engine/dep/include/reactphysics3d/constraint/Joint.h

173 lines
6.0 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2022 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_CONSTRAINT_H
#define REACTPHYSICS3D_CONSTRAINT_H
// Libraries
#include <reactphysics3d/configuration.h>
#include <reactphysics3d/body/RigidBody.h>
#include <reactphysics3d/mathematics/mathematics.h>
// ReactPhysics3D namespace
namespace reactphysics3d {
/// Enumeration for the type of a constraint
enum class JointType {BALLSOCKETJOINT, SLIDERJOINT, HINGEJOINT, FIXEDJOINT};
// Class declarations
struct ConstraintSolverData;
class Joint;
class RigidBody;
// Structure JointInfo
/**
* This structure is used to gather the information needed to create a joint.
*/
struct JointInfo {
public :
// -------------------- Attributes -------------------- //
/// First rigid body of the joint
RigidBody* body1;
/// Second rigid body of the joint
RigidBody* body2;
/// Type of the joint
JointType type;
/// Position correction technique used for the constraint (used for joints).
/// By default, the NON_LINEAR_GAUSS_SEIDEL technique is used
JointsPositionCorrectionTechnique positionCorrectionTechnique;
/// True if the two bodies of the joint are allowed to collide with each other
bool isCollisionEnabled;
/// Constructor
JointInfo(JointType constraintType)
: body1(nullptr), body2(nullptr), type(constraintType),
positionCorrectionTechnique(JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL),
isCollisionEnabled(true) {
}
/// Constructor
JointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2, JointType constraintType)
: body1(rigidBody1), body2(rigidBody2), type(constraintType),
positionCorrectionTechnique(JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL),
isCollisionEnabled(true) {
}
/// Destructor
virtual ~JointInfo() = default;
};
// Class Joint
/**
* This abstract class represents a joint between two bodies.
*/
class Joint {
protected :
// -------------------- Attributes -------------------- //
/// Entity ID of the joint
Entity mEntity;
/// Reference to the physics world
PhysicsWorld& mWorld;
// -------------------- Methods -------------------- //
/// Return the number of bytes used by the joint
virtual size_t getSizeInBytes() const = 0;
/// Awake the two bodies of the joint
void awakeBodies() const;
public :
// -------------------- Methods -------------------- //
/// Constructor
Joint(Entity entity, PhysicsWorld& world);
/// Destructor
virtual ~Joint() = default;
/// Deleted copy-constructor
Joint(const Joint& constraint) = delete;
/// Deleted assignment operator
Joint& operator=(const Joint& constraint) = delete;
/// Return the reference to the body 1
RigidBody* getBody1() const;
/// Return the reference to the body 2
RigidBody* getBody2() const;
/// Return the type of the constraint
JointType getType() const;
/// Return the force (in Newtons) on body 2 required to satisfy the joint constraint
virtual Vector3 getReactionForce(decimal timeStep) const=0;
/// Return the torque (in Newtons * meters) on body 2 required to satisfy the joint constraint
virtual Vector3 getReactionTorque(decimal timeStep) const=0;
/// Return true if the collision between the two bodies of the joint is enabled
bool isCollisionEnabled() const;
/// Return the entity id of the joint
Entity getEntity() const;
/// Return a string representation
virtual std::string to_string() const=0;
// -------------------- Friendship -------------------- //
friend class PhysicsWorld;
friend class Island;
friend class ConstraintSolverSystem;
};
// Return the entity id of the joint
/**
* @return The entity of the joint
*/
RP3D_FORCE_INLINE Entity Joint::getEntity() const {
return mEntity;
}
}
#endif