadians(179.5f);
// Assume sane input
JPH_ASSERT(inTwistMinAngle <= inTwistMaxAngle);
JPH_ASSERT(inSwingYMinAngle <= inSwingYMaxAngle);
JPH_ASSERT(inSwingZMinAngle <= inSwingZMaxAngle);
JPH_ASSERT(inSwingYMinAngle >= -JPH_PI && inSwingYMaxAngle <= JPH_PI);
JPH_ASSERT(inSwingZMinAngle >= -JPH_PI && inSwingZMaxAngle <= JPH_PI);
// Calculate the sine and cosine of the half angles
Vec4 half_twist = 0.5f * Vec4(inTwistMinAngle, inTwistMaxAngle, 0, 0);
Vec4 twist_s, twist_c;
half_twist.SinCos(twist_s, twist_c);
Vec4 half_swing = 0.5f * Vec4(inSwingYMinAngle, inSwingYMaxAngle, inSwingZMinAngle, inSwingZMaxAngle);
Vec4 swing_s, swing_c;
half_swing.SinCos(swing_s, swing_c);
// Store half angles for pyramid limit
mSwingYHalfMinAngle = half_swing.GetX();
mSwingYHalfMaxAngle = half_swing.GetY();
mSwingZHalfMinAngle = half_swing.GetZ();
mSwingZHalfMaxAngle = half_swing.GetW();
// Store axis flags which are used at runtime to quickly decided which constraints 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 = twist_s.GetX();
mSinTwistHalfMaxAngle = twist_s.GetY();
mCosTwistHalfMinAngle = twist_c.GetX();
mCosTwistHalfMaxAngle = twist_c.GetY();
}
if (inSwingYMinAngle > -cLockedAngle && inSwingYMaxAngle < cLockedAngle)
{
mRotationFlags |= SwingYLocked;
mSinSwingYHalfMinAngle = 0.0f;
mSinSwingYHalfMaxAngle = 0.0f;
mCosSwingYHalfMinAngle = 1.0f;
mCosSwingYHalfMaxAngle = 1.0f;
}
else if (inSwingYMinAngle < -cFreeAngle && inSwingYMaxAngle > cFreeAngle)
{
mRotationFlags |= SwingYFree;
mSinSwingYHalfMinAngle = -1.0f;
mSinSwingYHalfMaxAngle = 1.0f;
mCosSwingYHalfMinAngle = 0.0f;
mCosSwingYHalfMaxAngle = 0.0f;
}
else
{
mSinSwingYHalfMinAngle = swing_s.GetX();
mSinSwingYHalfMaxAngle = swing_s.GetY();
mCosSwingYHalfMinAngle = swing_c.GetX();
mCosSwingYHalfMaxAngle = swing_c.GetY();
JPH_ASSERT(mSinSwingYHalfMinAngle <= mSinSwingYHalfMaxAngle);
}
if (inSwingZMinAngle > -cLockedAngle && inSwingZMaxAngle < cLockedAngle)
{
mRotationFlags |= SwingZLocked;
mSinSwingZHalfMinAngle = 0.0f;
mSinSwingZHalfMaxAngle = 0.0f;
mCosSwingZHalfMinAngle = 1.0f;
mCosSwingZHalfMaxAngle = 1.0f;
}
else if (inSwingZMinAngle < -cFreeAngle && inSwingZMaxAngle > cFreeAngle)
{
mRotationFlags |= SwingZFree;
mSinSwingZHalfMinAngle = -1.0f;
mSinSwingZHalfMaxAngle = 1.0f;
mCosSwingZHalfMinAngle = 0.0f;
mCosSwingZHalfMaxAngle = 0.0f;
}
else
{
mSinSwingZHalfMinAngle = swing_s.GetZ();
mSinSwingZHalfMaxAngle = swing_s.GetW();
mCosSwingZHalfMinAngle = swing_c.GetZ();
mCosSwingZHalfMaxAngle = swing_c.GetW();
JPH_ASSERT(mSinSwingZHalfMinAngle <= mSinSwingZHalfMaxAngle);
}
}
/// Flags to indicate which axis got clamped by ClampSwingTwist
static constexpr uint cClampedTwistMin = 1 << 0;
static constexpr uint cClampedTwistMax = 1 << 1;
static constexpr uint cClampedSwingYMin = 1 << 2;
static constexpr uint cClampedSwingYMax = 1 << 3;
static constexpr uint cClampedSwingZMin = 1 << 4;
static constexpr uint cClampedSwingZMax = 1 << 5;
/// Helper function to determine if we're clamped against the min or max limit
static JPH_INLINE bool sDistanceToMinShorter(float inDeltaMin, float inDeltaMax)
{
// We're outside of the limits, get actual delta to min/max range
// Note that a swing/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).
