// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include JPH_NAMESPACE_BEGIN class IslandBuilder; class BodyManager; class StateRecorderFilter; #ifdef JPH_DEBUG_RENDERER class DebugRenderer; #endif // JPH_DEBUG_RENDERER /// A list of constraints using Constraints = Array>; /// A constraint manager manages all constraints of the same type class JPH_EXPORT ConstraintManager : public NonCopyable { public: JPH_OVERRIDE_NEW_DELETE #ifdef JPH_ENABLE_ASSERTS /// Constructor ConstraintManager(PhysicsLockContext inContext) : mLockContext(inContext) { } #endif // JPH_ENABLE_ASSERTS /// Add a new constraint. This is thread safe. void Add(Constraint **inConstraints, int inNumber); /// Remove a constraint. This is thread safe. void Remove(Constraint **inConstraint, int inNumber); /// Get a list of all constraints Constraints GetConstraints() const; /// Get total number of constraints inline uint32 GetNumConstraints() const { return uint32(mConstraints.size()); } /// Determine the active constraints of a subset of the constraints void GetActiveConstraints(uint32 inStartConstraintIdx, uint32 inEndConstraintIdx, Constraint **outActiveConstraints, uint32 &outNumActiveConstraints) const; /// Link bodies to form islands static void sBuildIslands(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, IslandBuilder &ioBuilder, BodyManager &inBodyManager); /// In order to have a deterministic simulation, we need to sort the constraints of an island before solving them static void sSortConstraints(Constraint **inActiveConstraints, uint32 *inConstraintIdxBegin, uint32 *inConstraintIdxEnd); /// Prior to solving the velocity constraints, you must call SetupVelocityConstraints once to precalculate values that are independent of velocity static void sSetupVelocityConstraints(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, float inDeltaTime); /// Apply last frame's impulses, must be called prior to SolveVelocityConstraints template static void sWarmStartVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, ConstraintCallback &ioCallback); /// This function is called multiple times to iteratively come to a solution that meets all velocity constraints static bool sSolveVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime); /// This function is called multiple times to iteratively come to a solution that meets all position constraints static bool sSolvePositionConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime, float inBaumgarte); #ifdef JPH_DEBUG_RENDERER /// Draw all constraints void DrawConstraints(DebugRenderer *inRenderer) const; /// Draw all constraint limits void DrawConstraintLimits(DebugRenderer *inRenderer) const; /// Draw all constraint reference frames void DrawConstraintReferenceFrame(DebugRenderer *inRenderer) const; #endif // JPH_DEBUG_RENDERER /// Save state of constraints void SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const; /// Restore the state of constraints. Returns false if failed. bool RestoreState(StateRecorder &inStream); /// Lock all constraints. This should only be done during PhysicsSystem::Update(). void LockAllConstraints() { PhysicsLock::sLock(mConstraintsMutex JPH_IF_ENABLE_ASSERTS(, mLockContext, EPhysicsLockTypes::ConstraintsList)); } void UnlockAllConstraints() { PhysicsLock::sUnlock(mConstraintsMutex JPH_IF_ENABLE_ASSERTS(, mLockContext, EPhysicsLockTypes::ConstraintsList)); } private: #ifdef JPH_ENABLE_ASSERTS PhysicsLockContext mLockContext; #endif // JPH_ENABLE_ASSERTS Constraints mConstraints; mutable Mutex mConstraintsMutex; }; JPH_NAMESPACE_END