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

95 lines
4.2 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/ConstraintPart/PointConstraintPart.h>
JPH_NAMESPACE_BEGIN
/// Point constraint settings, used to create a point constraint
class JPH_EXPORT PointConstraintSettings final : public TwoBodyConstraintSettings
{
JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, PointConstraintSettings)
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 position (space determined by mSpace).
RVec3 mPoint1 = RVec3::sZero();
/// Body 2 constraint position (space determined by mSpace).
/// Note: Normally you would set mPoint1 = mPoint2 if the bodies are already placed how you want to constrain them (if mSpace = world space).
RVec3 mPoint2 = RVec3::sZero();
protected:
// See: ConstraintSettings::RestoreBinaryState
virtual void RestoreBinaryState(StreamIn &inStream) override;
};
/// A point constraint constrains 2 bodies on a single point (removing 3 degrees of freedom)
class JPH_EXPORT PointConstraint final : public TwoBodyConstraint
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Construct point constraint
PointConstraint(Body &inBody1, Body &inBody2, const PointConstraintSettings &inSettings);
// Generic interface of a constraint
virtual EConstraintSubType GetSubType() const override { return EConstraintSubType::Point; }
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<ConstraintSettings> GetConstraintSettings() const override;
/// Update the attachment point for body 1
void SetPoint1(EConstraintSpace inSpace, RVec3Arg inPoint1);
/// Update the attachment point for body 2
void SetPoint2(EConstraintSpace inSpace, RVec3Arg inPoint2);
/// Get the attachment point for body 1 relative to body 1 COM (transform by Body::GetCenterOfMassTransform to take to world space)
inline Vec3 GetLocalSpacePoint1() const { return mLocalSpacePosition1; }
/// Get the attachment point for body 2 relative to body 2 COM (transform by Body::GetCenterOfMassTransform to take to world space)
inline Vec3 GetLocalSpacePoint2() const { return mLocalSpacePosition2; }
// 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.
///@name Get Lagrange multiplier from last physics update (the linear impulse applied to satisfy the constraint)
inline Vec3 GetTotalLambdaPosition() const { return mPointConstraintPart.GetTotalLambda(); }
private:
// Internal helper function to calculate the values below
void CalculateConstraintProperties();
// Local space constraint positions
Vec3 mLocalSpacePosition1;
Vec3 mLocalSpacePosition2;
// The constraint part
PointConstraintPart mPointConstraintPart;
};
JPH_NAMESPACE_END