reactphysics3d/src/systems/ConstraintSolverSystem.cpp
2020-05-11 12:38:59 +02:00

114 lines
5.8 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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. *
* *
********************************************************************************/
// Libraries
#include <reactphysics3d/systems/ConstraintSolverSystem.h>
#include <reactphysics3d/components/JointComponents.h>
#include <reactphysics3d/components/BallAndSocketJointComponents.h>
#include <reactphysics3d/utils/Profiler.h>
#include <reactphysics3d/engine/Island.h>
using namespace reactphysics3d;
// Constructor
ConstraintSolverSystem::ConstraintSolverSystem(PhysicsWorld& world, Islands& islands, RigidBodyComponents& rigidBodyComponents,
TransformComponents& transformComponents,
JointComponents& jointComponents,
BallAndSocketJointComponents& ballAndSocketJointComponents,
FixedJointComponents& fixedJointComponents,
HingeJointComponents& hingeJointComponents,
SliderJointComponents& sliderJointComponents)
: mIsWarmStartingActive(true), mIslands(islands),
mConstraintSolverData(rigidBodyComponents, jointComponents),
mSolveBallAndSocketJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, ballAndSocketJointComponents),
mSolveFixedJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, fixedJointComponents),
mSolveHingeJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, hingeJointComponents),
mSolveSliderJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, sliderJointComponents) {
#ifdef IS_RP3D_PROFILING_ENABLED
mProfiler = nullptr;
#endif
}
// Initialize the constraint solver
void ConstraintSolverSystem::initialize(decimal dt) {
RP3D_PROFILE("ConstraintSolverSystem::initialize()", mProfiler);
// Set the current time step
mTimeStep = dt;
// Initialize the constraint solver data used to initialize and solve the constraints
mConstraintSolverData.timeStep = mTimeStep;
mConstraintSolverData.isWarmStartingActive = mIsWarmStartingActive;
mSolveBallAndSocketJointSystem.setTimeStep(dt);
mSolveBallAndSocketJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
mSolveFixedJointSystem.setTimeStep(dt);
mSolveFixedJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
mSolveHingeJointSystem.setTimeStep(dt);
mSolveHingeJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
mSolveSliderJointSystem.setTimeStep(dt);
mSolveSliderJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
mSolveBallAndSocketJointSystem.initBeforeSolve();
mSolveFixedJointSystem.initBeforeSolve();
mSolveHingeJointSystem.initBeforeSolve();
mSolveSliderJointSystem.initBeforeSolve();
if (mIsWarmStartingActive) {
mSolveBallAndSocketJointSystem.warmstart();
mSolveFixedJointSystem.warmstart();
mSolveHingeJointSystem.warmstart();
mSolveSliderJointSystem.warmstart();
}
}
// Solve the velocity constraints
void ConstraintSolverSystem::solveVelocityConstraints() {
RP3D_PROFILE("ConstraintSolverSystem::solveVelocityConstraints()", mProfiler);
mSolveBallAndSocketJointSystem.solveVelocityConstraint();
mSolveFixedJointSystem.solveVelocityConstraint();
mSolveHingeJointSystem.solveVelocityConstraint();
mSolveSliderJointSystem.solveVelocityConstraint();
}
// Solve the position constraints
void ConstraintSolverSystem::solvePositionConstraints() {
RP3D_PROFILE("ConstraintSolverSystem::solvePositionConstraints()", mProfiler);
mSolveBallAndSocketJointSystem.solvePositionConstraint();
mSolveFixedJointSystem.solvePositionConstraint();
mSolveHingeJointSystem.solvePositionConstraint();
mSolveSliderJointSystem.solvePositionConstraint();
}