godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Constraints/SwingTwistConstraint.h

198 lines
9.7 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
#include <Jolt/Physics/Constraints/MotorSettings.h>
#include <Jolt/Physics/Constraints/ConstraintPart/PointConstraintPart.h>
#include <Jolt/Physics/Constraints/ConstraintPart/AngleConstraintPart.h>
#include <Jolt/Physics/Constraints/ConstraintPart/SwingTwistConstraintPart.h>
JPH_NAMESPACE_BEGIN
/// Swing twist constraint settings, used to create a swing twist constraint
/// All values in this structure are copied to the swing twist constraint and the settings object is no longer needed afterwards.
///
/// This image describes the limit settings:
/// @image html Docs/SwingTwistConstraint.png
class JPH_EXPORT SwingTwistConstraintSettings final : public TwoBodyConstraintSettings
{
JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, SwingTwistConstraintSettings)
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;
///@name Body 1 constraint reference frame (space determined by mSpace)
RVec3 mPosition1 = RVec3::sZero();
Vec3 mTwistAxis1 = Vec3::sAxisX();
Vec3 mPlaneAxis1 = Vec3::sAxisY();
///@name Body 2 constraint reference frame (space determined by mSpace)
RVec3 mPosition2 = RVec3::sZero();
Vec3 mTwistAxis2 = Vec3::sAxisX();
Vec3 mPlaneAxis2 = Vec3::sAxisY();
/// The type of swing constraint that we want to use.
ESwingType mSwingType = ESwingType::Cone;
///@name Swing rotation limits
float mNormalHalfConeAngle = 0.0f; ///< See image at Detailed Description. Angle in radians.
float mPlaneHalfConeAngle = 0.0f; ///< See image at Detailed Description. Angle in radians.
///@name Twist rotation limits
float mTwistMinAngle = 0.0f; ///< See image at Detailed Description. Angle in radians. Should be \f$\in [-\pi, \pi]\f$.
float mTwistMaxAngle = 0.0f; ///< See image at Detailed Description. Angle in radians. Should be \f$\in [-\pi, \pi]\f$.
///@name Friction
float mMaxFrictionTorque = 0.0f; ///< Maximum amount of torque (N m) to apply as friction when the constraint is not powered by a motor
///@name In case the constraint is powered, this determines the motor settings around the swing and twist axis
MotorSettings mSwingMotorSettings;
MotorSettings mTwistMotorSettings;
protected:
// See: ConstraintSettings::RestoreBinaryState
virtual void RestoreBinaryState(StreamIn &inStream) override;
};
/// A swing twist constraint is a specialized constraint for humanoid ragdolls that allows limited rotation only
///
/// @see SwingTwistConstraintSettings for a description of the limits
class JPH_EXPORT SwingTwistConstraint final : public TwoBodyConstraint
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Construct swing twist constraint
SwingTwistConstraint(Body &inBody1, Body &inBody2, const SwingTwistConstraintSettings &inSettings);
///@name Generic interface of a constraint
virtual EConstraintSubType GetSubType() const override { return EConstraintSubType::SwingTwist; }
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;
virtual void DrawConstraintLimits(DebugRenderer *inRenderer) const override;
#endif // JPH_DEBUG_RENDERER
virtual void SaveState(StateRecorder &inStream) const override;
virtual void RestoreState(StateRecorder &inStream) override;
virtual Ref<ConstraintSettings> GetConstraintSettings() const override;
// See: TwoBodyConstraint
virtual Mat44 GetConstraintToBody1Matrix() const override { return Mat44::sRotationTranslation(mConstraintToBody1, mLocalSpacePosition1); }
virtual Mat44 GetConstraintToBody2Matrix() const override { return Mat44::sRotationTranslation(mConstraintToBody2, mLocalSpacePosition2); }
///@name Constraint reference frame
inline Vec3 GetLocalSpacePosition1() const { return mLocalSpacePosition1; }
inline Vec3 GetLocalSpacePosition2() const { return mLocalSpacePosition2; }
inline Quat GetConstraintToBody1() const { return mConstraintToBody1; }
inline Quat GetConstraintToBody2() const { return mConstraintToBody2; }
///@name Constraint limits
inline float GetNormalHalfConeAngle() const { return mNormalHalfConeAngle; }
inline void SetNormalHalfConeAngle(float inAngle) { mNormalHalfConeAngle = inAngle; UpdateLimits(); }
