// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include JPH_NAMESPACE_BEGIN /// Distance constraint settings, used to create a distance constraint class JPH_EXPORT DistanceConstraintSettings final : public TwoBodyConstraintSettings { JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, DistanceConstraintSettings) public: // See: ConstraintSettings::SaveBinaryState virtual void SaveBinaryState(StreamOut &inStream) const override; /// Create an instance of this constraint virtual TwoBodyConstraint * Create(Body &inBody1, Body &inBody2) const override; /// This determines in which space the constraint is setup, all properties below should be in the specified space EConstraintSpace mSpace = EConstraintSpace::WorldSpace; /// Body 1 constraint reference frame (space determined by mSpace). /// Constraint will keep mPoint1 (a point on body 1) and mPoint2 (a point on body 2) at the same distance. /// Note that this constraint can be used as a cheap PointConstraint by setting mPoint1 = mPoint2 (but this removes only 1 degree of freedom instead of 3). RVec3 mPoint1 = RVec3::sZero(); /// Body 2 constraint reference frame (space determined by mSpace) RVec3 mPoint2 = RVec3::sZero(); /// Ability to override the distance range at which the two points are kept apart. If the value is negative, it will be replaced by the distance between mPoint1 and mPoint2 (works only if mSpace is world space). float mMinDistance = -1.0f; float mMaxDistance = -1.0f; /// When enabled, this makes the limits soft. When the constraint exceeds the limits, a spring force will pull it back. SpringSettings mLimitsSpringSettings; protected: // See: ConstraintSettings::RestoreBinaryState virtual void RestoreBinaryState(StreamIn &inStream) override; }; /// This constraint is a stiff spring that holds 2 points at a fixed distance from each other class JPH_EXPORT DistanceConstraint final : public TwoBodyConstraint { public: JPH_OVERRIDE_NEW_DELETE /// Construct distance constraint DistanceConstraint(Body &inBody1, Body &inBody2, const DistanceConstraintSettings &inSettings); // Generic interface of a constraint virtual EConstraintSubType GetSubType() const override { return EConstraintSubType::Distance; } virtual void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inDeltaCOM) override; virtual void SetupVelocityConstraint(float inDeltaTime) override; virtual void ResetWarmStart() override; virtual void WarmStartVelocityConstraint(float inWarmStartImpulseRatio) override; virtual bool SolveVelocityConstraint(float inDeltaTime) override; virtual bool SolvePositionConstraint(float inDeltaTime, float inBaumgarte) override; #ifdef JPH_DEBUG_RENDERER virtual void DrawConstraint(DebugRenderer *inRenderer) const override; #endif // JPH_DEBUG_RENDERER virtual void SaveState(StateRecorder &inStream) const override; virtual void RestoreState(StateRecorder &inStream) override; virtual Ref GetConstraintSettings() const override; // See: TwoBodyConstraint virtual Mat44 GetConstraintToBody1Matrix() const override { return Mat44::sTranslation(mLocalSpacePosition1); } virtual Mat44 GetConstraintToBody2Matrix() const override { return Mat44::sTranslation(mLocalSpacePosition2); } // Note: Incorrect rotation as we don't track the original rotation difference, should not matter though as the constraint is not limiting rotation. /// Update the minimum and maximum distance for the constraint void SetDistance(float inMinDistance, float inMaxDistance) { JPH_ASSERT(inMinDistance <= inMaxDistance); mMinDistance = inMinDistance; mMaxDistance = inMaxDistance; } float GetMinDistance() const { return mMinDistance; } float GetMaxDistance() const { return mMaxDistance; } /// Update the limits spring settings const SpringSettings & GetLimitsSpringSettings() const { return mLimitsSpringSettings; } SpringSettings & GetLimitsSpringSettings() { return mLimitsSpringSettings; } void SetLimitsSpringSettings(const SpringSettings &inLimitsSpringSettings) { mLimitsSpringSettings = inLimitsSpringSettings; } ///@name Get Lagrange multiplier from last physics update (the linear impulse applied to satisfy the constraint) inline float GetTotalLambdaPosition() const { return mAxisConstraint.GetTotalLambda(); } private: // Internal helper function to calculate the values below void CalculateConstraintProperties(float inDeltaTime); // CONFIGURATION PROPERTIES FOLLOW // Local space constraint positions Vec3 mLocalSpacePosition1; Vec3 mLocalSpacePosition2; // Min/max distance that must be kept between the world space points float mMinDistance; float mMaxDistance; // Soft constraint limits SpringSettings mLimitsSpringSettings; // RUN TIME PROPERTIES FOLLOW // World space positions and normal RVec3 mWorldSpacePosition1; RVec3 mWorldSpacePosition2; Vec3 mWorldSpaceNormal; // Depending on if the distance < min or distance > max we can apply forces to prevent further violations float mMinLambda; float mMaxLambda; // The constraint part AxisConstraintPart mAxisConstraint; }; JPH_NAMESPACE_END