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254 lines
9.3 KiB
C++
254 lines
9.3 KiB
C++
//
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// SwingTwistConstraint.cpp
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//
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "SwingTwistConstraint.h"
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#include <algorithm>
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#include <math.h>
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#include <GeometryUtil.h>
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#include <NumericalConstants.h>
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const float MIN_MINDOT = -0.999f;
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const float MAX_MINDOT = 1.0f;
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const int LAST_CLAMP_LOW_BOUNDARY = -1;
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const int LAST_CLAMP_NO_BOUNDARY = 0;
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const int LAST_CLAMP_HIGH_BOUNDARY = 1;
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SwingTwistConstraint::SwingLimitFunction::SwingLimitFunction() {
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setCone(PI);
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}
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void SwingTwistConstraint::SwingLimitFunction::setCone(float maxAngle) {
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_minDots.clear();
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float minDot = glm::clamp(maxAngle, MIN_MINDOT, MAX_MINDOT);
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_minDots.push_back(minDot);
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// push the first value to the back to establish cyclic boundary conditions
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_minDots.push_back(minDot);
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}
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void SwingTwistConstraint::SwingLimitFunction::setMinDots(const std::vector<float>& minDots) {
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uint32_t numDots = (uint32_t)minDots.size();
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_minDots.clear();
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if (numDots == 0) {
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// push two copies of MIN_MINDOT
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_minDots.push_back(MIN_MINDOT);
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_minDots.push_back(MIN_MINDOT);
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} else {
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_minDots.reserve(numDots);
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for (uint32_t i = 0; i < numDots; ++i) {
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_minDots.push_back(glm::clamp(minDots[i], MIN_MINDOT, MAX_MINDOT));
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}
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// push the first value to the back to establish cyclic boundary conditions
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_minDots.push_back(_minDots[0]);
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}
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}
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float SwingTwistConstraint::SwingLimitFunction::getMinDot(float theta) const {
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// extract the positive normalized fractional part of theta
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float integerPart;
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float normalizedTheta = modff(theta / TWO_PI, &integerPart);
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if (normalizedTheta < 0.0f) {
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normalizedTheta += 1.0f;
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}
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// interpolate between the two nearest points in the cycle
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float fractionPart = modff(normalizedTheta * (float)(_minDots.size() - 1), &integerPart);
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int i = (int)(integerPart);
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int j = (i + 1) % _minDots.size();
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return _minDots[i] * (1.0f - fractionPart) + _minDots[j] * fractionPart;
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}
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SwingTwistConstraint::SwingTwistConstraint() :
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RotationConstraint(),
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_swingLimitFunction(),
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_minTwist(-PI),
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_maxTwist(PI),
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_lastTwistBoundary(LAST_CLAMP_NO_BOUNDARY)
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{
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}
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void SwingTwistConstraint::setSwingLimits(std::vector<float> minDots) {
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_swingLimitFunction.setMinDots(minDots);
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}
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void SwingTwistConstraint::setSwingLimits(const std::vector<glm::vec3>& swungDirections) {
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struct SwingLimitData {
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SwingLimitData() : _theta(0.0f), _minDot(1.0f) {}
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SwingLimitData(float theta, float minDot) : _theta(theta), _minDot(minDot) {}
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float _theta;
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float _minDot;
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bool operator<(const SwingLimitData& other) const { return _theta < other._theta; }
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};
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std::vector<SwingLimitData> limits;
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uint32_t numLimits = (uint32_t)swungDirections.size();
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limits.reserve(numLimits);
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// compute the limit pairs: <theta, minDot>
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const glm::vec3 yAxis = glm::vec3(0.0f, 1.0f, 0.0f);
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for (uint32_t i = 0; i < numLimits; ++i) {
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float directionLength = glm::length(swungDirections[i]);
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if (directionLength > EPSILON) {
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glm::vec3 swingAxis = glm::cross(yAxis, swungDirections[i]);
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float theta = atan2f(-swingAxis.z, swingAxis.x);
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if (theta < 0.0f) {
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theta += TWO_PI;
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}
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limits.push_back(SwingLimitData(theta, swungDirections[i].y / directionLength));
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}
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}
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std::vector<float> minDots;
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numLimits = (uint32_t)limits.size();
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if (numLimits == 0) {
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// trivial case: nearly free constraint
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std::vector<float> minDots;
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_swingLimitFunction.setMinDots(minDots);
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} else if (numLimits == 1) {
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// trivial case: uniform conical constraint
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std::vector<float> minDots;
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minDots.push_back(limits[0]._minDot);
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_swingLimitFunction.setMinDots(minDots);
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} else {
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// interesting case: potentially non-uniform constraints
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// sort limits by theta
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std::sort(limits.begin(), limits.end());
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// extrapolate evenly distributed limits for fast lookup table
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float deltaTheta = TWO_PI / (float)(numLimits);
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uint32_t rightIndex = 0;
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for (uint32_t i = 0; i < numLimits; ++i) {
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float theta = (float)i * deltaTheta;
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uint32_t leftIndex = (rightIndex - 1) % numLimits;
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while (rightIndex < numLimits && theta > limits[rightIndex]._theta) {
