| 1 | /**************************************************************************/ |
| 2 | /* godot_generic_6dof_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 | /* */ |
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| 12 | /* a copy of this software and associated documentation files (the */ |
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
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| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef GODOT_GENERIC_6DOF_JOINT_3D_H |
| 32 | #define GODOT_GENERIC_6DOF_JOINT_3D_H |
| 33 | |
| 34 | /* |
| 35 | Adapted to Godot from the Bullet library. |
| 36 | */ |
| 37 | |
| 38 | #include "servers/physics_3d/godot_joint_3d.h" |
| 39 | #include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" |
| 40 | |
| 41 | /* |
| 42 | Bullet Continuous Collision Detection and Physics Library |
| 43 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
| 44 | |
| 45 | This software is provided 'as-is', without any express or implied warranty. |
| 46 | In no event will the authors be held liable for any damages arising from the use of this software. |
| 47 | Permission is granted to anyone to use this software for any purpose, |
| 48 | including commercial applications, and to alter it and redistribute it freely, |
| 49 | subject to the following restrictions: |
| 50 | |
| 51 | 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. |
| 52 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
| 53 | 3. This notice may not be removed or altered from any source distribution. |
| 54 | */ |
| 55 | |
| 56 | /* |
| 57 | 2007-09-09 |
| 58 | GodotGeneric6DOFJoint3D Refactored by Francisco Le?n |
| 59 | email: projectileman@yahoo.com |
| 60 | http://gimpact.sf.net |
| 61 | */ |
| 62 | |
| 63 | //! Rotation Limit structure for generic joints |
| 64 | class GodotG6DOFRotationalLimitMotor3D { |
| 65 | public: |
| 66 | //! limit_parameters |
| 67 | //!@{ |
| 68 | real_t m_loLimit = -1e30; //!< joint limit |
| 69 | real_t m_hiLimit = 1e30; //!< joint limit |
| 70 | real_t m_targetVelocity = 0.0; //!< target motor velocity |
| 71 | real_t m_maxMotorForce = 0.1; //!< max force on motor |
| 72 | real_t m_maxLimitForce = 300.0; //!< max force on limit |
| 73 | real_t m_damping = 1.0; //!< Damping. |
| 74 | real_t m_limitSoftness = 0.5; //! Relaxation factor |
| 75 | real_t m_ERP = 0.5; //!< Error tolerance factor when joint is at limit |
| 76 | real_t m_bounce = 0.0; //!< restitution factor |
| 77 | bool m_enableMotor = false; |
| 78 | bool m_enableLimit = false; |
| 79 | |
| 80 | //!@} |
| 81 | |
| 82 | //! temp_variables |
| 83 | //!@{ |
| 84 | real_t m_currentLimitError = 0.0; //!< How much is violated this limit |
| 85 | int m_currentLimit = 0; //!< 0=free, 1=at lo limit, 2=at hi limit |
| 86 | real_t m_accumulatedImpulse = 0.0; |
| 87 | //!@} |
| 88 | |
| 89 | GodotG6DOFRotationalLimitMotor3D() {} |
| 90 | |
| 91 | bool isLimited() { |
| 92 | return (m_loLimit < m_hiLimit); |
| 93 | } |
| 94 | |
| 95 | // Need apply correction. |
| 96 | bool needApplyTorques() { |
| 97 | return (m_enableMotor || m_currentLimit != 0); |
| 98 | } |
| 99 | |
| 100 | // Calculates m_currentLimit and m_currentLimitError. |
| 101 | int testLimitValue(real_t test_value); |
| 102 | |
| 103 | // Apply the correction impulses for two bodies. |
| 104 | real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic); |
| 105 | }; |
| 106 | |
| 107 | class GodotG6DOFTranslationalLimitMotor3D { |
| 108 | public: |
| 109 | Vector3 m_lowerLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint lower limits |
| 110 | Vector3 m_upperLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint upper limits |
| 111 | Vector3 m_accumulatedImpulse = Vector3(0.0, 0.0, 0.0); |
| 112 | //! Linear_Limit_parameters |
| 113 | //!@{ |
