#include "joint.h"
#include "body.h"
#include "contact.h"
#include "core.h"
#include "island.h"
#include "physics_world.h"
#include "recording.h"
#include "shape.h"
#include "solver.h"
#include "solver_set.h"
#include "box3d/box3d.h"
#include <stdbool.h>
#include <stdio.h>
#include <string.h>
static b3JointDef b3DefaultJointDef( void )
{
b3JointDef def = { 0 };
def.localFrameA.q = b3Quat_identity;
def.localFrameB.q = b3Quat_identity;
def.forceThreshold = FLT_MAX;
def.torqueThreshold = FLT_MAX;
def.constraintHertz = 60.0f;
def.constraintDampingRatio = 2.0f;
def.drawScale = b3GetLengthUnitsPerMeter();
def.internalValue = B3_SECRET_COOKIE;
return def;
}
b3ParallelJointDef b3DefaultParallelJointDef( void )
{
b3ParallelJointDef def = { 0 };
def.base = b3DefaultJointDef();
def.hertz = 1.0f;
def.dampingRatio = 1.0f;
def.maxTorque = FLT_MAX;
return def;
}
b3DistanceJointDef b3DefaultDistanceJointDef( void )
{
b3DistanceJointDef def = { 0 };
def.base = b3DefaultJointDef();
def.lowerSpringForce = -FLT_MAX;
def.upperSpringForce = FLT_MAX;
def.length = 1.0f;
def.maxLength = B3_HUGE;
return def;
}
b3MotorJointDef b3DefaultMotorJointDef( void )
{
b3MotorJointDef def = { 0 };
def.base = b3DefaultJointDef();
return def;
}
b3FilterJointDef b3DefaultFilterJointDef( void )
{
b3FilterJointDef def = { 0 };
def.base = b3DefaultJointDef();
return def;
}
b3PrismaticJointDef b3DefaultPrismaticJointDef( void )
{
b3PrismaticJointDef def = { 0 };
def.base = b3DefaultJointDef();
return def;
}
b3RevoluteJointDef b3DefaultRevoluteJointDef( void )
{
b3RevoluteJointDef def = { 0 };
def.base = b3DefaultJointDef();
return def;
}
b3SphericalJointDef b3DefaultSphericalJointDef( void )
{
b3SphericalJointDef def = { 0 };
def.base = b3DefaultJointDef();
def.targetRotation = b3Quat_identity;
return def;
}
b3WeldJointDef b3DefaultWeldJointDef( void )
{
b3WeldJointDef def = { 0 };
def.base = b3DefaultJointDef();
return def;
}
b3WheelJointDef b3DefaultWheelJointDef( void )
{
b3WheelJointDef def = { 0 };
def.base = b3DefaultJointDef();
def.enableSuspensionSpring = true;
def.suspensionHertz = 1.0f;
def.suspensionDampingRatio = 0.7f;
def.steeringHertz = 1.0f;
def.steeringDampingRatio = 0.7f;
return def;
}
b3ExplosionDef b3DefaultExplosionDef( void )
{
b3ExplosionDef def = { 0 };
def.maskBits = B3_DEFAULT_MASK_BITS;
return def;
}
b3Joint* b3GetJointFullId( b3World* world, b3JointId jointId )
{
int id = jointId.index1 - 1;
b3Joint* joint = b3Array_Get( world->joints, id );
B3_ASSERT( joint->jointId == id && joint->generation == jointId.generation );
return joint;
}
b3JointSim* b3GetJointSim( b3World* world, b3Joint* joint )
{
if ( joint->setIndex == b3_awakeSet )
{
B3_ASSERT( 0 <= joint->colorIndex && joint->colorIndex < B3_GRAPH_COLOR_COUNT );
b3GraphColor* color = world->constraintGraph.colors + joint->colorIndex;
return b3Array_Get( color->jointSims, joint->localIndex );
}
b3SolverSet* set = b3Array_Get( world->solverSets, joint->setIndex );
return b3Array_Get( set->jointSims, joint->localIndex );
}
b3JointSim* b3GetJointSimCheckType( b3JointId jointId, b3JointType type )
{
B3_UNUSED( type );
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
B3_ASSERT( joint->type == type );
b3JointSim* jointSim = b3GetJointSim( world, joint );
B3_ASSERT( jointSim->type == type );
return jointSim;
}
typedef struct b3JointPair
{
b3Joint* joint;
b3JointSim* jointSim;
} b3JointPair;
static b3JointPair b3CreateJoint( b3World* world, const b3JointDef* def, b3JointType type )
{
B3_ASSERT( b3IsValidTransform( def->localFrameA ) );
B3_ASSERT( b3IsValidTransform( def->localFrameB ) );
b3Body* bodyA = b3GetBodyFullId( world, def->bodyIdA );
b3Body* bodyB = b3GetBodyFullId( world, def->bodyIdB );
int bodyIdA = bodyA->id;
int bodyIdB = bodyB->id;
int maxSetIndex = b3MaxInt( bodyA->setIndex, bodyB->setIndex );
int jointId = b3AllocId( &world->jointIdPool );
if ( jointId == world->joints.count )
{
b3Array_Push( world->joints, (b3Joint){ 0 } );
}
b3Joint* joint = b3Array_Get( world->joints, jointId );
joint->jointId = jointId;
joint->userData = def->userData;
joint->generation += 1;
joint->setIndex = B3_NULL_INDEX;
joint->colorIndex = B3_NULL_INDEX;
joint->localIndex = B3_NULL_INDEX;
joint->islandId = B3_NULL_INDEX;
joint->islandIndex = B3_NULL_INDEX;
joint->drawScale = def->drawScale;
joint->type = type;
joint->collideConnected = def->collideConnected;
joint->edges[0].bodyId = bodyIdA;
joint->edges[0].prevKey = B3_NULL_INDEX;
joint->edges[0].nextKey = bodyA->headJointKey;
int keyA = ( jointId << 1 ) | 0;
if ( bodyA->headJointKey != B3_NULL_INDEX )
{
b3Joint* jointA = b3Array_Get( world->joints, bodyA->headJointKey >> 1 );
b3JointEdge* edgeA = jointA->edges + ( bodyA->headJointKey & 1 );
edgeA->prevKey = keyA;
}
bodyA->headJointKey = keyA;
bodyA->jointCount += 1;
joint->edges[1].bodyId = bodyIdB;
joint->edges[1].prevKey = B3_NULL_INDEX;
joint->edges[1].nextKey = bodyB->headJointKey;
int keyB = ( jointId << 1 ) | 1;
if ( bodyB->headJointKey != B3_NULL_INDEX )
{
b3Joint* jointB = b3Array_Get( world->joints, bodyB->headJointKey >> 1 );
b3JointEdge* edgeB = jointB->edges + ( bodyB->headJointKey & 1 );
edgeB->prevKey = keyB;
}
bodyB->headJointKey = keyB;
bodyB->jointCount += 1;
b3JointSim* jointSim;
if ( bodyA->setIndex == b3_disabledSet || bodyB->setIndex == b3_disabledSet )
