Add BallAndSocketJointComponents class
This commit is contained in:
parent
cef1f6cd22
commit
8187c19fa3
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@ -147,6 +147,7 @@ SET (REACTPHYSICS3D_HEADERS
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"src/components/TransformComponents.h"
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"src/components/ProxyShapeComponents.h"
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"src/components/JointComponents.h"
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"src/components/BallAndSocketJointComponents.h"
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"src/collision/CollisionCallback.h"
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"src/collision/OverlapCallback.h"
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"src/mathematics/mathematics.h"
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@ -240,6 +241,7 @@ SET (REACTPHYSICS3D_SOURCES
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"src/components/TransformComponents.cpp"
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"src/components/ProxyShapeComponents.cpp"
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"src/components/JointComponents.cpp"
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"src/components/BallAndSocketJointComponents.cpp"
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"src/collision/CollisionCallback.cpp"
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"src/collision/OverlapCallback.cpp"
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"src/mathematics/mathematics_functions.cpp"
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@ -123,9 +123,6 @@ class CollisionShape {
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/// Return the local bounds of the shape in x, y and z directions
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virtual void getLocalBounds(Vector3& min, Vector3& max) const=0;
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/// Return the scaling vector of the collision shape
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Vector3 getLocalScaling() const;
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/// Return the id of the shape
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uint getId() const;
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@ -175,7 +175,7 @@ class ConcaveMeshShape : public ConcaveShape {
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ConcaveMeshShape(TriangleMesh* triangleMesh, const Vector3& scaling = Vector3(1, 1, 1));
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/// Destructor
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virtual ~ConcaveMeshShape() = default;
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virtual ~ConcaveMeshShape() override = default;
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/// Deleted copy-constructor
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ConcaveMeshShape(const ConcaveMeshShape& shape) = delete;
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@ -110,7 +110,7 @@ inline decimal SphereShape::getRadius() const {
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* @return False because the sphere shape is not a polyhedron
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*/
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inline bool SphereShape::isPolyhedron() const {
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return false;
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return false;
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}
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// Return the number of bytes used by the collision shape
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226
src/components/BallAndSocketJointComponents.cpp
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226
src/components/BallAndSocketJointComponents.cpp
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@ -0,0 +1,226 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "BallAndSocketJointComponents.h"
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#include "engine/EntityManager.h"
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#include "mathematics/Matrix3x3.h"
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#include <cassert>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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BallAndSocketJointComponents::BallAndSocketJointComponents(MemoryAllocator& allocator)
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:Components(allocator, sizeof(Entity) + sizeof(BallAndSocketJoint*) + sizeof(Vector3) +
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sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) +
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sizeof(Matrix3x3) + sizeof(Matrix3x3) + sizeof(Vector3) +
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sizeof(Matrix3x3) + sizeof(Vector3)) {
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// Allocate memory for the components data
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allocate(INIT_NB_ALLOCATED_COMPONENTS);
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}
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// Allocate memory for a given number of components
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void BallAndSocketJointComponents::allocate(uint32 nbComponentsToAllocate) {
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assert(nbComponentsToAllocate > mNbAllocatedComponents);
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// Size for the data of a single component (in bytes)
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const size_t totalSizeBytes = nbComponentsToAllocate * mComponentDataSize;
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// Allocate memory
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void* newBuffer = mMemoryAllocator.allocate(totalSizeBytes);
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assert(newBuffer != nullptr);
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// New pointers to components data
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Entity* newJointEntities = static_cast<Entity*>(newBuffer);
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BallAndSocketJoint** newJoints = reinterpret_cast<BallAndSocketJoint**>(newJointEntities + nbComponentsToAllocate);
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Vector3* newLocalAnchorPointBody1 = reinterpret_cast<Vector3*>(newJoints + nbComponentsToAllocate);
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Vector3* newLocalAnchorPointBody2 = reinterpret_cast<Vector3*>(newLocalAnchorPointBody1 + nbComponentsToAllocate);
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Vector3* newR1World = reinterpret_cast<Vector3*>(newLocalAnchorPointBody2 + nbComponentsToAllocate);
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Vector3* newR2World = reinterpret_cast<Vector3*>(newR1World + nbComponentsToAllocate);
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Matrix3x3* newI1 = reinterpret_cast<Matrix3x3*>(newR2World + nbComponentsToAllocate);
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Matrix3x3* newI2 = reinterpret_cast<Matrix3x3*>(newI1 + nbComponentsToAllocate);
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Vector3* newBiasVector = reinterpret_cast<Vector3*>(newI2 + nbComponentsToAllocate);
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Matrix3x3* newInverseMassMatrix = reinterpret_cast<Matrix3x3*>(newBiasVector + nbComponentsToAllocate);
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Vector3* newImpulse = reinterpret_cast<Vector3*>(newInverseMassMatrix + nbComponentsToAllocate);
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// If there was already components before
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if (mNbComponents > 0) {
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// Copy component data from the previous buffer to the new one
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memcpy(newJointEntities, mJointEntities, mNbComponents * sizeof(Entity));
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memcpy(newJoints, mJoints, mNbComponents * sizeof(BallAndSocketJoint*));
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memcpy(newLocalAnchorPointBody1, mLocalAnchorPointBody1, mNbComponents * sizeof(Vector3));
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memcpy(newLocalAnchorPointBody2, mLocalAnchorPointBody2, mNbComponents * sizeof(Vector3));
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memcpy(newR1World, mR1World, mNbComponents * sizeof(Vector3));
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memcpy(newR2World, mR2World, mNbComponents * sizeof(Vector3));
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memcpy(newI1, mI1, mNbComponents * sizeof(Matrix3x3));
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memcpy(newI2, mI2, mNbComponents * sizeof(Matrix3x3));
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memcpy(newBiasVector, mBiasVector, mNbComponents * sizeof(Vector3));
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memcpy(newInverseMassMatrix, mInverseMassMatrix, mNbComponents * sizeof(Matrix3x3));
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memcpy(newImpulse, mImpulse, mNbComponents * sizeof(Vector3));
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// Deallocate previous memory
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mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
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}
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mBuffer = newBuffer;
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mJointEntities = newJointEntities;
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mJoints = newJoints;
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mNbAllocatedComponents = nbComponentsToAllocate;
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mLocalAnchorPointBody1 = newLocalAnchorPointBody1;
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mLocalAnchorPointBody2 = newLocalAnchorPointBody2;
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mR1World = newR1World;
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mR2World = newR2World;
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mI1 = newI1;
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mI2 = newI2;
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mBiasVector = newBiasVector;
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mInverseMassMatrix = newInverseMassMatrix;
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mImpulse = newImpulse;
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}
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// Add a component
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void BallAndSocketJointComponents::addComponent(Entity jointEntity, bool isSleeping, const BallAndSocketJointComponent& component) {
