Code/HumanoidRetargeter/Core/Formats/Mmd/Bullet/BulletDynamics/Generic6DofSpringConstraint.cs

A constraint class extending Generic6DofConstraint that adds spring behavior to each of the six degrees of freedom. It stores per-axis spring enabled flags, stiffness, damping and equilibrium points, updates motor target velocities/forces from Hooke's law in GetInfo2, and provides setters for springs and equilibrium.

Native Interop
/*
 * 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.Diagnostics;
using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics;

internal class Generic6DofSpringConstraint : Generic6DofConstraint
{
	public Generic6DofSpringConstraint(RigidBody rbA, RigidBody rbB, IndexedMatrix frameInA, IndexedMatrix frameInB, bool useLinearReferenceFrameA) : this(rbA, rbB, ref frameInA, ref frameInB, useLinearReferenceFrameA)
	{
		Init();
	}

	public Generic6DofSpringConstraint(RigidBody rbA, RigidBody rbB, ref IndexedMatrix frameInA, ref IndexedMatrix frameInB, bool useLinearReferenceFrameA) : base(rbA, rbB, ref frameInA, ref frameInB, useLinearReferenceFrameA)
	{
		Init();
	}

	protected void Init()
	{
		m_constraintType = TypedConstraintType.D6_SPRING_CONSTRAINT_TYPE;
		for (int i = 0; i < s_degreesOfFreedom; ++i)
		{
			m_springEnabled[i] = false;
			m_equilibriumPoint[i] = 0.0f;
			m_springStiffness[i] = 0.0f;
			m_springDamping[i] = 1.0f;
		}
	}

	protected void InternalUpdateSprings(ConstraintInfo2 info)
	{
		// it is assumed that calculateTransforms() have been called before this call
		IndexedVector3 relVel = m_rbB.GetLinearVelocity() - m_rbA.GetLinearVelocity();
		for (int i = 0; i < 3; i++)
		{
			if (m_springEnabled[i])
			{
				// get current position of constraint
				float currPos = m_calculatedLinearDiff[i];
				// calculate difference
				float delta = currPos - m_equilibriumPoint[i];
				// spring force is (delta * m_stiffness) according to Hooke's Law
				float force = delta * m_springStiffness[i];
				float velFactor = info.fps * m_springDamping[i] / (float)info.m_numIterations;
				m_linearLimits.m_targetVelocity[i] = velFactor * force;
				m_linearLimits.m_maxMotorForce[i] = Math.Abs(force) / info.fps;
			}
		}

		for (int i = 0; i < 3; i++)
		{
			if (m_springEnabled[i + 3])
			{
				// get current position of constraint
				float currPos = m_calculatedAxisAngleDiff[i];
				// calculate difference
				float delta = currPos - m_equilibriumPoint[i + 3];
				// spring force is (-delta * m_stiffness) according to Hooke's Law
				float force = -delta * m_springStiffness[i + 3];
				float velFactor = info.fps * m_springDamping[i + 3] / (float)info.m_numIterations;
				m_angularLimits[i].m_targetVelocity = velFactor * force;
				m_angularLimits[i].m_maxMotorForce = Math.Abs(force) / info.fps;
			}
		}
	}

	public void EnableSpring(int index, bool onOff)
	{
		{
		}

		m_springEnabled[index] = onOff;
		if (index < 3)
		{
			m_linearLimits.m_enableMotor[index] = onOff;
		}
		else
		{
			m_angularLimits[index - 3].m_enableMotor = onOff;
		}
	}

	public void SetStiffness(int index, float stiffness)
	{
		{
		}

		m_springStiffness[index] = stiffness;
	}

	public void SetDamping(int index, float damping)
	{
		{
		}

		m_springDamping[index] = damping;
	}

	public void SetEquilibriumPoint() // set the current constraint position/orientation as an equilibrium point for all DOF
	{
		CalculateTransforms();
		for (int i = 0; i < 3; i++)
		{
			m_equilibriumPoint[i] = m_calculatedLinearDiff[i];
		}

		for (int i = 0; i < 3; i++)
		{
			m_equilibriumPoint[i + 3] = m_calculatedAxisAngleDiff[i];
		}
	}

	public void SetEquilibriumPoint(int index) // set the current constraint position/orientation as an equilibrium point for given DOF
	{
		{
		}

		CalculateTransforms();
		if (index < 3)
		{
			m_equilibriumPoint[index] = m_calculatedLinearDiff[index];
		}
		else
		{
			m_equilibriumPoint[index] = m_calculatedAxisAngleDiff[index - 3];
		}
	}

	public void SetEquilibriumPoint(int index, float val)
	{
		{
		}

		m_equilibriumPoint[index] = val;
	}

	public override void GetInfo2(ConstraintInfo2 info)
	{
		InternalUpdateSprings(info);
		base.GetInfo2(info);
	}

	public override void SetAxis(ref IndexedVector3 axis1, ref IndexedVector3 axis2)
	{
		IndexedVector3 zAxis = IndexedVector3.Normalize(axis1);
		IndexedVector3 yAxis = IndexedVector3.Normalize(axis2);
		IndexedVector3 xAxis = IndexedVector3.Cross(yAxis, zAxis); // we want right coordinate system
		IndexedMatrix frameInW = IndexedMatrix.Identity;
		frameInW._basis = new IndexedBasisMatrix(xAxis.X, yAxis.X, zAxis.X, xAxis.Y, yAxis.Y, zAxis.Y, xAxis.Z, yAxis.Z, zAxis.Z);
		// now get constraint frame in local coordinate systems
		m_frameInA = m_rbA.GetCenterOfMassTransform().Inverse() * frameInW;
		m_frameInB = m_rbB.GetCenterOfMassTransform().Inverse() * frameInW;
		CalculateTransforms();
	}

	protected bool[] m_springEnabled = new bool[s_degreesOfFreedom];
	protected float[] m_equilibriumPoint = new float[s_degreesOfFreedom];
	protected float[] m_springStiffness = new float[s_degreesOfFreedom];
	protected float[] m_springDamping = new float[s_degreesOfFreedom]; // between 0 and 1 (1 == no damping)
	private const int s_degreesOfFreedom = 6;
}