Files
FlaxEngine/Source/Engine/Physics/Joints/Limits.h
2023-01-10 15:29:37 +01:00

343 lines
15 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Config.h"
/// <summary>
/// Controls spring parameters for a physics joint limits. If a limit is soft (body bounces back due to restitution when
/// the limit is reached) the spring will pull the body back towards the limit using the specified parameters.
/// </summary>
API_STRUCT() struct SpringParameters
{
DECLARE_SCRIPTING_TYPE_MINIMAL(SpringParameters);
/// <summary>
/// The spring strength. Force proportional to the position error.
/// </summary>
API_FIELD() float Stiffness;
/// <summary>
/// Damping strength. Force proportional to the velocity error.
/// </summary>
API_FIELD() float Damping;
public:
/// <summary>
/// Constructs a spring with no force.
/// </summary>
SpringParameters()
{
Stiffness = 0.0f;
Damping = 0.0f;
}
/// <summary>
/// Constructs a spring.
/// </summary>
/// <param name="stiffness">Spring strength. Force proportional to the position error.</param>
/// <param name="damping">Damping strength. Force proportional to the velocity error.</param>
SpringParameters(const float stiffness, const float damping)
: Stiffness(stiffness)
, Damping(damping)
{
}
public:
bool operator==(const SpringParameters& other) const
{
return Stiffness == other.Stiffness && Damping == other.Damping;
}
};
/// <summary>
/// Represents a joint limit between two distance values. Lower value must be less than the upper value.
/// </summary>
API_STRUCT() struct LimitLinearRange
{
DECLARE_SCRIPTING_TYPE_MINIMAL(LimitLinearRange);
/// <summary>
/// Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit.
/// </summary>
API_FIELD() float ContactDist = -1.0f;
/// <summary>
/// Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.
/// </summary>
API_FIELD(Attributes="Limit(0.0f, 1.0f)") float Restitution = 0.0f;
/// <summary>
/// The spring that controls how are the bodies pulled back towards the limit when they breach it.
/// </summary>
API_FIELD() SpringParameters Spring;
/// <summary>
/// The lower distance of the limit. Must be less than upper.
/// </summary>
API_FIELD() float Lower = 0.0f;
/// <summary>
/// The upper distance of the limit. Must be more than lower.
/// </summary>
API_FIELD() float Upper = 0.0f;
public:
/// <summary>
/// Constructs an empty limit.
/// </summary>
LimitLinearRange()
{
}
/// <summary>
/// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
/// </summary>
/// <param name="lower">The lower distance of the limit. Must be less than upper.</param>
/// <param name="upper">The upper distance of the limit. Must be more than lower.</param>
/// <param name="contactDist">Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit. Specify -1 for the default.</param>
LimitLinearRange(const float lower, const float upper, const float contactDist = -1.0f)
: ContactDist(contactDist)
, Lower(lower)
, Upper(upper)
{
}
/// <summary>
/// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the restitution parameter and will be pulled back towards the limit by the provided spring.
/// </summary>
/// <param name="lower">The lower distance of the limit. Must be less than upper.</param>
/// <param name="upper">The upper distance of the limit. Must be more than lower.</param>
/// <param name="spring">The spring that controls how are the bodies pulled back towards the limit when they breach it.</param>
/// <param name="restitution">Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.</param>
LimitLinearRange(const float lower, const float upper, const SpringParameters& spring, const float restitution = 0.0f)
: Restitution(restitution)
, Spring(spring)
, Lower(lower)
, Upper(upper)
{
}
public:
bool operator==(const LimitLinearRange& other) const
{
return Lower == other.Lower && Upper == other.Upper && ContactDist == other.ContactDist && Restitution == other.Restitution && Spring == other.Spring;
}
};
/// <summary>
/// Represents a joint limit between zero a single distance value.
/// </summary>
API_STRUCT() struct LimitLinear
{
DECLARE_SCRIPTING_TYPE_MINIMAL(LimitLinear);
/// <summary>
/// Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit.
/// </summary>
API_FIELD() float ContactDist = -1.0f;
/// <summary>
/// Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.
/// </summary>
API_FIELD(Attributes="Limit(0.0f, 1.0f)") float Restitution = 0.0f;
/// <summary>
/// The spring that controls how are the bodies pulled back towards the limit when they breach it.
/// </summary>
API_FIELD() SpringParameters Spring;
/// <summary>
/// The distance at which the limit becomes active.
/// </summary>
API_FIELD() float Extent = 0.0f;
public:
/// <summary>
/// Constructs an empty limit.
/// </summary>
LimitLinear()
{
}
/// <summary>
/// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
/// </summary>
/// <param name="extent">The distance at which the limit becomes active.</param>
/// <param name="contactDist">The distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit. Specify -1 for the default.</param>
LimitLinear(const float extent, const float contactDist = -1.0f)
: ContactDist(contactDist)
, Extent(extent)
{
}
/// <summary>
/// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the restitution parameter and will be pulled back towards the limit by the provided spring.
/// </summary>
/// <param name="extent">The distance at which the limit becomes active.</param>
/// <param name="spring">The spring that controls how are the bodies pulled back towards the limit when they breach it.</param>
/// <param name="restitution">Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.</param>
LimitLinear(const float extent, const SpringParameters& spring, const float restitution = 0.0f)
: Restitution(restitution)
, Spring(spring)
, Extent(extent)
{
}
public:
bool operator==(const LimitLinear& other) const
{
return Extent == other.Extent && ContactDist == other.ContactDist && Restitution == other.Restitution && Spring == other.Spring;
}
};
/// <summary>
/// Represents a joint limit between two angles.