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// Prepare to add new component (allocate memory if necessary and compute insertion index)
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uint32 index = prepareAddComponent(isSleeping);
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// Insert the new component data
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new (mJointEntities + index) Entity(jointEntity);
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mJoints[index] = nullptr;
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new (mLocalAnchorPointBody1 + index) Vector3(0, 0, 0);
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new (mLocalAnchorPointBody2 + index) Vector3(0, 0, 0);
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new (mR1World + index) Vector3(0, 0, 0);
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new (mR2World + index) Vector3(0, 0, 0);
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new (mI1 + index) Matrix3x3();
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new (mI2 + index) Matrix3x3();
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new (mBiasVector + index) Vector3(0, 0, 0);
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new (mInverseMassMatrix + index) Matrix3x3();
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new (mImpulse + index) Vector3(0, 0, 0);
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// Map the entity with the new component lookup index
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(jointEntity, index));
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mNbComponents++;
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assert(mDisabledStartIndex <= mNbComponents);
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assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
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}
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// Move a component from a source to a destination index in the components array
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// The destination location must contain a constructed object
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void BallAndSocketJointComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) {
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const Entity entity = mJointEntities[srcIndex];
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// Copy the data of the source component to the destination location
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new (mJointEntities + destIndex) Entity(mJointEntities[srcIndex]);
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mJoints[destIndex] = mJoints[srcIndex];
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new (mLocalAnchorPointBody1 + destIndex) Vector3(mLocalAnchorPointBody1[srcIndex]);
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new (mLocalAnchorPointBody2 + destIndex) Vector3(mLocalAnchorPointBody2[srcIndex]);
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new (mR1World + destIndex) Vector3(mR1World[srcIndex]);
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new (mR2World + destIndex) Vector3(mR2World[srcIndex]);
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new (mI1 + destIndex) Matrix3x3(mI1[srcIndex]);
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new (mI2 + destIndex) Matrix3x3(mI2[srcIndex]);
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new (mBiasVector + destIndex) Vector3(mBiasVector[srcIndex]);
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new (mInverseMassMatrix + destIndex) Matrix3x3(mInverseMassMatrix[srcIndex]);
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new (mImpulse + destIndex) Vector3(mImpulse[srcIndex]);
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// Destroy the source component
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destroyComponent(srcIndex);
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assert(!mMapEntityToComponentIndex.containsKey(entity));
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// Update the entity to component index mapping
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity, destIndex));
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assert(mMapEntityToComponentIndex[mJointEntities[destIndex]] == destIndex);
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}
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// Swap two components in the array
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void BallAndSocketJointComponents::swapComponents(uint32 index1, uint32 index2) {
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// Copy component 1 data
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Entity jointEntity1(mJointEntities[index1]);
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BallAndSocketJoint* joint1 = mJoints[index1];
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Vector3 localAnchorPointBody1(mLocalAnchorPointBody1[index1]);
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Vector3 localAnchorPointBody2(mLocalAnchorPointBody2[index1]);
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Vector3 r1World1(mR1World[index1]);
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Vector3 r2World1(mR2World[index1]);
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Matrix3x3 i11(mI1[index1]);
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Matrix3x3 i21(mI2[index1]);
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Vector3 biasVector1(mBiasVector[index1]);
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Matrix3x3 inverseMassMatrix1(mInverseMassMatrix[index1]);
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Vector3 impulse1(mImpulse[index1]);
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// Destroy component 1
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destroyComponent(index1);
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moveComponentToIndex(index2, index1);
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// Reconstruct component 1 at component 2 location
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new (mJointEntities + index2) Entity(jointEntity1);
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mJoints[index2] = joint1;
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new (mLocalAnchorPointBody1 + index2) Vector3(localAnchorPointBody1);
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new (mLocalAnchorPointBody2 + index2) Vector3(localAnchorPointBody2);
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new (mR1World + index2) Vector3(r1World1);
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new (mR2World + index2) Vector3(r2World1);
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new (mI1 + index2) Matrix3x3(i11);
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new (mI2 + index2) Matrix3x3(i21);
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new (mBiasVector + index2) Vector3(biasVector1);
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new (mInverseMassMatrix + index2) Matrix3x3(inverseMassMatrix1);
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new (mImpulse + index2) Vector3(impulse1);
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// Update the entity to component index mapping
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(jointEntity1, index2));
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assert(mMapEntityToComponentIndex[mJointEntities[index1]] == index1);
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assert(mMapEntityToComponentIndex[mJointEntities[index2]] == index2);
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assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
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}
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// Destroy a component at a given index
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void BallAndSocketJointComponents::destroyComponent(uint32 index) {
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Components::destroyComponent(index);
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assert(mMapEntityToComponentIndex[mJointEntities[index]] == index);
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mMapEntityToComponentIndex.remove(mJointEntities[index]);
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mJointEntities[index].~Entity();
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mJoints[index] = nullptr;
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mLocalAnchorPointBody1[index].~Vector3();
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mLocalAnchorPointBody2[index].~Vector3();
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mR1World[index].~Vector3();
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mR2World[index].~Vector3();
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mI1[index].~Matrix3x3();
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mI2[index].~Matrix3x3();
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mBiasVector[index].~Vector3();
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mInverseMassMatrix[index].~Matrix3x3();
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mImpulse[index].~Vector3();
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}
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331
src/components/BallAndSocketJointComponents.h
Normal file
331
src/components/BallAndSocketJointComponents.h
Normal file
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@ -0,0 +1,331 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_BALL_AND_SOCKET_JOINT_COMPONENTS_H
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#define REACTPHYSICS3D_BALL_AND_SOCKET_JOINT_COMPONENTS_H
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// Libraries
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#include "mathematics/Transform.h"
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#include "mathematics/Matrix3x3.h"
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#include "engine/Entity.h"
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#include "components/Components.h"
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#include "containers/Map.h"
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Class declarations
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class MemoryAllocator;
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class EntityManager;
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class BallAndSocketJoint;
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enum class JointType;
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// Class BallAndSocketJointComponents
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/**
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* This class represent the component of the ECS with data for the BallAndSocketJoint.