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leftIndex = rightIndex++;
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}
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if (leftIndex == numLimits - 1) {
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// we straddle the boundary
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rightIndex = 0;
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}
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float rightTheta = limits[rightIndex]._theta;
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float leftTheta = limits[leftIndex]._theta;
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if (leftTheta > rightTheta) {
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// we straddle the boundary, but we need to figure out which way to stride
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// in order to keep theta between left and right
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if (leftTheta > theta) {
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leftTheta -= TWO_PI;
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} else {
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rightTheta += TWO_PI;
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}
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}
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// blend between the left and right minDots to get the value that corresponds to this theta
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float rightWeight = (theta - leftTheta) / (rightTheta - leftTheta);
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minDots.push_back((1.0f - rightWeight) * limits[leftIndex]._minDot + rightWeight * limits[rightIndex]._minDot);
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}
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}
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_swingLimitFunction.setMinDots(minDots);
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}
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void SwingTwistConstraint::setTwistLimits(float minTwist, float maxTwist) {
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// NOTE: min/maxTwist angles should be in the range [-PI, PI]
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_minTwist = glm::min(minTwist, maxTwist);
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_maxTwist = glm::max(minTwist, maxTwist);
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_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
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}
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bool SwingTwistConstraint::apply(glm::quat& rotation) const {
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// decompose the rotation into first twist about yAxis, then swing about something perp
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const glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
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// NOTE: rotation = postRotation * referenceRotation
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glm::quat postRotation = rotation * glm::inverse(_referenceRotation);
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glm::quat swingRotation, twistRotation;
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swingTwistDecomposition(postRotation, yAxis, swingRotation, twistRotation);
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// NOTE: postRotation = swingRotation * twistRotation
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// compute twistAngle
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float twistAngle = 2.0f * acosf(fabsf(twistRotation.w));
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const glm::vec3 xAxis = glm::vec3(1.0f, 0.0f, 0.0f);
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glm::vec3 twistedX = twistRotation * xAxis;
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twistAngle *= copysignf(1.0f, glm::dot(glm::cross(xAxis, twistedX), yAxis));
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// adjust measured twistAngle according to clamping history
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switch (_lastTwistBoundary) {
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case LAST_CLAMP_LOW_BOUNDARY:
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// clamp to min
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if (twistAngle > _maxTwist) {
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twistAngle -= TWO_PI;
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}
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break;
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case LAST_CLAMP_HIGH_BOUNDARY:
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// clamp to max
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if (twistAngle < _minTwist) {
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twistAngle += TWO_PI;
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}
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break;
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default: // LAST_CLAMP_NO_BOUNDARY
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// clamp to nearest boundary
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float midBoundary = 0.5f * (_maxTwist + _minTwist + TWO_PI);
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if (twistAngle > midBoundary) {
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// lower boundary is closer --> phase down one cycle
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twistAngle -= TWO_PI;
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} else if (twistAngle < midBoundary - TWO_PI) {
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// higher boundary is closer --> phase up one cycle
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twistAngle += TWO_PI;
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}
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break;
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}
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// clamp twistAngle
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float clampedTwistAngle = glm::clamp(twistAngle, _minTwist, _maxTwist);
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bool twistWasClamped = (twistAngle != clampedTwistAngle);
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// remember twist's clamp boundary history
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if (twistWasClamped) {
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_lastTwistBoundary = (twistAngle > clampedTwistAngle) ? LAST_CLAMP_HIGH_BOUNDARY : LAST_CLAMP_LOW_BOUNDARY;
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} else {
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_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
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}
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// clamp the swing
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// The swingAxis is always perpendicular to the reference axis (yAxis in the constraint's frame).
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glm::vec3 swungY = swingRotation * yAxis;
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glm::vec3 swingAxis = glm::cross(yAxis, swungY);
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bool swingWasClamped = false;
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float axisLength = glm::length(swingAxis);
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if (axisLength > EPSILON) {
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// The limit of swing is a function of "theta" which can be computed from the swingAxis
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// (which is in the constraint's ZX plane).
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float theta = atan2f(-swingAxis.z, swingAxis.x);
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float minDot = _swingLimitFunction.getMinDot(theta);
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if (glm::dot(swungY, yAxis) < minDot) {
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// The swing limits are violated so we extract the angle from midDot and
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// use it to supply a new rotation.
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swingAxis /= axisLength;
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swingRotation = glm::angleAxis(acosf(minDot), swingAxis);
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swingWasClamped = true;
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}
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}
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if (swingWasClamped || twistWasClamped) {
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// update the rotation
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twistRotation = glm::angleAxis(clampedTwistAngle, yAxis);
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rotation = swingRotation * twistRotation * _referenceRotation;
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return true;
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}
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return false;
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}
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void SwingTwistConstraint::clearHistory() {
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_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
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}
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