inDeltaMin = abs(inDeltaMin);
if (inDeltaMin > 1.0f) inDeltaMin = 2.0f - inDeltaMin;
inDeltaMax = abs(inDeltaMax);
if (inDeltaMax > 1.0f) inDeltaMax = 2.0f - inDeltaMax;
return inDeltaMin < inDeltaMax;
}
/// Clamp twist and swing against the constraint limits, returns which parts were clamped (everything assumed in constraint space)
inline void ClampSwingTwist(Quat &ioSwing, Quat &ioTwist, uint &outClampedAxis) const
{
// Start with not clamped
outClampedAxis = 0;
// 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
outClampedAxis |= ioTwist.GetX() != 0.0f? (cClampedTwistMin | cClampedTwistMax) : 0;
ioTwist = Quat::sIdentity();
}
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)
{
// Pick the twist that corresponds to the smallest delta
if (sDistanceToMinShorter(delta_min, delta_max))
{
ioTwist = Quat(mSinTwistHalfMinAngle, 0, 0, mCosTwistHalfMinAngle);
outClampedAxis |= cClampedTwistMin;
}
else
{
ioTwist = Quat(mSinTwistHalfMaxAngle, 0, 0, mCosTwistHalfMaxAngle);
outClampedAxis |= cClampedTwistMax;
}
}
}
// Clamp swing
if (mRotationFlags & SwingYLocked)
{
if (mRotationFlags & SwingZLocked)
{
// Both swing Y and Z are disabled, no degrees of freedom in swing
outClampedAxis |= ioSwing.GetY() != 0.0f? (cClampedSwingYMin | cClampedSwingYMax) : 0;
outClampedAxis |= ioSwing.GetZ() != 0.0f? (cClampedSwingZMin | cClampedSwingZMax) : 0;
ioSwing = Quat::sIdentity();
}
else
{
// Swing Y angle disabled, only 1 degree of freedom in swing
outClampedAxis |= ioSwing.GetY() != 0.0f? (cClampedSwingYMin | cClampedSwingYMax) : 0;
float delta_min = mSinSwingZHalfMinAngle - ioSwing.GetZ();
float delta_max = ioSwing.GetZ() - mSinSwingZHalfMaxAngle;
if (delta_min > 0.0f || delta_max > 0.0f)
{
// Pick the swing that corresponds to the smallest delta
if (sDistanceToMinShorter(delta_min, delta_max))
{
ioSwing = Quat(0, 0, mSinSwingZHalfMinAngle, mCosSwingZHalfMinAngle);
outClampedAxis |= cClampedSwingZMin;
}
else
{
ioSwing = Quat(0, 0, mSinSwingZHalfMaxAngle, mCosSwingZHalfMaxAngle);
outClampedAxis |= cClampedSwingZMax;
}
}
else if ((outClampedAxis & cClampedSwingYMin) != 0)
{
float z = ioSwing.GetZ();
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
outClampedAxis |= ioSwing.GetZ() != 0.0f? (cClampedSwingZMin | cClampedSwingZMax) : 0;
float delta_min = mSinSwingYHalfMinAngle - ioSwing.GetY();
float delta_max = ioSwing.GetY() - mSinSwingYHalfMaxAngle;
if (delta_min > 0.0f || delta_max > 0.0f)
{
// Pick the swing that corresponds to the smallest delta
if (sDistanceToMinShorter(delta_min, delta_max))
{
ioSwing = Quat(0, mSinSwingYHalfMinAngle, 0, mCosSwingYHalfMinAngle);
outClampedAxis |= cClampedSwingYMin;
}
else
{
ioSwing = Quat(0, mSinSwingYHalfMaxAngle, 0, mCosSwingYHalfMaxAngle);
outClampedAxis |= cClampedSwingYMax;
}
}
else if ((outClampedAxis & cClampedSwingZMin) != 0)
{
float y = ioSwing.GetY();
