FixedConstraint.cpp 6.6 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <Jolt/Jolt.h>
  4. #include <Jolt/Physics/Constraints/FixedConstraint.h>
  5. #include <Jolt/Physics/Body/Body.h>
  6. #include <Jolt/ObjectStream/TypeDeclarations.h>
  7. #ifdef JPH_DEBUG_RENDERER
  8. #include <Jolt/Renderer/DebugRenderer.h>
  9. #endif // JPH_DEBUG_RENDERER
  10. JPH_NAMESPACE_BEGIN
  11. JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(FixedConstraintSettings)
  12. {
  13. JPH_ADD_BASE_CLASS(FixedConstraintSettings, TwoBodyConstraintSettings)
  14. JPH_ADD_ENUM_ATTRIBUTE(FixedConstraintSettings, mSpace)
  15. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint1)
  16. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX1)
  17. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY1)
  18. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint2)
  19. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX2)
  20. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY2)
  21. }
  22. void FixedConstraintSettings::SaveBinaryState(StreamOut &inStream) const
  23. {
  24. ConstraintSettings::SaveBinaryState(inStream);
  25. inStream.Write(mSpace);
  26. inStream.Write(mPoint1);
  27. inStream.Write(mAxisX1);
  28. inStream.Write(mAxisY1);
  29. inStream.Write(mPoint2);
  30. inStream.Write(mAxisX2);
  31. inStream.Write(mAxisY2);
  32. }
  33. void FixedConstraintSettings::RestoreBinaryState(StreamIn &inStream)
  34. {
  35. ConstraintSettings::RestoreBinaryState(inStream);
  36. inStream.Read(mSpace);
  37. inStream.Read(mPoint1);
  38. inStream.Read(mAxisX1);
  39. inStream.Read(mAxisY1);
  40. inStream.Read(mPoint2);
  41. inStream.Read(mAxisX2);
  42. inStream.Read(mAxisY2);
  43. }
  44. TwoBodyConstraint *FixedConstraintSettings::Create(Body &inBody1, Body &inBody2) const
  45. {
  46. return new FixedConstraint(inBody1, inBody2, *this);
  47. }
  48. void FixedConstraintSettings::SetPoint(const Body &inBody1, const Body &inBody2)
  49. {
  50. JPH_ASSERT(mSpace == EConstraintSpace::WorldSpace);
  51. // Determine anchor point: If any of the bodies can never be dynamic use the other body as anchor point
  52. Vec3 anchor;
  53. if (!inBody1.CanBeKinematicOrDynamic())
  54. anchor = inBody2.GetCenterOfMassPosition();
  55. else if (!inBody2.CanBeKinematicOrDynamic())
  56. anchor = inBody1.GetCenterOfMassPosition();
  57. else
  58. {
  59. // Otherwise use weighted anchor point towards the lightest body
  60. float inv_m1 = inBody1.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked();
  61. float inv_m2 = inBody2.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked();
  62. anchor = (inv_m1 * inBody1.GetCenterOfMassPosition() + inv_m2 * inBody2.GetCenterOfMassPosition()) / (inv_m1 + inv_m2);
  63. }
  64. mPoint1 = mPoint2 = anchor;
  65. }
  66. FixedConstraint::FixedConstraint(Body &inBody1, Body &inBody2, const FixedConstraintSettings &inSettings) :
  67. TwoBodyConstraint(inBody1, inBody2, inSettings),
  68. mLocalSpacePosition1(inSettings.mPoint1),
  69. mLocalSpacePosition2(inSettings.mPoint2)
  70. {
  71. // Store inverse of initial rotation from body 1 to body 2 in body 1 space
  72. mInvInitialOrientation = RotationEulerConstraintPart::sGetInvInitialOrientationXY(inSettings.mAxisX1, inSettings.mAxisY1, inSettings.mAxisX2, inSettings.mAxisY2);
  73. if (inSettings.mSpace == EConstraintSpace::WorldSpace)
  74. {
  75. // Store local positions
  76. mLocalSpacePosition1 = inBody1.GetInverseCenterOfMassTransform() * mLocalSpacePosition1;
  77. mLocalSpacePosition2 = inBody2.GetInverseCenterOfMassTransform() * mLocalSpacePosition2;
  78. // Constraints were specified in world space, so we should have replaced c1 with q10^-1 c1 and c2 with q20^-1 c2
