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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Constraints/FixedConstraint.cpp
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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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#include <Jolt/Jolt.h>
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#include <Jolt/Physics/Constraints/FixedConstraint.h>
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#include <Jolt/Physics/Body/Body.h>
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#include <Jolt/ObjectStream/TypeDeclarations.h>
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#ifdef JPH_DEBUG_RENDERER
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#include <Jolt/Renderer/DebugRenderer.h>
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#endif // JPH_DEBUG_RENDERER
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JPH_NAMESPACE_BEGIN
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using namespace literals;
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JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(FixedConstraintSettings)
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{
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JPH_ADD_BASE_CLASS(FixedConstraintSettings, TwoBodyConstraintSettings)
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JPH_ADD_ENUM_ATTRIBUTE(FixedConstraintSettings, mSpace)
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JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAutoDetectPoint)
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JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint1)
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JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX1)
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JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY1)
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JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mPoint2)
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JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisX2)
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JPH_ADD_ATTRIBUTE(FixedConstraintSettings, mAxisY2)
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}
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void FixedConstraintSettings::SaveBinaryState(StreamOut &inStream) const
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{
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ConstraintSettings::SaveBinaryState(inStream);
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inStream.Write(mSpace);
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inStream.Write(mAutoDetectPoint);
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inStream.Write(mPoint1);
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inStream.Write(mAxisX1);
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inStream.Write(mAxisY1);
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inStream.Write(mPoint2);
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inStream.Write(mAxisX2);
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inStream.Write(mAxisY2);
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}
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void FixedConstraintSettings::RestoreBinaryState(StreamIn &inStream)
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{
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ConstraintSettings::RestoreBinaryState(inStream);
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inStream.Read(mSpace);
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inStream.Read(mAutoDetectPoint);
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inStream.Read(mPoint1);
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inStream.Read(mAxisX1);
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inStream.Read(mAxisY1);
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inStream.Read(mPoint2);
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inStream.Read(mAxisX2);
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inStream.Read(mAxisY2);
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}
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TwoBodyConstraint *FixedConstraintSettings::Create(Body &inBody1, Body &inBody2) const
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{
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return new FixedConstraint(inBody1, inBody2, *this);
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}
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FixedConstraint::FixedConstraint(Body &inBody1, Body &inBody2, const FixedConstraintSettings &inSettings) :
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TwoBodyConstraint(inBody1, inBody2, inSettings)
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{
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// Store inverse of initial rotation from body 1 to body 2 in body 1 space
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mInvInitialOrientation = RotationEulerConstraintPart::sGetInvInitialOrientationXY(inSettings.mAxisX1, inSettings.mAxisY1, inSettings.mAxisX2, inSettings.mAxisY2);
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if (inSettings.mSpace == EConstraintSpace::WorldSpace)
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{
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if (inSettings.mAutoDetectPoint)
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{
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// Determine anchor point: If any of the bodies can never be dynamic use the other body as anchor point
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RVec3 anchor;
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if (!inBody1.CanBeKinematicOrDynamic())
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anchor = inBody2.GetCenterOfMassPosition();
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else if (!inBody2.CanBeKinematicOrDynamic())
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anchor = inBody1.GetCenterOfMassPosition();
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else
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{
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// Otherwise use weighted anchor point towards the lightest body
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Real inv_m1 = Real(inBody1.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked());
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Real inv_m2 = Real(inBody2.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked());
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Real total_inv_mass = inv_m1 + inv_m2;
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if (total_inv_mass != 0.0_r)
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anchor = (inv_m1 * inBody1.GetCenterOfMassPosition() + inv_m2 * inBody2.GetCenterOfMassPosition()) / (inv_m1 + inv_m2);
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else
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anchor = inBody1.GetCenterOfMassPosition();
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}
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// Store local positions
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mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * anchor);
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mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * anchor);
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}
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else
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{
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// Store local positions
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mLocalSpacePosition1 = Vec3(inBody1.GetInverseCenterOfMassTransform() * inSettings.mPoint1);
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mLocalSpacePosition2 = Vec3(inBody2.GetInverseCenterOfMassTransform() * inSettings.mPoint2);
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}
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// Constraints were specified in world space, so we should have replaced c1 with q10^-1 c1 and c2 with q20^-1 c2
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// => r0^-1 = (q20^-1 c2) (q10^-1 c1)^1 = q20^-1 (c2 c1^-1) q10
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mInvInitialOrientation = inBody2.GetRotation().Conjugated() * mInvInitialOrientation * inBody1.GetRotation();
