示例#1
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        // Helper function
        private sfloat CalculateError(quaternion motionBFromA)
        {
            // Calculate the relative body rotation
            quaternion jointBFromA = math.mul(math.mul(math.inverse(MotionBFromJoint), motionBFromA), MotionAFromJoint);

            // Find the twist angle of the rotation.
            //
            // There is no one correct solution for the twist angle. Suppose the joint models a pair of bodies connected by
            // three gimbals, one of which is limited by this jacobian. There are multiple configurations of the gimbals that
            // give the bodies the same relative orientation, so it is impossible to determine the configuration from the
            // bodies' orientations alone, nor therefore the orientation of the limited gimbal.
            //
            // This code instead makes a reasonable guess, the twist angle of the swing-twist decomposition of the bodies'
            // relative orientation. It always works when the limited axis itself is unable to rotate freely, as in a limited
            // hinge. It works fairly well when the limited axis can only rotate a small amount, preferably less than 90
            // degrees. It works poorly at higher angles, especially near 180 degrees where it is not continuous. For systems
            // that require that kind of flexibility, the gimbals should be modeled as separate bodies.
            sfloat angle = CalculateTwistAngle(jointBFromA, AxisIndex);

            // Angle is in [-2pi, 2pi].
            // For comparison against the limits, find k so that angle + 2k * pi is as close to [min, max] as possible.
            sfloat centerAngle = (MinAngle + MaxAngle) / (sfloat)2.0f;
            bool   above       = angle > (centerAngle + math.PI);
            bool   below       = angle < (centerAngle - math.PI);

            angle = math.select(angle, angle - (sfloat)2.0f * math.PI, above);
            angle = math.select(angle, angle + (sfloat)2.0f * math.PI, below);

            // Calculate the relative angle about the twist axis
            return(JacobianUtilities.CalculateError(angle, MinAngle, MaxAngle));
        }
        // Build the Jacobian
        public void Build(
            MTransform aFromConstraint, MTransform bFromConstraint,
            MotionVelocity velocityA, MotionVelocity velocityB,
            MotionData motionA, MotionData motionB,
            Constraint constraint, float tau, float damping)
        {
            this = default(AngularLimit2DJacobian);

            // Copy the constraint data
            int freeIndex = constraint.FreeAxis2D;

            AxisAinA = aFromConstraint.Rotation[freeIndex];
            AxisBinB = bFromConstraint.Rotation[freeIndex];
            MinAngle = constraint.Min;
            MaxAngle = constraint.Max;
            Tau      = tau;
            Damping  = damping;
            BFromA   = math.mul(math.inverse(motionB.WorldFromMotion.rot), motionA.WorldFromMotion.rot);

            // Calculate the initial error
            {
                float3 axisAinB = math.mul(BFromA, AxisAinA);
                float  sinAngle = math.length(math.cross(axisAinB, AxisBinB));
                float  cosAngle = math.dot(axisAinB, AxisBinB);
                float  angle    = math.atan2(sinAngle, cosAngle);
                InitialError = JacobianUtilities.CalculateError(angle, MinAngle, MaxAngle);
            }
        }
        private float CalculateError(MTransform worldFromA, MTransform worldFromB, out float3 direction)
        {
            // Find the direction from pivot A to B and the distance between them
            float3 pivotA = Mul(worldFromA, PivotAinA);
            float3 pivotB = Mul(worldFromB, PivotBinB);
            float3 axis   = math.mul(worldFromB.Rotation, AxisInB);

            direction = pivotB - pivotA;
            float dot = math.dot(direction, axis);

            // Project for lower-dimension joints
            float distance;

            if (Is1D)
            {
                // In 1D, distance is signed and measured along the axis
                distance  = -dot;
                direction = -axis;
            }
            else
            {
                // In 2D / 3D, distance is nonnegative.  In 2D it is measured perpendicular to the axis.
                direction -= axis * dot;
                float futureDistanceSq  = math.lengthsq(direction);
                float invFutureDistance = math.select(math.rsqrt(futureDistanceSq), 0.0f, futureDistanceSq == 0.0f);
                distance   = futureDistanceSq * invFutureDistance;
                direction *= invFutureDistance;
            }

