39 JPH_INLINE
bool ApplyVelocityStep(
Body &ioBody1,
Body &ioBody2,
Vec3Arg inLambda)
const
105 if (inAxisX1 == inAxisX2 && inAxisY1 == inAxisY2)
126 if (inAxisX1 == inAxisX2 && inAxisZ1 == inAxisZ2)
146 mEffectiveMass = (mInvI1 + mInvI2).Inversed3x3();
152 mEffectiveMass(3, 3) = 0.0f;
159 return mEffectiveMass(3, 3) != 0.0f;
165 mTotalLambda *= inWarmStartImpulseRatio;
166 ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
176 mTotalLambda += lambda;
177 return ApplyVelocityStep(ioBody1, ioBody2, lambda);
217 Vec3 lambda = -inBaumgarte * mEffectiveMass * error;
253 inStream.
Write(mTotalLambda);
259 inStream.
Read(mTotalLambda);
265 Mat44 mEffectiveMass;
#define JPH_NAMESPACE_END
Definition Core.h:240
#define JPH_NAMESPACE_BEGIN
Definition Core.h:234
const MotionProperties * GetMotionProperties() const
Access to the motion properties.
Definition Body.h:205
bool IsDynamic() const
Check if this body is dynamic, which means that it moves and forces can act on it.
Definition Body.h:56
void AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
Update rotation using an Euler step (using during position integrate & constraint solving)
Definition Body.inl:75
Quat GetRotation() const
World space rotation of the body.
Definition Body.h:187
void SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
Definition Body.inl:93
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass (unit: rad/s)
Definition Body.h:118
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition Mat44.h:13
static JPH_INLINE Mat44 sZero()
Zero matrix.
Definition Mat44.inl:30
JPH_INLINE Quat GetQuaternion() const
Convert to quaternion.
Definition Mat44.inl:1046
JPH_INLINE Vec3 Multiply3x3(Vec3Arg inV) const
Multiply vector by only 3x3 part of the matrix.
Definition Mat44.inl:307
void SubAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition MotionProperties.h:129
Mat44 GetInverseInertiaForRotation(Mat44Arg inRotation) const
Get inverse inertia matrix ( ) for a given object rotation (translation will be ignored)....
Definition MotionProperties.inl:81
void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition MotionProperties.h:128
static JPH_INLINE Quat sIdentity()
Definition Quat.h:93
JPH_INLINE Quat EnsureWPositive() const
Ensures that the W component is positive by negating the entire quaternion if it is not....
Definition Quat.h:174
JPH_INLINE Quat Conjugated() const
The conjugate [w, -x, -y, -z] is the same as the inverse for unit quaternions.
Definition Quat.h:168
JPH_INLINE Vec3 GetXYZ() const
Get the imaginary part of the quaternion.
Definition Quat.h:80
Definition RotationEulerConstraintPart.h:36
static Quat sGetInvInitialOrientation(const Body &inBody1, const Body &inBody2)
Return inverse of initial rotation from body 1 to body 2 in body 1 space.
Definition RotationEulerConstraintPart.h:63
void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses.
Definition RotationEulerConstraintPart.h:163
bool IsActive() const
Check if constraint is active.
Definition RotationEulerConstraintPart.h:157
static Quat sGetInvInitialOrientationXY(Vec3Arg inAxisX1, Vec3Arg inAxisY1, Vec3Arg inAxisX2, Vec3Arg inAxisY2)
Return inverse of initial rotation from body 1 to body 2 in body 1 space.
Definition RotationEulerConstraintPart.h:82
Vec3 GetTotalLambda() const
Return lagrange multiplier.
Definition RotationEulerConstraintPart.h:245
bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, QuatArg inInvInitialOrientation, float inBaumgarte) const
Iteratively update the position constraint. Makes sure C(...) = 0.
Definition RotationEulerConstraintPart.h:181
void Deactivate()
Deactivate this constraint.
Definition RotationEulerConstraintPart.h:150
void RestoreState(StateRecorder &inStream)
Restore state of this constraint part.
Definition RotationEulerConstraintPart.h:257
static Quat sGetInvInitialOrientationXZ(Vec3Arg inAxisX1, Vec3Arg inAxisZ1, Vec3Arg inAxisX2, Vec3Arg inAxisZ2)
Return inverse of initial rotation from body 1 to body 2 in body 1 space.
Definition RotationEulerConstraintPart.h:123
void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, const Body &inBody2, Mat44Arg inRotation2)
Calculate properties used during the functions below.
Definition RotationEulerConstraintPart.h:139
bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equ...
Definition RotationEulerConstraintPart.h:170
void SaveState(StateRecorder &inStream) const
Save state of this constraint part.
Definition RotationEulerConstraintPart.h:251
Definition StateRecorder.h:15
void Read(T &outT)
Read a primitive (e.g. float, int, etc.) from the binary stream.
Definition StreamIn.h:27
void Write(const T &inT)
Write a primitive (e.g. float, int, etc.) to the binary stream.
Definition StreamOut.h:24
JPH_INLINE Vec3 Cross(Vec3Arg inV2) const
Cross product.
Definition Vec3.inl:582
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:107