FixedConstraint.cpp 7.4 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/FixedConstraint.h>
  6. #include <Jolt/Physics/Body/Body.h>
  7. #include <Jolt/ObjectStream/TypeDeclarations.h>
  8. #ifdef JPH_DEBUG_RENDERER
  9. #include <Jolt/Renderer/DebugRenderer.h>
  10. #endif // JPH_DEBUG_RENDERER
  11. JPH_NAMESPACE_BEGIN
  12. using namespace literals;
  13. JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(FixedConstraintSettings)
  14. {
  15. JPH_ADD_BASE_CLASS(FixedConstraintSettings, TwoBodyConstraintSettings)
  16. JPH_ADD_ENUM_ATTRIBUTE(FixedConstraintSettings, mSpace)
  17. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAutoDetectPoint)
  18. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint1)
  19. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX1)
  20. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY1)
  21. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint2)
  22. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX2)
  23. JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY2)
  24. }
  25. void FixedConstraintSettings::SaveBinaryState(StreamOut &inStream) const
  26. {
  27. ConstraintSettings::SaveBinaryState(inStream);
  28. inStream.Write(mSpace);
  29. inStream.Write(mAutoDetectPoint);
  30. inStream.Write(mPoint1);
  31. inStream.Write(mAxisX1);
  32. inStream.Write(mAxisY1);
  33. inStream.Write(mPoint2);
  34. inStream.Write(mAxisX2);
  35. inStream.Write(mAxisY2);
  36. }
  37. void FixedConstraintSettings::RestoreBinaryState(StreamIn &inStream)
  38. {
  39. ConstraintSettings::RestoreBinaryState(inStream);
  40. inStream.Read(mSpace);
  41. inStream.Read(mAutoDetectPoint);
  42. inStream.Read(mPoint1);
  43. inStream.Read(mAxisX1);
  44. inStream.Read(mAxisY1);
  45. inStream.Read(mPoint2);
  46. inStream.Read(mAxisX2);
  47. inStream.Read(mAxisY2);
  48. }
  49. TwoBodyConstraint *FixedConstraintSettings::Create(Body &inBody1, Body &inBody2) const
  50. {
  51. return new FixedConstraint(inBody1, inBody2, *this);
  52. }
  53. FixedConstraint::FixedConstraint(Body &inBody1, Body &inBody2, const FixedConstraintSettings &inSettings) :
  54. TwoBodyConstraint(inBody1, inBody2, inSettings)
  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. RVec3 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. Real inv_m1 = Real(inBody1.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked());
  72. Real inv_m2 = Real(inBody2.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked());
  73. Real total_inv_mass = inv_m1 + inv_m2;
  74. if (total_inv_mass != 0.0_r)
  75. anchor = (inv_m1 * inBody1.GetCenterOfMassPosition() + inv_m2 * inBody2.GetCenterOfMassPosition()) / (inv_m1 + inv_m2);
  76. else
  77. anchor = inBody1.GetCenterOfMassPosition();
  78. }
  79. // Store local positions
  80. mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * anchor);
  81. mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * anchor);
  82. }
  83. else
  84. {
  85. // Store local positions
  86. mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * inSettings.mPoint1);
  87. mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * inSettings.mPoint2);
  88. }
  89. // Constraints were specified in world space, so we should have replaced c1 with q10^-1 c1 and c2 with q20^-1 c2
  90. // => r0^-1 = (q20^-1 c2) (q10^-1 c1)^1 = q20^-1 (c2 c1^-1) q10
  91. mInvInitialOrientation = inBody2.GetRotation().Conjugated() * mInvInitialOrientation * inBody1.GetRotation();
  92. }
  93. else
  94. {
  95. // Store local positions
  96. mLocalSpacePosition1 = Vec3(inSettings.mPoint1);
  97. mLocalSpacePosition2 = Vec3(inSettings.mPoint2);
  98. }
  99. }
  100. void FixedConstraint::NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM)