            // Find the difference between the future distance and the limit range
            return(JacobianUtilities.CalculateError(distance, MinDistance, MaxDistance));
        }
示例#4
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        public void JacobianUtilitiesCalculateErrorTest()
        {
            float x   = 5.0f;
            float min = 0.0f;
            float max = 10.0f;

            Assert.AreApproximatelyEqual(0.0f, JacobianUtilities.CalculateError(x, min, max));
        }
示例#5
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        // Solve the Jacobian
        public void Solve(ref MotionVelocity velocityA, ref MotionVelocity velocityB, sfloat timestep, sfloat invTimestep)
        {
            // Predict the motions' transforms at the end of the step
            MTransform futureWorldFromA;
            MTransform futureWorldFromB;

            {
                quaternion dqA = Integrator.IntegrateAngularVelocity(velocityA.AngularVelocity, timestep);
                quaternion dqB = Integrator.IntegrateAngularVelocity(velocityB.AngularVelocity, timestep);
                quaternion futureOrientationA = math.normalize(math.mul(WorldFromA.rot, dqA));
                quaternion futureOrientationB = math.normalize(math.mul(WorldFromB.rot, dqB));
                futureWorldFromA = new MTransform(futureOrientationA, WorldFromA.pos + velocityA.LinearVelocity * timestep);
                futureWorldFromB = new MTransform(futureOrientationB, WorldFromB.pos + velocityB.LinearVelocity * timestep);
            }

            // Calculate the angulars
            CalculateAngulars(PivotAinA, futureWorldFromA.Rotation, out float3 angA0, out float3 angA1, out float3 angA2);
            CalculateAngulars(PivotBinB, futureWorldFromB.Rotation, out float3 angB0, out float3 angB1, out float3 angB2);

            // Calculate effective mass
            float3 EffectiveMassDiag, EffectiveMassOffDiag;
            {
                // Calculate the inverse effective mass matrix
                float3 invEffectiveMassDiag = new float3(
                    JacobianUtilities.CalculateInvEffectiveMassDiag(angA0, velocityA.InverseInertia, velocityA.InverseMass,
                                                                    angB0, velocityB.InverseInertia, velocityB.InverseMass),
                    JacobianUtilities.CalculateInvEffectiveMassDiag(angA1, velocityA.InverseInertia, velocityA.InverseMass,
                                                                    angB1, velocityB.InverseInertia, velocityB.InverseMass),
                    JacobianUtilities.CalculateInvEffectiveMassDiag(angA2, velocityA.InverseInertia, velocityA.InverseMass,
                                                                    angB2, velocityB.InverseInertia, velocityB.InverseMass));

                float3 invEffectiveMassOffDiag = new float3(
                    JacobianUtilities.CalculateInvEffectiveMassOffDiag(angA0, angA1, velocityA.InverseInertia, angB0, angB1, velocityB.InverseInertia),
                    JacobianUtilities.CalculateInvEffectiveMassOffDiag(angA0, angA2, velocityA.InverseInertia, angB0, angB2, velocityB.InverseInertia),
                    JacobianUtilities.CalculateInvEffectiveMassOffDiag(angA1, angA2, velocityA.InverseInertia, angB1, angB2, velocityB.InverseInertia));

                // Invert to get the effective mass matrix
                JacobianUtilities.InvertSymmetricMatrix(invEffectiveMassDiag, invEffectiveMassOffDiag, out EffectiveMassDiag, out EffectiveMassOffDiag);
            }

            // Predict error at the end of the step and calculate the impulse to correct it
            float3 impulse;

            {
                // Find the difference between the future distance and the limit range, then apply tau and damping
                sfloat futureDistanceError = CalculateError(futureWorldFromA, futureWorldFromB, out float3 futureDirection);
                sfloat solveDistanceError  = JacobianUtilities.CalculateCorrection(futureDistanceError, InitialError, Tau, Damping);

                // Calculate the impulse to correct the error
                float3   solveError    = solveDistanceError * futureDirection;
                float3x3 effectiveMass = JacobianUtilities.BuildSymmetricMatrix(EffectiveMassDiag, EffectiveMassOffDiag);
                impulse = math.mul(effectiveMass, solveError) * invTimestep;
            }

