reactphysics3d/include/reactphysics3d/constraint/BallAndSocketJoint.h
2021-12-11 20:59:40 +01:00

162 lines
7.0 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 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 <reactphysics3d/constraint/Joint.h>
#include <reactphysics3d/mathematics/mathematics.h>
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 -------------------- //
/// True if this object has been constructed using local-space anchors
bool isUsingLocalSpaceAnchors;
/// Anchor point (in world-space coordinates)
Vector3 anchorPointWorldSpace;
/// Anchor point on body 1 (in local-space coordinates)
Vector3 anchorPointBody1LocalSpace;
/// Anchor point on body 2 (in local-space coordinates)
Vector3 anchorPointBody2LocalSpace;
/// Constructor
/**
* @param rigidBody1 Pointer to the first body of the joint
* @param rigidBody2 Pointer to the second body of the joint
* @param initAnchorPointWorldSpace The anchor point in world-space
* coordinates
*/
BallAndSocketJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
const Vector3& initAnchorPointWorldSpace)
: JointInfo(rigidBody1, rigidBody2, JointType::BALLSOCKETJOINT),
isUsingLocalSpaceAnchors(false),
anchorPointWorldSpace(initAnchorPointWorldSpace) {}
/// Constructor
/**
* @param rigidBody1 Pointer to the first body of the joint
* @param rigidBody2 Pointer to the second body of the joint
* @param anchorPointBody1LocalSpace The anchor point on body 1 in local-space coordinates
* @param anchorPointBody2LocalSpace The anchor point on body 2 in local-space coordinates
*/
BallAndSocketJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
const Vector3& anchorPointBody1LocalSpace,
const Vector3& anchorPointBody2LocalSpace)
: JointInfo(rigidBody1, rigidBody2, JointType::BALLSOCKETJOINT),
isUsingLocalSpaceAnchors(true),
anchorPointBody1LocalSpace(anchorPointBody1LocalSpace),
anchorPointBody2LocalSpace(anchorPointBody2LocalSpace) {}
};
// 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.
*/
class BallAndSocketJoint : public Joint {
private :
// -------------------- Constants -------------------- //
// Beta value for the bias factor of position correction
static const decimal BETA;
// -------------------- Attributes -------------------- //
// -------------------- Methods -------------------- //
/// Return the number of bytes used by the joint
virtual size_t getSizeInBytes() const override;
/// Reset the limits
void resetLimits();
public :
// -------------------- Methods -------------------- //
/// Constructor
BallAndSocketJoint(Entity entity, PhysicsWorld& world, const BallAndSocketJointInfo& jointInfo);
/// Destructor
virtual ~BallAndSocketJoint() override = default;
/// Deleted copy-constructor
BallAndSocketJoint(const BallAndSocketJoint& constraint) = delete;
/// Enable/disable the cone limit of the joint
void enableConeLimit(bool isLimitEnabled);
/// Return true if the cone limit or the joint is enabled
bool isConeLimitEnabled() const;
/// Set the cone limit half angle
void setConeLimitHalfAngle(decimal coneHalfAngle);
/// Return the cone limit half angle (in radians)
decimal getConeLimitHalfAngle() const;
/// Return the current cone half angle (in radians)
decimal getConeHalfAngle() const;
/// Return the force (in Newtons) on body 2 required to satisfy the joint constraint in world-space
virtual Vector3 getReactionForce(decimal timeStep) const override;
/// Return the torque (in Newtons * meters) on body 2 required to satisfy the joint constraint in world-space
virtual Vector3 getReactionTorque(decimal timeStep) const override;
/// Return a string representation
virtual std::string to_string() const override;
/// Deleted assignment operator
BallAndSocketJoint& operator=(const BallAndSocketJoint& constraint) = delete;
};
// Return the number of bytes used by the joint
RP3D_FORCE_INLINE size_t BallAndSocketJoint::getSizeInBytes() const {
return sizeof(BallAndSocketJoint);
}
}
#endif