PulleyConstraint.cpp 8.5 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2022 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <Jolt/Jolt.h>
  5. #include <Jolt/Physics/Constraints/PulleyConstraint.h>
  6. #include <Jolt/Physics/Body/Body.h>
  7. #include <Jolt/ObjectStream/TypeDeclarations.h>
  8. #include <Jolt/Core/StreamIn.h>
  9. #include <Jolt/Core/StreamOut.h>
  10. #ifdef JPH_DEBUG_RENDERER
  11. #include <Jolt/Renderer/DebugRenderer.h>
  12. #endif // JPH_DEBUG_RENDERER
  13. JPH_NAMESPACE_BEGIN
  14. using namespace literals;
  15. JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(PulleyConstraintSettings)
  16. {
  17. JPH_ADD_BASE_CLASS(PulleyConstraintSettings, TwoBodyConstraintSettings)
  18. JPH_ADD_ENUM_ATTRIBUTE(PulleyConstraintSettings, mSpace)
  19. JPH_ADD_ATTRIBUTE(PulleyConstraintSettings, mBodyPoint1)
  20. JPH_ADD_ATTRIBUTE(PulleyConstraintSettings, mFixedPoint1)
  21. JPH_ADD_ATTRIBUTE(PulleyConstraintSettings, mBodyPoint2)
  22. JPH_ADD_ATTRIBUTE(PulleyConstraintSettings, mFixedPoint2)
  23. JPH_ADD_ATTRIBUTE(PulleyConstraintSettings, mRatio)
  24. JPH_ADD_ATTRIBUTE(PulleyConstraintSettings, mMinLength)
  25. JPH_ADD_ATTRIBUTE(PulleyConstraintSettings, mMaxLength)
  26. }
  27. void PulleyConstraintSettings::SaveBinaryState(StreamOut &inStream) const
  28. {
  29. ConstraintSettings::SaveBinaryState(inStream);
  30. inStream.Write(mSpace);
  31. inStream.Write(mBodyPoint1);
  32. inStream.Write(mFixedPoint1);
  33. inStream.Write(mBodyPoint2);
  34. inStream.Write(mFixedPoint2);
  35. inStream.Write(mRatio);
  36. inStream.Write(mMinLength);
  37. inStream.Write(mMaxLength);
  38. }
  39. void PulleyConstraintSettings::RestoreBinaryState(StreamIn &inStream)
  40. {
  41. ConstraintSettings::RestoreBinaryState(inStream);
  42. inStream.Read(mSpace);
  43. inStream.Read(mBodyPoint1);
  44. inStream.Read(mFixedPoint1);
  45. inStream.Read(mBodyPoint2);
  46. inStream.Read(mFixedPoint2);
  47. inStream.Read(mRatio);
  48. inStream.Read(mMinLength);
  49. inStream.Read(mMaxLength);
  50. }
  51. TwoBodyConstraint *PulleyConstraintSettings::Create(Body &inBody1, Body &inBody2) const
  52. {
  53. return new PulleyConstraint(inBody1, inBody2, *this);
  54. }
  55. PulleyConstraint::PulleyConstraint(Body &inBody1, Body &inBody2, const PulleyConstraintSettings &inSettings) :
  56. TwoBodyConstraint(inBody1, inBody2, inSettings),
  57. mFixedPosition1(inSettings.mFixedPoint1),
  58. mFixedPosition2(inSettings.mFixedPoint2),
  59. mRatio(inSettings.mRatio),
  60. mMinLength(inSettings.mMinLength),
  61. mMaxLength(inSettings.mMaxLength)
  62. {
  63. if (inSettings.mSpace == EConstraintSpace::WorldSpace)
  64. {
  65. // If all properties were specified in world space, take them to local space now
  66. mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * inSettings.mBodyPoint1);
  67. mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * inSettings.mBodyPoint2);
  68. mWorldSpacePosition1 = inSettings.mBodyPoint1;
  69. mWorldSpacePosition2 = inSettings.mBodyPoint2;
  70. }
  71. else
  72. {
  73. // If properties were specified in local space, we need to calculate world space positions
  74. mLocalSpacePosition1 = Vec3(inSettings.mBodyPoint1);