| 114 | Vector3 m_limitSoftness = Vector3(0.7, 0.7, 0.7); //!< Softness for linear limit |
| 115 | Vector3 m_damping = Vector3(1.0, 1.0, 1.0); //!< Damping for linear limit |
| 116 | Vector3 m_restitution = Vector3(0.5, 0.5, 0.5); //! Bounce parameter for linear limit |
| 117 | //!@} |
| 118 | bool enable_limit[3] = { true, true, true }; |
| 119 | |
| 120 | //! Test limit |
| 121 | /*! |
| 122 | * - free means upper < lower, |
| 123 | * - locked means upper == lower |
| 124 | * - limited means upper > lower |
| 125 | * - limitIndex: first 3 are linear, next 3 are angular |
| 126 | */ |
| 127 | inline bool isLimited(int limitIndex) { |
| 128 | return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]); |
| 129 | } |
| 130 | |
| 131 | real_t solveLinearAxis( |
| 132 | real_t timeStep, |
| 133 | real_t jacDiagABInv, |
| 134 | GodotBody3D *body1, const Vector3 &pointInA, |
| 135 | GodotBody3D *body2, const Vector3 &pointInB, |
| 136 | bool p_body1_dynamic, bool p_body2_dynamic, |
| 137 | int limit_index, |
| 138 | const Vector3 &axis_normal_on_a, |
| 139 | const Vector3 &anchorPos); |
| 140 | }; |
| 141 | |
| 142 | class GodotGeneric6DOFJoint3D : public GodotJoint3D { |
| 143 | protected: |
| 144 | union { |
| 145 | struct { |
| 146 | GodotBody3D *A; |
| 147 | GodotBody3D *B; |
| 148 | }; |
| 149 | |
| 150 | GodotBody3D *_arr[2] = { nullptr, nullptr }; |
| 151 | }; |
| 152 | |
| 153 | //! relative_frames |
| 154 | //!@{ |
| 155 | Transform3D m_frameInA; //!< the constraint space w.r.t body A |
| 156 | Transform3D m_frameInB; //!< the constraint space w.r.t body B |
| 157 | //!@} |
| 158 | |
| 159 | //! Jacobians |
| 160 | //!@{ |
| 161 | GodotJacobianEntry3D m_jacLinear[3]; //!< 3 orthogonal linear constraints |
| 162 | GodotJacobianEntry3D m_jacAng[3]; //!< 3 orthogonal angular constraints |
| 163 | //!@} |
| 164 | |
| 165 | //! Linear_Limit_parameters |
| 166 | //!@{ |
| 167 | GodotG6DOFTranslationalLimitMotor3D m_linearLimits; |
| 168 | //!@} |
| 169 | |
| 170 | //! hinge_parameters |
| 171 | //!@{ |
| 172 | GodotG6DOFRotationalLimitMotor3D m_angularLimits[3]; |
| 173 | //!@} |
| 174 | |
| 175 | protected: |
| 176 | //! temporal variables |
| 177 | //!@{ |
| 178 | real_t m_timeStep = 0.0; |
| 179 | Transform3D m_calculatedTransformA; |
| 180 | Transform3D m_calculatedTransformB; |
| 181 | Vector3 m_calculatedAxisAngleDiff; |
| 182 | Vector3 m_calculatedAxis[3]; |
| 183 | |
| 184 | Vector3 m_AnchorPos; // point between pivots of bodies A and B to solve linear axes |
| 185 | |
| 186 | bool m_useLinearReferenceFrameA = false; |
| 187 | |
| 188 | //!@} |
| 189 | |
| 190 | GodotGeneric6DOFJoint3D(GodotGeneric6DOFJoint3D const &) = delete; |
| 191 | void operator=(GodotGeneric6DOFJoint3D const &) = delete; |
| 192 | |
| 193 | void buildLinearJacobian( |
| 194 | GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld, |
| 195 | const Vector3 &pivotAInW, const Vector3 &pivotBInW); |
| 196 | |
| 197 | void buildAngularJacobian(GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW); |
| 198 | |
| 199 | //! calcs the euler angles between the two bodies. |
| 200 | void calculateAngleInfo(); |
| 201 | |
| 202 | public: |
| 203 | GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA); |
| 204 | |
| 205 | virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_6DOF; } |
| 206 | |
| 207 | virtual bool setup(real_t p_step) override; |
| 208 | virtual void solve(real_t p_step) override; |
| 209 | |
| 210 | // Calcs the global transform for the joint offset for body A an B, and also calcs the angle differences between the bodies. |
| 211 | void calculateTransforms(); |
| 212 | |
| 213 | // Gets the global transform of the offset for body A. |
| 214 | const Transform3D &getCalculatedTransformA() const { |
| 215 | return m_calculatedTransformA; |
| 216 | } |
