// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2023 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include JPH_NAMESPACE_BEGIN class StreamIn; class StreamOut; /// Enum used by constraints to specify how the spring is defined enum class ESpringMode : uint8 { FrequencyAndDamping, ///< Frequency and damping are specified StiffnessAndDamping, ///< Stiffness and damping are specified }; /// Settings for a linear or angular spring class JPH_EXPORT SpringSettings { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, SpringSettings) public: /// Constructor SpringSettings() = default; SpringSettings(const SpringSettings &) = default; SpringSettings & operator = (const SpringSettings &) = default; SpringSettings(ESpringMode inMode, float inFrequencyOrStiffness, float inDamping) : mMode(inMode), mFrequency(inFrequencyOrStiffness), mDamping(inDamping) { } /// Saves the contents of the spring settings in binary form to inStream. void SaveBinaryState(StreamOut &inStream) const; /// Restores contents from the binary stream inStream. void RestoreBinaryState(StreamIn &inStream); /// Check if the spring has a valid frequency / stiffness, if not the spring will be hard inline bool HasStiffness() const { return mFrequency > 0.0f; } /// Selects the way in which the spring is defined /// If the mode is StiffnessAndDamping then mFrequency becomes the stiffness (k) and mDamping becomes the damping ratio (c) in the spring equation F = -k * x - c * v. Otherwise the properties are as documented. ESpringMode mMode = ESpringMode::FrequencyAndDamping; union { /// Valid when mSpringMode = ESpringMode::FrequencyAndDamping. /// If mFrequency > 0 the constraint will be soft and mFrequency specifies the oscillation frequency in Hz. /// If mFrequency <= 0, mDamping is ignored and the constraint will have hard limits (as hard as the time step / the number of velocity / position solver steps allows). float mFrequency = 0.0f; /// Valid when mSpringMode = ESpringMode::StiffnessAndDamping. /// If mStiffness > 0 the constraint will be soft and mStiffness specifies the stiffness (k) in the spring equation F = -k * x - c * v for a linear or T = -k * theta - c * w for an angular spring. /// If mStiffness <= 0, mDamping is ignored and the constraint will have hard limits (as hard as the time step / the number of velocity / position solver steps allows). /// /// Note that stiffness values are large numbers. To calculate a ballpark value for the needed stiffness you can use: /// force = stiffness * delta_spring_length = mass * gravity <=> stiffness = mass * gravity / delta_spring_length. /// So if your object weighs 1500 kg and the spring compresses by 2 meters, you need a stiffness in the order of 1500 * 9.81 / 2 ~ 7500 N/m. float mStiffness; }; /// When mSpringMode = ESpringMode::FrequencyAndDamping mDamping is the damping ratio (0 = no damping, 1 = critical damping). /// When mSpringMode = ESpringMode::StiffnessAndDamping mDamping is the damping (c) in the spring equation F = -k * x - c * v for a linear or T = -k * theta - c * w for an angular spring. /// Note that if you set mDamping = 0, you will not get an infinite oscillation. Because we integrate physics using an explicit Euler scheme, there is always energy loss. /// This is done to keep the simulation from exploding, because with a damping of 0 and even the slightest rounding error, the oscillation could become bigger and bigger until the simulation explodes. float mDamping = 0.0f; }; JPH_NAMESPACE_END