DistanceConstraint.cpp 8.6 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <Jolt/Jolt.h>
  5. #include <Jolt/Physics/Constraints/DistanceConstraint.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(DistanceConstraintSettings)
  16. {
  17. JPH_ADD_BASE_CLASS(DistanceConstraintSettings, TwoBodyConstraintSettings)
  18. JPH_ADD_ENUM_ATTRIBUTE(DistanceConstraintSettings, mSpace)
  19. JPH_ADD_ATTRIBUTE(DistanceConstraintSettings, mPoint1)
  20. JPH_ADD_ATTRIBUTE(DistanceConstraintSettings, mPoint2)
  21. JPH_ADD_ATTRIBUTE(DistanceConstraintSettings, mMinDistance)
  22. JPH_ADD_ATTRIBUTE(DistanceConstraintSettings, mMaxDistance)
  23. JPH_ADD_ATTRIBUTE(DistanceConstraintSettings, mFrequency)
  24. JPH_ADD_ATTRIBUTE(DistanceConstraintSettings, mDamping)
  25. }
  26. void DistanceConstraintSettings::SaveBinaryState(StreamOut &inStream) const
  27. {
  28. ConstraintSettings::SaveBinaryState(inStream);
  29. inStream.Write(mSpace);
  30. inStream.Write(mPoint1);
  31. inStream.Write(mPoint2);
  32. inStream.Write(mMinDistance);
  33. inStream.Write(mMaxDistance);
  34. inStream.Write(mFrequency);
  35. inStream.Write(mDamping);
  36. }
  37. void DistanceConstraintSettings::RestoreBinaryState(StreamIn &inStream)
  38. {
  39. ConstraintSettings::RestoreBinaryState(inStream);
  40. inStream.Read(mSpace);
  41. inStream.Read(mPoint1);
  42. inStream.Read(mPoint2);
  43. inStream.Read(mMinDistance);
  44. inStream.Read(mMaxDistance);
  45. inStream.Read(mFrequency);
  46. inStream.Read(mDamping);
  47. }
  48. TwoBodyConstraint *DistanceConstraintSettings::Create(Body &inBody1, Body &inBody2) const
  49. {
  50. return new DistanceConstraint(inBody1, inBody2, *this);
  51. }
  52. DistanceConstraint::DistanceConstraint(Body &inBody1, Body &inBody2, const DistanceConstraintSettings &inSettings) :
  53. TwoBodyConstraint(inBody1, inBody2, inSettings),
  54. mMinDistance(inSettings.mMinDistance),
  55. mMaxDistance(inSettings.mMaxDistance)
  56. {
  57. if (inSettings.mSpace == EConstraintSpace::WorldSpace)
  58. {
  59. // If all properties were specified in world space, take them to local space now
  60. mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * inSettings.mPoint1);
  61. mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * inSettings.mPoint2);
  62. mWorldSpacePosition1 = inSettings.mPoint1;
  63. mWorldSpacePosition2 = inSettings.mPoint2;
  64. }
  65. else
  66. {
  67. // If properties were specified in local space, we need to calculate world space positions
  68. mLocalSpacePosition1 = Vec3(inSettings.mPoint1);
  69. mLocalSpacePosition2 = Vec3(inSettings.mPoint2);
  70. mWorldSpacePosition1 = inBody1.GetCenterOfMassTransform() * inSettings.mPoint1;
  71. mWorldSpacePosition2 = inBody2.GetCenterOfMassTransform() * inSettings.mPoint2;
  72. }
  73. // Store distance we want to keep between the world space points
  74. float distance = Vec3(mWorldSpacePosition2 - mWorldSpacePosition1).Length();
  75. SetDistance(mMinDistance < 0.0f? distance : mMinDistance, mMaxDistance < 0.0f? distance : mMaxDistance);
  76. // Most likely gravity is going to tear us apart (this is only used when the distance between the points = 0)
  77. mWorldSpaceNormal = Vec3::sAxisY();
  78. // Store frequency and damping
  79. SetFrequency(inSettings.mFrequency);
  80. SetDamping(inSettings.mDamping);
  81. }
  82. void DistanceConstraint::NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM)
  83. {
  84. if (mBody1->GetID() == inBodyID)
  85. mLocalSpacePosition1 -= inDeltaCOM;
  86. else if (mBody2->GetID() == inBodyID)
  87. mLocalSpacePosition2 -= inDeltaCOM;
  88. }
  89. void DistanceConstraint::CalculateConstraintProperties(float inDeltaTime)
  90. {
  91. // Update world space positions (the bodies may have moved)
  92. mWorldSpacePosition1 = mBody1->GetCenterOfMassTransform() * mLocalSpacePosition1;
  93. mWorldSpacePosition2 = mBody2->GetCenterOfMassTransform() * mLocalSpacePosition2;
  94. // Calculate world space normal
  95. Vec3 delta = Vec3(mWorldSpacePosition2 - mWorldSpacePosition1);
  96. float delta_len = delta.Length();
  97. if (delta_len > 0.0f)
  98. mWorldSpaceNormal = delta / delta_len;
  99. // Calculate points relative to body
  100. // r1 + u = (p1 - x1) + (p2 - p1) = p2 - x1
  101. Vec3 r1_plus_u = Vec3(mWorldSpacePosition2 - mBody1->GetCenterOfMassPosition());
  102. Vec3 r2 = Vec3(mWorldSpacePosition2 - mBody2->GetCenterOfMassPosition());
  103. if (mMinDistance == mMaxDistance)
  104. {
  105. mAxisConstraint.CalculateConstraintProperties(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, mWorldSpaceNormal, 0.0f, delta_len - mMinDistance, mFrequency, mDamping);
  106. // Single distance, allow constraint forces in both directions
