AngularLimit class from the Bullet physics port. It stores and tests a simple angular limit (center, half-range, softness, bias and relaxation), computes corrections and signs when an angle violates the limit, and can clamp an angle to the limit bounds.
/* * C# / XNA port of Bullet (c) 2011 Mark Neale <[email protected]> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ // Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file. #nullable disable #pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114 using System; using System.Collections.Generic; using System.IO; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics; internal class AngularLimit { private float m_center; private float m_halfRange; private float m_softness; private float m_biasFactor; private float m_relaxationFactor; private float m_correction; private float m_sign; private bool m_solveLimit; public AngularLimit() { m_center = 0.0f; m_halfRange = -1.0f; m_softness = 0.9f; m_biasFactor = 0.3f; m_relaxationFactor = 1.0f; m_correction = 0.0f; m_sign = 0.0f; m_solveLimit = false; } public void Set(float low, float high) { Set(low, high, 0.9f, 0.3f, 1.0f); } public void Set(float low, float high, float _softness, float _biasFactor, float _relaxationFactor) { m_halfRange = (high - low) / 2.0f; m_center = MathUtil.NormalizeAngle(low + m_halfRange); m_softness = _softness; m_biasFactor = _biasFactor; m_relaxationFactor = _relaxationFactor; } public void Test(float angle) { m_correction = 0.0f; m_sign = 0.0f; m_solveLimit = false; if (m_halfRange >= 0.0f) { float deviation = MathUtil.NormalizeAngle(angle - m_center); if (deviation < -m_halfRange) { m_solveLimit = true; m_correction = -(deviation + m_halfRange); m_sign = +1.0f; } else if (deviation > m_halfRange) { m_solveLimit = true; m_correction = m_halfRange - deviation; m_sign = -1.0f; } } } public float GetSoftness() { return m_softness; } public float GetBiasFactor() { return m_biasFactor; } public float GetRelaxationFactor() { return m_relaxationFactor; } public float GetCorrection() { return m_correction; } public float GetSign() { return m_sign; } public float GetHalfRange() { return m_halfRange; } public bool IsLimit() { return m_solveLimit; } public void Fit(ref float angle) { if (m_halfRange > 0.0f) { float relativeAngle = MathUtil.NormalizeAngle(angle - m_center); if (!MathUtil.CompareFloat(relativeAngle, m_halfRange)) { if (relativeAngle > 0.0f) { angle = GetHigh(); } else { angle = GetLow(); } } } } public float GetError() { return m_correction * m_sign; } public float GetLow() { return MathUtil.NormalizeAngle(m_center - m_halfRange); } public float GetHigh() { return MathUtil.NormalizeAngle(m_center + m_halfRange); } }