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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
- #include <Jolt/Physics/Constraints/MotorSettings.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/PointConstraintPart.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/AxisConstraintPart.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/AngleConstraintPart.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/RotationEulerConstraintPart.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/SwingTwistConstraintPart.h>
- JPH_NAMESPACE_BEGIN
- /// 6 Degree Of Freedom Constraint setup structure. Allows control over each of the 6 degrees of freedom.
- class SixDOFConstraintSettings final : public TwoBodyConstraintSettings
- {
- public:
- JPH_DECLARE_SERIALIZABLE_VIRTUAL(SixDOFConstraintSettings)
- /// Constraint is split up into translation/rotation around X, Y and Z axis.
- enum EAxis
- {
- TranslationX,
- TranslationY,
- TranslationZ,
- RotationX, ///< When limited: MinLimit needs to be [-PI, 0], MaxLimit needs to be [0, PI]
- RotationY, ///< When limited: MaxLimit between [0, PI]. MinLimit = -MaxLimit. Forms a cone shaped limit with Z.
- RotationZ, ///< When limited: MaxLimit between [0, PI]. MinLimit = -MaxLimit. Forms a cone shaped limit with Y.
- Num,
- };
- // See: ConstraintSettings::SaveBinaryState
- virtual void SaveBinaryState(StreamOut &inStream) const override;
- /// Create an an instance of this constraint
- virtual TwoBodyConstraint * Create(Body &inBody1, Body &inBody2) const override;
- /// This determines in which space the constraint is setup, all properties below should be in the specified space
- EConstraintSpace mSpace = EConstraintSpace::WorldSpace;
- /// Body 1 constraint reference frame (space determined by mSpace)
- RVec3 mPosition1 = RVec3::sZero();
- Vec3 mAxisX1 = Vec3::sAxisX();
- Vec3 mAxisY1 = Vec3::sAxisY();
- /// Body 2 constraint reference frame (space determined by mSpace)
- RVec3 mPosition2 = RVec3::sZero();
- Vec3 mAxisX2 = Vec3::sAxisX();
- Vec3 mAxisY2 = Vec3::sAxisY();
-
- /// Friction settings.
- /// For translation: Max friction force in N. 0 = no friction.
- /// For rotation: Max friction torque in Nm. 0 = no friction.
- float mMaxFriction[EAxis::Num] = { 0, 0, 0, 0, 0, 0 };
- /// Limits.
- /// For translation: Min and max linear limits in m (0 is frame of body 1 and 2 coincide).
- /// For rotation: Min and max angular limits in rad (0 is frame of body 1 and 2 coincide). See comments at Axis enum for limit ranges.
- ///
- /// Remove degree of freedom by setting min = FLT_MAX and max = -FLT_MAX. The constraint will be driven to 0 for this axis.
- ///
- /// Free movement over an axis is allowed when min = -FLT_MAX and max = FLT_MAX.
- float mLimitMin[EAxis::Num] = { -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX };
- float mLimitMax[EAxis::Num] = { FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX };
- /// Make axis free (unconstrained)
- void MakeFreeAxis(EAxis inAxis) { mLimitMin[inAxis] = -FLT_MAX; mLimitMax[inAxis] = FLT_MAX; }
- bool IsFreeAxis(EAxis inAxis) const { return mLimitMin[inAxis] == -FLT_MAX && mLimitMax[inAxis] == FLT_MAX; }
- /// Make axis fixed (fixed at value 0)
- void MakeFixedAxis(EAxis inAxis) { mLimitMin[inAxis] = FLT_MAX; mLimitMax[inAxis] = -FLT_MAX; }
- bool IsFixedAxis(EAxis inAxis) const { return mLimitMin[inAxis] >= mLimitMax[inAxis]; }
- /// Set a valid range for the constraint
- void SetLimitedAxis(EAxis inAxis, float inMin, float inMax) { JPH_ASSERT(inMin < inMax); JPH_ASSERT(inMin <= 0.0f); JPH_ASSERT(inMax >= 0.0f); mLimitMin[inAxis] = inMin; mLimitMax[inAxis] = inMax; }
- /// Motor settings for each axis
- MotorSettings mMotorSettings[EAxis::Num];
- protected:
- // See: ConstraintSettings::RestoreBinaryState
- virtual void RestoreBinaryState(StreamIn &inStream) override;
- };
- /// 6 Degree Of Freedom Constraint. Allows control over each of the 6 degrees of freedom.