inline float GetPlaneHalfConeAngle() const { return mPlaneHalfConeAngle; }
inline void SetPlaneHalfConeAngle(float inAngle) { mPlaneHalfConeAngle = inAngle; UpdateLimits(); }
inline float GetTwistMinAngle() const { return mTwistMinAngle; }
inline void SetTwistMinAngle(float inAngle) { mTwistMinAngle = inAngle; UpdateLimits(); }
inline float GetTwistMaxAngle() const { return mTwistMaxAngle; }
inline void SetTwistMaxAngle(float inAngle) { mTwistMaxAngle = inAngle; UpdateLimits(); }
///@name Motor settings
const MotorSettings & GetSwingMotorSettings() const { return mSwingMotorSettings; }
MotorSettings & GetSwingMotorSettings() { return mSwingMotorSettings; }
const MotorSettings & GetTwistMotorSettings() const { return mTwistMotorSettings; }
MotorSettings & GetTwistMotorSettings() { return mTwistMotorSettings; }
///@name Friction control
void SetMaxFrictionTorque(float inFrictionTorque) { mMaxFrictionTorque = inFrictionTorque; }
float GetMaxFrictionTorque() const { return mMaxFrictionTorque; }
///@name Motor controls
/// Controls if the motors are on or off
void SetSwingMotorState(EMotorState inState);
EMotorState GetSwingMotorState() const { return mSwingMotorState; }
void SetTwistMotorState(EMotorState inState);
EMotorState GetTwistMotorState() const { return mTwistMotorState; }
/// Set the target angular velocity of body 2 in constraint space of body 2
void SetTargetAngularVelocityCS(Vec3Arg inAngularVelocity) { mTargetAngularVelocity = inAngularVelocity; }
Vec3 GetTargetAngularVelocityCS() const { return mTargetAngularVelocity; }
/// Set the target orientation in constraint space (drives constraint to: GetRotationInConstraintSpace() == inOrientation)
void SetTargetOrientationCS(QuatArg inOrientation);
Quat GetTargetOrientationCS() const { return mTargetOrientation; }
/// Set the target orientation in body space (R2 = R1 * inOrientation, where R1 and R2 are the world space rotations for body 1 and 2).
/// Solve: R2 * ConstraintToBody2 = R1 * ConstraintToBody1 * q (see SwingTwistConstraint::GetSwingTwist) and R2 = R1 * inOrientation for q.
void SetTargetOrientationBS(QuatArg inOrientation) { SetTargetOrientationCS(mConstraintToBody1.Conjugated() * inOrientation * mConstraintToBody2); }
/// Get current rotation of constraint in constraint space.
/// Solve: R2 * ConstraintToBody2 = R1 * ConstraintToBody1 * q for q.
Quat GetRotationInConstraintSpace() const;
///@name Get Lagrange multiplier from last physics update (the linear/angular impulse applied to satisfy the constraint)
inline Vec3 GetTotalLambdaPosition() const { return mPointConstraintPart.GetTotalLambda(); }
inline float GetTotalLambdaTwist() const { return mSwingTwistConstraintPart.GetTotalTwistLambda(); }
inline float GetTotalLambdaSwingY() const { return mSwingTwistConstraintPart.GetTotalSwingYLambda(); }
inline float GetTotalLambdaSwingZ() const { return mSwingTwistConstraintPart.GetTotalSwingZLambda(); }
inline Vec3 GetTotalLambdaMotor() const { return Vec3(mMotorConstraintPart[0].GetTotalLambda(), mMotorConstraintPart[1].GetTotalLambda(), mMotorConstraintPart[2].GetTotalLambda()); }
private:
// Update the limits in the swing twist constraint part
void UpdateLimits();
// CONFIGURATION PROPERTIES FOLLOW
// Local space constraint positions
Vec3 mLocalSpacePosition1;
Vec3 mLocalSpacePosition2;
// Transforms from constraint space to body space
Quat mConstraintToBody1;
Quat mConstraintToBody2;
// Limits
float mNormalHalfConeAngle;
float mPlaneHalfConeAngle;
float mTwistMinAngle;
float mTwistMaxAngle;
// Friction
float mMaxFrictionTorque;
// Motor controls
MotorSettings mSwingMotorSettings;
MotorSettings mTwistMotorSettings;
EMotorState mSwingMotorState = EMotorState::Off;
EMotorState mTwistMotorState = EMotorState::Off;
Vec3 mTargetAngularVelocity = Vec3::sZero();
Quat mTargetOrientation = Quat::sIdentity();
// RUN TIME PROPERTIES FOLLOW
// Rotation axis for motor constraint parts
Vec3 mWorldSpaceMotorAxis[3];
// The constraint parts
PointConstraintPart mPointConstraintPart;
SwingTwistConstraintPart mSwingTwistConstraintPart;
AngleConstraintPart mMotorConstraintPart[3];
};
JPH_NAMESPACE_END