{
b3SolverSet* set = b3Array_Get( world->solverSets, b3_disabledSet );
joint->setIndex = b3_disabledSet;
joint->localIndex = set->jointSims.count;
jointSim = b3Array_Emplace( set->jointSims );
memset( jointSim, 0, sizeof( b3JointSim ) );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
}
else if ( bodyA->type != b3_dynamicBody && bodyB->type != b3_dynamicBody )
{
b3SolverSet* set = b3Array_Get( world->solverSets, b3_staticSet );
joint->setIndex = b3_staticSet;
joint->localIndex = set->jointSims.count;
jointSim = b3Array_Emplace( set->jointSims );
memset( jointSim, 0, sizeof( b3JointSim ) );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
}
else if ( bodyA->setIndex == b3_awakeSet || bodyB->setIndex == b3_awakeSet )
{
if ( maxSetIndex >= b3_firstSleepingSet )
{
b3WakeSolverSet( world, maxSetIndex );
}
joint->setIndex = b3_awakeSet;
jointSim = b3CreateJointInGraph( world, joint );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
}
else
{
B3_ASSERT( bodyA->setIndex >= b3_firstSleepingSet || bodyB->setIndex >= b3_firstSleepingSet );
B3_ASSERT( bodyA->setIndex != b3_staticSet || bodyB->setIndex != b3_staticSet );
int setIndex = maxSetIndex;
b3SolverSet* set = b3Array_Get( world->solverSets, setIndex );
joint->setIndex = setIndex;
joint->localIndex = set->jointSims.count;
jointSim = b3Array_Emplace( set->jointSims );
memset( jointSim, 0, sizeof( b3JointSim ) );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
if ( bodyA->setIndex != bodyB->setIndex && bodyA->setIndex >= b3_firstSleepingSet &&
bodyB->setIndex >= b3_firstSleepingSet )
{
b3MergeSolverSets( world, bodyA->setIndex, bodyB->setIndex );
B3_ASSERT( bodyA->setIndex == bodyB->setIndex );
setIndex = bodyA->setIndex;
b3SolverSet* mergedSet = b3Array_Get( world->solverSets, setIndex );
jointSim = b3Array_Get( mergedSet->jointSims, joint->localIndex );
}
B3_ASSERT( joint->setIndex == setIndex );
}
jointSim->localFrameA = def->localFrameA;
jointSim->localFrameB = def->localFrameB;
jointSim->type = type;
jointSim->constraintHertz = def->constraintHertz;
jointSim->constraintDampingRatio = def->constraintDampingRatio;
jointSim->constraintSoftness = (b3Softness){
.biasRate = 0.0f,
.massScale = 1.0f,
.impulseScale = 0.0f,
};
B3_ASSERT( b3IsValidFloat( def->forceThreshold ) && def->forceThreshold >= 0.0f );
B3_ASSERT( b3IsValidFloat( def->torqueThreshold ) && def->torqueThreshold >= 0.0f );
jointSim->forceThreshold = def->forceThreshold;
jointSim->torqueThreshold = def->torqueThreshold;
B3_ASSERT( jointSim->jointId == jointId );
B3_ASSERT( jointSim->bodyIdA == bodyIdA );
B3_ASSERT( jointSim->bodyIdB == bodyIdB );
if ( joint->setIndex > b3_disabledSet )
{
b3LinkJoint( world, joint );
}
b3ValidateSolverSets( world );
return (b3JointPair){ joint, jointSim };
}
static void b3DestroyContactsBetweenBodies( b3World* world, b3Body* bodyA, b3Body* bodyB )
{
int contactKey;
int otherBodyId;
if ( bodyA->contactCount < bodyB->contactCount )
{
contactKey = bodyA->headContactKey;
otherBodyId = bodyB->id;
}
else
{
contactKey = bodyB->headContactKey;
otherBodyId = bodyA->id;
}
bool wakeBodies = false;
while ( contactKey != B3_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b3Contact* contact = b3Array_Get( world->contacts, contactId );
contactKey = contact->edges[edgeIndex].nextKey;
int otherEdgeIndex = edgeIndex ^ 1;
if ( contact->edges[otherEdgeIndex].bodyId == otherBodyId )
{
b3DestroyContact( world, contact, wakeBodies );
}
}
b3ValidateSolverSets( world );
}
void b3Joint_SetConstraintTuning( b3JointId jointId, float hertz, float dampingRatio )
{
B3_ASSERT( b3IsValidFloat( hertz ) && hertz >= 0.0f );
B3_ASSERT( b3IsValidFloat( dampingRatio ) && dampingRatio >= 0.0f );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, JointSetConstraintTuning, jointId, hertz, dampingRatio );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
base->constraintHertz = hertz;
base->constraintDampingRatio = dampingRatio;
}
void b3Joint_GetConstraintTuning( b3JointId jointId, float* hertz, float* dampingRatio )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
*hertz = base->constraintHertz;
*dampingRatio = base->constraintDampingRatio;
}
void b3Joint_SetForceThreshold( b3JointId jointId, float threshold )
{
B3_ASSERT( b3IsValidFloat( threshold ) && threshold >= 0.0f );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, JointSetForceThreshold, jointId, threshold );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
base->forceThreshold = threshold;
}
float b3Joint_GetForceThreshold( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
return base->forceThreshold;
}
void b3Joint_SetTorqueThreshold( b3JointId jointId, float threshold )
{
B3_ASSERT( b3IsValidFloat( threshold ) && threshold >= 0.0f );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, JointSetTorqueThreshold, jointId, threshold );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
base->torqueThreshold = threshold;
}
float b3Joint_GetTorqueThreshold( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
return base->torqueThreshold;
}
b3JointId b3CreateDistanceJoint( b3WorldId worldId, const b3DistanceJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
B3_ASSERT( b3IsValidFloat( def->length ) && def->length > 0.0f );
B3_ASSERT( def->lowerSpringForce <= def->upperSpringForce );
