FixedConstraint.cpp 6.7 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, mAutoDetectPoint)
  16. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint1)
  17. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX1)
  18. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY1)
  19. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint2)
  20. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX2)
  21. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY2)
  22. }
  23. void FixedConstraintSettings::SaveBinaryState(StreamOut &inStream) const
  24. {
  25. ConstraintSettings::SaveBinaryState(inStream);
  26. inStream.Write(mSpace);
  27. inStream.Write(mAutoDetectPoint);
  28. inStream.Write(mPoint1);
  29. inStream.Write(mAxisX1);
  30. inStream.Write(mAxisY1);
  31. inStream.Write(mPoint2);
  32. inStream.Write(mAxisX2);
  33. inStream.Write(mAxisY2);
  34. }
  35. void FixedConstraintSettings::RestoreBinaryState(StreamIn &inStream)
  36. {
  37. ConstraintSettings::RestoreBinaryState(inStream);
  38. inStream.Read(mSpace);
  39. inStream.Read(mAutoDetectPoint);
  40. inStream.Read(mPoint1);
  41. inStream.Read(mAxisX1);
  42. inStream.Read(mAxisY1);
  43. inStream.Read(mPoint2);
  44. inStream.Read(mAxisX2);
  45. inStream.Read(mAxisY2);
  46. }
  47. TwoBodyConstraint *FixedConstraintSettings::Create(Body &inBody1, Body &inBody2) const
  48. {
  49. return new FixedConstraint(inBody1, inBody2, *this);
  50. }
  51. FixedConstraint::FixedConstraint(Body &inBody1, Body &inBody2, const FixedConstraintSettings &inSettings) :
  52. TwoBodyConstraint(inBody1, inBody2, inSettings),
  53. mLocalSpacePosition1(inSettings.mPoint1),
  54. mLocalSpacePosition2(inSettings.mPoint2)
  55. {
  56. // Store inverse of initial rotation from body 1 to body 2 in body 1 space
  57. mInvInitialOrientation = RotationEulerConstraintPart::sGetInvInitialOrientationXY(inSettings.mAxisX1, inSettings.mAxisY1, inSettings.mAxisX2, inSettings.mAxisY2);
  58. if (inSettings.mSpace == EConstraintSpace::WorldSpace)
  59. {
  60. if (inSettings.mAutoDetectPoint)
  61. {
  62. // Determine anchor point: If any of the bodies can never be dynamic use the other body as anchor point
  63. Vec3 anchor;
  64. if (!inBody1.CanBeKinematicOrDynamic())
  65. anchor = inBody2.GetCenterOfMassPosition();
  66. else if (!inBody2.CanBeKinematicOrDynamic())
  67. anchor = inBody1.GetCenterOfMassPosition();
  68. else
  69. {
  70. // Otherwise use weighted anchor point towards the lightest body
  71. float inv_m1 = inBody1.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked();
  72. float inv_m2 = inBody2.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked();
  73. anchor = (inv_m1 * inBody1.GetCenterOfMassPosition() + inv_m2 * inBody2.GetCenterOfMassPosition()) / (inv_m1 + inv_m2);
  74. }
  75. mLocalSpacePosition1 = mLocalSpacePosition2 = anchor;
  76. }
  77. // Store local positions
  78. mLocalSpacePosition1 = inBody1.GetInverseCenterOfMassTransform() * mLocalSpacePosition1;
  79. mLocalSpacePosition2 = inBody2.GetInverseCenterOfMassTransform() * mLocalSpacePosition2;
  80. // Constraints were specified in world space, so we should have replaced c1 with q10^-1 c1 and c2 with q20^-1 c2
  81. // => r0^-1 = (q20^-1 c2) (q10^-1 c1)^1 = q20^-1 (c2 c1^-1) q10
  82. mInvInitialOrientation = inBody2.GetRotation().Conjugated() * mInvInitialOrientation * inBody1.GetRotation();
  83. }
  84. }
  85. void FixedConstraint::SetupVelocityConstraint(float inDeltaTime)
  86. {
  87. // Calculate constraint values that don't change when the bodies don't change position
  88. Mat44 rotation1 = Mat44::sRotation(mBody1->GetRotation());
  89. Mat44 rotation2 = Mat44::sRotation(mBody2->GetRotation());
  90. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, *mBody2, rotation2);
  91. mPointConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, mLocalSpacePosition1, *mBody2, rotation2, mLocalSpacePosition2);
  92. }
  93. void FixedConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
  94. {
  95. // Warm starting: Apply previous frame impulse
  96. mRotationConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  97. mPointConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  98. }
  99. bool FixedConstraint::SolveVelocityConstraint(float inDeltaTime)
  100. {
  101. // Solve rotation constraint
  102. bool rot = mRotationConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  103. // Solve position constraint
  104. bool pos = mPointConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  105. return rot || pos;
  106. }
  107. bool FixedConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
  108. {
  109. // Solve rotation constraint
  110. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), *mBody2, Mat44::sRotation(mBody2->GetRotation()));
  111. bool rot = mRotationConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, mInvInitialOrientation, inBaumgarte);
  112. // Solve position constraint
  113. mPointConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), mLocalSpacePosition1, *mBody2, Mat44::sRotation(mBody2->GetRotation()), mLocalSpacePosition2);
  114. bool pos = mPointConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, inBaumgarte);
  115. return rot || pos;
  116. }
  117. #ifdef JPH_DEBUG_RENDERER
  118. void FixedConstraint::DrawConstraint(DebugRenderer *inRenderer) const
  119. {
  120. Mat44 com1 = mBody1->GetCenterOfMassTransform();
  121. Mat44 com2 = mBody2->GetCenterOfMassTransform();
  122. Vec3 anchor1 = com1 * mLocalSpacePosition1;
  123. Vec3 anchor2 = com2 * mLocalSpacePosition2;
  124. // Draw constraint
  125. inRenderer->DrawLine(com1.GetTranslation(), anchor1, Color::sGreen);
  126. inRenderer->DrawLine(com2.GetTranslation(), anchor2, Color::sBlue);
  127. }
  128. #endif // JPH_DEBUG_RENDERER
  129. void FixedConstraint::SaveState(StateRecorder &inStream) const
  130. {
  131. TwoBodyConstraint::SaveState(inStream);
  132. mRotationConstraintPart.SaveState(inStream);
  133. mPointConstraintPart.SaveState(inStream);
  134. }
  135. void FixedConstraint::RestoreState(StateRecorder &inStream)
  136. {
  137. TwoBodyConstraint::RestoreState(inStream);
  138. mRotationConstraintPart.RestoreState(inStream);
  139. mPointConstraintPart.RestoreState(inStream);
  140. }
  141. Ref<ConstraintSettings> FixedConstraint::GetConstraintSettings() const
  142. {
  143. FixedConstraintSettings *settings = new FixedConstraintSettings;
  144. ToConstraintSettings(*settings);
  145. settings->mSpace = EConstraintSpace::LocalToBodyCOM;
  146. settings->mPoint1 = mLocalSpacePosition1;
  147. settings->mAxisX1 = Vec3::sAxisX();
  148. settings->mAxisY1 = Vec3::sAxisY();
  149. settings->mPoint2 = mLocalSpacePosition2;
  150. settings->mAxisX2 = mInvInitialOrientation.RotateAxisX();
  151. settings->mAxisY2 = mInvInitialOrientation.RotateAxisY();
  152. return settings;
  153. }
  154. JPH_NAMESPACE_END