39    JPH_INLINE 
bool             ApplyVelocityStep(
Body &ioBody1, 
Body &ioBody2, 
float inLambda)
 const 
   62    JPH_INLINE 
float                CalculateInverseEffectiveMass(
const Body &inBody1, 
const Body &inBody2, 
Vec3Arg inWorldSpaceAxis)
 
   71        return inWorldSpaceAxis.
Dot(mInvI1_Axis + mInvI2_Axis);
 
   83        float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
 
   85        if (inv_effective_mass == 0.0f)
 
   89            mEffectiveMass = 1.0f / inv_effective_mass;
 
  106        float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
 
  108        if (inv_effective_mass == 0.0f)
 
  126        float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
 
  128        if (inv_effective_mass == 0.0f)
 
  137        float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inBody2, inWorldSpaceAxis);
 
  139        if (inv_effective_mass == 0.0f)
 
  141        else if (inSpringSettings.
mMode == ESpringMode::FrequencyAndDamping)
 
  150        mEffectiveMass = 0.0f;
 
  157        return mEffectiveMass != 0.0f;
 
  166        mTotalLambda *= inWarmStartImpulseRatio;
 
  167        ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
 
  182        float new_lambda = 
Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); 
 
  183        lambda = new_lambda - mTotalLambda; 
 
  184        mTotalLambda = new_lambda; 
 
  186        return ApplyVelocityStep(ioBody1, ioBody2, lambda);
 
  203        if (inC != 0.0f && !mSpringPart.
IsActive())
 
  210            float lambda = -mEffectiveMass * inBaumgarte * inC;
 
  240        inStream.
Write(mTotalLambda);
 
  246        inStream.
Read(mTotalLambda);
 
  252    float                       mEffectiveMass = 0.0f;
 
  254    float                       mTotalLambda = 0.0f;
 
#define JPH_NAMESPACE_END
Definition: Core.h:378
 
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:372
 
#define JPH_ASSERT(...)
Definition: IssueReporting.h:33
 
JPH_INLINE constexpr T Clamp(T inV, T inMin, T inMax)
Clamp a value between two values.
Definition: Math.h:45
 
Definition: AngleConstraintPart.h:37
 
bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inC, float inBaumgarte) const
Definition: AngleConstraintPart.h:200
 
void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping)
Definition: AngleConstraintPart.h:124
 
void Deactivate()
Deactivate this constraint.
Definition: AngleConstraintPart.h:148
 
bool IsActive() const
Check if constraint is active.
Definition: AngleConstraintPart.h:155
 
void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f)
Definition: AngleConstraintPart.h:81
 
void RestoreState(StateRecorder &inStream)
Restore state of this constraint part.
Definition: AngleConstraintPart.h:244
 
void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
Definition: AngleConstraintPart.h:164
 
bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
Definition: AngleConstraintPart.h:176
 
void SaveState(StateRecorder &inStream) const
Save state of this constraint part.
Definition: AngleConstraintPart.h:238
 
void CalculateConstraintPropertiesWithSettings(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
Selects one of the above functions based on the spring settings.
Definition: AngleConstraintPart.h:135
 
void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, const Body &inBody2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping)
Definition: AngleConstraintPart.h:104
 
float GetTotalLambda() const
Return lagrange multiplier.
Definition: AngleConstraintPart.h:190
 
const MotionProperties * GetMotionProperties() const
Access to the motion properties.
Definition: Body.h:263
 
bool IsDynamic() const
Check if this body is dynamic, which means that it moves and forces can act on it.
Definition: Body.h:63
 
void AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
Update rotation using an Euler step (used during position integrate & constraint solving)
Definition: Body.inl:81
 
Quat GetRotation() const
World space rotation of the body.
Definition: Body.h:245
 
void SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
Definition: Body.inl:100
 
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass (unit: rad/s)
Definition: Body.h:157
 
void SubAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition: MotionProperties.h:194
 
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
 
Class used in other constraint parts to calculate the required bias factor in the lagrange multiplier...
Definition: SpringPart.h:14
 
void CalculateSpringPropertiesWithFrequencyAndDamping(float inDeltaTime, float inInvEffectiveMass, float inBias, float inC, float inFrequency, float inDamping, float &outEffectiveMass)
Definition: SpringPart.h:86
 
void CalculateSpringPropertiesWithStiffnessAndDamping(float inDeltaTime, float inInvEffectiveMass, float inBias, float inC, float inStiffness, float inDamping, float &outEffectiveMass)
Definition: SpringPart.h:116
 
float GetBias(float inTotalLambda) const
Get total bias b, including supplied bias and bias for spring: lambda = J v + b.
Definition: SpringPart.h:137
 
void CalculateSpringPropertiesWithBias(float inBias)
Definition: SpringPart.h:71
 
bool IsActive() const
Returns if this spring is active.
Definition: SpringPart.h:131
 
Settings for a linear or angular spring.
Definition: SpringSettings.h:23
 
float mStiffness
Definition: SpringSettings.h:60
 
float mDamping
Definition: SpringSettings.h:67
 
ESpringMode mMode
Definition: SpringSettings.h:44
 
float mFrequency
Definition: SpringSettings.h:51
 
Definition: StateRecorder.h:105
 
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:649
 
JPH_INLINE bool IsNormalized(float inTolerance=1.0e-6f) const
Test if vector is normalized.
Definition: Vec3.inl:749
 
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition: Vec3.inl:107