b3JointPair pair = b3CreateJoint( world, &def->base, b3_distanceJoint );
b3JointSim* joint = pair.jointSim;
joint->distanceJoint = (b3DistanceJoint){ 0 };
joint->distanceJoint.length = b3MaxFloat( def->length, B3_LINEAR_SLOP );
joint->distanceJoint.hertz = def->hertz;
joint->distanceJoint.dampingRatio = def->dampingRatio;
joint->distanceJoint.lowerSpringForce = def->lowerSpringForce;
joint->distanceJoint.upperSpringForce = def->upperSpringForce;
joint->distanceJoint.minLength = b3MaxFloat( def->minLength, B3_LINEAR_SLOP );
joint->distanceJoint.maxLength = b3MaxFloat( def->minLength, def->maxLength );
joint->distanceJoint.maxMotorForce = def->maxMotorForce;
joint->distanceJoint.motorSpeed = def->motorSpeed;
joint->distanceJoint.enableSpring = def->enableSpring;
joint->distanceJoint.enableLimit = def->enableLimit;
joint->distanceJoint.enableMotor = def->enableMotor;
joint->distanceJoint.impulse = 0.0f;
joint->distanceJoint.lowerImpulse = 0.0f;
joint->distanceJoint.upperImpulse = 0.0f;
joint->distanceJoint.motorImpulse = 0.0f;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateDistanceJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreateMotorJoint( b3WorldId worldId, const b3MotorJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3JointId){ 0 };
}
b3JointPair pair = b3CreateJoint( world, &def->base, b3_motorJoint );
b3JointSim* joint = pair.jointSim;
joint->motorJoint = (b3MotorJoint){ 0 };
joint->motorJoint.linearVelocity = def->linearVelocity;
joint->motorJoint.maxVelocityForce = def->maxVelocityForce;
joint->motorJoint.angularVelocity = def->angularVelocity;
joint->motorJoint.maxVelocityTorque = def->maxVelocityTorque;
joint->motorJoint.linearHertz = def->linearHertz;
joint->motorJoint.linearDampingRatio = def->linearDampingRatio;
joint->motorJoint.maxSpringForce = def->maxSpringForce;
joint->motorJoint.angularHertz = def->angularHertz;
joint->motorJoint.angularDampingRatio = def->angularDampingRatio;
joint->motorJoint.maxSpringTorque = def->maxSpringTorque;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateMotorJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreateFilterJoint( b3WorldId worldId, const b3FilterJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
b3JointPair pair = b3CreateJoint( world, &def->base, b3_filterJoint );
b3JointSim* joint = pair.jointSim;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateFilterJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreateParallelJoint( b3WorldId worldId, const b3ParallelJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
B3_ASSERT( b3IsValidFloat( def->hertz ) && def->hertz >= 0.0f );
B3_ASSERT( b3IsValidFloat( def->dampingRatio ) && def->dampingRatio >= 0.0f );
B3_ASSERT( b3IsValidFloat( def->maxTorque ) && def->maxTorque >= 0.0f );
b3JointPair pair = b3CreateJoint( world, &def->base, b3_parallelJoint );
b3JointSim* joint = pair.jointSim;
joint->parallelJoint = (b3ParallelJoint){ 0 };
joint->parallelJoint.hertz = def->hertz;
joint->parallelJoint.dampingRatio = def->dampingRatio;
joint->parallelJoint.maxTorque = def->maxTorque;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateParallelJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreatePrismaticJoint( b3WorldId worldId, const b3PrismaticJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
B3_ASSERT( def->lowerTranslation <= def->upperTranslation );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
b3JointPair pair = b3CreateJoint( world, &def->base, b3_prismaticJoint );
b3JointSim* joint = pair.jointSim;
joint->prismaticJoint = (b3PrismaticJoint){ 0 };
joint->prismaticJoint.hertz = def->hertz;
joint->prismaticJoint.dampingRatio = def->dampingRatio;
joint->prismaticJoint.targetTranslation = def->targetTranslation;
joint->prismaticJoint.lowerTranslation = def->lowerTranslation;
joint->prismaticJoint.upperTranslation = def->upperTranslation;
joint->prismaticJoint.maxMotorForce = def->maxMotorForce;
joint->prismaticJoint.motorSpeed = def->motorSpeed;
joint->prismaticJoint.enableSpring = def->enableSpring;
joint->prismaticJoint.enableLimit = def->enableLimit;
joint->prismaticJoint.enableMotor = def->enableMotor;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreatePrismaticJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreateRevoluteJoint( b3WorldId worldId, const b3RevoluteJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
b3JointPair pair = b3CreateJoint( world, &def->base, b3_revoluteJoint );
b3JointSim* joint = pair.jointSim;
joint->revoluteJoint = (b3RevoluteJoint){ 0 };
joint->revoluteJoint.hertz = def->hertz;
joint->revoluteJoint.dampingRatio = def->dampingRatio;
joint->revoluteJoint.targetAngle = b3ClampFloat( def->targetAngle, -B3_PI, B3_PI );
float lowerAngle = b3MinFloat( def->lowerAngle, def->upperAngle );
float upperAngle = b3MaxFloat( def->lowerAngle, def->upperAngle );
joint->revoluteJoint.lowerAngle = b3ClampFloat( lowerAngle, -0.99f * B3_PI, 0.99f * B3_PI );
joint->revoluteJoint.upperAngle = b3ClampFloat( upperAngle, -0.99f * B3_PI, 0.99f * B3_PI );
joint->revoluteJoint.maxMotorTorque = def->maxMotorTorque;
joint->revoluteJoint.motorSpeed = def->motorSpeed;
joint->revoluteJoint.enableSpring = def->enableSpring;
joint->revoluteJoint.enableLimit = def->enableLimit;