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*/
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class BallAndSocketJointComponents : public Components {
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private:
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// -------------------- Attributes -------------------- //
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/// Array of joint entities
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Entity* mJointEntities;
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/// Array of pointers to the joints
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BallAndSocketJoint** mJoints;
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/// Anchor point of body 1 (in local-space coordinates of body 1)
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Vector3* mLocalAnchorPointBody1;
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/// Anchor point of body 2 (in local-space coordinates of body 2)
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Vector3* mLocalAnchorPointBody2;
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/// Vector from center of body 2 to anchor point in world-space
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Vector3* mR1World;
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/// Vector from center of body 2 to anchor point in world-space
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Vector3* mR2World;
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/// Inertia tensor of body 1 (in world-space coordinates)
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Matrix3x3* mI1;
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/// Inertia tensor of body 2 (in world-space coordinates)
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Matrix3x3* mI2;
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/// Bias vector for the constraint
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Vector3* mBiasVector;
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/// Inverse mass matrix K=JM^-1J^-t of the constraint
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Matrix3x3* mInverseMassMatrix;
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/// Accumulated impulse
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Vector3* mImpulse;
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// -------------------- Methods -------------------- //
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/// Allocate memory for a given number of components
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virtual void allocate(uint32 nbComponentsToAllocate) override;
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/// Destroy a component at a given index
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virtual void destroyComponent(uint32 index) override;
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/// Move a component from a source to a destination index in the components array
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virtual void moveComponentToIndex(uint32 srcIndex, uint32 destIndex) override;
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/// Swap two components in the array
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virtual void swapComponents(uint32 index1, uint32 index2) override;
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public:
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/// Structure for the data of a transform component
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struct BallAndSocketJointComponent {
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/// Constructor
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BallAndSocketJointComponent() {
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}
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};
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// -------------------- Methods -------------------- //
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/// Constructor
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BallAndSocketJointComponents(MemoryAllocator& allocator);
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/// Destructor
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virtual ~BallAndSocketJointComponents() override = default;
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/// Add a component
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void addComponent(Entity jointEntity, bool isSleeping, const BallAndSocketJointComponent& component);
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/// Return a pointer to a given joint
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BallAndSocketJoint* getJoint(Entity jointEntity) const;
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/// Set the joint pointer to a given joint
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void setJoint(Entity jointEntity, BallAndSocketJoint* joint) const;
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/// Return the local anchor point of body 1 for a given joint
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const Vector3& getLocalAnchoirPointBody1(Entity jointEntity) const;
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/// Set the local anchor point of body 1 for a given joint
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void setLocalAnchoirPointBody1(Entity jointEntity, const Vector3& localAnchoirPointBody1);
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/// Return the local anchor point of body 2 for a given joint
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const Vector3& getLocalAnchoirPointBody2(Entity jointEntity) const;
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/// Set the local anchor point of body 2 for a given joint
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void setLocalAnchoirPointBody2(Entity jointEntity, const Vector3& localAnchoirPointBody2);
