Jolt Physics
A multi core friendly Game Physics Engine
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ConeConstraint.h
Go to the documentation of this file.
1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
10
12
15{
16public:
18
19 // See: ConstraintSettings::SaveBinaryState
20 virtual void SaveBinaryState(StreamOut &inStream) const override;
21
23 virtual TwoBodyConstraint * Create(Body &inBody1, Body &inBody2) const override;
24
26 EConstraintSpace mSpace = EConstraintSpace::WorldSpace;
27
29 RVec3 mPoint1 = RVec3::sZero();
30 Vec3 mTwistAxis1 = Vec3::sAxisX();
31
33 RVec3 mPoint2 = RVec3::sZero();
34 Vec3 mTwistAxis2 = Vec3::sAxisX();
35
37 float mHalfConeAngle = 0.0f;
38
39protected:
40 // See: ConstraintSettings::RestoreBinaryState
41 virtual void RestoreBinaryState(StreamIn &inStream) override;
42};
43
70{
71public:
73
75 ConeConstraint(Body &inBody1, Body &inBody2, const ConeConstraintSettings &inSettings);
76
77 // Generic interface of a constraint
78 virtual EConstraintSubType GetSubType() const override { return EConstraintSubType::Cone; }
79 virtual void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM) override;
80 virtual void SetupVelocityConstraint(float inDeltaTime) override;
81 virtual void WarmStartVelocityConstraint(float inWarmStartImpulseRatio) override;
82 virtual bool SolveVelocityConstraint(float inDeltaTime) override;
83 virtual bool SolvePositionConstraint(float inDeltaTime, float inBaumgarte) override;
84#ifdef JPH_DEBUG_RENDERER
85 virtual void DrawConstraint(DebugRenderer *inRenderer) const override;
86 virtual void DrawConstraintLimits(DebugRenderer *inRenderer) const override;
87#endif // JPH_DEBUG_RENDERER
88 virtual void SaveState(StateRecorder &inStream) const override;
89 virtual void RestoreState(StateRecorder &inStream) override;
90 virtual Ref<ConstraintSettings> GetConstraintSettings() const override;
91
92 // See: TwoBodyConstraint
93 virtual Mat44 GetConstraintToBody1Matrix() const override;
94 virtual Mat44 GetConstraintToBody2Matrix() const override;
95
97 void SetHalfConeAngle(float inHalfConeAngle) { JPH_ASSERT(inHalfConeAngle >= 0.0f && inHalfConeAngle <= JPH_PI); mCosHalfConeAngle = Cos(inHalfConeAngle); }
98 float GetCosHalfConeAngle() const { return mCosHalfConeAngle; }
99
101 inline Vec3 GetTotalLambdaPosition() const { return mPointConstraintPart.GetTotalLambda(); }
102 inline float GetTotalLambdaRotation() const { return mAngleConstraintPart.GetTotalLambda(); }
103
104private:
105 // Internal helper function to calculate the values below
106 void CalculateRotationConstraintProperties(Mat44Arg inRotation1, Mat44Arg inRotation2);
107
108 // CONFIGURATION PROPERTIES FOLLOW
109
110 // Local space constraint positions
111 Vec3 mLocalSpacePosition1;
112 Vec3 mLocalSpacePosition2;
113
114 // Local space constraint axis
115 Vec3 mLocalSpaceTwistAxis1;
116 Vec3 mLocalSpaceTwistAxis2;
117
118 // Angular limits
119 float mCosHalfConeAngle;
120
121 // RUN TIME PROPERTIES FOLLOW
122
123 // Axis and angle of rotation between the two bodies
124 Vec3 mWorldSpaceRotationAxis;
125 float mCosTheta;
126
127 // The constraint parts
128 PointConstraintPart mPointConstraintPart;
129 AngleConstraintPart mAngleConstraintPart;
130};
131
EConstraintSpace
Certain constraints support setting them up in local or world space. This governs what is used.
Definition: Constraint.h:58
EConstraintSubType
Enum to identify constraint sub type.
Definition: Constraint.h:34
#define JPH_EXPORT
Definition: Core.h:214
#define JPH_NAMESPACE_END
Definition: Core.h:354
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:348
#define JPH_ASSERT(...)
Definition: IssueReporting.h:33
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition: Memory.h:29
#define JPH_DECLARE_SERIALIZABLE_VIRTUAL(linkage, class_name)
Definition: SerializableObject.h:100
JPH_INLINE float Cos(float inX)
Cosine of x (input in radians)
Definition: Trigonometry.h:20
Definition: AngleConstraintPart.h:37
Definition: Body.h:35
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition: BodyID.h:13
Definition: ConeConstraint.h:70
float GetTotalLambdaRotation() const
Definition: ConeConstraint.h:102
float GetCosHalfConeAngle() const
Definition: ConeConstraint.h:98
virtual EConstraintSubType GetSubType() const override
Get the sub type of a constraint.
Definition: ConeConstraint.h:78
void SetHalfConeAngle(float inHalfConeAngle)
Update maximum angle between body 1 and 2 (see ConeConstraintSettings)
Definition: ConeConstraint.h:97
Vec3 GetTotalLambdaPosition() const
Definition: ConeConstraint.h:101
Cone constraint settings, used to create a cone constraint.
Definition: ConeConstraint.h:15
virtual void SaveBinaryState(StreamOut &inStream) const
Saves the contents of the constraint settings in binary form to inStream.
Definition: Constraint.cpp:26
virtual void RestoreBinaryState(StreamIn &inStream)
This function should not be called directly, it is used by sRestoreFromBinaryState.
Definition: Constraint.cpp:36
Simple triangle renderer for debugging purposes.
Definition: DebugRenderer.h:30
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition: Mat44.h:13
Definition: PointConstraintPart.h:41
Definition: Reference.h:101
Definition: StateRecorder.h:48
Simple binary input stream.
Definition: StreamIn.h:13
Simple binary output stream.
Definition: StreamOut.h:13
Base class for all constraints that involve 2 bodies. Body1 is usually considered the parent,...
Definition: TwoBodyConstraint.h:27
Base class for settings for all constraints that involve 2 bodies.
Definition: TwoBodyConstraint.h:16
virtual TwoBodyConstraint * Create(Body &inBody1, Body &inBody2) const =0
Definition: Vec3.h:16
static JPH_INLINE Vec3 sAxisX()
Vectors with the principal axis.
Definition: Vec3.h:52
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition: Vec3.inl:107