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}
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else
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{
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// Store local positions
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mLocalSpacePosition1 = Vec3(inSettings.mPoint1);
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mLocalSpacePosition2 = Vec3(inSettings.mPoint2);
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}
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}
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void FixedConstraint::NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM)
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{
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if (mBody1->GetID() == inBodyID)
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mLocalSpacePosition1 -= inDeltaCOM;
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else if (mBody2->GetID() == inBodyID)
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mLocalSpacePosition2 -= inDeltaCOM;
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}
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void FixedConstraint::SetupVelocityConstraint(float inDeltaTime)
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{
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// Calculate constraint values that don't change when the bodies don't change position
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Mat44 rotation1 = Mat44::sRotation(mBody1->GetRotation());
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Mat44 rotation2 = Mat44::sRotation(mBody2->GetRotation());
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mRotationConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, *mBody2, rotation2);
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mPointConstraintPart.CalculateConstraintProperties(*mBody1, rotation1, mLocalSpacePosition1, *mBody2, rotation2, mLocalSpacePosition2);
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}
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void FixedConstraint::ResetWarmStart()
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{
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mRotationConstraintPart.Deactivate();
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mPointConstraintPart.Deactivate();
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}
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void FixedConstraint::WarmStartVelocityConstraint(float inWarmStartImpulseRatio)
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{
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// Warm starting: Apply previous frame impulse
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mRotationConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
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mPointConstraintPart.WarmStart(*mBody1, *mBody2, inWarmStartImpulseRatio);
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}
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bool FixedConstraint::SolveVelocityConstraint(float inDeltaTime)
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{
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// Solve rotation constraint
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bool rot = mRotationConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
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// Solve position constraint
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bool pos = mPointConstraintPart.SolveVelocityConstraint(*mBody1, *mBody2);
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return rot || pos;
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}
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bool FixedConstraint::SolvePositionConstraint(float inDeltaTime, float inBaumgarte)
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{
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// Solve rotation constraint
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mRotationConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), *mBody2, Mat44::sRotation(mBody2->GetRotation()));
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bool rot = mRotationConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, mInvInitialOrientation, inBaumgarte);
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// Solve position constraint
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mPointConstraintPart.CalculateConstraintProperties(*mBody1, Mat44::sRotation(mBody1->GetRotation()), mLocalSpacePosition1, *mBody2, Mat44::sRotation(mBody2->GetRotation()), mLocalSpacePosition2);
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bool pos = mPointConstraintPart.SolvePositionConstraint(*mBody1, *mBody2, inBaumgarte);
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return rot || pos;
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}
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#ifdef JPH_DEBUG_RENDERER
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void FixedConstraint::DrawConstraint(DebugRenderer *inRenderer) const
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{
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RMat44 com1 = mBody1->GetCenterOfMassTransform();
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RMat44 com2 = mBody2->GetCenterOfMassTransform();
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RVec3 anchor1 = com1 * mLocalSpacePosition1;
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RVec3 anchor2 = com2 * mLocalSpacePosition2;
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// Draw constraint
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inRenderer->DrawLine(com1.GetTranslation(), anchor1, Color::sGreen);
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inRenderer->DrawLine(com2.GetTranslation(), anchor2, Color::sBlue);
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}
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#endif // JPH_DEBUG_RENDERER
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void FixedConstraint::SaveState(StateRecorder &inStream) const
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{
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TwoBodyConstraint::SaveState(inStream);
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mRotationConstraintPart.SaveState(inStream);
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mPointConstraintPart.SaveState(inStream);
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}
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void FixedConstraint::RestoreState(StateRecorder &inStream)
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{
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TwoBodyConstraint::RestoreState(inStream);
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mRotationConstraintPart.RestoreState(inStream);
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mPointConstraintPart.RestoreState(inStream);
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}
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Ref<ConstraintSettings> FixedConstraint::GetConstraintSettings() const
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{
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FixedConstraintSettings *settings = new FixedConstraintSettings;
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ToConstraintSettings(*settings);
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settings->mSpace = EConstraintSpace::LocalToBodyCOM;
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settings->mPoint1 = RVec3(mLocalSpacePosition1);
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settings->mAxisX1 = Vec3::sAxisX();
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settings->mAxisY1 = Vec3::sAxisY();
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settings->mPoint2 = RVec3(mLocalSpacePosition2);
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settings->mAxisX2 = mInvInitialOrientation.RotateAxisX();
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settings->mAxisY2 = mInvInitialOrientation.RotateAxisY();
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return settings;
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}
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JPH_NAMESPACE_END
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