reactphysics3d/src/constraint/Joint.h

254 lines
8.3 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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
#include "configuration.h"
#include "body/RigidBody.h"
#include "mathematics/mathematics.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
/// Enumeration for the type of a constraint
enum class JointType {BALLSOCKETJOINT, SLIDERJOINT, HINGEJOINT, FIXEDJOINT};
// Class declarations
struct ConstraintSolverData;
class Joint;
// Structure JointListElement
/**
* This structure represents a single element of a linked list of joints
*/
struct JointListElement {
public:
// -------------------- Attributes -------------------- //
/// Pointer to the actual joint
Joint* joint;
/// Next element of the list
JointListElement* next;
// -------------------- Methods -------------------- //
/// Constructor
JointListElement(Joint* initJoint, JointListElement* initNext)
:joint(initJoint), next(initNext){
}
};
// Structure JointInfo
/**
* This structure is used to gather the information needed to create a joint.
*/
struct JointInfo {
public :
// -------------------- Attributes -------------------- //
/// First rigid body of the joint
RigidBody* body1;
/// Second rigid body of the joint
RigidBody* body2;
/// Type of the joint
JointType type;
/// Position correction technique used for the constraint (used for joints).
/// By default, the BAUMGARTE technique is used
JointsPositionCorrectionTechnique positionCorrectionTechnique;
/// True if the two bodies of the joint are allowed to collide with each other
bool isCollisionEnabled;
/// Constructor
JointInfo(JointType constraintType)
: body1(nullptr), body2(nullptr), type(constraintType),
positionCorrectionTechnique(JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL),
isCollisionEnabled(true) {}
/// Constructor
JointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2, JointType constraintType)
: body1(rigidBody1), body2(rigidBody2), type(constraintType),
positionCorrectionTechnique(JointsPositionCorrectionTechnique::NON_LINEAR_GAUSS_SEIDEL),
isCollisionEnabled(true) {
}
/// Destructor
virtual ~JointInfo() = default;
};
// Class Joint
/**
* This abstract class represents a joint between two bodies.
*/
class Joint {
protected :
// -------------------- Attributes -------------------- //
/// Pointer to the first body of the joint
RigidBody* const mBody1;
/// Pointer to the second body of the joint
RigidBody* const mBody2;
/// Type of the joint
const JointType mType;
/// 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;
/// 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;
/// True if the joint has already been added into an island
bool mIsAlreadyInIsland;
// -------------------- Methods -------------------- //
/// Return true if the joint has already been added into an island
bool isAlreadyInIsland() const;
/// Return the number of bytes used by the joint
virtual size_t getSizeInBytes() const = 0;
/// Initialize before solving the joint
virtual void initBeforeSolve(const ConstraintSolverData& constraintSolverData) = 0;
/// Warm start the joint (apply the previous impulse at the beginning of the step)
virtual void warmstart(const ConstraintSolverData& constraintSolverData) = 0;
/// Solve the velocity constraint
virtual void solveVelocityConstraint(const ConstraintSolverData& constraintSolverData) = 0;
/// Solve the position constraint
virtual void solvePositionConstraint(const ConstraintSolverData& constraintSolverData) = 0;
public :
// -------------------- Methods -------------------- //
/// Constructor
Joint(const JointInfo& jointInfo);
/// Destructor
virtual ~Joint() = default;
/// Deleted copy-constructor
Joint(const Joint& constraint) = delete;
/// Deleted assignment operator
Joint& operator=(const Joint& constraint) = delete;
/// Return the reference to the body 1
RigidBody* getBody1() const;
/// Return the reference to the body 2
RigidBody* getBody2() const;
/// Return true if the constraint is active
bool isActive() const;
/// Return the type of the constraint
JointType getType() const;
/// Return true if the collision between the two bodies of the joint is enabled
bool isCollisionEnabled() const;
// -------------------- Friendship -------------------- //
friend class DynamicsWorld;
friend class Island;
friend class ConstraintSolver;
};
// Return the reference to the body 1
/**
* @return The first body involved in the joint
*/
inline RigidBody* Joint::getBody1() const {
return mBody1;
}
// Return the reference to the body 2
/**
* @return The second body involved in the joint
*/
inline RigidBody* Joint::getBody2() const {
return mBody2;
}
// Return true if the joint is active
/**
* @return True if the joint is active
*/
inline bool Joint::isActive() const {
return (mBody1->isActive() && mBody2->isActive());
}
// Return the type of the joint
/**
* @return The type of the joint
*/
inline JointType Joint::getType() const {
return mType;
}
// Return true if the collision between the two bodies of the joint is enabled
/**
* @return True if the collision is enabled between the two bodies of the joint
* is enabled and false otherwise
*/
inline bool Joint::isCollisionEnabled() const {
return mIsCollisionEnabled;
}
// Return true if the joint has already been added into an island
inline bool Joint::isAlreadyInIsland() const {
return mIsAlreadyInIsland;
}
}
#endif