- class SixDOFConstraint final : public TwoBodyConstraint
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Get Axis from settings class
- using EAxis = SixDOFConstraintSettings::EAxis;
- /// Construct six DOF constraint
- SixDOFConstraint(Body &inBody1, Body &inBody2, const SixDOFConstraintSettings &inSettings);
- /// Generic interface of a constraint
- virtual EConstraintSubType GetSubType() const override { return EConstraintSubType::SixDOF; }
- virtual void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM) override;
- virtual void SetupVelocityConstraint(float inDeltaTime) override;
- virtual void WarmStartVelocityConstraint(float inWarmStartImpulseRatio) override;
- virtual bool SolveVelocityConstraint(float inDeltaTime) override;
- virtual bool SolvePositionConstraint(float inDeltaTime, float inBaumgarte) override;
- #ifdef JPH_DEBUG_RENDERER
- virtual void DrawConstraint(DebugRenderer *inRenderer) const override;
- virtual void DrawConstraintLimits(DebugRenderer *inRenderer) const override;
- #endif // JPH_DEBUG_RENDERER
- virtual void SaveState(StateRecorder &inStream) const override;
- virtual void RestoreState(StateRecorder &inStream) override;
- virtual Ref<ConstraintSettings> GetConstraintSettings() const override;
- // See: TwoBodyConstraint
- virtual Mat44 GetConstraintToBody1Matrix() const override { return Mat44::sRotationTranslation(mConstraintToBody1, mLocalSpacePosition1); }
- virtual Mat44 GetConstraintToBody2Matrix() const override { return Mat44::sRotationTranslation(mConstraintToBody2, mLocalSpacePosition2); }
- /// Update the translation limits for this constraint, note that this won't change if axis are free or not.
- void SetTranslationLimits(Vec3Arg inLimitMin, Vec3Arg inLimitMax);
- /// Update the rotational limits for this constraint, note that this won't change if axis are free or not.
- void SetRotationLimits(Vec3Arg inLimitMin, Vec3Arg inLimitMax);
- /// Get constraint Limits
- float GetLimitsMin(EAxis inAxis) const { return mLimitMin[inAxis]; }
- float GetLimitsMax(EAxis inAxis) const { return mLimitMax[inAxis]; }
- inline bool IsFixedAxis(EAxis inAxis) const { return (mFixedAxis & (1 << inAxis)) != 0; }
- inline bool IsFreeAxis(EAxis inAxis) const { return (mFreeAxis & (1 << inAxis)) != 0; }
- /// Set the max friction for each axis
- void SetMaxFriction(EAxis inAxis, float inFriction);
- float GetMaxFriction(EAxis inAxis) const { return mMaxFriction[inAxis]; }
- /// Get rotation of constraint in constraint space
- inline Quat GetRotationInConstraintSpace() const;
- /// Motor settings
- MotorSettings & GetMotorSettings(EAxis inAxis) { return mMotorSettings[inAxis]; }
- const MotorSettings & GetMotorSettings(EAxis inAxis) const { return mMotorSettings[inAxis]; }
- /// Motor controls.
- /// Translation motors work in constraint space of body 1.
- /// Rotation motors work in constraint space of body 2 (!).
- void SetMotorState(EAxis inAxis, EMotorState inState);
- EMotorState GetMotorState(EAxis inAxis) const { return mMotorState[inAxis]; }
- /// Set the target velocity in body 1 constraint space
- Vec3 GetTargetVelocityCS() const { return mTargetVelocity; }
- void SetTargetVelocityCS(Vec3Arg inVelocity) { mTargetVelocity = inVelocity; }
- /// Set the target angular velocity in body 2 constraint space (!)
- void SetTargetAngularVelocityCS(Vec3Arg inAngularVelocity) { mTargetAngularVelocity = inAngularVelocity; }
- Vec3 GetTargetAngularVelocityCS() const { return mTargetAngularVelocity; }
- /// Set the target position in body 1 constraint space
- Vec3 GetTargetPositionCS() const { return mTargetPosition; }
- void SetTargetPositionCS(Vec3Arg inPosition) { mTargetPosition = inPosition; }
- /// Set the target orientation in body 1 constraint space
- void SetTargetOrientationCS(QuatArg inOrientation);
- Quat GetTargetOrientationCS() const { return mTargetOrientation; }
- /// Set the target orientation in body space (R2 = R1 * inOrientation, where R1 and R2 are the world space rotations for body 1 and 2).
- /// Solve: R2 * ConstraintToBody2 = R1 * ConstraintToBody1 * q (see SwingTwistConstraint::GetSwingTwist) and R2 = R1 * inOrientation for q.
