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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2022 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
- #include <Jolt/Physics/Constraints/ConstraintPart/IndependentAxisConstraintPart.h>
- JPH_NAMESPACE_BEGIN
- /// Pulley constraint settings, used to create a pulley constraint.
- /// A pulley connects two bodies via two fixed world points to each other similar to a distance constraint.
- /// We define Length1 = |BodyPoint1 - FixedPoint1| where Body1 is a point on body 1 in world space and FixedPoint1 a fixed point in world space
- /// Length2 = |BodyPoint2 - FixedPoint2|
- /// The constraint keeps the two line segments constrained so that
- /// MinDistance <= Length1 + Ratio * Length2 <= MaxDistance
- class JPH_EXPORT PulleyConstraintSettings final : public TwoBodyConstraintSettings
- {
- public:
- JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, PulleyConstraintSettings)
- // See: ConstraintSettings::SaveBinaryState
- virtual void SaveBinaryState(StreamOut &inStream) const override;
- /// Create an an instance of this constraint
- virtual TwoBodyConstraint * Create(Body &inBody1, Body &inBody2) const override;
- /// This determines in which space the constraint is setup, specified properties below should be in the specified space
- EConstraintSpace mSpace = EConstraintSpace::WorldSpace;
- /// Body 1 constraint attachment point (space determined by mSpace).
- RVec3 mBodyPoint1 = RVec3::sZero();
- /// Fixed world point to which body 1 is connected (always world space)
- RVec3 mFixedPoint1 = RVec3::sZero();
- /// Body 2 constraint attachment point (space determined by mSpace)
- RVec3 mBodyPoint2 = RVec3::sZero();
- /// Fixed world point to which body 2 is connected (always world space)
- RVec3 mFixedPoint2 = RVec3::sZero();
- /// Ratio between the two line segments (see formula above), can be used to create a block and tackle
- float mRatio = 1.0f;
- /// The minimum length of the line segments (see formula above), use -1 to calculate the length based on the positions of the objects when the constraint is created.
- float mMinLength = 0.0f;
- /// The maximum length of the line segments (see formula above), use -1 to calculate the length based on the positions of the objects when the constraint is created.
- float mMaxLength = -1.0f;
- protected:
- // See: ConstraintSettings::RestoreBinaryState
- virtual void RestoreBinaryState(StreamIn &inStream) override;
- };
- /// A pulley constraint.
- class JPH_EXPORT PulleyConstraint final : public TwoBodyConstraint
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Construct distance constraint
- PulleyConstraint(Body &inBody1, Body &inBody2, const PulleyConstraintSettings &inSettings);
- // Generic interface of a constraint
- virtual EConstraintSubType GetSubType() const override { return EConstraintSubType::Pulley; }
- virtual void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM) override;
- virtual void SetupVelocityConstraint(float inDeltaTime) override;
- virtual void WarmStartVelocityConstraint(float inWarmStartImpulseRatio) override;
- virtual bool SolveVelocityConstraint(float inDeltaTime) override;
- virtual bool SolvePositionConstraint(float inDeltaTime, float inBaumgarte) override;
- #ifdef JPH_DEBUG_RENDERER
- virtual void DrawConstraint(DebugRenderer *inRenderer) const override;
- #endif // JPH_DEBUG_RENDERER
- virtual void SaveState(StateRecorder &inStream) const override;
- virtual void RestoreState(StateRecorder &inStream) override;
- virtual Ref<ConstraintSettings> GetConstraintSettings() const override;
- // See: TwoBodyConstraint
- virtual Mat44 GetConstraintToBody1Matrix() const override { return Mat44::sTranslation(mLocalSpacePosition1); }
- virtual Mat44 GetConstraintToBody2Matrix() const override { return Mat44::sTranslation(mLocalSpacePosition2); } // Note: Incorrect rotation as we don't track the original rotation difference, should not matter though as the constraint is not limiting rotation.
- /// Update the minimum and maximum length for the constraint
- void SetLength(float inMinLength, float inMaxLength) { JPH_ASSERT(inMinLength >= 0.0f && inMinLength <= inMaxLength); mMinLength = inMinLength; mMaxLength = inMaxLength; }
- float GetMinLength() const { return mMinLength; }
- float GetMaxLength() const { return mMaxLength; }
- /// Get the current length of both segments (multiplied by the ratio for segment 2)
- float GetCurrentLength() const { return Vec3(mWorldSpacePosition1 - mFixedPosition1).Length() + mRatio * Vec3(mWorldSpacePosition2 - mFixedPosition2).Length(); }
- ///@name Get Lagrange multiplier from last physics update (the linear impulse applied to satisfy the constraint)
- inline float GetTotalLambdaPosition() const { return mIndependentAxisConstraintPart.GetTotalLambda(); }
- private:
- // Calculates world positions and normals and returns current length
- float CalculatePositionsNormalsAndLength();
- // Internal helper function to calculate the values below
- void CalculateConstraintProperties();
- // CONFIGURATION PROPERTIES FOLLOW
- // Local space constraint positions on the bodies
- Vec3 mLocalSpacePosition1;
- Vec3 mLocalSpacePosition2;
- // World space fixed positions
- RVec3 mFixedPosition1;
- RVec3 mFixedPosition2;
- /// Ratio between the two line segments
- float mRatio;
- // The minimum/maximum length of the line segments
- float mMinLength;
- float mMaxLength;
- // RUN TIME PROPERTIES FOLLOW
- // World space positions and normal
- RVec3 mWorldSpacePosition1;
- RVec3 mWorldSpacePosition2;
- Vec3 mWorldSpaceNormal1;
- Vec3 mWorldSpaceNormal2;
- // Depending on if the length < min or length > max we can apply forces to prevent further violations
- float mMinLambda;
- float mMaxLambda;
- // The constraint part
- IndependentAxisConstraintPart mIndependentAxisConstraintPart;
- };
- JPH_NAMESPACE_END
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