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/// Return the vector from center of body 1 to anchor point in world-space
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const Vector3& getR1World(Entity jointEntity) const;
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/// Set the vector from center of body 1 to anchor point in world-space
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void setR1World(Entity jointEntity, const Vector3& r1World);
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/// Return the vector from center of body 2 to anchor point in world-space
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const Vector3& getR2World(Entity jointEntity) const;
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/// Set the vector from center of body 2 to anchor point in world-space
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void setR2World(Entity jointEntity, const Vector3& r2World);
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||||
/// Return the inertia tensor of body 1 (in world-space coordinates)
|
||||
const Matrix3x3& getI1(Entity jointEntity) const;
|
||||
|
||||
/// Set the inertia tensor of body 1 (in world-space coordinates)
|
||||
void setI1(Entity jointEntity, const Matrix3x3& i1);
|
||||
|
||||
/// Return the inertia tensor of body 2 (in world-space coordinates)
|
||||
const Matrix3x3& getI2(Entity jointEntity) const;
|
||||
|
||||
/// Set the inertia tensor of body 2 (in world-space coordinates)
|
||||
void setI2(Entity jointEntity, const Matrix3x3& i2);
|
||||
|
||||
/// Return the bias vector for the constraint
|
||||
Vector3& getBiasVector(Entity jointEntity);
|
||||
|
||||
/// Set the bias vector for the constraint
|
||||
void setBiasVector(Entity jointEntity, const Vector3& biasVector);
|
||||
|
||||
/// Return the inverse mass matrix K=JM^-1J^-t of the constraint
|
||||
Matrix3x3& getInverseMassMatrix(Entity jointEntity);
|
||||
|
||||
/// Set the inverse mass matrix K=JM^-1J^-t of the constraint
|
||||
void setInverseMassMatrix(Entity jointEntity, const Matrix3x3& inverseMassMatrix);
|
||||
|
||||
/// Return the accumulated impulse
|
||||
Vector3& getImpulse(Entity jointEntity);
|
||||
|
||||
/// Set the accumulated impulse
|
||||
void setImpulse(Entity jointEntity, const Vector3& impulse);
|
||||
|
||||
// -------------------- Friendship -------------------- //
|
||||
|
||||
friend class BroadPhaseSystem;
|
||||
};
|
||||
|
||||
// Return a pointer to a given joint
|
||||
inline BallAndSocketJoint* BallAndSocketJointComponents::getJoint(Entity jointEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mJoints[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the joint pointer to a given joint
|
||||
inline void BallAndSocketJointComponents::setJoint(Entity jointEntity, BallAndSocketJoint* joint) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mJoints[mMapEntityToComponentIndex[jointEntity]] = joint;
|
||||
}
|
||||
|
||||
// Return the local anchor point of body 1 for a given joint
|
||||
inline const Vector3& BallAndSocketJointComponents::getLocalAnchoirPointBody1(Entity jointEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mLocalAnchorPointBody1[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the local anchor point of body 1 for a given joint
|
||||
inline void BallAndSocketJointComponents::setLocalAnchoirPointBody1(Entity jointEntity, const Vector3& localAnchoirPointBody1) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mLocalAnchorPointBody1[mMapEntityToComponentIndex[jointEntity]] = localAnchoirPointBody1;
|
||||
}
|
||||
|
||||
// Return the local anchor point of body 2 for a given joint
|
||||
inline const Vector3& BallAndSocketJointComponents::getLocalAnchoirPointBody2(Entity jointEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mLocalAnchorPointBody2[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the local anchor point of body 2 for a given joint
|
||||
inline void BallAndSocketJointComponents::setLocalAnchoirPointBody2(Entity jointEntity, const Vector3& localAnchoirPointBody2) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mLocalAnchorPointBody2[mMapEntityToComponentIndex[jointEntity]] = localAnchoirPointBody2;
|
||||
}
|
||||
|
||||
// Return the vector from center of body 1 to anchor point in world-space
|
||||
inline const Vector3& BallAndSocketJointComponents::getR1World(Entity jointEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mR1World[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the vector from center of body 1 to anchor point in world-space
|
||||
inline void BallAndSocketJointComponents::setR1World(Entity jointEntity, const Vector3& r1World) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mR1World[mMapEntityToComponentIndex[jointEntity]] = r1World;
|
||||
}
|
||||
|
||||
// Return the vector from center of body 2 to anchor point in world-space
|
||||
inline const Vector3& BallAndSocketJointComponents::getR2World(Entity jointEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mR2World[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the vector from center of body 2 to anchor point in world-space
|
||||
inline void BallAndSocketJointComponents::setR2World(Entity jointEntity, const Vector3& r2World) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mR2World[mMapEntityToComponentIndex[jointEntity]] = r2World;
|
||||
}
|
||||
|
||||
// Return the inertia tensor of body 1 (in world-space coordinates)
|
||||
inline const Matrix3x3& BallAndSocketJointComponents::getI1(Entity jointEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mI1[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the inertia tensor of body 1 (in world-space coordinates)
|
||||
inline void BallAndSocketJointComponents::setI1(Entity jointEntity, const Matrix3x3& i1) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mI1[mMapEntityToComponentIndex[jointEntity]] = i1;
