50    JPH_INLINE 
bool             ApplyVelocityStep(
Body &ioBody1, 
Body &ioBody2, 
Vec3Arg inN1, 
Vec3Arg inN2, 
float inRatio, 
float inLambda)
 const 
   93        float inv_effective_mass = 0.0f;
 
   99            mR1xN1 = inR1.
Cross(inN1);
 
  109            mRatioR2xN2 = inRatio * inR2.
Cross(inN2);
 
  116        if (inv_effective_mass == 0.0f)
 
  119            mEffectiveMass = 1.0f / inv_effective_mass;
 
  125        mEffectiveMass = 0.0f;
 
  132        return mEffectiveMass != 0.0f;
 
  144        mTotalLambda *= inWarmStartImpulseRatio;
 
  145        ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, mTotalLambda);
 
  162        float new_lambda = 
Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); 
 
  163        lambda = new_lambda - mTotalLambda; 
 
  164        mTotalLambda = new_lambda; 
 
  166        return ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, lambda);
 
  192            float lambda = -mEffectiveMass * inBaumgarte * inC;
 
  228        inStream.
Write(mTotalLambda);
 
  234        inStream.
Read(mTotalLambda);
 
  241    Vec3                        mInvI2_RatioR2xN2;
 
  242    float                       mEffectiveMass = 0.0f;
 
  243    float                       mTotalLambda = 0.0f;
 
#define JPH_NAMESPACE_END
Definition: Core.h:354
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:348
#define JPH_ASSERT(...)
Definition: IssueReporting.h:33
constexpr T Clamp(T inV, T inMin, T inMax)
Clamp a value between two values.
Definition: Math.h:45
constexpr T Square(T inV)
Square a value.
Definition: Math.h:52
const MotionProperties * GetMotionProperties() const
Access to the motion properties.
Definition: Body.h:228
bool IsDynamic() const
Check if this body is dynamic, which means that it moves and forces can act on it.
Definition: Body.h:67
void AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
Update rotation using an Euler step (using during position integrate & constraint solving)
Definition: Body.inl:90
Vec3 GetLinearVelocity() const
Get world space linear velocity of the center of mass (unit: m/s)
Definition: Body.h:126
bool IsStatic() const
Check if this body is static (not movable)
Definition: Body.h:61
Quat GetRotation() const
World space rotation of the body.
Definition: Body.h:210
const MotionProperties * GetMotionPropertiesUnchecked() const
Access to the motion properties (version that does not check if the object is kinematic or dynamic)
Definition: Body.h:232
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass (unit: rad/s)
Definition: Body.h:135
void AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)
Update position using an Euler step (used during position integrate & constraint solving)
Definition: Body.h:262
Definition: IndependentAxisConstraintPart.h:48
void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inR1, Vec3Arg inN1, Vec3Arg inR2, Vec3Arg inN2, float inRatio)
Definition: IndependentAxisConstraintPart.h:89
float GetTotalLambda() const
Return lagrange multiplier.
Definition: IndependentAxisConstraintPart.h:170
void RestoreState(StateRecorder &inStream)
Restore state of this constraint part.
Definition: IndependentAxisConstraintPart.h:232
bool IsActive() const
Check if constraint is active.
Definition: IndependentAxisConstraintPart.h:130
void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inWarmStartImpulseRatio)
Definition: IndependentAxisConstraintPart.h:142
bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inMinLambda, float inMaxLambda)
Definition: IndependentAxisConstraintPart.h:156
void Deactivate()
Deactivate this constraint.
Definition: IndependentAxisConstraintPart.h:123
bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inC, float inBaumgarte) const
Definition: IndependentAxisConstraintPart.h:183
void SaveState(StateRecorder &inStream) const
Save state of this constraint part.
Definition: IndependentAxisConstraintPart.h:226
The Body class only keeps track of state for static bodies, the MotionProperties class keeps the addi...
Definition: MotionProperties.h:29
void AddLinearVelocityStep(Vec3Arg inLinearVelocityChange)
Definition: MotionProperties.h:157
float GetInverseMass() const
Get inverse mass (1 / mass). Should only be called on a dynamic object (static or kinematic bodies ha...
Definition: MotionProperties.h:95
JPH_INLINE Vec3 MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const
Multiply a vector with the inverse world space inertia tensor ( ). Zero if object is static or kinema...
Definition: MotionProperties.inl:68
void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition: MotionProperties.h:159
Definition: StateRecorder.h:48
void Read(T &outT)
Read a primitive (e.g. float, int, etc.) from the binary stream.
Definition: StreamIn.h:29
void Write(const T &inT)
Write a primitive (e.g. float, int, etc.) to the binary stream.
Definition: StreamOut.h:26
JPH_INLINE float Dot(Vec3Arg inV2) const
Dot product.
Definition: Vec3.inl:637
JPH_INLINE Vec3 Cross(Vec3Arg inV2) const
Cross product.
Definition: Vec3.inl:582
JPH_INLINE bool IsNormalized(float inTolerance=1.0e-6f) const
Test if vector is normalized.
Definition: Vec3.inl:737