joint->revoluteJoint.enableMotor = def->enableMotor;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateRevoluteJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreateSphericalJoint( b3WorldId worldId, const b3SphericalJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
B3_ASSERT( 0.0f <= def->coneAngle && def->coneAngle <= 0.99f * B3_PI );
B3_ASSERT( b3IsValidQuat( def->targetRotation ) );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
b3JointPair pair = b3CreateJoint( world, &def->base, b3_sphericalJoint );
b3JointSim* joint = pair.jointSim;
joint->sphericalJoint = (b3SphericalJoint){ 0 };
joint->sphericalJoint.hertz = def->hertz;
joint->sphericalJoint.dampingRatio = def->dampingRatio;
joint->sphericalJoint.targetRotation = def->targetRotation;
joint->sphericalJoint.coneAngle = b3ClampFloat( def->coneAngle, 0.0f, 0.5f * B3_PI );
float lowerAngle = b3MinFloat( def->lowerTwistAngle, def->upperTwistAngle );
float upperAngle = b3MaxFloat( def->lowerTwistAngle, def->upperTwistAngle );
joint->sphericalJoint.lowerTwistAngle = b3ClampFloat( lowerAngle, -0.99f * B3_PI, 0.99f * B3_PI );
joint->sphericalJoint.upperTwistAngle = b3ClampFloat( upperAngle, -0.99f * B3_PI, 0.99f * B3_PI );
joint->sphericalJoint.maxMotorTorque = def->maxMotorTorque;
joint->sphericalJoint.motorVelocity = def->motorVelocity;
joint->sphericalJoint.enableSpring = def->enableSpring;
joint->sphericalJoint.enableConeLimit = def->enableConeLimit;
joint->sphericalJoint.enableTwistLimit = def->enableTwistLimit;
joint->sphericalJoint.enableMotor = def->enableMotor;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateSphericalJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreateWeldJoint( b3WorldId worldId, const b3WeldJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
B3_ASSERT( 0.0f <= def->angularHertz );
B3_ASSERT( 0.0f <= def->angularDampingRatio );
B3_ASSERT( 0.0f <= def->linearHertz );
B3_ASSERT( 0.0f <= def->linearDampingRatio );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
b3JointPair pair = b3CreateJoint( world, &def->base, b3_weldJoint );
b3JointSim* joint = pair.jointSim;
joint->weldJoint = (b3WeldJoint){ 0 };
joint->weldJoint.linearHertz = def->linearHertz;
joint->weldJoint.linearDampingRatio = def->linearDampingRatio;
joint->weldJoint.angularHertz = def->angularHertz;
joint->weldJoint.angularDampingRatio = def->angularDampingRatio;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateWeldJoint, jointId, worldId, *def );
return jointId;
}
b3JointId b3CreateWheelJoint( b3WorldId worldId, const b3WheelJointDef* def )
{
B3_CHECK_JOINT_DEF( def );
B3_ASSERT( def->lowerSuspensionLimit <= def->upperSuspensionLimit );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if (world == NULL)
{
return (b3JointId){ 0 };
}
b3JointPair pair = b3CreateJoint( world, &def->base, b3_wheelJoint );
b3JointSim* joint = pair.jointSim;
joint->wheelJoint = (b3WheelJoint){ 0 };
joint->wheelJoint.enableSuspensionSpring = def->enableSuspensionSpring;
joint->wheelJoint.suspensionHertz = def->suspensionHertz;
joint->wheelJoint.suspensionDampingRatio = def->suspensionDampingRatio;
joint->wheelJoint.enableSuspensionLimit = def->enableSuspensionLimit;
joint->wheelJoint.lowerSuspensionLimit = def->lowerSuspensionLimit;
joint->wheelJoint.upperSuspensionLimit = def->upperSuspensionLimit;
joint->wheelJoint.enableSpinMotor = def->enableSpinMotor;
joint->wheelJoint.maxSpinTorque = def->maxSpinTorque;
joint->wheelJoint.spinSpeed = def->spinSpeed;
joint->wheelJoint.enableSteering = def->enableSteering;
joint->wheelJoint.steeringHertz = def->steeringHertz;
joint->wheelJoint.steeringDampingRatio = def->steeringDampingRatio;
joint->wheelJoint.targetSteeringAngle = def->targetSteeringAngle;
joint->wheelJoint.maxSteeringTorque = def->maxSteeringTorque;
joint->wheelJoint.enableSteeringLimit = def->enableSteeringLimit;
joint->wheelJoint.lowerSteeringLimit = def->lowerSteeringLimit;
joint->wheelJoint.upperSteeringLimit = def->upperSteeringLimit;
b3JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
B3_REC_CREATE( world, CreateWheelJoint, jointId, worldId, *def );
return jointId;
}
void b3DestroyJointInternal( b3World* world, b3Joint* joint, bool wakeBodies )
{
int jointId = joint->jointId;
b3JointEdge* edgeA = joint->edges + 0;
b3JointEdge* edgeB = joint->edges + 1;
int idA = edgeA->bodyId;
int idB = edgeB->bodyId;
b3Body* bodyA = b3Array_Get( world->bodies, idA );
b3Body* bodyB = b3Array_Get( world->bodies, idB );
if ( edgeA->prevKey != B3_NULL_INDEX )
{
b3Joint* prevJoint = b3Array_Get( world->joints, edgeA->prevKey >> 1 );
b3JointEdge* prevEdge = prevJoint->edges + ( edgeA->prevKey & 1 );
prevEdge->nextKey = edgeA->nextKey;
}
if ( edgeA->nextKey != B3_NULL_INDEX )
{
b3Joint* nextJoint = b3Array_Get( world->joints, edgeA->nextKey >> 1 );
b3JointEdge* nextEdge = nextJoint->edges + ( edgeA->nextKey & 1 );
nextEdge->prevKey = edgeA->prevKey;
}
int edgeKeyA = ( jointId << 1 ) | 0;
if ( bodyA->headJointKey == edgeKeyA )
{
bodyA->headJointKey = edgeA->nextKey;
}
bodyA->jointCount -= 1;
if ( edgeB->prevKey != B3_NULL_INDEX )
{
b3Joint* prevJoint = b3Array_Get( world->joints, edgeB->prevKey >> 1 );
b3JointEdge* prevEdge = prevJoint->edges + ( edgeB->prevKey & 1 );
prevEdge->nextKey = edgeB->nextKey;
}
if ( edgeB->nextKey != B3_NULL_INDEX )
{
