DistanceConstraint.cpp 9.0 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_ENUM_ATTRIBUTE_WITH_ALIAS(DistanceConstraintSettings, mLimitsSpringSettings.mMode, "mSpringMode")
  24. JPH_ADD_ATTRIBUTE_WITH_ALIAS(DistanceConstraintSettings, mLimitsSpringSettings.mFrequency, "mFrequency") // Renaming attributes to stay compatible with old versions of the library
  25. JPH_ADD_ATTRIBUTE_WITH_ALIAS(DistanceConstraintSettings, mLimitsSpringSettings.mDamping, "mDamping")
  26. }
  27. void DistanceConstraintSettings::SaveBinaryState(StreamOut &inStream) const
  28. {
  29. ConstraintSettings::SaveBinaryState(inStream);
  30. inStream.Write(mSpace);
  31. inStream.Write(mPoint1);
  32. inStream.Write(mPoint2);
  33. inStream.Write(mMinDistance);
  34. inStream.Write(mMaxDistance);
  35. mLimitsSpringSettings.SaveBinaryState(inStream);
  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. mLimitsSpringSettings.RestoreBinaryState(inStream);
  46. }
  47. TwoBodyConstraint *DistanceConstraintSettings::Create(Body &inBody1, Body &inBody2) const
  48. {
  49. return new DistanceConstraint(inBody1, inBody2, *this);
  50. }
  51. DistanceConstraint::DistanceConstraint(Body &inBody1, Body &inBody2, const DistanceConstraintSettings &inSettings) :
  52. TwoBodyConstraint(inBody1, inBody2, inSettings),
  53. mMinDistance(inSettings.mMinDistance),
  54. mMaxDistance(inSettings.mMaxDistance)
  55. {
  56. if (inSettings.mSpace == EConstraintSpace::WorldSpace)
  57. {
  58. // If all properties were specified in world space, take them to local space now
  59. mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * inSettings.mPoint1);
  60. mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * inSettings.mPoint2);
  61. mWorldSpacePosition1 = inSettings.mPoint1;
  62. mWorldSpacePosition2 = inSettings.mPoint2;
  63. }
  64. else
  65. {
  66. // If properties were specified in local space, we need to calculate world space positions
  67. mLocalSpacePosition1 = Vec3(inSettings.mPoint1);
  68. mLocalSpacePosition2 = Vec3(inSettings.mPoint2);
  69. mWorldSpacePosition1 = inBody1.GetCenterOfMassTransform() * inSettings.mPoint1;
  70. mWorldSpacePosition2 = inBody2.GetCenterOfMassTransform() * inSettings.mPoint2;
  71. }
  72. // Store distance we want to keep between the world space points
  73. float distance = Vec3(mWorldSpacePosition2 - mWorldSpacePosition1).Length();
  74. SetDistance(mMinDistance < 0.0f? distance : mMinDistance, mMaxDistance < 0.0f? distance : mMaxDistance);
  75. // Most likely gravity is going to tear us apart (this is only used when the distance between the points = 0)
  76. mWorldSpaceNormal = Vec3::sAxisY();
  77. // Store spring settings
  78. SetLimitsSpringSettings(inSettings.mLimitsSpringSettings);
  79. }
  80. void DistanceConstraint::NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM)
  81. {
  82. if (mBody1->GetID() == inBodyID)
  83. mLocalSpacePosition1 -= inDeltaCOM;
  84. else if (mBody2->GetID() == inBodyID)
  85. mLocalSpacePosition2 -= inDeltaCOM;
  86. }
  87. void DistanceConstraint::CalculateConstraintProperties(float inDeltaTime)
  88. {
  89. // Update world space positions (the bodies may have moved)
  90. mWorldSpacePosition1 = mBody1->GetCenterOfMassTransform() * mLocalSpacePosition1;
  91. mWorldSpacePosition2 = mBody2->GetCenterOfMassTransform() * mLocalSpacePosition2;
  92. // Calculate world space normal
  93. Vec3 delta = Vec3(mWorldSpacePosition2 - mWorldSpacePosition1);
  94. float delta_len = delta.Length();
  95. if (delta_len > 0.0f)
  96. mWorldSpaceNormal = delta / delta_len;
  97. // Calculate points relative to body
  98. // r1 + u = (p1 - x1) + (p2 - p1) = p2 - x1
  99. Vec3 r1_plus_u = Vec3(mWorldSpacePosition2 - mBody1->GetCenterOfMassPosition());
  100. Vec3 r2 = Vec3(mWorldSpacePosition2 - mBody2->GetCenterOfMassPosition());
  101. if (mMinDistance == mMaxDistance)
  102. {
  103. mAxisConstraint.CalculateConstraintPropertiesWithSettings(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, mWorldSpaceNormal, 0.0f, delta_len - mMinDistance, mLimitsSpringSettings);
  104. // Single distance, allow constraint forces in both directions
  105. mMinLambda = -FLT_MAX;
  106. mMaxLambda = FLT_MAX;