|
||||
}
|
||||
|
||||
// Return the inertia tensor of body 2 (in world-space coordinates)
|
||||
inline const Matrix3x3& BallAndSocketJointComponents::getI2(Entity jointEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mI2[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the inertia tensor of body 2 (in world-space coordinates)
|
||||
inline void BallAndSocketJointComponents::setI2(Entity jointEntity, const Matrix3x3& i2) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mI2[mMapEntityToComponentIndex[jointEntity]] = i2;
|
||||
}
|
||||
|
||||
// Return the bias vector for the constraint
|
||||
inline Vector3 &BallAndSocketJointComponents::getBiasVector(Entity jointEntity) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mBiasVector[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the bias vector for the constraint
|
||||
inline void BallAndSocketJointComponents::setBiasVector(Entity jointEntity, const Vector3& biasVector) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mBiasVector[mMapEntityToComponentIndex[jointEntity]] = biasVector;
|
||||
}
|
||||
|
||||
// Return the inverse mass matrix K=JM^-1J^-t of the constraint
|
||||
inline Matrix3x3& BallAndSocketJointComponents::getInverseMassMatrix(Entity jointEntity) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mInverseMassMatrix[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the inverse mass matrix K=JM^-1J^-t of the constraint
|
||||
inline void BallAndSocketJointComponents::setInverseMassMatrix(Entity jointEntity, const Matrix3x3& inverseMassMatrix) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mInverseMassMatrix[mMapEntityToComponentIndex[jointEntity]] = inverseMassMatrix;
|
||||
}
|
||||
|
||||
// Return the accumulated impulse
|
||||
inline Vector3 &BallAndSocketJointComponents::getImpulse(Entity jointEntity) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
return mImpulse[mMapEntityToComponentIndex[jointEntity]];
|
||||
}
|
||||
|
||||
// Set the accumulated impulse
|
||||
inline void BallAndSocketJointComponents::setImpulse(Entity jointEntity, const Vector3& impulse) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(jointEntity));
|
||||
mImpulse[mMapEntityToComponentIndex[jointEntity]] = impulse;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -36,15 +36,15 @@ const decimal BallAndSocketJoint::BETA = decimal(0.2);
|
|||
|
||||
// Constructor
|
||||
BallAndSocketJoint::BallAndSocketJoint(Entity entity, DynamicsWorld& world, const BallAndSocketJointInfo& jointInfo)
|
||||
: Joint(entity, world, jointInfo), mImpulse(Vector3(0, 0, 0)) {
|
||||
: Joint(entity, world, jointInfo) {
|
||||
|
||||
// Get the transforms of the two bodies
|
||||
Transform& body1Transform = mWorld.mTransformComponents.getTransform(jointInfo.body1->getEntity());
|
||||
Transform& body2Transform = mWorld.mTransformComponents.getTransform(jointInfo.body2->getEntity());
|
||||
|
||||
// Compute the local-space anchor point for each body
|
||||
mLocalAnchorPointBody1 = body1Transform.getInverse() * jointInfo.anchorPointWorldSpace;
|
||||
mLocalAnchorPointBody2 = body2Transform.getInverse() * jointInfo.anchorPointWorldSpace;
|
||||
mWorld.mBallAndSocketJointsComponents.setLocalAnchoirPointBody1(entity, body1Transform.getInverse() * jointInfo.anchorPointWorldSpace);
|
||||
mWorld.mBallAndSocketJointsComponents.setLocalAnchoirPointBody2(entity, body2Transform.getInverse() * jointInfo.anchorPointWorldSpace);
|
||||
}
|
||||
|
||||
// Initialize before solving the constraint
|
||||
|
@ -65,46 +65,55 @@ void BallAndSocketJoint::initBeforeSolve(const ConstraintSolverData& constraintS
|
|||
const Quaternion& orientationBody2 = body2->getTransform().getOrientation();
|
||||
|
||||
// Get the inertia tensor of bodies
|
||||
mI1 = body1->getInertiaTensorInverseWorld();
|
||||
mI2 = body2->getInertiaTensorInverseWorld();
|
||||
mWorld.mBallAndSocketJointsComponents.setI1(mEntity, body1->getInertiaTensorInverseWorld());
|
||||
mWorld.mBallAndSocketJointsComponents.setI2(mEntity, body2->getInertiaTensorInverseWorld());
|
||||
|
||||
// Compute the vector from body center to the anchor point in world-space
|
||||
mR1World = orientationBody1 * mLocalAnchorPointBody1;
|
||||
mR2World = orientationBody2 * mLocalAnchorPointBody2;
|
||||
const Vector3 localAnchorPointBody1 = mWorld.mBallAndSocketJointsComponents.getLocalAnchoirPointBody1(mEntity);
|
||||
const Vector3 localAnchorPointBody2 = mWorld.mBallAndSocketJointsComponents.getLocalAnchoirPointBody2(mEntity);
|
||||
mWorld.mBallAndSocketJointsComponents.setR1World(mEntity, orientationBody1 * localAnchorPointBody1);
|
||||
mWorld.mBallAndSocketJointsComponents.setR2World(mEntity, orientationBody2 * localAnchorPointBody2);
|
||||
|
||||
// Compute the corresponding skew-symmetric matrices
|
||||
Matrix3x3 skewSymmetricMatrixU1= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR1World);
|
||||
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR2World);
|
||||
const Vector3& r1World = mWorld.mBallAndSocketJointsComponents.getR1World(mEntity);
|
||||
const Vector3& r2World = mWorld.mBallAndSocketJointsComponents.getR2World(mEntity);
|
||||
Matrix3x3 skewSymmetricMatrixU1= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r1World);
|
||||
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r2World);
|
||||
|
||||
// Compute the matrix K=JM^-1J^t (3x3 matrix)
|
||||
decimal body1MassInverse = constraintSolverData.rigidBodyComponents.getMassInverse(body1->getEntity());
|
||||
decimal body2MassInverse = constraintSolverData.rigidBodyComponents.getMassInverse(body2->getEntity());
|
||||
decimal inverseMassBodies = body1MassInverse + body2MassInverse;
|
||||
const decimal body1MassInverse = constraintSolverData.rigidBodyComponents.getMassInverse(body1->getEntity());
|
||||