ioSwing = Quat(0, y, 0, sqrt(1.0f - Square(y)));
}
}
else
{
// Two degrees of freedom
if (mSwingType == ESwingType::Cone)
{
// Use ellipse to solve limits
Ellipse ellipse(mSinSwingYHalfMaxAngle, mSinSwingZHalfMaxAngle);
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))));
outClampedAxis |= cClampedSwingYMin | cClampedSwingYMax | cClampedSwingZMin | cClampedSwingZMax; // We're not using the flags on which side we got clamped here
}
}
else
{
// Use pyramid to solve limits
// The quaternion rotating by angle y around the Y axis then rotating by angle z around the Z axis is:
// q = Quat::sRotation(Vec3::sAxisZ(), z) * Quat::sRotation(Vec3::sAxisY(), y)
// [q.x, q.y, q.z, q.w] = [-sin(y / 2) * sin(z / 2), sin(y / 2) * cos(z / 2), cos(y / 2) * sin(z / 2), cos(y / 2) * cos(z / 2)]
// So we can calculate y / 2 = atan2(q.y, q.w) and z / 2 = atan2(q.z, q.w)
Vec4 half_angle = Vec4::sATan2(ioSwing.GetXYZW().Swizzle<SWIZZLE_Y, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z>(), ioSwing.GetXYZW().SplatW());
Vec4 min_half_angle(mSwingYHalfMinAngle, mSwingYHalfMinAngle, mSwingZHalfMinAngle, mSwingZHalfMinAngle);
Vec4 max_half_angle(mSwingYHalfMaxAngle, mSwingYHalfMaxAngle, mSwingZHalfMaxAngle, mSwingZHalfMaxAngle);
Vec4 clamped_half_angle = Vec4::sMin(Vec4::sMax(half_angle, min_half_angle), max_half_angle);
UVec4 unclamped = Vec4::sEquals(half_angle, clamped_half_angle);
if (!unclamped.TestAllTrue())
{
// We now calculate the quaternion again using the formula for q above,
// but we leave out the x component in order to not introduce twist
Vec4 s, c;
clamped_half_angle.SinCos(s, c);
ioSwing = Quat(0, s.GetY() * c.GetZ(), c.GetY() * s.GetZ(), c.GetY() * c.GetZ()).Normalized();
outClampedAxis |= cClampedSwingYMin | cClampedSwingYMax | cClampedSwingZMin | cClampedSwingZMax; // We're not using the flags on which side we got clamped here
}
}
}
// 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 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(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;
uint clamped_axis;
ClampSwingTwist(q_clamped_swing, q_clamped_twist, clamped_axis);
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(inBody1, inBody2, mWorldSpaceSwingLimitYRotationAxis);
mSwingLimitZConstraintPart.CalculateConstraintProperties(inBody1, inBody2, mWorldSpaceSwingLimitZRotationAxis);
}
else
{
// Swing only locked around Y
mSwingLimitYConstraintPart.CalculateConstraintProperties(inBody1, inBody2, mWorldSpaceSwingLimitYRotationAxis);
if ((clamped_axis & (cClampedSwingZMin | cClampedSwingZMax)) != 0)
{
if ((clamped_axis & cClampedSwingZMin) != 0)
mWorldSpaceSwingLimitZRotationAxis = -mWorldSpaceSwingLimitZRotationAxis; // Flip axis if hitting min limit because the impulse limit is going to be between [-FLT_MAX, 0]