  79. // => r0^-1 = (q20^-1 c2) (q10^-1 c1)^1 = q20^-1 (c2 c1^-1) q10
  80. mInvInitialOrientation = inBody2.GetRotation().Conjugated() * mInvInitialOrientation * inBody1.GetRotation();
  81. }
  82. }
  83. void FixedConstraint::SetupVelocityConstraint(float inDeltaTime)
  84. {
  85. // Calculate constraint values that don't change when the bodies don't change position
  86. Mat44 rotation1 = Mat44::sRotation(mBody1->GetRotation());
  87. Mat44 rotation2 = Mat44::sRotation(mBody2->GetRotation());
  88. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, *mBody2, rotation2);
  89. mPointConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, mLocalSpacePosition1, *mBody2, rotation2, mLocalSpacePosition2);
  90. }
  91. void FixedConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
  92. {
  93. // Warm starting: Apply previous frame impulse
  94. mRotationConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  95. mPointConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  96. }
  97. bool FixedConstraint::SolveVelocityConstraint(float inDeltaTime)
  98. {
  99. // Solve rotation constraint
  100. bool rot = mRotationConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  101. // Solve position constraint
  102. bool pos = mPointConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  103. return rot || pos;
  104. }
  105. bool FixedConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
  106. {
  107. // Solve rotation constraint
  108. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), *mBody2, Mat44::sRotation(mBody2->GetRotation()));
  109. bool rot = mRotationConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, mInvInitialOrientation, inBaumgarte);
  110. // Solve position constraint
  111. mPointConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), mLocalSpacePosition1, *mBody2, Mat44::sRotation(mBody2->GetRotation()), mLocalSpacePosition2);
  112. bool pos = mPointConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, inBaumgarte);
  113. return rot || pos;
  114. }
  115. #ifdef JPH_DEBUG_RENDERER
  116. void FixedConstraint::DrawConstraint(DebugRenderer *inRenderer) const
  117. {
  118. Mat44 com1 = mBody1->GetCenterOfMassTransform();
  119. Mat44 com2 = mBody2->GetCenterOfMassTransform();
  120. Vec3 anchor1 = com1 * mLocalSpacePosition1;
  121. Vec3 anchor2 = com2 * mLocalSpacePosition2;
  122. // Draw constraint
  123. inRenderer->DrawLine(com1.GetTranslation(), anchor1, Color::sGreen);
  124. inRenderer->DrawLine(com2.GetTranslation(), anchor2, Color::sBlue);
  125. }
  126. #endif // JPH_DEBUG_RENDERER
  127. void FixedConstraint::SaveState(StateRecorder &inStream) const
  128. {
  129. TwoBodyConstraint::SaveState(inStream);
  130. mRotationConstraintPart.SaveState(inStream);
  131. mPointConstraintPart.SaveState(inStream);
  132. }
  133. void FixedConstraint::RestoreState(StateRecorder &inStream)
  134. {
  135. TwoBodyConstraint::RestoreState(inStream);
  136. mRotationConstraintPart.RestoreState(inStream);
  137. mPointConstraintPart.RestoreState(inStream);
  138. }
  139. Ref<ConstraintSettings> FixedConstraint::GetConstraintSettings() const
  140. {
  141. FixedConstraintSettings *settings = new FixedConstraintSettings;
  142. ToConstraintSettings(*settings);
  143. settings->mSpace = EConstraintSpace::LocalToBodyCOM;
  144. settings->mPoint1 = mLocalSpacePosition1;
  145. settings->mAxisX1 = Vec3::sAxisX();
  146. settings->mAxisY1 = Vec3::sAxisY();
  147. settings->mPoint2 = mLocalSpacePosition2;
  148. settings->mAxisX2 = mInvInitialOrientation.RotateAxisX();
  149. settings->mAxisY2 = mInvInitialOrientation.RotateAxisY();
  150. return settings;
  151. }
  152. JPH_NAMESPACE_END