const decimal body2MassInverse = constraintSolverData.rigidBodyComponents.getMassInverse(body2->getEntity());
|
||||
const decimal inverseMassBodies = body1MassInverse + body2MassInverse;
|
||||
const Matrix3x3& i1 = mWorld.mBallAndSocketJointsComponents.getI1(mEntity);
|
||||
const Matrix3x3& i2 = mWorld.mBallAndSocketJointsComponents.getI2(mEntity);
|
||||
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
|
||||
0, inverseMassBodies, 0,
|
||||
0, 0, inverseMassBodies) +
|
||||
skewSymmetricMatrixU1 * mI1 * skewSymmetricMatrixU1.getTranspose() +
|
||||
skewSymmetricMatrixU2 * mI2 * skewSymmetricMatrixU2.getTranspose();
|
||||
skewSymmetricMatrixU1 * i1 * skewSymmetricMatrixU1.getTranspose() +
|
||||
skewSymmetricMatrixU2 * i2 * skewSymmetricMatrixU2.getTranspose();
|
||||
|
||||
// Compute the inverse mass matrix K^-1
|
||||
mInverseMassMatrix.setToZero();
|
||||
Matrix3x3& inverseMassMatrix = mWorld.mBallAndSocketJointsComponents.getInverseMassMatrix(mEntity);
|
||||
inverseMassMatrix.setToZero();
|
||||
if (mWorld.mRigidBodyComponents.getBodyType(body1Entity) == BodyType::DYNAMIC ||
|
||||
mWorld.mRigidBodyComponents.getBodyType(body2Entity) == BodyType::DYNAMIC) {
|
||||
mInverseMassMatrix = massMatrix.getInverse();
|
||||
mWorld.mBallAndSocketJointsComponents.setInverseMassMatrix(mEntity, massMatrix.getInverse());
|
||||
}
|
||||
|
||||
// Compute the bias "b" of the constraint
|
||||
mBiasVector.setToZero();
|
||||
Vector3& biasVector = mWorld.mBallAndSocketJointsComponents.getBiasVector(mEntity);
|
||||
biasVector.setToZero();
|
||||
if (mWorld.mJointsComponents.getPositionCorrectionTechnique(mEntity) == JointsPositionCorrectionTechnique::BAUMGARTE_JOINTS) {
|
||||
decimal biasFactor = (BETA / constraintSolverData.timeStep);
|
||||
mBiasVector = biasFactor * (x2 + mR2World - x1 - mR1World);
|
||||
mWorld.mBallAndSocketJointsComponents.setBiasVector(mEntity, biasFactor * (x2 + r2World - x1 - r1World));
|
||||
}
|
||||
|
||||
// If warm-starting is not enabled
|
||||
if (!constraintSolverData.isWarmStartingActive) {
|
||||
|
||||
// Reset the accumulated impulse
|
||||
mImpulse.setToZero();
|
||||
Vector3& impulse = mWorld.mBallAndSocketJointsComponents.getImpulse(mEntity);
|
||||
impulse.setToZero();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -123,20 +132,27 @@ void BallAndSocketJoint::warmstart(const ConstraintSolverData& constraintSolverD
|
|||
Vector3& w1 = constraintSolverData.rigidBodyComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody1];
|
||||
Vector3& w2 = constraintSolverData.rigidBodyComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
|
||||
|
||||
const Vector3& r1World = mWorld.mBallAndSocketJointsComponents.getR1World(mEntity);
|
||||
const Vector3& r2World = mWorld.mBallAndSocketJointsComponents.getR2World(mEntity);
|
||||
|
||||
const Matrix3x3& i1 = mWorld.mBallAndSocketJointsComponents.getI1(mEntity);
|
||||
const Matrix3x3& i2 = mWorld.mBallAndSocketJointsComponents.getI2(mEntity);
|
||||
|
||||
// Compute the impulse P=J^T * lambda for the body 1
|
||||
const Vector3 linearImpulseBody1 = -mImpulse;
|
||||
const Vector3 angularImpulseBody1 = mImpulse.cross(mR1World);
|
||||
const Vector3& impulse = mWorld.mBallAndSocketJointsComponents.getImpulse(mEntity);
|
||||
const Vector3 linearImpulseBody1 = -impulse;
|
||||
const Vector3 angularImpulseBody1 = impulse.cross(r1World);
|
||||
|
||||
// Apply the impulse to the body 1
|
||||
v1 += constraintSolverData.rigidBodyComponents.getMassInverse(body1Entity) * linearImpulseBody1;
|
||||
w1 += mI1 * angularImpulseBody1;
|
||||
w1 += i1 * angularImpulseBody1;
|
||||
|
||||
// Compute the impulse P=J^T * lambda for the body 2
|
||||
const Vector3 angularImpulseBody2 = -mImpulse.cross(mR2World);
|
||||
const Vector3 angularImpulseBody2 = -impulse.cross(r2World);
|
||||
|
||||
// Apply the impulse to the body to the body 2
|
||||
v2 += constraintSolverData.rigidBodyComponents.getMassInverse(body2Entity) * mImpulse;
|
||||
w2 += mI2 * angularImpulseBody2;
|
||||
v2 += constraintSolverData.rigidBodyComponents.getMassInverse(body2Entity) * impulse;
|
||||
w2 += i2 * angularImpulseBody2;
|
||||
}
|
||||
|
||||
// Solve the velocity constraint
|
||||
|
@ -154,27 +170,36 @@ void BallAndSocketJoint::solveVelocityConstraint(const ConstraintSolverData& con
|
|||
Vector3& w1 = constraintSolverData.rigidBodyComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody1];
|
||||
Vector3& w2 = constraintSolverData.rigidBodyComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
|
||||
|
||||
const Vector3& r1World = mWorld.mBallAndSocketJointsComponents.getR1World(mEntity);
|
||||
const Vector3& r2World = mWorld.mBallAndSocketJointsComponents.getR2World(mEntity);
|
||||
|
||||
const Matrix3x3& i1 = mWorld.mBallAndSocketJointsComponents.getI1(mEntity);
|
||||
const Matrix3x3& i2 = mWorld.mBallAndSocketJointsComponents.getI2(mEntity);
|
||||
|
||||
const Matrix3x3& inverseMassMatrix = mWorld.mBallAndSocketJointsComponents.getInverseMassMatrix(mEntity);
|
||||
const Vector3& biasVector = mWorld.mBallAndSocketJointsComponents.getBiasVector(mEntity);
|
||||
|
||||
// Compute J*v
|
||||
const Vector3 Jv = v2 + w2.cross(mR2World) - v1 - w1.cross(mR1World);
|
||||
const Vector3 Jv = v2 + w2.cross(r2World) - v1 - w1.cross(r1World);
|
||||
|
||||
// Compute the Lagrange multiplier lambda
|
||||
const Vector3 deltaLambda = mInverseMassMatrix * (-Jv - mBiasVector);
|
||||
mImpulse += deltaLambda;
|
||||
const Vector3 deltaLambda = inverseMassMatrix * (-Jv - biasVector);
|
||||
mWorld.mBallAndSocketJointsComponents.setImpulse(mEntity, mWorld.mBallAndSocketJointsComponents.getImpulse(mEntity) + deltaLambda);
|
||||
|
||||
// Compute the impulse P=J^T * lambda for the body 1
|
||||
const Vector3 linearImpulseBody1 = -deltaLambda;
|
||||
const Vector3 angularImpulseBody1 = deltaLambda.cross(mR1World);
|
||||
const Vector3 angularImpulseBody1 = deltaLambda.cross(r1World);