  101. {
  102. if (mBody1->GetID() == inBodyID)
  103. mLocalSpacePosition1 -= inDeltaCOM;
  104. else if (mBody2->GetID() == inBodyID)
  105. mLocalSpacePosition2 -= inDeltaCOM;
  106. }
  107. void FixedConstraint::SetupVelocityConstraint(float inDeltaTime)
  108. {
  109. // Calculate constraint values that don't change when the bodies don't change position
  110. Mat44 rotation1 = Mat44::sRotation(mBody1->GetRotation());
  111. Mat44 rotation2 = Mat44::sRotation(mBody2->GetRotation());
  112. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, *mBody2, rotation2);
  113. mPointConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, mLocalSpacePosition1, *mBody2, rotation2, mLocalSpacePosition2);
  114. }
  115. void FixedConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
  116. {
  117. // Warm starting: Apply previous frame impulse
  118. mRotationConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  119. mPointConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
  120. }
  121. bool FixedConstraint::SolveVelocityConstraint(float inDeltaTime)
  122. {
  123. // Solve rotation constraint
  124. bool rot = mRotationConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  125. // Solve position constraint
  126. bool pos = mPointConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
  127. return rot || pos;
  128. }
  129. bool FixedConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
  130. {
  131. // Solve rotation constraint
  132. mRotationConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), *mBody2, Mat44::sRotation(mBody2->GetRotation()));
  133. bool rot = mRotationConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, mInvInitialOrientation, inBaumgarte);
  134. // Solve position constraint
  135. mPointConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), mLocalSpacePosition1, *mBody2, Mat44::sRotation(mBody2->GetRotation()), mLocalSpacePosition2);
  136. bool pos = mPointConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, inBaumgarte);
  137. return rot || pos;
  138. }
  139. #ifdef JPH_DEBUG_RENDERER
  140. void FixedConstraint::DrawConstraint(DebugRenderer *inRenderer) const
  141. {
  142. RMat44 com1 = mBody1->GetCenterOfMassTransform();
  143. RMat44 com2 = mBody2->GetCenterOfMassTransform();
  144. RVec3 anchor1 = com1 * mLocalSpacePosition1;
  145. RVec3 anchor2 = com2 * mLocalSpacePosition2;
  146. // Draw constraint
  147. inRenderer->DrawLine(com1.GetTranslation(), anchor1, Color::sGreen);
  148. inRenderer->DrawLine(com2.GetTranslation(), anchor2, Color::sBlue);
  149. }
  150. #endif // JPH_DEBUG_RENDERER
  151. void FixedConstraint::SaveState(StateRecorder &inStream) const
  152. {
  153. TwoBodyConstraint::SaveState(inStream);
  154. mRotationConstraintPart.SaveState(inStream);
  155. mPointConstraintPart.SaveState(inStream);
  156. }
  157. void FixedConstraint::RestoreState(StateRecorder &inStream)
  158. {
  159. TwoBodyConstraint::RestoreState(inStream);
  160. mRotationConstraintPart.RestoreState(inStream);
  161. mPointConstraintPart.RestoreState(inStream);
  162. }
  163. Ref<ConstraintSettings> FixedConstraint::GetConstraintSettings() const
  164. {
  165. FixedConstraintSettings *settings = new FixedConstraintSettings;
  166. ToConstraintSettings(*settings);
  167. settings->mSpace = EConstraintSpace::LocalToBodyCOM;
  168. settings->mPoint1 = RVec3(mLocalSpacePosition1);
  169. settings->mAxisX1 = Vec3::sAxisX();
  170. settings->mAxisY1 = Vec3::sAxisY();
  171. settings->mPoint2 = RVec3(mLocalSpacePosition2);
  172. settings->mAxisX2 = mInvInitialOrientation.RotateAxisX();
  173. settings->mAxisY2 = mInvInitialOrientation.RotateAxisY();
  174. return settings;
  175. }
  176. JPH_NAMESPACE_END