  75. mLocalSpacePosition2 = Vec3(inSettings.mBodyPoint2);
  76. mWorldSpacePosition1 = inBody1.GetCenterOfMassTransform() * inSettings.mBodyPoint1;
  77. mWorldSpacePosition2 = inBody2.GetCenterOfMassTransform() * inSettings.mBodyPoint2;
  78. }
  79. // Calculate min/max length if it was not provided
  80. float current_length = GetCurrentLength();
  81. if (mMinLength < 0.0f)
  82. mMinLength = current_length;
  83. if (mMaxLength < 0.0f)
  84. mMaxLength = current_length;
  85. // Initialize the normals to a likely valid axis in case the fixed points overlap with the attachment points (most likely the fixed points are above both bodies)
  86. mWorldSpaceNormal1 = mWorldSpaceNormal2 = -Vec3::sAxisY();
  87. }
  88. void PulleyConstraint::NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM)
  89. {
  90. if (mBody1->GetID() == inBodyID)
  91. mLocalSpacePosition1 -= inDeltaCOM;
  92. else if (mBody2->GetID() == inBodyID)
  93. mLocalSpacePosition2 -= inDeltaCOM;
  94. }
  95. float PulleyConstraint::CalculatePositionsNormalsAndLength()
  96. {
  97. // Update world space positions (the bodies may have moved)
  98. mWorldSpacePosition1 = mBody1->GetCenterOfMassTransform() * mLocalSpacePosition1;
  99. mWorldSpacePosition2 = mBody2->GetCenterOfMassTransform() * mLocalSpacePosition2;
  100. // Calculate world space normals
  101. Vec3 delta1 = Vec3(mWorldSpacePosition1 - mFixedPosition1);
  102. float delta1_len = delta1.Length();
  103. if (delta1_len > 0.0f)
  104. mWorldSpaceNormal1 = delta1 / delta1_len;
  105. Vec3 delta2 = Vec3(mWorldSpacePosition2 - mFixedPosition2);
  106. float delta2_len = delta2.Length();
  107. if (delta2_len > 0.0f)
  108. mWorldSpaceNormal2 = delta2 / delta2_len;
  109. // Calculate length
  110. return delta1_len + mRatio * delta2_len;
  111. }
  112. void PulleyConstraint::CalculateConstraintProperties()
  113. {
  114. // Calculate attachment points relative to COM
  115. Vec3 r1 = Vec3(mWorldSpacePosition1 - mBody1->GetCenterOfMassPosition());
  116. Vec3 r2 = Vec3(mWorldSpacePosition2 - mBody2->GetCenterOfMassPosition());
  117. mIndependentAxisConstraintPart.CalculateConstraintProperties(*mBody1, *mBody2, r1, mWorldSpaceNormal1, r2, mWorldSpaceNormal2, mRatio);
  118. }
  119. void PulleyConstraint::SetupVelocityConstraint(float inDeltaTime)
  120. {
  121. // Determine if the constraint is active
  122. float current_length = CalculatePositionsNormalsAndLength();
  123. bool min_length_violation = current_length <= mMinLength;
  124. bool max_length_violation = current_length >= mMaxLength;
  125. if (min_length_violation || max_length_violation)
  126. {
  127. // Determine max lambda based on if the length is too big or small
  128. mMinLambda = max_length_violation? -FLT_MAX : 0.0f;
  129. mMaxLambda = min_length_violation? FLT_MAX : 0.0f;
  130. CalculateConstraintProperties();
  131. }
  132. else
  133. mIndependentAxisConstraintPart.Deactivate();
  134. }
  135. void PulleyConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
  136. {
  137. mIndependentAxisConstraintPart.WarmStart(*mBody1, *mBody2, mWorldSpaceNormal1, mWorldSpaceNormal2, mRatio, inWarmStartImpulseRatio);
  138. }
  139. bool PulleyConstraint::SolveVelocityConstraint(float inDeltaTime)