            // Apply the impulse
            ApplyImpulse(impulse, angA0, angA1, angA2, ref velocityA);
            ApplyImpulse(-impulse, angB0, angB1, angB2, ref velocityB);
        }
示例#6
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        public void JacobianUtilitiesIntegrateOrientationBFromATest()
        {
            var bFromA           = quaternion.identity;
            var angularVelocityA = float3.zero;
            var angularVelocityB = float3.zero;
            var timestep         = 1.0f;

            Assert.AreEqual(quaternion.identity, JacobianUtilities.IntegrateOrientationBFromA(bFromA, angularVelocityA, angularVelocityB, timestep));
        }
示例#7
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        public void JacobianUtilitiesCalculateCorrectionTest()
        {
            float predictedError = 0.2f;
            float initialError   = 0.1f;
            float tau            = 0.6f;
            float damping        = 1.0f;

            Assert.AreApproximatelyEqual(0.16f, JacobianUtilities.CalculateCorrection(predictedError, initialError, tau, damping));
        }
示例#8
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        public void JacobianUtilitiesCalculateTauAndDampingTest()
        {
            float springFrequency    = 1.0f;
            float springDampingRatio = 1.0f;
            float timestep           = 1.0f;
            int   iterations         = 4;

            JacobianUtilities.CalculateTauAndDamping(springFrequency, springDampingRatio, timestep, iterations, out float tau, out float damping);

            Assert.AreApproximatelyEqual(0.4774722f, tau);
            Assert.AreApproximatelyEqual(0.6294564f, damping);
        }
示例#9
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        public void Solve(ref MotionVelocity velocityA, ref MotionVelocity velocityB, sfloat timestep, sfloat invTimestep)
        {
            // Predict the relative orientation at the end of the step
            quaternion futureBFromA = JacobianUtilities.IntegrateOrientationBFromA(BFromA, velocityA.AngularVelocity, velocityB.AngularVelocity, timestep);

            // Find the future axis and angle of rotation between the free axes
            float3 jacA0, jacA1, jacA2, jacB0, jacB1, jacB2;
            float3 effectiveMass; // first column of 3x3 effective mass matrix, don't need the others because only jac0 can have nonzero error
            sfloat futureAngle;
            {
                // Calculate the relative rotation between joint spaces
                quaternion jointOrientation = math.mul(math.inverse(RefBFromA), futureBFromA);

                // Find the axis and angle of rotation
                jacA0 = jointOrientation.value.xyz;
                sfloat sinHalfAngleSq  = math.lengthsq(jacA0);
                sfloat invSinHalfAngle = Math.RSqrtSafe(sinHalfAngleSq);
                sfloat sinHalfAngle    = sinHalfAngleSq * invSinHalfAngle;
                futureAngle = math.asin(sinHalfAngle) * (sfloat)2.0f;

                jacA0 = math.select(jacA0 * invSinHalfAngle, new float3(sfloat.One, sfloat.Zero, sfloat.Zero), invSinHalfAngle.IsZero());
                jacA0 = math.select(jacA0, -jacA0, jointOrientation.value.w < sfloat.Zero);
                Math.CalculatePerpendicularNormalized(jacA0, out jacA1, out jacA2);

                jacB0 = math.mul(futureBFromA, -jacA0);
                jacB1 = math.mul(futureBFromA, -jacA1);
                jacB2 = math.mul(futureBFromA, -jacA2);

                // Calculate the effective mass
                float3 invEffectiveMassDiag = new float3(
                    math.csum(jacA0 * jacA0 * velocityA.InverseInertia + jacB0 * jacB0 * velocityB.InverseInertia),
                    math.csum(jacA1 * jacA1 * velocityA.InverseInertia + jacB1 * jacB1 * velocityB.InverseInertia),
                    math.csum(jacA2 * jacA2 * velocityA.InverseInertia + jacB2 * jacB2 * velocityB.InverseInertia));
                float3 invEffectiveMassOffDiag = new float3(
                    math.csum(jacA0 * jacA1 * velocityA.InverseInertia + jacB0 * jacB1 * velocityB.InverseInertia),
                    math.csum(jacA0 * jacA2 * velocityA.InverseInertia + jacB0 * jacB2 * velocityB.InverseInertia),
                    math.csum(jacA1 * jacA2 * velocityA.InverseInertia + jacB1 * jacB2 * velocityB.InverseInertia));
                JacobianUtilities.InvertSymmetricMatrix(invEffectiveMassDiag, invEffectiveMassOffDiag, out float3 effectiveMassDiag, out float3 effectiveMassOffDiag);
                effectiveMass = JacobianUtilities.BuildSymmetricMatrix(effectiveMassDiag, effectiveMassOffDiag).c0;
            }

