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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/Constraint.h>
- #include <Jolt/Physics/PhysicsLock.h>
- #include <Jolt/Core/Mutex.h>
- JPH_NAMESPACE_BEGIN
- class IslandBuilder;
- class BodyManager;
- class StateRecorderFilter;
- #ifdef JPH_DEBUG_RENDERER
- class DebugRenderer;
- #endif // JPH_DEBUG_RENDERER
- /// A list of constraints
- using Constraints = Array<Ref<Constraint>>;
- /// A constraint manager manages all constraints of the same type
- class JPH_EXPORT ConstraintManager : public NonCopyable
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- #ifdef JPH_ENABLE_ASSERTS
- /// Constructor
- ConstraintManager(PhysicsLockContext inContext) : mLockContext(inContext) { }
- #endif // JPH_ENABLE_ASSERTS
- /// Add a new constraint. This is thread safe.
- /// Note that the inConstraints array is allowed to have nullptrs, these will be ignored.
- void Add(Constraint **inConstraints, int inNumber);
- /// Remove a constraint. This is thread safe.
- /// Note that the inConstraints array is allowed to have nullptrs, these will be ignored.
- void Remove(Constraint **inConstraint, int inNumber);
- /// Get a list of all constraints
- Constraints GetConstraints() const;
- /// Get total number of constraints
- inline uint32 GetNumConstraints() const { return uint32(mConstraints.size()); }
- /// Determine the active constraints of a subset of the constraints
- void GetActiveConstraints(uint32 inStartConstraintIdx, uint32 inEndConstraintIdx, Constraint **outActiveConstraints, uint32 &outNumActiveConstraints) const;
- /// Link bodies to form islands
- static void sBuildIslands(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, IslandBuilder &ioBuilder, BodyManager &inBodyManager);
- /// In order to have a deterministic simulation, we need to sort the constraints of an island before solving them
- static void sSortConstraints(Constraint **inActiveConstraints, uint32 *inConstraintIdxBegin, uint32 *inConstraintIdxEnd);
- /// Prior to solving the velocity constraints, you must call SetupVelocityConstraints once to precalculate values that are independent of velocity
- static void sSetupVelocityConstraints(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, float inDeltaTime);
- /// Apply last frame's impulses, must be called prior to SolveVelocityConstraints
- static void sWarmStartVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio);
- /// Same as above but also calculates the number of velocity steps
- static void sWarmStartVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, int &ioNumVelocitySteps);
- /// This function is called multiple times to iteratively come to a solution that meets all velocity constraints
- static bool sSolveVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime);
- /// This function is called multiple times to iteratively come to a solution that meets all position constraints
- static bool sSolvePositionConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime, float inBaumgarte);
- /// Same as above but also calculates the number of position steps
- static bool sSolvePositionConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime, float inBaumgarte, int &ioNumPositionSteps);
- #ifdef JPH_DEBUG_RENDERER
- /// Draw all constraints
- void DrawConstraints(DebugRenderer *inRenderer) const;
- /// Draw all constraint limits
- void DrawConstraintLimits(DebugRenderer *inRenderer) const;
- /// Draw all constraint reference frames
- void DrawConstraintReferenceFrame(DebugRenderer *inRenderer) const;
- #endif // JPH_DEBUG_RENDERER
- /// Save state of constraints
- void SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const;
- /// Restore the state of constraints. Returns false if failed.
- bool RestoreState(StateRecorder &inStream);
- /// Lock all constraints. This should only be done during PhysicsSystem::Update().
- void LockAllConstraints() { PhysicsLock::sLock(mConstraintsMutex JPH_IF_ENABLE_ASSERTS(, mLockContext, EPhysicsLockTypes::ConstraintsList)); }
- void UnlockAllConstraints() { PhysicsLock::sUnlock(mConstraintsMutex JPH_IF_ENABLE_ASSERTS(, mLockContext, EPhysicsLockTypes::ConstraintsList)); }
- private:
- #ifdef JPH_ENABLE_ASSERTS
- PhysicsLockContext mLockContext;
- #endif // JPH_ENABLE_ASSERTS
- Constraints mConstraints;
- mutable Mutex mConstraintsMutex;
- };
- JPH_NAMESPACE_END
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