/// </summary>
API_STRUCT() struct LimitAngularRange
{
DECLARE_SCRIPTING_TYPE_MINIMAL(LimitAngularRange);
/// <summary>
/// Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit.
/// </summary>
API_FIELD() float ContactDist = -1.0f;
/// <summary>
/// Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.
/// </summary>
API_FIELD(Attributes="Limit(0.0f, 1.0f)") float Restitution = 0.0f;
/// <summary>
/// The spring that controls how are the bodies pulled back towards the limit when they breach it.
/// </summary>
API_FIELD() SpringParameters Spring;
/// <summary>
/// Lower angle of the limit (in degrees). Must be less than upper.
/// </summary>
API_FIELD() float Lower = 0.0f;
/// <summary>
/// Upper angle of the limit (in degrees). Must be less than lower.
/// </summary>
API_FIELD() float Upper = 0.0f;
public:
/// <summary>
/// Constructs an empty limit.
/// </summary>
LimitAngularRange()
{
}
/// <summary>
/// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
/// </summary>
/// <param name="lower">The lower angle of the limit (in degrees). Must be less than upper.</param>
/// <param name="upper">The upper angle of the limit (in degrees). Must be more than lower.</param>
/// <param name="contactDist">Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit. Specify -1 for the default.</param>
LimitAngularRange(const float lower, const float upper, const float contactDist = -1.0f)
: ContactDist(contactDist)
, Lower(lower)
, Upper(upper)
{
}
/// <summary>
/// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the restitution parameter and will be pulled back towards the limit by the provided spring.
/// </summary>
/// <param name="lower">The lower angle of the limit. Must be less than upper.</param>
/// <param name="upper">The upper angle of the limit. Must be more than lower.</param>
/// <param name="spring">The spring that controls how are the bodies pulled back towards the limit when they breach it.</param>
/// <param name="restitution">Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.</param>
LimitAngularRange(const float lower, const float upper, const SpringParameters& spring, const float restitution = 0.0f)
: Restitution(restitution)
, Spring(spring)
, Lower(lower)
, Upper(upper)
{
}
public:
bool operator==(const LimitAngularRange& other) const
{
return Lower == other.Lower && Upper == other.Upper && ContactDist == other.ContactDist && Restitution == other.Restitution && Spring == other.Spring;
}
};
/// <summary>
/// Represents a joint limit that constraints movement to within an elliptical cone.
/// </summary>
API_STRUCT() struct LimitConeRange
{
DECLARE_SCRIPTING_TYPE_MINIMAL(LimitConeRange);
/// <summary>
/// Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit.
/// </summary>
API_FIELD() float ContactDist = -1.0f;
/// <summary>
/// Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.
/// </summary>
API_FIELD(Attributes="Limit(0.0f, 1.0f)") float Restitution = 0.0f;
/// <summary>
/// The spring that controls how are the bodies pulled back towards the limit when they breach it.
/// </summary>
API_FIELD() SpringParameters Spring;
/// <summary>
/// The Y angle of the cone (in degrees). Movement is constrained between 0 and this angle on the Y axis.
/// </summary>
API_FIELD(Attributes="Limit(0.0f, 180.0f)") float YLimitAngle = 90.0f;
/// <summary>
/// The Z angle of the cone (in degrees). Movement is constrained between 0 and this angle on the Z axis.
/// </summary>
API_FIELD(Attributes="Limit(0.0f, 180.0f)") float ZLimitAngle = 90.0f;
public:
/// <summary>
/// Constructs a limit with a 45 degree cone.
/// </summary>
LimitConeRange()
{
}
/// <summary>
/// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
/// </summary>
/// <param name="yLimitAngle">The Y angle of the cone (in degrees). Movement is constrained between 0 and this angle on the Y axis.</param>
/// <param name="zLimitAngle">The Z angle of the cone (in degrees). Movement is constrained between 0 and this angle on the Z axis.</param>
/// <param name="contactDist">Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit. Specify -1 for the default.</param>
LimitConeRange(const float yLimitAngle, const float zLimitAngle, const float contactDist = -1.0f)
: ContactDist(contactDist)
, YLimitAngle(yLimitAngle)
, ZLimitAngle(zLimitAngle)
{
}
/// <summary>
/// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the restitution parameter and will be pulled back towards the limit by the provided spring.
/// </summary>
/// <param name="yLimitAngle">The Y angle of the cone (in degrees). Movement is constrained between 0 and this angle on the Y axis.</param>
/// <param name="zLimitAngle">The Z angle of the cone (in degrees). Movement is constrained between 0 and this angle on the Z axis.</param>
/// <param name="spring">The spring that controls how are the bodies pulled back towards the limit when they breach it.</param>
/// <param name="restitution">Controls how do objects react when the limit is reached, values closer to zero specify non-elastic collision, while those closer to one specify more elastic (i.e bouncy) collision. Must be in [0, 1] range.</param>
LimitConeRange(const float yLimitAngle, const float zLimitAngle, const SpringParameters& spring, const float restitution = 0.0f)
: Restitution(restitution)
, Spring(spring)
, YLimitAngle(yLimitAngle)
, ZLimitAngle(zLimitAngle)
{
}
public:
bool operator==(const LimitConeRange& other) const
{
return YLimitAngle == other.YLimitAngle && ZLimitAngle == other.ZLimitAngle && ContactDist == other.ContactDist && Restitution == other.Restitution && Spring == other.Spring;
}
};