1 | /**************************************************************************/ |
2 | /* godot_cone_twist_joint_3d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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20 | /* included in all copies or substantial portions of the Software. */ |
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29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_CONE_TWIST_JOINT_3D_H |
32 | #define GODOT_CONE_TWIST_JOINT_3D_H |
33 | |
34 | /* |
35 | Adapted to Godot from the Bullet library. |
36 | */ |
37 | |
38 | /* |
39 | Bullet Continuous Collision Detection and Physics Library |
40 | GodotConeTwistJoint3D is Copyright (c) 2007 Starbreeze Studios |
41 | |
42 | This software is provided 'as-is', without any express or implied warranty. |
43 | In no event will the authors be held liable for any damages arising from the use of this software. |
44 | Permission is granted to anyone to use this software for any purpose, |
45 | including commercial applications, and to alter it and redistribute it freely, |
46 | subject to the following restrictions: |
47 | |
48 | 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. |
49 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
50 | 3. This notice may not be removed or altered from any source distribution. |
51 | |
52 | Written by: Marcus Hennix |
53 | */ |
54 | |
55 | #include "servers/physics_3d/godot_joint_3d.h" |
56 | #include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" |
57 | |
58 | // GodotConeTwistJoint3D can be used to simulate ragdoll joints (upper arm, leg etc). |
59 | class GodotConeTwistJoint3D : public GodotJoint3D { |
60 | #ifdef IN_PARALLELL_SOLVER |
61 | public: |
62 | #endif |
63 | |
64 | union { |
65 | struct { |
66 | GodotBody3D *A; |
67 | GodotBody3D *B; |
68 | }; |
69 | |
70 | GodotBody3D *_arr[2] = { nullptr, nullptr }; |
71 | }; |
72 | |
73 | GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints |
74 | |
75 | real_t m_appliedImpulse = 0.0; |
76 | Transform3D m_rbAFrame; |
77 | Transform3D m_rbBFrame; |
78 | |
79 | real_t m_limitSoftness = 0.0; |
80 | real_t m_biasFactor = 0.3; |
81 | real_t m_relaxationFactor = 1.0; |
82 | |
83 | real_t m_swingSpan1 = Math_TAU / 8.0; |
84 | real_t m_swingSpan2 = 0.0; |
85 | real_t m_twistSpan = 0.0; |
86 | |
87 | Vector3 m_swingAxis; |
88 | Vector3 m_twistAxis; |
89 | |
90 | real_t m_kSwing = 0.0; |
91 | real_t m_kTwist = 0.0; |
92 | |
93 | real_t m_twistLimitSign = 0.0; |
94 | real_t m_swingCorrection = 0.0; |
95 | real_t m_twistCorrection = 0.0; |
96 | |
97 | real_t m_accSwingLimitImpulse = 0.0; |
98 | real_t m_accTwistLimitImpulse = 0.0; |
99 | |
100 | bool m_angularOnly = false; |
101 | bool m_solveTwistLimit = false; |
102 | bool m_solveSwingLimit = false; |
103 | |
104 | public: |
105 | virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_CONE_TWIST; } |
106 | |
107 | virtual bool setup(real_t p_step) override; |
108 | virtual void solve(real_t p_step) override; |
109 | |
110 | GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame); |
111 | |
112 | void setAngularOnly(bool angularOnly) { |
113 | m_angularOnly = angularOnly; |
114 | } |
115 | |
116 | void setLimit(real_t _swingSpan1, real_t _swingSpan2, real_t _twistSpan, real_t _softness = 0.8f, real_t _biasFactor = 0.3f, real_t _relaxationFactor = 1.0f) { |
117 | m_swingSpan1 = _swingSpan1; |
118 | m_swingSpan2 = _swingSpan2; |
119 | m_twistSpan = _twistSpan; |
120 | |
121 | m_limitSoftness = _softness; |
122 | m_biasFactor = _biasFactor; |
123 | m_relaxationFactor = _relaxationFactor; |
124 | } |
125 | |
126 | inline int getSolveTwistLimit() { |
127 | return m_solveTwistLimit; |
128 | } |
129 | |
130 | inline int getSolveSwingLimit() { |
131 | return m_solveTwistLimit; |
132 | } |
133 | |
134 | inline real_t getTwistLimitSign() { |
135 | return m_twistLimitSign; |
136 | } |
137 | |
138 | void set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value); |
139 | real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const; |
140 | }; |
141 | |
142 | #endif // GODOT_CONE_TWIST_JOINT_3D_H |
143 | |