  140. {
  141. if (mIndependentAxisConstraintPart.IsActive())
  142. return mIndependentAxisConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2, mWorldSpaceNormal1, mWorldSpaceNormal2, mRatio, mMinLambda, mMaxLambda);
  143. else
  144. return false;
  145. }
  146. bool PulleyConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
  147. {
  148. // Calculate new length (bodies may have changed)
  149. float current_length = CalculatePositionsNormalsAndLength();
  150. float position_error = 0.0f;
  151. if (current_length < mMinLength)
  152. position_error = current_length - mMinLength;
  153. else if (current_length > mMaxLength)
  154. position_error = current_length - mMaxLength;
  155. if (position_error != 0.0f)
  156. {
  157. // Update constraint properties (bodies may have moved)
  158. CalculateConstraintProperties();
  159. return mIndependentAxisConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, mWorldSpaceNormal1, mWorldSpaceNormal2, mRatio, position_error, inBaumgarte);
  160. }
  161. return false;
  162. }
  163. #ifdef JPH_DEBUG_RENDERER
  164. void PulleyConstraint::DrawConstraint(DebugRenderer *inRenderer) const
  165. {
  166. // Color according to length vs min/max length
  167. float current_length = GetCurrentLength();
  168. Color color = Color::sGreen;
  169. if (current_length < mMinLength)
  170. color = Color::sYellow;
  171. else if (current_length > mMaxLength)
  172. color = Color::sRed;
  173. // Draw constraint
  174. inRenderer->DrawLine(mWorldSpacePosition1, mFixedPosition1, color);
  175. inRenderer->DrawLine(mFixedPosition1, mFixedPosition2, color);
  176. inRenderer->DrawLine(mFixedPosition2, mWorldSpacePosition2, color);
  177. // Draw current length
  178. inRenderer->DrawText3D(0.5_r * (mFixedPosition1 + mFixedPosition2), StringFormat("%.2f", (double)current_length));
  179. }
  180. #endif // JPH_DEBUG_RENDERER
  181. void PulleyConstraint::SaveState(StateRecorder &inStream) const
  182. {
  183. TwoBodyConstraint::SaveState(inStream);
  184. mIndependentAxisConstraintPart.SaveState(inStream);
  185. inStream.Write(mWorldSpaceNormal1); // When distance to fixed point = 0, the normal is used from last frame so we need to store it
  186. inStream.Write(mWorldSpaceNormal2);
  187. }
  188. void PulleyConstraint::RestoreState(StateRecorder &inStream)
  189. {
  190. TwoBodyConstraint::RestoreState(inStream);
  191. mIndependentAxisConstraintPart.RestoreState(inStream);
  192. inStream.Read(mWorldSpaceNormal1);
  193. inStream.Read(mWorldSpaceNormal2);
  194. }
  195. Ref<ConstraintSettings> PulleyConstraint::GetConstraintSettings() const
  196. {
  197. PulleyConstraintSettings *settings = new PulleyConstraintSettings;
  198. ToConstraintSettings(*settings);
  199. settings->mSpace = EConstraintSpace::LocalToBodyCOM;
  200. settings->mBodyPoint1 = RVec3(mLocalSpacePosition1);
  201. settings->mFixedPoint1 = mFixedPosition1;
  202. settings->mBodyPoint2 = RVec3(mLocalSpacePosition2);
  203. settings->mFixedPoint2 = mFixedPosition2;
  204. settings->mRatio = mRatio;
  205. settings->mMinLength = mMinLength;
  206. settings->mMaxLength = mMaxLength;
  207. return settings;
  208. }
  209. JPH_NAMESPACE_END