|
||||
|
||||
// Apply the impulse to the body 1
|
||||
v1 += constraintSolverData.rigidBodyComponents.getMassInverse(body1Entity) * linearImpulseBody1;
|
||||
w1 += mI1 * angularImpulseBody1;
|
||||
w1 += i1 * angularImpulseBody1;
|
||||
|
||||
// Compute the impulse P=J^T * lambda for the body 2
|
||||
const Vector3 angularImpulseBody2 = -deltaLambda.cross(mR2World);
|
||||
const Vector3 angularImpulseBody2 = -deltaLambda.cross(r2World);
|
||||
|
||||
// Apply the impulse to the body 2
|
||||
v2 += constraintSolverData.rigidBodyComponents.getMassInverse(body2Entity) * deltaLambda;
|
||||
w2 += mI2 * angularImpulseBody2;
|
||||
w2 += i2 * angularImpulseBody2;
|
||||
}
|
||||
|
||||
// Solve the position constraint (for position error correction)
|
||||
|
@ -201,46 +226,53 @@ void BallAndSocketJoint::solvePositionConstraint(const ConstraintSolverData& con
|
|||
const decimal inverseMassBody1 = constraintSolverData.rigidBodyComponents.getMassInverse(body1Entity);
|
||||
const decimal inverseMassBody2 = constraintSolverData.rigidBodyComponents.getMassInverse(body2Entity);
|
||||
|
||||
const Vector3& r1World = mWorld.mBallAndSocketJointsComponents.getR1World(mEntity);
|
||||
const Vector3& r2World = mWorld.mBallAndSocketJointsComponents.getR2World(mEntity);
|
||||
|
||||
const Matrix3x3& i1 = mWorld.mBallAndSocketJointsComponents.getI1(mEntity);
|
||||
const Matrix3x3& i2 = mWorld.mBallAndSocketJointsComponents.getI2(mEntity);
|
||||
|
||||
// Recompute the inverse inertia tensors
|
||||
mI1 = body1->getInertiaTensorInverseWorld();
|
||||
mI2 = body2->getInertiaTensorInverseWorld();
|
||||
mWorld.mBallAndSocketJointsComponents.setI1(mEntity, body1->getInertiaTensorInverseWorld());
|
||||
mWorld.mBallAndSocketJointsComponents.setI2(mEntity, body2->getInertiaTensorInverseWorld());
|
||||
|
||||
// Compute the vector from body center to the anchor point in world-space
|
||||
mR1World = q1 * mLocalAnchorPointBody1;
|
||||
mR2World = q2 * mLocalAnchorPointBody2;
|
||||
mWorld.mBallAndSocketJointsComponents.setR1World(mEntity, q1 * mWorld.mBallAndSocketJointsComponents.getLocalAnchoirPointBody1(mEntity));
|
||||
mWorld.mBallAndSocketJointsComponents.setR2World(mEntity, q2 * mWorld.mBallAndSocketJointsComponents.getLocalAnchoirPointBody2(mEntity));
|
||||
|
||||
// Compute the corresponding skew-symmetric matrices
|
||||
Matrix3x3 skewSymmetricMatrixU1= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR1World);
|
||||
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR2World);
|
||||
Matrix3x3 skewSymmetricMatrixU1= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r1World);
|
||||
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(r2World);
|
||||
|
||||
// Recompute the inverse mass matrix K=J^TM^-1J of of the 3 translation constraints
|
||||
decimal inverseMassBodies = inverseMassBody1 + inverseMassBody2;
|
||||
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
|
||||
0, inverseMassBodies, 0,
|
||||
0, 0, inverseMassBodies) +
|
||||
skewSymmetricMatrixU1 * mI1 * skewSymmetricMatrixU1.getTranspose() +
|
||||
skewSymmetricMatrixU2 * mI2 * skewSymmetricMatrixU2.getTranspose();
|
||||
mInverseMassMatrix.setToZero();
|
||||
skewSymmetricMatrixU1 * i1 * skewSymmetricMatrixU1.getTranspose() +
|
||||
skewSymmetricMatrixU2 * i2 * skewSymmetricMatrixU2.getTranspose();
|
||||
Matrix3x3& inverseMassMatrix = mWorld.mBallAndSocketJointsComponents.getInverseMassMatrix(mEntity);
|
||||
inverseMassMatrix.setToZero();
|
||||
if (mWorld.mRigidBodyComponents.getBodyType(body1Entity) == BodyType::DYNAMIC ||
|
||||
mWorld.mRigidBodyComponents.getBodyType(body2Entity) == BodyType::DYNAMIC) {
|
||||
mInverseMassMatrix = massMatrix.getInverse();
|
||||
mWorld.mBallAndSocketJointsComponents.setInverseMassMatrix(mEntity, massMatrix.getInverse());
|
||||
}
|
||||
|
||||
// Compute the constraint error (value of the C(x) function)
|
||||
const Vector3 constraintError = (x2 + mR2World - x1 - mR1World);
|
||||
const Vector3 constraintError = (x2 + r2World - x1 - r1World);
|
||||
|
||||
// Compute the Lagrange multiplier lambda
|
||||
// TODO : Do not solve the system by computing the inverse each time and multiplying with the
|
||||
// right-hand side vector but instead use a method to directly solve the linear system.
|
||||
const Vector3 lambda = mInverseMassMatrix * (-constraintError);
|
||||
const Vector3 lambda = inverseMassMatrix * (-constraintError);
|
||||
|
||||
// Compute the impulse of body 1
|
||||
const Vector3 linearImpulseBody1 = -lambda;
|
||||
const Vector3 angularImpulseBody1 = lambda.cross(mR1World);
|
||||
const Vector3 angularImpulseBody1 = lambda.cross(r1World);
|
||||
|
||||
// Compute the pseudo velocity of body 1
|
||||
const Vector3 v1 = inverseMassBody1 * linearImpulseBody1;
|
||||
const Vector3 w1 = mI1 * angularImpulseBody1;
|
||||
const Vector3 w1 = i1 * angularImpulseBody1;
|
||||
|
||||
// Update the body center of mass and orientation of body 1
|
||||
x1 += v1;
|
||||
|
@ -248,11 +280,11 @@ void BallAndSocketJoint::solvePositionConstraint(const ConstraintSolverData& con
|
|||
q1.normalize();
|
||||
|
||||
// Compute the impulse of body 2
|
||||
const Vector3 angularImpulseBody2 = -lambda.cross(mR2World);
|
||||
const Vector3 angularImpulseBody2 = -lambda.cross(r2World);
|
||||
|
||||
// Compute the pseudo velocity of body 2
|
||||
const Vector3 v2 = inverseMassBody2 * lambda;
|
||||
const Vector3 w2 = mI2 * angularImpulseBody2;
|
||||
const Vector3 w2 = i2 * angularImpulseBody2;
|
||||
|
||||
// Update the body position/orientation of body 2
|
||||
x2 += v2;
|
||||
|
@ -265,3 +297,10 @@ void BallAndSocketJoint::solvePositionConstraint(const ConstraintSolverData& con
|
|||
constraintSolverData.rigidBodyComponents.setConstrainedOrientation(body2Entity, q2);
|
||||
}
|
||||
|
||||
// Return a string representation
|
||||
std::string BallAndSocketJoint::to_string() const {