| 217 | |
| 218 | // Gets the global transform of the offset for body B. |
| 219 | const Transform3D &getCalculatedTransformB() const { |
| 220 | return m_calculatedTransformB; |
| 221 | } |
| 222 | |
| 223 | const Transform3D &getFrameOffsetA() const { |
| 224 | return m_frameInA; |
| 225 | } |
| 226 | |
| 227 | const Transform3D &getFrameOffsetB() const { |
| 228 | return m_frameInB; |
| 229 | } |
| 230 | |
| 231 | Transform3D &getFrameOffsetA() { |
| 232 | return m_frameInA; |
| 233 | } |
| 234 | |
| 235 | Transform3D &getFrameOffsetB() { |
| 236 | return m_frameInB; |
| 237 | } |
| 238 | |
| 239 | // Performs Jacobian calculation, and also calculates angle differences and axis. |
| 240 | void updateRHS(real_t timeStep); |
| 241 | |
| 242 | // Get the rotation axis in global coordinates. |
| 243 | Vector3 getAxis(int axis_index) const; |
| 244 | |
| 245 | // Get the relative Euler angle. |
| 246 | real_t getAngle(int axis_index) const; |
| 247 | |
| 248 | // Calculates angular correction and returns true if limit needs to be corrected. |
| 249 | bool testAngularLimitMotor(int axis_index); |
| 250 | |
| 251 | void setLinearLowerLimit(const Vector3 &linearLower) { |
| 252 | m_linearLimits.m_lowerLimit = linearLower; |
| 253 | } |
| 254 | |
| 255 | void setLinearUpperLimit(const Vector3 &linearUpper) { |
| 256 | m_linearLimits.m_upperLimit = linearUpper; |
| 257 | } |
| 258 | |
| 259 | void setAngularLowerLimit(const Vector3 &angularLower) { |
| 260 | m_angularLimits[0].m_loLimit = angularLower.x; |
| 261 | m_angularLimits[1].m_loLimit = angularLower.y; |
| 262 | m_angularLimits[2].m_loLimit = angularLower.z; |
| 263 | } |
| 264 | |
| 265 | void setAngularUpperLimit(const Vector3 &angularUpper) { |
| 266 | m_angularLimits[0].m_hiLimit = angularUpper.x; |
| 267 | m_angularLimits[1].m_hiLimit = angularUpper.y; |
| 268 | m_angularLimits[2].m_hiLimit = angularUpper.z; |
| 269 | } |
| 270 | |
| 271 | // Retrieves the angular limit information. |
| 272 | GodotG6DOFRotationalLimitMotor3D *getRotationalLimitMotor(int index) { |
| 273 | return &m_angularLimits[index]; |
| 274 | } |
| 275 | |
| 276 | // Retrieves the limit information. |
| 277 | GodotG6DOFTranslationalLimitMotor3D *getTranslationalLimitMotor() { |
| 278 | return &m_linearLimits; |
| 279 | } |
| 280 | |
| 281 | // First 3 are linear, next 3 are angular. |
| 282 | void setLimit(int axis, real_t lo, real_t hi) { |
| 283 | if (axis < 3) { |
| 284 | m_linearLimits.m_lowerLimit[axis] = lo; |
| 285 | m_linearLimits.m_upperLimit[axis] = hi; |
| 286 | } else { |
| 287 | m_angularLimits[axis - 3].m_loLimit = lo; |
| 288 | m_angularLimits[axis - 3].m_hiLimit = hi; |
| 289 | } |
| 290 | } |
| 291 | |
| 292 | //! Test limit |
| 293 | /*! |
| 294 | * - free means upper < lower, |
| 295 | * - locked means upper == lower |
| 296 | * - limited means upper > lower |
| 297 | * - limitIndex: first 3 are linear, next 3 are angular |
| 298 | */ |
| 299 | bool isLimited(int limitIndex) { |
| 300 | if (limitIndex < 3) { |
| 301 | return m_linearLimits.isLimited(limitIndex); |
| 302 | } |
| 303 | return m_angularLimits[limitIndex - 3].isLimited(); |
| 304 | } |
| 305 | |
| 306 | const GodotBody3D *getRigidBodyA() const { |
| 307 | return A; |
| 308 | } |
| 309 | const GodotBody3D *getRigidBodyB() const { |
| 310 | return B; |
| 311 | } |
| 312 | |
| 313 | virtual void calcAnchorPos(); // overridable |
| 314 | |
| 315 | void set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value); |
| 316 | real_t get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const; |
| 317 | |
| 318 | void set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value); |
| 319 | bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const; |
| 320 | }; |
| 321 | |
| 322 | #endif // GODOT_GENERIC_6DOF_JOINT_3D_H |
| 323 | |