b3Joint* nextJoint = b3Array_Get( world->joints, edgeB->nextKey >> 1 );
b3JointEdge* nextEdge = nextJoint->edges + ( edgeB->nextKey & 1 );
nextEdge->prevKey = edgeB->prevKey;
}
int edgeKeyB = ( jointId << 1 ) | 1;
if ( bodyB->headJointKey == edgeKeyB )
{
bodyB->headJointKey = edgeB->nextKey;
}
bodyB->jointCount -= 1;
if ( joint->islandId != B3_NULL_INDEX )
{
B3_ASSERT( joint->setIndex > b3_disabledSet );
b3UnlinkJoint( world, joint );
}
else
{
B3_ASSERT( joint->setIndex <= b3_disabledSet );
}
int setIndex = joint->setIndex;
int localIndex = joint->localIndex;
if ( setIndex == b3_awakeSet )
{
b3RemoveJointFromGraph( world, joint->edges[0].bodyId, joint->edges[1].bodyId, joint->colorIndex, localIndex );
}
else
{
b3SolverSet* set = b3Array_Get( world->solverSets, setIndex );
int movedIndex = b3Array_RemoveSwap( set->jointSims, localIndex );
if ( movedIndex != B3_NULL_INDEX )
{
b3JointSim* movedJointSim = set->jointSims.data + localIndex;
int movedId = movedJointSim->jointId;
b3Joint* movedJoint = b3Array_Get( world->joints, movedId );
B3_ASSERT( movedJoint->localIndex == movedIndex );
movedJoint->localIndex = localIndex;
}
}
joint->setIndex = B3_NULL_INDEX;
joint->localIndex = B3_NULL_INDEX;
joint->colorIndex = B3_NULL_INDEX;
joint->jointId = B3_NULL_INDEX;
b3FreeId( &world->jointIdPool, jointId );
if ( wakeBodies )
{
b3WakeBody( world, bodyA );
b3WakeBody( world, bodyB );
}
b3ValidateSolverSets( world );
}
void b3DestroyJoint( b3JointId jointId, bool wakeAttached )
{
b3World* world = b3GetWorld( jointId.world0 );
if ( world == NULL )
{
return;
}
B3_REC( world, DestroyJoint, jointId, wakeAttached );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3DestroyJointInternal( world, joint, wakeAttached );
}
b3JointType b3Joint_GetType( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
return joint->type;
}
b3BodyId b3Joint_GetBodyA( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
return b3MakeBodyId( world, joint->edges[0].bodyId );
}
b3BodyId b3Joint_GetBodyB( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
return b3MakeBodyId( world, joint->edges[1].bodyId );
}
b3WorldId b3Joint_GetWorld( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
return (b3WorldId){ (uint16_t)( jointId.world0 + 1 ), world->generation };
}
void b3Joint_SetLocalFrameA( b3JointId jointId, b3Transform localFrame )
{
B3_ASSERT( b3IsValidTransform( localFrame ) );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, JointSetLocalFrameA, jointId, localFrame );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* jointSim = b3GetJointSim( world, joint );
jointSim->localFrameA = localFrame;
}
b3Transform b3Joint_GetLocalFrameA( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* jointSim = b3GetJointSim( world, joint );
return jointSim->localFrameA;
}
void b3Joint_SetLocalFrameB( b3JointId jointId, b3Transform localFrame )
{
B3_ASSERT( b3IsValidTransform( localFrame ) );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, JointSetLocalFrameB, jointId, localFrame );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* jointSim = b3GetJointSim( world, joint );
jointSim->localFrameB = localFrame;
}
b3Transform b3Joint_GetLocalFrameB( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* jointSim = b3GetJointSim( world, joint );
return jointSim->localFrameB;
}
void b3Joint_SetCollideConnected( b3JointId jointId, bool shouldCollide )
{
b3World* world = b3GetUnlockedWorld( jointId.world0 );
if ( world == NULL )
{
return;
}
B3_REC( world, JointSetCollideConnected, jointId, shouldCollide );
b3Joint* joint = b3GetJointFullId( world, jointId );
if ( joint->collideConnected == shouldCollide )
{
return;
}
joint->collideConnected = shouldCollide;
b3Body* bodyA = b3Array_Get( world->bodies, joint->edges[0].bodyId );
b3Body* bodyB = b3Array_Get( world->bodies, joint->edges[1].bodyId );
if ( shouldCollide )
{
int shapeCountA = bodyA->shapeCount;
int shapeCountB = bodyB->shapeCount;
int shapeId = shapeCountA < shapeCountB ? bodyA->headShapeId : bodyB->headShapeId;
while ( shapeId != B3_NULL_INDEX )
{
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
if ( shape->proxyKey != B3_NULL_INDEX )
{
b3BufferMove( &world->broadPhase, shape->proxyKey );
}
shapeId = shape->nextShapeId;
}
}
else
{
b3DestroyContactsBetweenBodies( world, bodyA, bodyB );
}
}
bool b3Joint_GetCollideConnected( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
return joint->collideConnected;
}
void b3Joint_SetUserData( b3JointId jointId, void* userData )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
joint->userData = userData;
}
void* b3Joint_GetUserData( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
return joint->userData;
}
void b3Joint_WakeBodies( b3JointId jointId )
{
b3World* world = b3GetUnlockedWorld( jointId.world0 );
if ( world == NULL )
{
return;
}
B3_REC( world, JointWakeBodies, jointId );
world->locked = true;
b3Joint* joint = b3GetJointFullId( world, jointId );
b3Body* bodyA = b3Array_Get( world->bodies, joint->edges[0].bodyId );
b3Body* bodyB = b3Array_Get( world->bodies, joint->edges[1].bodyId );
b3WakeBody( world, bodyA );
b3WakeBody( world, bodyB );
world->locked = false;
}
void b3GetJointReaction( b3World* world, b3JointSim* sim, float invTimeStep, float* force, float* torque )
{
float linearImpulse = 0.0f;
float angularImpulse = 0.0f;