|
||||
|
||||
return "BallAndSocketJoint{ localAnchorPointBody1=" + mWorld.mBallAndSocketJointsComponents.getLocalAnchoirPointBody1(mEntity).to_string() +
|
||||
", localAnchorPointBody2=" + mWorld.mBallAndSocketJointsComponents.getLocalAnchoirPointBody2(mEntity).to_string() + "}";
|
||||
}
|
||||
|
||||
|
|
|
@ -76,32 +76,6 @@ class BallAndSocketJoint : public Joint {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Anchor point of body 1 (in local-space coordinates of body 1)
|
||||
Vector3 mLocalAnchorPointBody1;
|
||||
|
||||
/// Anchor point of body 2 (in local-space coordinates of body 2)
|
||||
Vector3 mLocalAnchorPointBody2;
|
||||
|
||||
/// Vector from center of body 2 to anchor point in world-space
|
||||
Vector3 mR1World;
|
||||
|
||||
/// Vector from center of body 2 to anchor point in world-space
|
||||
Vector3 mR2World;
|
||||
|
||||
/// 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;
|
||||
|
||||
/// Inverse mass matrix K=JM^-1J^-t of the constraint
|
||||
Matrix3x3 mInverseMassMatrix;
|
||||
|
||||
/// Accumulated impulse
|
||||
Vector3 mImpulse;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
|
@ -145,12 +119,6 @@ inline size_t BallAndSocketJoint::getSizeInBytes() const {
|
|||
return sizeof(BallAndSocketJoint);
|
||||
}
|
||||
|
||||
// Return a string representation
|
||||
inline std::string BallAndSocketJoint::to_string() const {
|
||||
return "BallAndSocketJoint{ localAnchorPointBody1=" + mLocalAnchorPointBody1.to_string() +
|
||||
", localAnchorPointBody2=" + mLocalAnchorPointBody2.to_string() + "}";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -129,9 +129,6 @@ class Joint {
|
|||
/// True if the joint has already been added into an island
|
||||
bool mIsAlreadyInIsland;
|
||||
|
||||
/// Total number of joints
|
||||
static uint mNbTotalNbJoints;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Return true if the joint has already been added into an island
|
||||
|
|
|
@ -40,7 +40,7 @@ CollisionWorld::CollisionWorld(const WorldSettings& worldSettings, Logger* logge
|
|||
: mConfig(worldSettings), mEntityManager(mMemoryManager.getPoolAllocator()),
|
||||
mCollisionBodyComponents(mMemoryManager.getBaseAllocator()), mRigidBodyComponents(mMemoryManager.getBaseAllocator()),
|
||||
mTransformComponents(mMemoryManager.getBaseAllocator()), mProxyShapesComponents(mMemoryManager.getBaseAllocator()),
|
||||
mJointsComponents(mMemoryManager.getBaseAllocator()),
|
||||
mJointsComponents(mMemoryManager.getBaseAllocator()), mBallAndSocketJointsComponents(mMemoryManager.getBaseAllocator()),
|
||||
mCollisionDetection(this, mProxyShapesComponents, mTransformComponents, mRigidBodyComponents, mMemoryManager),
|
||||
mBodies(mMemoryManager.getPoolAllocator()), mEventListener(nullptr),
|
||||
mName(worldSettings.worldName), mIsProfilerCreatedByUser(profiler != nullptr),
|
||||
|
|
|
@ -38,6 +38,7 @@
|
|||
#include "components/TransformComponents.h"
|
||||
#include "components/ProxyShapeComponents.h"
|
||||
#include "components/JointComponents.h"
|
||||
#include "components/BallAndSocketJointComponents.h"
|
||||
#include "collision/CollisionCallback.h"
|
||||
#include "collision/OverlapCallback.h"
|
||||
|
||||
|
@ -92,6 +93,9 @@ class CollisionWorld {
|
|||
/// Joint Components
|
||||
JointComponents mJointsComponents;
|
||||
|
||||
/// Ball And Socket joints Components
|
||||
BallAndSocketJointComponents mBallAndSocketJointsComponents;
|
||||
|
||||
/// Reference to the collision detection
|
||||
CollisionDetectionSystem mCollisionDetection;
|
||||
|
||||
|
|
|
@ -322,17 +322,26 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
|||
|
||||
Joint* newJoint = nullptr;
|
||||
|
||||
const bool isJointDisabled = mRigidBodyComponents.getIsEntityDisabled(jointInfo.body1->getEntity()) &&
|
||||
mRigidBodyComponents.getIsEntityDisabled(jointInfo.body2->getEntity());
|
||||
|
||||
// Allocate memory to create the new joint
|
||||
switch(jointInfo.type) {
|
||||
|
||||
// Ball-and-Socket joint
|
||||
case JointType::BALLSOCKETJOINT:
|
||||
{
|
||||
// Create a BallAndSocketJoint component
|
||||
BallAndSocketJointComponents::BallAndSocketJointComponent ballAndSocketJointComponent;
|
||||
mBallAndSocketJointsComponents.addComponent(entity, isJointDisabled, ballAndSocketJointComponent);
|
||||
|
||||
void* allocatedMemory = mMemoryManager.allocate(MemoryManager::AllocationType::Pool,
|
||||
sizeof(BallAndSocketJoint));
|
||||
const BallAndSocketJointInfo& info = static_cast<const BallAndSocketJointInfo&>(
|
||||
jointInfo);
|
||||
newJoint = new (allocatedMemory) BallAndSocketJoint(entity, *this, info);
|
||||
const BallAndSocketJointInfo& info = static_cast<const BallAndSocketJointInfo&>(jointInfo);
|
||||
BallAndSocketJoint* joint = new (allocatedMemory) BallAndSocketJoint(entity, *this, info);
|
||||
|
||||
newJoint = joint;
|
||||
mBallAndSocketJointsComponents.setJoint(entity, joint);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -373,8 +382,6 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
|||
}
|
||||
}
|
||||
|
||||
bool isJointDisabled = mRigidBodyComponents.getIsEntityDisabled(jointInfo.body1->getEntity()) &&
|
||||
mRigidBodyComponents.getIsEntityDisabled(jointInfo.body2->getEntity());
|
||||
JointComponents::JointComponent jointComponent(jointInfo.body1->getEntity(), jointInfo.body2->getEntity(), newJoint, jointInfo.type,
|
||||
jointInfo.positionCorrectionTechnique, jointInfo.isCollisionEnabled);
|
||||
mJointsComponents.addComponent(entity, isJointDisabled, jointComponent);
|
||||
|
|
|
@ -80,6 +80,7 @@ class DynamicsWorld : public CollisionWorld {
|
|||
List<RigidBody*> mRigidBodies;
|
||||
|
||||
/// All the joints of the world
|
||||
// TODO : We probably do not need this list anymore
|
||||
List<Joint*> mJoints;
|
||||
|
||||
/// Gravity vector of the world
|
||||
|
|
Loading…
Reference in New Issue
Block a user