            // Calculate the error, adjust by tau and damping, and apply an impulse to correct it
            sfloat futureError   = JacobianUtilities.CalculateError(futureAngle, MinAngle, MaxAngle);
            sfloat solveError    = JacobianUtilities.CalculateCorrection(futureError, InitialError, Tau, Damping);
            sfloat solveVelocity = -solveError * invTimestep;
            float3 impulseA      = solveVelocity * (jacA0 * effectiveMass.x + jacA1 * effectiveMass.y + jacA2 * effectiveMass.z);
            float3 impulseB      = solveVelocity * (jacB0 * effectiveMass.x + jacB1 * effectiveMass.y + jacB2 * effectiveMass.z);

            velocityA.ApplyAngularImpulse(impulseA);
            velocityB.ApplyAngularImpulse(impulseB);
        }
        // Solve the Jacobian
        public void Solve(ref MotionVelocity velocityA, ref MotionVelocity velocityB, float timestep)
        {
            // Predict the relative orientation at the end of the step
            quaternion futureBFromA = JacobianUtilities.IntegrateOrientationBFromA(BFromA, velocityA.AngularVelocity, velocityB.AngularVelocity, timestep);

            // Calculate the jacobian axis and angle
            float3 axisAinB     = math.mul(futureBFromA, AxisAinA);
            float3 jacB0        = math.cross(axisAinB, AxisBinB);
            float3 jacA0        = math.mul(math.inverse(futureBFromA), -jacB0);
            float  jacLengthSq  = math.lengthsq(jacB0);
            float  invJacLength = Math.RSqrtSafe(jacLengthSq);
            float  futureAngle;
            {
                float sinAngle = jacLengthSq * invJacLength;
                float cosAngle = math.dot(axisAinB, AxisBinB);
                futureAngle = math.atan2(sinAngle, cosAngle);
            }

            // Choose a second jacobian axis perpendicular to A
            float3 jacB1 = math.cross(jacB0, axisAinB);
            float3 jacA1 = math.mul(math.inverse(futureBFromA), -jacB1);

            // Calculate effective mass
            float2 effectiveMass; // First column of the 2x2 matrix, we don't need the second column because the second component of error is zero

            {
                // Calculate the inverse effective mass matrix, then invert it
                float invEffMassDiag0   = math.csum(jacA0 * jacA0 * velocityA.InverseInertiaAndMass.xyz + jacB0 * jacB0 * velocityB.InverseInertiaAndMass.xyz);
                float invEffMassDiag1   = math.csum(jacA1 * jacA1 * velocityA.InverseInertiaAndMass.xyz + jacB1 * jacB1 * velocityB.InverseInertiaAndMass.xyz);
                float invEffMassOffDiag = math.csum(jacA0 * jacA1 * velocityA.InverseInertiaAndMass.xyz + jacB0 * jacB1 * velocityB.InverseInertiaAndMass.xyz);
                float det    = invEffMassDiag0 * invEffMassDiag1 - invEffMassOffDiag * invEffMassOffDiag;
                float invDet = math.select(jacLengthSq / det, 0.0f, det == 0.0f); // scale by jacLengthSq because the jacs were not normalized
                effectiveMass = invDet * new float2(invEffMassDiag1, -invEffMassOffDiag);
            }

            // Normalize the jacobians
            jacA0 *= invJacLength;
            jacB0 *= invJacLength;
            jacA1 *= invJacLength;
            jacB1 *= invJacLength;