  107. }
  108. else if (delta_len <= mMinDistance)
  109. {
  110. mAxisConstraint.CalculateConstraintPropertiesWithSettings(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, mWorldSpaceNormal, 0.0f, delta_len - mMinDistance, mLimitsSpringSettings);
  111. // Allow constraint forces to make distance bigger only
  112. mMinLambda = 0;
  113. mMaxLambda = FLT_MAX;
  114. }
  115. else if (delta_len >= mMaxDistance)
  116. {
  117. mAxisConstraint.CalculateConstraintPropertiesWithSettings(inDeltaTime, *mBody1, r1_plus_u, *mBody2, r2, mWorldSpaceNormal, 0.0f, delta_len - mMaxDistance, mLimitsSpringSettings);
  118. // Allow constraint forces to make distance smaller only
  119. mMinLambda = -FLT_MAX;
  120. mMaxLambda = 0;
  121. }
  122. else
  123. mAxisConstraint.Deactivate();
  124. }
  125. void DistanceConstraint::SetupVelocityConstraint(float inDeltaTime)
  126. {
  127. CalculateConstraintProperties(inDeltaTime);
  128. }
  129. void DistanceConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
  130. {
  131. mAxisConstraint.WarmStart(*mBody1, *mBody2, mWorldSpaceNormal, inWarmStartImpulseRatio);
  132. }
  133. bool DistanceConstraint::SolveVelocityConstraint(float inDeltaTime)
  134. {
  135. if (mAxisConstraint.IsActive())
  136. return mAxisConstraint.SolveVelocityConstraint(*mBody1, *mBody2, mWorldSpaceNormal, mMinLambda, mMaxLambda);
  137. else
  138. return false;
  139. }
  140. bool DistanceConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
  141. {
  142. if (mLimitsSpringSettings.mFrequency <= 0.0f) // When the spring is active, we don't need to solve the position constraint
  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. }
  158. return false;
  159. }
  160. #ifdef JPH_DEBUG_RENDERER
  161. void DistanceConstraint::DrawConstraint(DebugRenderer *inRenderer) const
  162. {
  163. // Draw constraint
  164. Vec3 delta = Vec3(mWorldSpacePosition2 - mWorldSpacePosition1);
  165. float len = delta.Length();
  166. if (len < mMinDistance)
  167. {
  168. RVec3 real_end_pos = mWorldSpacePosition1 + (len > 0.0f? delta * mMinDistance / len : Vec3(0, len, 0));
  169. inRenderer->DrawLine(mWorldSpacePosition1, mWorldSpacePosition2, Color::sGreen);
  170. inRenderer->DrawLine(mWorldSpacePosition2, real_end_pos, Color::sYellow);
  171. }
  172. else if (len > mMaxDistance)
  173. {
  174. RVec3 real_end_pos = mWorldSpacePosition1 + (len > 0.0f? delta * mMaxDistance / len : Vec3(0, len, 0));
  175. inRenderer->DrawLine(mWorldSpacePosition1, real_end_pos, Color::sGreen);
  176. inRenderer->DrawLine(real_end_pos, mWorldSpacePosition2, Color::sRed);
  177. }
  178. else
  179. inRenderer->DrawLine(mWorldSpacePosition1, mWorldSpacePosition2, Color::sGreen);
  180. // Draw constraint end points
  181. inRenderer->DrawMarker(mWorldSpacePosition1, Color::sWhite, 0.1f);
  182. inRenderer->DrawMarker(mWorldSpacePosition2, Color::sWhite, 0.1f);
  183. // Draw current length
  184. inRenderer->DrawText3D(0.5_r * (mWorldSpacePosition1 + mWorldSpacePosition2), StringFormat("%.2f", (double)len));
  185. }
  186. #endif // JPH_DEBUG_RENDERER
  187. void DistanceConstraint::SaveState(StateRecorder &inStream) const
  188. {
  189. TwoBodyConstraint::SaveState(inStream);
  190. mAxisConstraint.SaveState(inStream);
  191. inStream.Write(mWorldSpaceNormal); // When distance = 0, the normal is used from last frame so we need to store it
  192. }
  193. void DistanceConstraint::RestoreState(StateRecorder &inStream)
  194. {
  195. TwoBodyConstraint::RestoreState(inStream);
  196. mAxisConstraint.RestoreState(inStream);
  197. inStream.Read(mWorldSpaceNormal);
  198. }
  199. Ref<ConstraintSettings> DistanceConstraint::GetConstraintSettings() const
  200. {
  201. DistanceConstraintSettings *settings = new DistanceConstraintSettings;
  202. ToConstraintSettings(*settings);
  203. settings->mSpace = EConstraintSpace::LocalToBodyCOM;
  204. settings->mPoint1 = RVec3(mLocalSpacePosition1);
  205. settings->mPoint2 = RVec3(mLocalSpacePosition2);
  206. settings->mMinDistance = mMinDistance;
  207. settings->mMaxDistance = mMaxDistance;
  208. settings->mLimitsSpringSettings = mLimitsSpringSettings;
  209. return settings;
  210. }
  211. JPH_NAMESPACE_END