mSwingLimitZConstraintPart.CalculateConstraintProperties(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 ((clamped_axis & (cClampedSwingYMin | cClampedSwingYMax)) != 0)
{
if ((clamped_axis & cClampedSwingYMin) != 0)
mWorldSpaceSwingLimitYRotationAxis = -mWorldSpaceSwingLimitYRotationAxis; // Flip axis if hitting min limit because the impulse limit is going to be between [-FLT_MAX, 0]
mSwingLimitYConstraintPart.CalculateConstraintProperties(inBody1, inBody2, mWorldSpaceSwingLimitYRotationAxis);
}
else
mSwingLimitYConstraintPart.Deactivate();
mSwingLimitZConstraintPart.CalculateConstraintProperties(inBody1, inBody2, mWorldSpaceSwingLimitZRotationAxis);
}
else if ((mRotationFlags & SwingYZFree) != SwingYZFree)
{
// Swing has limits around Y and Z
if ((clamped_axis & (cClampedSwingYMin | cClampedSwingYMax | cClampedSwingZMin | cClampedSwingZMax)) != 0)
{
// 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(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(inBody1, inBody2, mWorldSpaceTwistLimitRotationAxis);
}
else if ((mRotationFlags & TwistXFree) == 0)
{
// Twist has limits
if ((clamped_axis & (cClampedTwistMin | cClampedTwistMax)) != 0)
{
mWorldSpaceTwistLimitRotationAxis = (inConstraintToWorld * q_swing).RotateAxisX();
if ((clamped_axis & cClampedTwistMin) != 0)
mWorldSpaceTwistLimitRotationAxis = -mWorldSpaceTwistLimitRotationAxis; // Flip axis if hitting min limit because the impulse limit is going to be between [-FLT_MAX, 0]
mTwistLimitConstraintPart.CalculateConstraintProperties(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, mSinSwingYHalfMinAngle == mSinSwingYHalfMaxAngle? FLT_MAX : 0.0f);
if (mSwingLimitZConstraintPart.IsActive())
impulse |= mSwingLimitZConstraintPart.SolveVelocityConstraint(ioBody1, ioBody2, mWorldSpaceSwingLimitZRotationAxis, -FLT_MAX, mSinSwingZHalfMinAngle == mSinSwingZHalfMaxAngle? FLT_MAX : 0.0f);
// Solve twist constraint
if (mTwistLimitConstraintPart.IsActive())
impulse |= mTwistLimitConstraintPart.SolveVelocityConstraint(ioBody1, ioBody2, mWorldSpaceTwistLimitRotationAxis, -FLT_MAX, mSinTwistHalfMinAngle == mSinTwistHalfMaxAngle? 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);
uint clamped_axis;
ClampSwingTwist(q_swing, q_twist, clamped_axis);
// Solve rotation violations
if (clamped_axis != 0)
{
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
ESwingType mSwingType = ESwingType::Cone;
float mSinTwistHalfMinAngle;
float mSinTwistHalfMaxAngle;
float mCosTwistHalfMinAngle;
float mCosTwistHalfMaxAngle;
float mSwingYHalfMinAngle;
float mSwingYHalfMaxAngle;
float mSwingZHalfMinAngle;
float mSwingZHalfMaxAngle;
float mSinSwingYHalfMinAngle;
float mSinSwingYHalfMaxAngle;
float mSinSwingZHalfMinAngle;
float mSinSwingZHalfMaxAngle;
float mCosSwingYHalfMinAngle;
float mCosSwingYHalfMaxAngle;
float mCosSwingZHalfMinAngle;
float mCosSwingZHalfMaxAngle;
// 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