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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Constraints/ConeConstraint.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
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#include <Jolt/Physics/Constraints/ConstraintPart/PointConstraintPart.h>
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#include <Jolt/Physics/Constraints/ConstraintPart/AngleConstraintPart.h>
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JPH_NAMESPACE_BEGIN
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/// Cone constraint settings, used to create a cone constraint
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class JPH_EXPORT ConeConstraintSettings final : public TwoBodyConstraintSettings
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{
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JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, ConeConstraintSettings)
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public:
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// See: ConstraintSettings::SaveBinaryState
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virtual void SaveBinaryState(StreamOut &inStream) const override;
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/// Create an instance of this constraint
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virtual TwoBodyConstraint * Create(Body &inBody1, Body &inBody2) const override;
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/// This determines in which space the constraint is setup, all properties below should be in the specified space
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EConstraintSpace mSpace = EConstraintSpace::WorldSpace;
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/// Body 1 constraint reference frame (space determined by mSpace)
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RVec3 mPoint1 = RVec3::sZero();
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Vec3 mTwistAxis1 = Vec3::sAxisX();
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/// Body 2 constraint reference frame (space determined by mSpace)
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RVec3 mPoint2 = RVec3::sZero();
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Vec3 mTwistAxis2 = Vec3::sAxisX();
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/// Half of maximum angle between twist axis of body 1 and 2
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float mHalfConeAngle = 0.0f;
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protected:
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// See: ConstraintSettings::RestoreBinaryState
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virtual void RestoreBinaryState(StreamIn &inStream) override;
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};
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/// A cone constraint constraints 2 bodies to a single point and limits the swing between the twist axis within a cone:
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///
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/// t1 . t2 <= cos(theta)
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///
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/// Where:
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///
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/// t1 = twist axis of body 1.
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/// t2 = twist axis of body 2.
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/// theta = half cone angle (angle from the principal axis of the cone to the edge).
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///
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/// Calculating the Jacobian:
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///
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/// Constraint equation:
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///
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/// C = t1 . t2 - cos(theta)
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///
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/// Derivative:
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///
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/// d/dt C = d/dt (t1 . t2) = (d/dt t1) . t2 + t1 . (d/dt t2) = (w1 x t1) . t2 + t1 . (w2 x t2) = (t1 x t2) . w1 + (t2 x t1) . w2
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///
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/// d/dt C = J v = [0, -t2 x t1, 0, t2 x t1] [v1, w1, v2, w2]
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///
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/// Where J is the Jacobian.
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///
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/// Note that this is the exact same equation as used in AngleConstraintPart if we use t2 x t1 as the world space axis
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class JPH_EXPORT ConeConstraint final : public TwoBodyConstraint
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Construct cone constraint
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ConeConstraint(Body &inBody1, Body &inBody2, const ConeConstraintSettings &inSettings);
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// Generic interface of a constraint
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virtual EConstraintSubType GetSubType() const override { return EConstraintSubType::Cone; }
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virtual void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM) override;
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virtual void SetupVelocityConstraint(float inDeltaTime) override;
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virtual void ResetWarmStart() override;
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virtual void WarmStartVelocityConstraint(float inWarmStartImpulseRatio) override;
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virtual bool SolveVelocityConstraint(float inDeltaTime) override;
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virtual bool SolvePositionConstraint(float inDeltaTime, float inBaumgarte) override;
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#ifdef JPH_DEBUG_RENDERER
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virtual void DrawConstraint(DebugRenderer *inRenderer) const override;
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virtual void DrawConstraintLimits(DebugRenderer *inRenderer) const override;
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#endif // JPH_DEBUG_RENDERER
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virtual void SaveState(StateRecorder &inStream) const override;
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virtual void RestoreState(StateRecorder &inStream) override;
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virtual Ref<ConstraintSettings> GetConstraintSettings() const override;
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// See: TwoBodyConstraint
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virtual Mat44 GetConstraintToBody1Matrix() const override;
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virtual Mat44 GetConstraintToBody2Matrix() const override;
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/// Update maximum angle between body 1 and 2 (see ConeConstraintSettings)
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void SetHalfConeAngle(float inHalfConeAngle) { JPH_ASSERT(inHalfConeAngle >= 0.0f && inHalfConeAngle <= JPH_PI); mCosHalfConeAngle = Cos(inHalfConeAngle); }
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float GetCosHalfConeAngle() const { return mCosHalfConeAngle; }
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///@name Get Lagrange multiplier from last physics update (the linear/angular impulse applied to satisfy the constraint)
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inline Vec3 GetTotalLambdaPosition() const { return mPointConstraintPart.GetTotalLambda(); }
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inline float GetTotalLambdaRotation() const { return mAngleConstraintPart.GetTotalLambda(); }
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private:
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// Internal helper function to calculate the values below
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void CalculateRotationConstraintProperties(Mat44Arg inRotation1, Mat44Arg inRotation2);
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// CONFIGURATION PROPERTIES FOLLOW
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// Local space constraint positions
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Vec3 mLocalSpacePosition1;
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Vec3 mLocalSpacePosition2;
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// Local space constraint axis
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Vec3 mLocalSpaceTwistAxis1;
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Vec3 mLocalSpaceTwistAxis2;
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// Angular limits
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float mCosHalfConeAngle;
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// RUN TIME PROPERTIES FOLLOW
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// Axis and angle of rotation between the two bodies
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Vec3 mWorldSpaceRotationAxis;
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float mCosTheta;
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// The constraint parts
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PointConstraintPart mPointConstraintPart;
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AngleConstraintPart mAngleConstraintPart;
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};
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JPH_NAMESPACE_END
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