            // Calculate the error, adjust by tau and damping, and apply an impulse to correct it
            float  futureError = JacobianUtilities.CalculateError(futureAngle, MinAngle, MaxAngle);
            float  solveError  = JacobianUtilities.CalculateCorrection(futureError, InitialError, Tau, Damping);
            float2 impulse     = -effectiveMass * solveError * (1.0f / timestep);

            velocityA.ApplyAngularImpulse(impulse.x * jacA0 + impulse.y * jacA1);
            velocityB.ApplyAngularImpulse(impulse.x * jacB0 + impulse.y * jacB1);
        }
示例#11
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        public void JacobianUtilitiesCalculateTauAndDampingFromConstraintTest()
        {
            var constraint = new Constraint {
                SpringFrequency = 1.0f, SpringDamping = 1.0f
            };
            float timestep   = 1.0f;
            int   iterations = 4;

            float tau;
            float damping;

            JacobianUtilities.CalculateTauAndDamping(constraint, timestep, iterations, out tau, out damping);

            Assert.AreApproximatelyEqual(0.4774722f, tau);
            Assert.AreApproximatelyEqual(0.6294564f, damping);
        }
示例#12
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        // Build the Jacobian
        public void Build(
            MTransform aFromConstraint, MTransform bFromConstraint,
            MotionVelocity velocityA, MotionVelocity velocityB,
            MotionData motionA, MotionData motionB,
            Constraint constraint, sfloat tau, sfloat damping)
        {
            BFromA    = math.mul(math.inverse(motionB.WorldFromMotion.rot), motionA.WorldFromMotion.rot);
            RefBFromA = new quaternion(math.mul(bFromConstraint.Rotation, aFromConstraint.InverseRotation));
            MinAngle  = constraint.Min;
            MaxAngle  = constraint.Max;
            Tau       = tau;
            Damping   = damping;

            quaternion jointOrientation = math.mul(math.inverse(RefBFromA), BFromA);
            sfloat     initialAngle     = math.asin(math.length(jointOrientation.value.xyz)) * (sfloat)2.0f;

            InitialError = JacobianUtilities.CalculateError(initialAngle, MinAngle, MaxAngle);
        }
示例#13
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        // Build the Jacobian
        public void Build(
            MTransform aFromConstraint, MTransform bFromConstraint,
            MotionVelocity velocityA, MotionVelocity velocityB,
            MotionData motionA, MotionData motionB,
            Constraint constraint, float tau, float damping)
        {
            this = default(AngularLimit3DJacobian);

            BFromA           = math.mul(math.inverse(motionB.WorldFromMotion.rot), motionA.WorldFromMotion.rot);
            MotionAFromJoint = new quaternion(aFromConstraint.Rotation);
            MotionBFromJoint = new quaternion(bFromConstraint.Rotation);
            MinAngle         = constraint.Min;
            MaxAngle         = constraint.Max;
            Tau     = tau;
            Damping = damping;

            float initialAngle = math.atan2(math.length(BFromA.value.xyz), BFromA.value.w) * 2.0f;

            InitialError = JacobianUtilities.CalculateError(initialAngle, MinAngle, MaxAngle);
        }
示例#14
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        // Solve the Jacobian
        public void Solve(ref MotionVelocity velocityA, ref MotionVelocity velocityB, sfloat timestep, sfloat invTimestep)
        {
            // Predict the relative orientation at the end of the step
            quaternion futureMotionBFromA = JacobianUtilities.IntegrateOrientationBFromA(MotionBFromA, velocityA.AngularVelocity, velocityB.AngularVelocity, timestep);

            // Calculate the effective mass
            float3 axisInMotionB = math.mul(futureMotionBFromA, -AxisInMotionA);
            sfloat effectiveMass;
            {
                sfloat invEffectiveMass = math.csum(AxisInMotionA * AxisInMotionA * velocityA.InverseInertia +
                                                    axisInMotionB * axisInMotionB * velocityB.InverseInertia);
                effectiveMass = math.select(sfloat.One / invEffectiveMass, sfloat.Zero, invEffectiveMass.IsZero());
            }

            // Calculate the error, adjust by tau and damping, and apply an impulse to correct it
            sfloat futureError = CalculateError(futureMotionBFromA);
            sfloat solveError  = JacobianUtilities.CalculateCorrection(futureError, InitialError, Tau, Damping);
            sfloat impulse     = math.mul(effectiveMass, -solveError) * invTimestep;

            velocityA.ApplyAngularImpulse(impulse * AxisInMotionA);
            velocityB.ApplyAngularImpulse(impulse * axisInMotionB);
        }