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:367
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:361
#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:255
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:81
Vec3 GetLinearVelocity() const
Get world space linear velocity of the center of mass (unit: m/s)
Definition: Body.h:150
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:237
const MotionProperties * GetMotionPropertiesUnchecked() const
Access to the motion properties (version that does not check if the object is kinematic or dynamic)
Definition: Body.h:259
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass (unit: rad/s)
Definition: Body.h:159
void AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)
Update position using an Euler step (used during position integrate & constraint solving)
Definition: Body.h:289
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:191
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:76
void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition: MotionProperties.h:193
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