// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include JPH_NAMESPACE_BEGIN class IslandBuilder; class BodyManager; #ifdef JPH_DEBUG_RENDERER class DebugRenderer; #endif // JPH_DEBUG_RENDERER /// A list of constraints using Constraints = Array>; /// A constraint manager manages all constraints of the same type class ConstraintManager : public NonCopyable { public: JPH_OVERRIDE_NEW_DELETE /// Add a new constraint. This is thread safe. /// Note that the inConstraints array is allowed to have nullptrs, these will be ignored. void Add(Constraint **inConstraints, int inNumber); /// Remove a constraint. This is thread safe. /// Note that the inConstraints array is allowed to have nullptrs, these will be ignored. void Remove(Constraint **inConstraint, int inNumber); /// Get a list of all constraints Constraints GetConstraints() const; /// Get total number of constraints inline uint32 GetNumConstraints() const { return (uint32)mConstraints.size(); } /// Determine the active constraints of a subset of the constraints void GetActiveConstraints(uint32 inStartConstraintIdx, uint32 inEndConstraintIdx, Constraint **outActiveConstraints, uint32 &outNumActiveConstraints) const; /// Link bodies to form islands static void sBuildIslands(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, IslandBuilder &ioBuilder, BodyManager &inBodyManager); /// In order to have a deterministic simulation, we need to sort the constraints of an island before solving them static void sSortConstraints(Constraint **inActiveConstraints, uint32 *inConstraintIdxBegin, uint32 *inConstraintIdxEnd); /// Prior to solving the velocity constraints, you must call SetupVelocityConstraints once to precalculate values that are independent of velocity static void sSetupVelocityConstraints(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, float inDeltaTime); /// Same as above, but applies to a limited amount of constraints only static void sSetupVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime); /// Apply last frame's impulses, must be called prior to SolveVelocityConstraints static void sWarmStartVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, int &ioNumVelocitySteps); /// This function is called multiple times to iteratively come to a solution that meets all velocity constraints static bool sSolveVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime); /// This function is called multiple times to iteratively come to a solution that meets all position constraints static bool sSolvePositionConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime, float inBaumgarte); /// Same as above but also calculates the number of position steps static bool sSolvePositionConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime, float inBaumgarte, int &ioNumPositionSteps); #ifdef JPH_DEBUG_RENDERER /// Draw all constraints void DrawConstraints(DebugRenderer *inRenderer) const; /// Draw all constraint limits void DrawConstraintLimits(DebugRenderer *inRenderer) const; /// Draw all constraint reference frames void DrawConstraintReferenceFrame(DebugRenderer *inRenderer) const; #endif // JPH_DEBUG_RENDERER /// Save state of constraints void SaveState(StateRecorder &inStream) const; /// Restore the state of constraints. Returns false if failed. bool RestoreState(StateRecorder &inStream); /// Lock all constraints. This should only be done during PhysicsSystem::Update(). void LockAllConstraints() { PhysicsLock::sLock(mConstraintsMutex, EPhysicsLockTypes::ConstraintsList); } void UnlockAllConstraints() { PhysicsLock::sUnlock(mConstraintsMutex, EPhysicsLockTypes::ConstraintsList); } private: Constraints mConstraints; mutable Mutex mConstraintsMutex; }; JPH_NAMESPACE_END