  107. mMinLambda = -FLT_MAX;
  108. mMaxLambda = FLT_MAX;
  109. }
  110. if (delta_len <= mMinDistance)
  111. {
  112. mAxisConstraint.CalculateConstraintProperties(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, mWorldSpaceNormal, 0.0f, delta_len - mMinDistance, mFrequency, mDamping);
  113. // Allow constraint forces to make distance bigger only
  114. mMinLambda = 0;
  115. mMaxLambda = FLT_MAX;
  116. }
  117. else if (delta_len >= mMaxDistance)
  118. {
  119. mAxisConstraint.CalculateConstraintProperties(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, mWorldSpaceNormal, 0.0f, delta_len - mMaxDistance, mFrequency, mDamping);
  120. // Allow constraint forces to make distance smaller only
  121. mMinLambda = -FLT_MAX;
  122. mMaxLambda = 0;
  123. }
  124. else
  125. mAxisConstraint.Deactivate();
  126. }
  127. void DistanceConstraint::SetupVelocityConstraint(float inDeltaTime)
  128. {
  129. CalculateConstraintProperties(inDeltaTime);
  130. }
  131. void DistanceConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
  132. {
  133. mAxisConstraint.WarmStart(*mBody1, *mBody2, mWorldSpaceNormal, inWarmStartImpulseRatio);
  134. }
  135. bool DistanceConstraint::SolveVelocityConstraint(float inDeltaTime)
  136. {
  137. if (mAxisConstraint.IsActive())
  138. return mAxisConstraint.SolveVelocityConstraint(*mBody1, *mBody2, mWorldSpaceNormal, mMinLambda, mMaxLambda);
  139. else
  140. return false;
  141. }
  142. bool DistanceConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
  143. {
  144. float distance = Vec3(mWorldSpacePosition2 - mWorldSpacePosition1).Dot(mWorldSpaceNormal);
  145. // Calculate position error
  146. float position_error = 0.0f;
  147. if (distance < mMinDistance)
  148. position_error = distance - mMinDistance;
  149. else if (distance > mMaxDistance)
  150. position_error = distance - mMaxDistance;
  151. if (position_error != 0.0f)
  152. {
  153. // Update constraint properties (bodies may have moved)
  154. CalculateConstraintProperties(inDeltaTime);
  155. return mAxisConstraint.SolvePositionConstraint(*mBody1, *mBody2, mWorldSpaceNormal, position_error, inBaumgarte);
  156. }
  157. return false;
  158. }
  159. #ifdef JPH_DEBUG_RENDERER
  160. void DistanceConstraint::DrawConstraint(DebugRenderer *inRenderer) const
  161. {
  162. // Draw constraint
  163. Vec3 delta = Vec3(mWorldSpacePosition2 - mWorldSpacePosition1);
  164. float len = delta.Length();
  165. if (len < mMinDistance)
  166. {
  167. RVec3 real_end_pos = mWorldSpacePosition1 + (len > 0.0f? delta * mMinDistance / len : Vec3(0, len, 0));
  168. inRenderer->DrawLine(mWorldSpacePosition1, mWorldSpacePosition2, Color::sGreen);
  169. inRenderer->DrawLine(mWorldSpacePosition2, real_end_pos, Color::sYellow);
  170. }
  171. else if (len > mMaxDistance)
  172. {
  173. RVec3 real_end_pos = mWorldSpacePosition1 + (len > 0.0f? delta * mMaxDistance / len : Vec3(0, len, 0));
  174. inRenderer->DrawLine(mWorldSpacePosition1, real_end_pos, Color::sGreen);
  175. inRenderer->DrawLine(real_end_pos, mWorldSpacePosition2, Color::sRed);
  176. }
  177. else
  178. inRenderer->DrawLine(mWorldSpacePosition1, mWorldSpacePosition2, Color::sGreen);
  179. // Draw constraint end points
  180. inRenderer->DrawMarker(mWorldSpacePosition1, Color::sWhite, 0.1f);
  181. inRenderer->DrawMarker(mWorldSpacePosition2, Color::sWhite, 0.1f);
  182. // Draw current length
  183. inRenderer->DrawText3D(0.5_r * (mWorldSpacePosition1 + mWorldSpacePosition2), StringFormat("%.2f", (double)len));
  184. }
  185. #endif // JPH_DEBUG_RENDERER
  186. void DistanceConstraint::SaveState(StateRecorder &inStream) const
  187. {
  188. TwoBodyConstraint::SaveState(inStream);
  189. mAxisConstraint.SaveState(inStream);
  190. inStream.Write(mWorldSpaceNormal); // When distance = 0, the normal is used from last frame so we need to store it
  191. }
  192. void DistanceConstraint::RestoreState(StateRecorder &inStream)
  193. {
  194. TwoBodyConstraint::RestoreState(inStream);
  195. mAxisConstraint.RestoreState(inStream);
  196. inStream.Read(mWorldSpaceNormal);
  197. }
  198. Ref<ConstraintSettings> DistanceConstraint::GetConstraintSettings() const
  199. {
  200. DistanceConstraintSettings *settings = new DistanceConstraintSettings;
  201. ToConstraintSettings(*settings);
  202. settings->mSpace = EConstraintSpace::LocalToBodyCOM;
  203. settings->mPoint1 = RVec3(mLocalSpacePosition1);
  204. settings->mPoint2 = RVec3(mLocalSpacePosition2);
  205. settings->mMinDistance = mMinDistance;
  206. settings->mMaxDistance = mMaxDistance;
  207. settings->mFrequency = mFrequency;
  208. settings->mDamping = mDamping;
  209. return settings;
  210. }
  211. JPH_NAMESPACE_END