switch ( sim->type )
{
case b3_parallelJoint:
{
b3ParallelJoint* joint = &sim->parallelJoint;
b3Vec3 impulse = {
.x = joint->perpImpulse.x,
.y = joint->perpImpulse.y,
.z = 0.0f,
};
angularImpulse = b3Length( impulse );
}
break;
case b3_distanceJoint:
{
b3DistanceJoint* joint = &sim->distanceJoint;
linearImpulse = b3AbsFloat( joint->impulse + joint->lowerImpulse - joint->upperImpulse + joint->motorImpulse );
}
break;
case b3_motorJoint:
{
b3MotorJoint* joint = &sim->motorJoint;
linearImpulse = b3Length( b3Add( joint->linearVelocityImpulse, joint->linearSpringImpulse ) );
angularImpulse = b3Length( b3Add( joint->angularVelocityImpulse, joint->angularSpringImpulse ) );
}
break;
case b3_prismaticJoint:
{
b3PrismaticJoint* joint = &sim->prismaticJoint;
b3Vec3 impulse = {
.x = joint->motorImpulse + joint->lowerImpulse - joint->upperImpulse,
.y = joint->perpImpulse.x,
.z = joint->perpImpulse.y,
};
linearImpulse = b3Length( impulse );
angularImpulse = b3Length( joint->angularImpulse );
}
break;
case b3_revoluteJoint:
{
b3RevoluteJoint* joint = &sim->revoluteJoint;
linearImpulse = b3Length( joint->linearImpulse );
b3Vec3 impulse = {
.x = joint->perpImpulse.x,
.y = joint->perpImpulse.y,
.z = joint->motorImpulse + joint->lowerImpulse - joint->upperImpulse,
};
angularImpulse = b3Length( impulse );
}
break;
case b3_sphericalJoint:
{
b3SphericalJoint* joint = &sim->sphericalJoint;
linearImpulse = b3Length( joint->linearImpulse );
b3WorldTransform xfA = b3GetBodyTransform( world, sim->bodyIdA );
b3WorldTransform xfB = b3GetBodyTransform( world, sim->bodyIdB );
b3Quat qA = b3MulQuat( xfA.q, sim->localFrameA.q );
b3Quat qB = b3MulQuat( xfB.q, sim->localFrameB.q );
b3Vec3 coneAxis = b3RotateVector( qA, b3Vec3_axisZ );
b3Vec3 twistAxis = b3RotateVector( qB, b3Vec3_axisZ );
b3Vec3 swingAxis = b3Normalize( b3Cross( coneAxis, twistAxis ) );
b3Vec3 impulse = b3Add( joint->springImpulse, joint->motorImpulse );
impulse = b3MulAdd( impulse, joint->lowerTwistImpulse - joint->upperTwistImpulse, twistAxis );
impulse = b3MulAdd( impulse, joint->swingImpulse, swingAxis );
angularImpulse = b3Length( impulse );
}
break;
case b3_weldJoint:
{
b3WeldJoint* joint = &sim->weldJoint;
linearImpulse = b3Length( joint->linearImpulse );
angularImpulse = b3Length( joint->angularImpulse );
}
break;
case b3_wheelJoint:
{
b3WheelJoint* joint = &sim->wheelJoint;
b3Vec2 perpImpulse = joint->linearImpulse;
float axialImpulse = joint->suspensionSpringImpulse + joint->lowerSuspensionImpulse - joint->upperSuspensionImpulse;
linearImpulse = sqrtf( perpImpulse.x * perpImpulse.x + perpImpulse.y * perpImpulse.y + axialImpulse * axialImpulse );
angularImpulse = b3AbsFloat( joint->spinImpulse );
}
break;
default:
break;
}
*force = linearImpulse * invTimeStep;
*torque = angularImpulse * invTimeStep;
}
static b3Vec3 b3GetJointConstraintForce( b3World* world, b3Joint* joint )
{
b3JointSim* base = b3GetJointSim( world, joint );
switch ( joint->type )
{
case b3_parallelJoint:
return b3Vec3_zero;
case b3_distanceJoint:
return b3GetDistanceJointForce( world, base );
case b3_filterJoint:
return b3Vec3_zero;
case b3_motorJoint:
return b3GetMotorJointForce( world, base );
case b3_prismaticJoint:
return b3GetPrismaticJointForce( world, base );
case b3_revoluteJoint:
return b3GetRevoluteJointForce( world, base );
case b3_sphericalJoint:
return b3GetSphericalJointForce( world, base );
case b3_weldJoint:
return b3GetWeldJointForce( world, base );
case b3_wheelJoint:
return b3GetWheelJointForce( world, base );
default:
B3_ASSERT( false );
return b3Vec3_zero;
}
}
static b3Vec3 b3GetJointConstraintTorque( b3World* world, b3Joint* joint )
{
b3JointSim* base = b3GetJointSim( world, joint );
switch ( joint->type )
{
case b3_parallelJoint:
return b3GetParallelJointTorque( world, base );
case b3_distanceJoint:
return b3Vec3_zero;
case b3_filterJoint:
return b3Vec3_zero;
case b3_motorJoint:
return b3GetMotorJointTorque( world, base );
case b3_prismaticJoint:
return b3GetPrismaticJointTorque( world, base );
case b3_revoluteJoint:
return b3GetRevoluteJointTorque( world, base );
case b3_sphericalJoint:
return b3GetSphericalJointTorque( world, base );
case b3_weldJoint:
return b3GetWeldJointTorque( world, base );
case b3_wheelJoint:
return b3GetWheelJointTorque( world, base );
default:
B3_ASSERT( false );
return b3Vec3_zero;
}
}
b3Vec3 b3Joint_GetConstraintForce( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
return b3GetJointConstraintForce( world, joint );
}
b3Vec3 b3Joint_GetConstraintTorque( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
return b3GetJointConstraintTorque( world, joint );
}
float b3Joint_GetLinearSeparation( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
b3WorldTransform xfA = b3GetBodyTransform( world, joint->edges[0].bodyId );
b3WorldTransform xfB = b3GetBodyTransform( world, joint->edges[1].bodyId );
b3Pos pA = b3TransformWorldPoint( xfA, base->localFrameA.p );
b3Pos pB = b3TransformWorldPoint( xfB, base->localFrameB.p );
b3Vec3 dp = b3SubPos( pB, pA );
switch ( joint->type )
{
case b3_parallelJoint:
return 0.0f;
case b3_distanceJoint:
{
b3DistanceJoint* distanceJoint = &base->distanceJoint;
float length = b3Length( dp );
if ( distanceJoint->enableSpring )
{
if ( distanceJoint->enableLimit )
{
if ( length < distanceJoint->minLength )
{