- void SetTargetOrientationBS(QuatArg inOrientation) { SetTargetOrientationCS(mConstraintToBody1.Conjugated() * inOrientation * mConstraintToBody2); }
- ///@name Get Lagrange multiplier from last physics update (relates to how much force/torque was applied to satisfy the constraint)
- inline Vec3 GetTotalLambdaPosition() const { return IsTranslationFullyConstrained()? mPointConstraintPart.GetTotalLambda() : Vec3(mTranslationConstraintPart[0].GetTotalLambda(), mTranslationConstraintPart[1].GetTotalLambda(), mTranslationConstraintPart[2].GetTotalLambda()); }
- inline Vec3 GetTotalLambdaRotation() const { return IsRotationFullyConstrained()? mRotationConstraintPart.GetTotalLambda() : Vec3(mSwingTwistConstraintPart.GetTotalTwistLambda(), mSwingTwistConstraintPart.GetTotalSwingYLambda(), mSwingTwistConstraintPart.GetTotalSwingZLambda()); }
- inline Vec3 GetTotalLambdaMotorTranslation() const { return Vec3(mMotorTranslationConstraintPart[0].GetTotalLambda(), mMotorTranslationConstraintPart[1].GetTotalLambda(), mMotorTranslationConstraintPart[2].GetTotalLambda()); }
- inline Vec3 GetTotalLambdaMotorRotation() const { return Vec3(mMotorRotationConstraintPart[0].GetTotalLambda(), mMotorRotationConstraintPart[1].GetTotalLambda(), mMotorRotationConstraintPart[2].GetTotalLambda()); }
- private:
- // Calculate properties needed for the position constraint
- inline void GetPositionConstraintProperties(Vec3 &outR1PlusU, Vec3 &outR2, Vec3 &outU) const;
- // Propagate the rotation limits to the constraint part
- inline void UpdateRotationLimits();
- // Cache the state of mTranslationMotorActive
- void CacheTranslationMotorActive();
- // Cache the state of mRotationMotorActive
- void CacheRotationMotorActive();
- // Constraint settings helper functions
- inline bool IsTranslationConstrained() const { return (mFreeAxis & 0b111) != 0b111; }
- inline bool IsTranslationFullyConstrained() const { return (mFixedAxis & 0b111) == 0b111; }
- inline bool IsRotationConstrained() const { return (mFreeAxis & 0b111000) != 0b111000; }
- inline bool IsRotationFullyConstrained() const { return (mFixedAxis & 0b111000) == 0b111000; }
- inline bool HasFriction(EAxis inAxis) const { return !IsFixedAxis(inAxis) && mMaxFriction[inAxis] > 0.0f; }
- // CONFIGURATION PROPERTIES FOLLOW
- // Local space constraint positions
- Vec3 mLocalSpacePosition1;
- Vec3 mLocalSpacePosition2;
- // Transforms from constraint space to body space
- Quat mConstraintToBody1;
- Quat mConstraintToBody2;
- // Limits
- uint8 mFreeAxis; // Bitmask of free axis (bit 0 = TranslationX)
- uint8 mFixedAxis; // Bitmask of fixed axis (bit 0 = TranslationX)
- bool mTranslationMotorActive = false; // If any of the translational frictions / motors are active
- bool mRotationMotorActive = false; // If any of the rotational frictions / motors are active
- uint8 mRotationPositionMotorActive = 0; // Bitmask of axis that have position motor active (bit 0 = RotationX)
- float mLimitMin[EAxis::Num];
- float mLimitMax[EAxis::Num];
- // Motor settings for each axis
- MotorSettings mMotorSettings[EAxis::Num];
- // Friction settings for each axis
- float mMaxFriction[EAxis::Num];
- // Motor controls
- EMotorState mMotorState[EAxis::Num] = { EMotorState::Off, EMotorState::Off, EMotorState::Off, EMotorState::Off, EMotorState::Off, EMotorState::Off };
- Vec3 mTargetVelocity = Vec3::sZero();
- Vec3 mTargetAngularVelocity = Vec3::sZero();
- Vec3 mTargetPosition = Vec3::sZero();
- Quat mTargetOrientation = Quat::sIdentity();
- // RUN TIME PROPERTIES FOLLOW
- // Constraint space axis in world space
- Vec3 mTranslationAxis[3];
- Vec3 mRotationAxis[3];
- // Translation displacement (valid when translation axis has a range limit)
- float mDisplacement[3];
- // Individual constraint parts for translation, or a combined point constraint part if all axis are fixed
- AxisConstraintPart mTranslationConstraintPart[3];
- PointConstraintPart mPointConstraintPart;
- // Individual constraint parts for rotation or a combined constraint part if rotation is fixed
- SwingTwistConstraintPart mSwingTwistConstraintPart;
- RotationEulerConstraintPart mRotationConstraintPart;
- // Motor or friction constraints
- AxisConstraintPart mMotorTranslationConstraintPart[3];
- AngleConstraintPart mMotorRotationConstraintPart[3];
- };
- JPH_NAMESPACE_END
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