reactphysics3d/src/constraint/BallAndSocketJoint.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_BALL_AND_SOCKET_JOINT_H
#define REACTPHYSICS3D_BALL_AND_SOCKET_JOINT_H
// Libraries
#include "Joint.h"
#include "../mathematics/mathematics.h"
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namespace reactphysics3d {
// Structure BallAndSocketJointInfo
/**
* This structure is used to gather the information needed to create a ball-and-socket
* joint. This structure will be used to create the actual ball-and-socket joint.
*/
struct BallAndSocketJointInfo : public JointInfo {
public :
// -------------------- Attributes -------------------- //
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/// Anchor point (in world-space coordinates)
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Vector3 anchorPointWorldSpace;
/// Constructor
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BallAndSocketJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
const Vector3& initAnchorPointWorldSpace)
: JointInfo(rigidBody1, rigidBody2, BALLSOCKETJOINT),
anchorPointWorldSpace(initAnchorPointWorldSpace) {}
};
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// Class BallAndSocketJoint
/**
* This class represents a ball-and-socket joint that allows arbitrary rotation
* between two bodies. This joint has three degrees of freedom. It can be used to
* create a chain of bodies for instance.
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*/
class BallAndSocketJoint : public Joint {
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private :
// -------------------- Constants -------------------- //
// Beta value for the bias factor of position correction
static const decimal BETA;
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// -------------------- Attributes -------------------- //
/// Anchor point of body 1 (in local-space coordinates of body 1)
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Vector3 mLocalAnchorPointBody1;
/// Anchor point of body 2 (in local-space coordinates of body 2)
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Vector3 mLocalAnchorPointBody2;
/// Vector from center of body 2 to anchor point in world-space
Vector3 mR1World;
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/// Vector from center of body 2 to anchor point in world-space
Vector3 mR2World;
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/// Inertia tensor of body 1 (in world-space coordinates)
Matrix3x3 mI1;
/// Inertia tensor of body 2 (in world-space coordinates)
Matrix3x3 mI2;
/// Bias vector for the constraint
Vector3 mBiasVector;
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/// Inverse mass matrix K=JM^-1J^-t of the constraint
Matrix3x3 mInverseMassMatrix;
/// Accumulated impulse
Vector3 mImpulse;
// -------------------- Methods -------------------- //
/// Private copy-constructor
BallAndSocketJoint(const BallAndSocketJoint& constraint);
/// Private assignment operator
BallAndSocketJoint& operator=(const BallAndSocketJoint& constraint);
/// Return the number of bytes used by the joint
virtual size_t getSizeInBytes() const;
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/// Initialize before solving the constraint
virtual void initBeforeSolve(const ConstraintSolverData& constraintSolverData);
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/// Warm start the constraint (apply the previous impulse at the beginning of the step)
virtual void warmstart(const ConstraintSolverData& constraintSolverData);
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/// Solve the velocity constraint
virtual void solveVelocityConstraint(const ConstraintSolverData& constraintSolverData);
/// Solve the position constraint (for position error correction)
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virtual void solvePositionConstraint(const ConstraintSolverData& constraintSolverData);
public :
// -------------------- Methods -------------------- //
/// Constructor
BallAndSocketJoint(const BallAndSocketJointInfo& jointInfo);
/// Destructor
virtual ~BallAndSocketJoint();
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};
// Return the number of bytes used by the joint
inline size_t BallAndSocketJoint::getSizeInBytes() const {
return sizeof(BallAndSocketJoint);
}
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}
#endif