return distanceJoint->minLength - length;
}
if ( length > distanceJoint->maxLength )
{
return length - distanceJoint->maxLength;
}
return 0.0f;
}
return 0.0f;
}
return b3AbsFloat( length - distanceJoint->length );
}
case b3_motorJoint:
return 0.0f;
case b3_filterJoint:
return 0.0f;
case b3_prismaticJoint:
{
b3PrismaticJoint* prismaticJoint = &base->prismaticJoint;
b3Vec3 axisA = b3RotateVector( xfA.q, b3Vec3_axisX );
b3Vec3 perpA = b3Perp( axisA );
float perpendicularSeparation = b3AbsFloat( b3Dot( perpA, dp ) );
float limitSeparation = 0.0f;
if ( prismaticJoint->enableLimit )
{
float translation = b3Dot( axisA, dp );
if ( translation < prismaticJoint->lowerTranslation )
{
limitSeparation = prismaticJoint->lowerTranslation - translation;
}
if ( prismaticJoint->upperTranslation < translation )
{
limitSeparation = translation - prismaticJoint->upperTranslation;
}
}
return sqrtf( perpendicularSeparation * perpendicularSeparation + limitSeparation * limitSeparation );
}
case b3_revoluteJoint:
return b3Length( dp );
case b3_sphericalJoint:
return b3Length( dp );
case b3_weldJoint:
{
b3WeldJoint* weldJoint = &base->weldJoint;
if ( weldJoint->linearHertz == 0.0f )
{
return b3Length( dp );
}
return 0.0f;
}
case b3_wheelJoint:
{
b3WheelJoint* wheelJoint = &base->wheelJoint;
b3Vec3 axisA = b3RotateVector( xfA.q, b3Vec3_axisX );
b3Vec3 perpA = b3Perp( axisA );
float perpendicularSeparation = b3AbsFloat( b3Dot( perpA, dp ) );
float limitSeparation = 0.0f;
if ( wheelJoint->enableSuspensionLimit )
{
float translation = b3Dot( axisA, dp );
if ( translation < wheelJoint->lowerSuspensionLimit )
{
limitSeparation = wheelJoint->lowerSuspensionLimit - translation;
}
if ( wheelJoint->upperSuspensionLimit < translation )
{
limitSeparation = translation - wheelJoint->upperSuspensionLimit;
}
}
return sqrtf( perpendicularSeparation * perpendicularSeparation + limitSeparation * limitSeparation );
}
default:
B3_ASSERT( false );
return 0.0f;
}
}
float b3Joint_GetAngularSeparation( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3Joint* joint = b3GetJointFullId( world, jointId );
b3JointSim* base = b3GetJointSim( world, joint );
b3WorldTransform xfA = b3GetBodyTransform( world, joint->edges[0].bodyId );
b3WorldTransform xfB = b3GetBodyTransform( world, joint->edges[1].bodyId );
b3Quat relQ = b3InvMulQuat( xfA.q, xfB.q );
switch ( joint->type )
{
case b3_parallelJoint:
{
relQ.v.z = 0.0f;
return b3GetQuatAngle( relQ );
}
case b3_distanceJoint:
return 0.0f;
case b3_motorJoint:
return 0.0f;
case b3_filterJoint:
return 0.0f;
case b3_prismaticJoint:
return b3GetQuatAngle( relQ );
case b3_revoluteJoint:
{
b3RevoluteJoint* revoluteJoint = &base->revoluteJoint;
if ( revoluteJoint->enableLimit )
{
float angle = b3GetTwistAngle( relQ );
if ( angle < revoluteJoint->lowerAngle )
{
return b3GetQuatAngle( relQ );
}
if ( revoluteJoint->upperAngle < angle )
{
return b3GetQuatAngle( relQ );
}
}
relQ.v.z = 0.0f;
return b3GetQuatAngle( relQ );
}
case b3_sphericalJoint:
{
b3SphericalJoint* sphericalJoint = &base->sphericalJoint;
float sum = 0.0f;
if ( sphericalJoint->enableConeLimit )
{
float swingAngle = b3GetSwingAngle( relQ );
sum += b3MaxFloat( 0.0f, swingAngle - sphericalJoint->coneAngle );
}
if ( sphericalJoint->enableTwistLimit )
{
float twistAngle = b3GetTwistAngle( relQ );
sum += b3MaxFloat( 0.0f, sphericalJoint->lowerTwistAngle - twistAngle );
sum += b3MaxFloat( 0.0f, twistAngle - sphericalJoint->upperTwistAngle );
}
return sum;
}
case b3_weldJoint:
{
b3WeldJoint* weldJoint = &base->weldJoint;
if ( weldJoint->angularHertz == 0.0f )
{
return b3GetQuatAngle( relQ );
}
return 0.0f;
}
case b3_wheelJoint:
B3_ASSERT( false );
return 0.0f;
default:
B3_ASSERT( false );
return 0.0f;
}
}
#if 0#endif
void b3PrepareJoint( b3JointSim* joint, b3StepContext* context )
{
float hertz = b3MinFloat( joint->constraintHertz, 0.25f * context->inv_h );
joint->constraintSoftness = b3MakeSoft( hertz, joint->constraintDampingRatio, context->h );
switch ( joint->type )
{
case b3_parallelJoint:
b3PrepareParallelJoint( joint, context );
break;
case b3_distanceJoint:
b3PrepareDistanceJoint( joint, context );
break;
case b3_filterJoint:
break;
case b3_motorJoint:
b3PrepareMotorJoint( joint, context );
break;
case b3_prismaticJoint:
b3PreparePrismaticJoint( joint, context );
break;
case b3_revoluteJoint:
b3PrepareRevoluteJoint( joint, context );
break;
case b3_sphericalJoint:
b3PrepareSphericalJoint( joint, context );
break;
case b3_weldJoint:
b3PrepareWeldJoint( joint, context );
break;
case b3_wheelJoint:
b3PrepareWheelJoint( joint, context );
break;
default:
B3_ASSERT( false );
}
}
void b3WarmStartJoint( b3JointSim* joint, b3StepContext* context )
{
switch ( joint->type )
{
case b3_parallelJoint:
b3WarmStartParallelJoint( joint, context );
break;
case b3_distanceJoint:
b3WarmStartDistanceJoint( joint, context );
break;
case b3_filterJoint:
break;
case b3_motorJoint:
b3WarmStartMotorJoint( joint, context );
break;
case b3_prismaticJoint:
b3WarmStartPrismaticJoint( joint, context );
break;
case b3_revoluteJoint:
b3WarmStartRevoluteJoint( joint, context );
break;
case b3_sphericalJoint:
b3WarmStartSphericalJoint( joint, context );
break;
case b3_weldJoint:
b3WarmStartWeldJoint( joint, context );
break;
case b3_wheelJoint:
b3WarmStartWheelJoint( joint, context );
