reactphysics3d/src/constraint/Constraint.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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
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#include "../configuration.h"
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#include "../body/RigidBody.h"
#include "../mathematics/mathematics.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
// Enumeration for the type of a constraint
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enum ConstraintType {CONTACT, BALLSOCKETJOINT, SLIDERJOINT, HINGEJOINT, FIXEDJOINT};
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// Class declarations
struct ConstraintSolverData;
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class Constraint;
// Structure JointListElement
/**
* This structure represents a single element of a linked list of joints
*/
struct JointListElement {
public:
// -------------------- Attributes -------------------- //
/// Pointer to the actual joint
Constraint* joint;
/// Next element of the list
JointListElement* next;
// -------------------- Methods -------------------- //
/// Constructor
JointListElement(Constraint* initJoint, JointListElement* initNext)
:joint(initJoint), next(initNext){
}
};
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// Structure ConstraintInfo
/**
* This structure is used to gather the information needed to create a constraint.
*/
struct ConstraintInfo {
public :
// -------------------- Attributes -------------------- //
/// First rigid body of the constraint
RigidBody* body1;
/// Second rigid body of the constraint
RigidBody* body2;
/// Type of the constraint
ConstraintType type;
/// True if the two bodies of the constraint are allowed to collide with each other
bool isCollisionEnabled;
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/// Position correction technique used for the constraint (used for joints).
/// By default, the BAUMGARTE technique is used
JointsPositionCorrectionTechnique positionCorrectionTechnique;
/// Constructor
ConstraintInfo(ConstraintType constraintType)
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: body1(NULL), body2(NULL), type(constraintType),
positionCorrectionTechnique(NON_LINEAR_GAUSS_SEIDEL),
isCollisionEnabled(true) {}
/// Constructor
ConstraintInfo(RigidBody* rigidBody1, RigidBody* rigidBody2, ConstraintType constraintType)
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: body1(rigidBody1), body2(rigidBody2), type(constraintType),
positionCorrectionTechnique(NON_LINEAR_GAUSS_SEIDEL),
isCollisionEnabled(true) {
}
/// Destructor
virtual ~ConstraintInfo() {}
};
// Class Constraint
/**
* This abstract class represents a constraint in the physics engine.
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* A constraint can be a collision contact point or a joint for
* instance.
*/
class Constraint {
protected :
// -------------------- Attributes -------------------- //
/// Pointer to the first body of the constraint
RigidBody* const mBody1;
/// Pointer to the second body of the constraint
RigidBody* const mBody2;
/// True if the constraint is active
bool mActive;
/// Type of the constraint
const ConstraintType mType;
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/// Body 1 index in the velocity array to solve the constraint
uint mIndexBody1;
/// Body 2 index in the velocity array to solve the constraint
uint mIndexBody2;
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/// Position correction technique used for the constraint (used for joints)
JointsPositionCorrectionTechnique mPositionCorrectionTechnique;
/// True if the two bodies of the constraint are allowed to collide with each other
bool mIsCollisionEnabled;
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/// True if the joint has already been added into an island
bool mIsAlreadyInIsland;
// -------------------- Methods -------------------- //
/// Private copy-constructor
Constraint(const Constraint& constraint);
/// Private assignment operator
Constraint& operator=(const Constraint& constraint);
public :
// -------------------- Methods -------------------- //
/// Constructor
Constraint(const ConstraintInfo& constraintInfo);
/// Destructor
virtual ~Constraint();
/// Return the reference to the body 1
RigidBody* const getBody1() const;
/// Return the reference to the body 2
RigidBody* const getBody2() const;
/// Return true if the constraint is active
bool isActive() const;
/// Return the type of the constraint
ConstraintType getType() const;
/// Return true if the collision between the two bodies of the constraint is enabled
bool isCollisionEnabled() const;
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/// Return true if the joint has already been added into an island
bool isAlreadyInIsland() const;
/// Return the number of bytes used by the constraint
virtual size_t getSizeInBytes() const = 0;
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/// Initialize before solving the constraint
virtual void initBeforeSolve(const ConstraintSolverData& constraintSolverData) = 0;
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/// Warm start the constraint (apply the previous impulse at the beginning of the step)
virtual void warmstart(const ConstraintSolverData& constraintSolverData) = 0;
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/// Solve the velocity constraint
virtual void solveVelocityConstraint(const ConstraintSolverData& constraintSolverData) = 0;
/// Solve the position constraint
virtual void solvePositionConstraint(const ConstraintSolverData& constraintSolverData) = 0;
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// -------------------- Friendship -------------------- //
friend class DynamicsWorld;
friend class Island;
};
// Return the reference to the body 1
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inline RigidBody* const Constraint::getBody1() const {
return mBody1;
}
// Return the reference to the body 2
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inline RigidBody* const Constraint::getBody2() const {
return mBody2;
}
// Return true if the constraint is active
inline bool Constraint::isActive() const {
return mActive;
}
// Return the type of the constraint
inline ConstraintType Constraint::getType() const {
return mType;
}
// Return true if the collision between the two bodies of the constraint is enabled
inline bool Constraint::isCollisionEnabled() const {
return mIsCollisionEnabled;
}
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// Return true if the joint has already been added into an island
inline bool Constraint::isAlreadyInIsland() const {
return mIsAlreadyInIsland;
}
}
#endif