Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Constraints/FixedConstraint.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)1// SPDX-FileCopyrightText: 2021 Jorrit Rouwe2// SPDX-License-Identifier: MIT34#include <Jolt/Jolt.h>56#include <Jolt/Physics/Constraints/FixedConstraint.h>7#include <Jolt/Physics/Body/Body.h>8#include <Jolt/ObjectStream/TypeDeclarations.h>9#ifdef JPH_DEBUG_RENDERER10#include <Jolt/Renderer/DebugRenderer.h>11#endif // JPH_DEBUG_RENDERER1213JPH_NAMESPACE_BEGIN1415using namespace literals;1617JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(FixedConstraintSettings)18{19JPH_ADD_BASE_CLASS(FixedConstraintSettings, TwoBodyConstraintSettings)2021JPH_ADD_ENUM_ATTRIBUTE(FixedConstraintSettings, mSpace)22JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAutoDetectPoint)23JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint1)24JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX1)25JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY1)26JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint2)27JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX2)28JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY2)29}3031void FixedConstraintSettings::SaveBinaryState(StreamOut &inStream) const32{33ConstraintSettings::SaveBinaryState(inStream);3435inStream.Write(mSpace);36inStream.Write(mAutoDetectPoint);37inStream.Write(mPoint1);38inStream.Write(mAxisX1);39inStream.Write(mAxisY1);40inStream.Write(mPoint2);41inStream.Write(mAxisX2);42inStream.Write(mAxisY2);43}4445void FixedConstraintSettings::RestoreBinaryState(StreamIn &inStream)46{47ConstraintSettings::RestoreBinaryState(inStream);4849inStream.Read(mSpace);50inStream.Read(mAutoDetectPoint);51inStream.Read(mPoint1);52inStream.Read(mAxisX1);53inStream.Read(mAxisY1);54inStream.Read(mPoint2);55inStream.Read(mAxisX2);56inStream.Read(mAxisY2);57}5859TwoBodyConstraint *FixedConstraintSettings::Create(Body &inBody1, Body &inBody2) const60{61return new FixedConstraint(inBody1, inBody2, *this);62}6364FixedConstraint::FixedConstraint(Body &inBody1, Body &inBody2, const FixedConstraintSettings &inSettings) :65TwoBodyConstraint(inBody1, inBody2, inSettings)66{67// Store inverse of initial rotation from body 1 to body 2 in body 1 space68mInvInitialOrientation = RotationEulerConstraintPart::sGetInvInitialOrientationXY(inSettings.mAxisX1, inSettings.mAxisY1, inSettings.mAxisX2, inSettings.mAxisY2);6970if (inSettings.mSpace == EConstraintSpace::WorldSpace)71{72if (inSettings.mAutoDetectPoint)73{74// Determine anchor point: If any of the bodies can never be dynamic use the other body as anchor point75RVec3 anchor;76if (!inBody1.CanBeKinematicOrDynamic())77anchor = inBody2.GetCenterOfMassPosition();78else if (!inBody2.CanBeKinematicOrDynamic())79anchor = inBody1.GetCenterOfMassPosition();80else81{82// Otherwise use weighted anchor point towards the lightest body83Real inv_m1 = Real(inBody1.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked());84Real inv_m2 = Real(inBody2.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked());85Real total_inv_mass = inv_m1 + inv_m2;86if (total_inv_mass != 0.0_r)87anchor = (inv_m1 * inBody1.GetCenterOfMassPosition() + inv_m2 * inBody2.GetCenterOfMassPosition()) / (inv_m1 + inv_m2);88else89anchor = inBody1.GetCenterOfMassPosition();90}9192// Store local positions93mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * anchor);94mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * anchor);95}96else97{98// Store local positions99mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * inSettings.mPoint1);100mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * inSettings.mPoint2);101}102103// Constraints were specified in world space, so we should have replaced c1 with q10^-1 c1 and c2 with q20^-1 c2104// => r0^-1 = (q20^-1 c2) (q10^-1 c1)^1 = q20^-1 (c2 c1^-1) q10105mInvInitialOrientation = inBody2.GetRotation().Conjugated() * mInvInitialOrientation * inBody1.GetRotation();106}107else108{109// Store local positions110mLocalSpacePosition1 = Vec3(inSettings.mPoint1);111mLocalSpacePosition2 = Vec3(inSettings.mPoint2);112}113}114115void FixedConstraint::NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM)116{117if (mBody1->GetID() == inBodyID)118mLocalSpacePosition1 -= inDeltaCOM;119else if (mBody2->GetID() == inBodyID)120mLocalSpacePosition2 -= inDeltaCOM;121}122123void FixedConstraint::SetupVelocityConstraint(float inDeltaTime)124{125// Calculate constraint values that don't change when the bodies don't change position126Mat44 rotation1 = Mat44::sRotation(mBody1->GetRotation());127Mat44 rotation2 = Mat44::sRotation(mBody2->GetRotation());128mRotationConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, *mBody2, rotation2);129mPointConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, mLocalSpacePosition1, *mBody2, rotation2, mLocalSpacePosition2);130}131132void FixedConstraint::ResetWarmStart()133{134mRotationConstraintPart.Deactivate();135mPointConstraintPart.Deactivate();136}137138void FixedConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)139{140// Warm starting: Apply previous frame impulse141mRotationConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);142mPointConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);143}144145bool FixedConstraint::SolveVelocityConstraint(float inDeltaTime)146{147// Solve rotation constraint148bool rot = mRotationConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);149150// Solve position constraint151bool pos = mPointConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);152153return rot || pos;154}155156bool FixedConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)157{158// Solve rotation constraint159mRotationConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), *mBody2, Mat44::sRotation(mBody2->GetRotation()));160bool rot = mRotationConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, mInvInitialOrientation, inBaumgarte);161162// Solve position constraint163mPointConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), mLocalSpacePosition1, *mBody2, Mat44::sRotation(mBody2->GetRotation()), mLocalSpacePosition2);164bool pos = mPointConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, inBaumgarte);165166return rot || pos;167}168169#ifdef JPH_DEBUG_RENDERER170void FixedConstraint::DrawConstraint(DebugRenderer *inRenderer) const171{172RMat44 com1 = mBody1->GetCenterOfMassTransform();173RMat44 com2 = mBody2->GetCenterOfMassTransform();174175RVec3 anchor1 = com1 * mLocalSpacePosition1;176RVec3 anchor2 = com2 * mLocalSpacePosition2;177178// Draw constraint179inRenderer->DrawLine(com1.GetTranslation(), anchor1, Color::sGreen);180inRenderer->DrawLine(com2.GetTranslation(), anchor2, Color::sBlue);181}182#endif // JPH_DEBUG_RENDERER183184void FixedConstraint::SaveState(StateRecorder &inStream) const185{186TwoBodyConstraint::SaveState(inStream);187188mRotationConstraintPart.SaveState(inStream);189mPointConstraintPart.SaveState(inStream);190}191192void FixedConstraint::RestoreState(StateRecorder &inStream)193{194TwoBodyConstraint::RestoreState(inStream);195196mRotationConstraintPart.RestoreState(inStream);197mPointConstraintPart.RestoreState(inStream);198}199200Ref<ConstraintSettings> FixedConstraint::GetConstraintSettings() const201{202FixedConstraintSettings *settings = new FixedConstraintSettings;203ToConstraintSettings(*settings);204settings->mSpace = EConstraintSpace::LocalToBodyCOM;205settings->mPoint1 = RVec3(mLocalSpacePosition1);206settings->mAxisX1 = Vec3::sAxisX();207settings->mAxisY1 = Vec3::sAxisY();208settings->mPoint2 = RVec3(mLocalSpacePosition2);209settings->mAxisX2 = mInvInitialOrientation.RotateAxisX();210settings->mAxisY2 = mInvInitialOrientation.RotateAxisY();211return settings;212}213214JPH_NAMESPACE_END215216217