break;
default:
B3_ASSERT( false );
}
}
void b3SolveJoint( b3JointSim* joint, b3StepContext* context, bool useBias )
{
B3_UNUSED( useBias );
switch ( joint->type )
{
case b3_parallelJoint:
b3SolveParallelJoint( joint, context );
break;
case b3_distanceJoint:
b3SolveDistanceJoint( joint, context, useBias );
break;
case b3_filterJoint:
break;
case b3_motorJoint:
b3SolveMotorJoint( joint, context );
break;
case b3_prismaticJoint:
b3SolvePrismaticJoint( joint, context, useBias );
break;
case b3_revoluteJoint:
b3SolveRevoluteJoint( joint, context, useBias );
break;
case b3_sphericalJoint:
b3SolveSphericalJoint( joint, context, useBias );
break;
case b3_weldJoint:
b3SolveWeldJoint( joint, context, useBias );
break;
case b3_wheelJoint:
b3SolveWheelJoint( joint, context, useBias );
break;
default:
B3_ASSERT( false );
}
}
void b3PrepareJoints_Overflow( b3StepContext* context )
{
b3TracyCZoneNC( prepare_joints, "PrepJoints", b3_colorOldLace, true );
b3ConstraintGraph* graph = context->graph;
b3JointSim* joints = graph->colors[B3_OVERFLOW_INDEX].jointSims.data;
int jointCount = graph->colors[B3_OVERFLOW_INDEX].jointSims.count;
for ( int i = 0; i < jointCount; ++i )
{
b3JointSim* joint = joints + i;
b3PrepareJoint( joint, context );
}
b3TracyCZoneEnd( prepare_joints );
}
void b3WarmStartJoints_Overflow( b3StepContext* context )
{
b3TracyCZoneNC( prepare_joints, "PrepJoints", b3_colorOldLace, true );
b3ConstraintGraph* graph = context->graph;
b3JointSim* joints = graph->colors[B3_OVERFLOW_INDEX].jointSims.data;
int jointCount = graph->colors[B3_OVERFLOW_INDEX].jointSims.count;
for ( int i = 0; i < jointCount; ++i )
{
b3JointSim* joint = joints + i;
b3WarmStartJoint( joint, context );
}
b3TracyCZoneEnd( prepare_joints );
}
void b3SolveJoints_Overflow( b3StepContext* context, bool useBias )
{
b3TracyCZoneNC( solve_joints, "SolveJoints", b3_colorLemonChiffon, true );
b3ConstraintGraph* graph = context->graph;
b3JointSim* joints = graph->colors[B3_OVERFLOW_INDEX].jointSims.data;
int jointCount = graph->colors[B3_OVERFLOW_INDEX].jointSims.count;
for ( int i = 0; i < jointCount; ++i )
{
b3JointSim* joint = joints + i;
b3SolveJoint( joint, context, useBias );
}
b3TracyCZoneEnd( solve_joints );
}
void b3DrawJoint( b3DebugDraw* draw, b3World* world, b3Joint* joint )
{
b3Body* bodyA = b3Array_Get( world->bodies, joint->edges[0].bodyId );
b3Body* bodyB = b3Array_Get( world->bodies, joint->edges[1].bodyId );
if ( bodyA->setIndex == b3_disabledSet || bodyB->setIndex == b3_disabledSet )
{
return;
}
b3JointSim* jointSim = b3GetJointSim( world, joint );
b3WorldTransform transformA = b3GetBodyTransformQuick( world, bodyA );
b3WorldTransform transformB = b3GetBodyTransformQuick( world, bodyB );
b3Pos pA = b3TransformWorldPoint( transformA, jointSim->localFrameA.p );
b3Pos pB = b3TransformWorldPoint( transformB, jointSim->localFrameB.p );
b3HexColor color = b3_colorDarkSeaGreen;
float scale = b3MaxFloat( 0.0001f, draw->jointScale * joint->drawScale );
switch ( joint->type )
{
case b3_parallelJoint:
b3DrawParallelJoint( draw, jointSim, transformA, transformB, scale );
break;
case b3_distanceJoint:
b3DrawDistanceJoint( draw, jointSim, transformA, transformB );
break;
case b3_filterJoint:
draw->DrawSegmentFcn( pA, pB, b3_colorGold, draw->context );
break;
case b3_motorJoint:
draw->DrawSegmentFcn( pA, pB, b3_colorPlum, draw->context );
draw->DrawPointFcn( pA, 8.0f, b3_colorYellowGreen, draw->context );
draw->DrawPointFcn( pB, 8.0f, b3_colorPlum, draw->context );
break;
case b3_prismaticJoint:
b3DrawPrismaticJoint( draw, jointSim, transformA, transformB, scale );
break;
case b3_revoluteJoint:
b3DrawRevoluteJoint( draw, jointSim, transformA, transformB, scale );
break;
case b3_sphericalJoint:
b3DrawSphericalJoint( draw, jointSim, transformA, transformB, scale );
break;
case b3_weldJoint:
b3DrawWeldJoint( draw, jointSim, transformA, transformB, scale );
break;
case b3_wheelJoint:
b3DrawWheelJoint( draw, jointSim, transformA, transformB, scale );
break;
default:
draw->DrawSegmentFcn( transformA.p, pA, color, draw->context );
draw->DrawSegmentFcn( pA, pB, color, draw->context );
draw->DrawSegmentFcn( transformB.p, pB, color, draw->context );
break;
}
if ( draw->drawGraphColors )
{
b3HexColor graphColors[B3_GRAPH_COLOR_COUNT] = {
b3_colorRed, b3_colorOrange, b3_colorYellow, b3_colorGreen, b3_colorCyan, b3_colorBlue,
b3_colorViolet, b3_colorPink, b3_colorChocolate, b3_colorGoldenRod, b3_colorCoral, b3_colorRosyBrown,
b3_colorAqua, b3_colorPeru, b3_colorLime, b3_colorGold, b3_colorPlum, b3_colorSnow,
b3_colorTeal, b3_colorKhaki, b3_colorSalmon, b3_colorPeachPuff, b3_colorHoneyDew, b3_colorBlack,
};
int colorIndex = joint->colorIndex;
if ( colorIndex != B3_NULL_INDEX )
{
b3Pos p = b3LerpPosition( pA, pB, 0.5f );
draw->DrawPointFcn( p, 5.0f, graphColors[colorIndex], draw->context );
}
}
if ( draw->drawJointExtras )
{
b3Vec3 force = b3GetJointConstraintForce( world, joint );
b3Vec3 torque = b3GetJointConstraintTorque( world, joint );
b3Pos p = b3LerpPosition( pA, pB, 0.5f );
draw->DrawSegmentFcn( p, b3OffsetPos( p, b3MulSV( 0.001f, force ) ), b3_colorAzure, draw->context );
char buffer[64];
snprintf( buffer, 64, "f = %g, t = %g", b3Length( force ), b3Length( torque ) );
draw->DrawStringFcn( p, buffer, b3_colorAzure, draw->context );
}
}