1 | /**************************************************************************/ |
2 | /* godot_hinge_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. */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_HINGE_JOINT_3D_H |
32 | #define GODOT_HINGE_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 | class GodotHingeJoint3D : public GodotJoint3D { |
57 | union { |
58 | struct { |
59 | GodotBody3D *A; |
60 | GodotBody3D *B; |
61 | }; |
62 | |
63 | GodotBody3D *_arr[2] = {}; |
64 | }; |
65 | |
66 | GodotJacobianEntry3D m_jac[3]; //3 orthogonal linear constraints |
67 | GodotJacobianEntry3D m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor |
68 | |
69 | Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis. |
70 | Transform3D m_rbBFrame; |
71 | |
72 | real_t m_motorTargetVelocity = 0.0; |
73 | real_t m_maxMotorImpulse = 0.0; |
74 | |
75 | real_t m_limitSoftness = 0.9; |
76 | real_t m_biasFactor = 0.3; |
77 | real_t m_relaxationFactor = 1.0; |
78 | |
79 | real_t m_lowerLimit = Math_PI; |
80 | real_t m_upperLimit = -Math_PI; |
81 | |
82 | real_t m_kHinge = 0.0; |
83 | |
84 | real_t m_limitSign = 0.0; |
85 | real_t m_correction = 0.0; |
86 | |
87 | real_t m_accLimitImpulse = 0.0; |
88 | |
89 | real_t tau = 0.3; |
90 | |
91 | bool m_useLimit = false; |
92 | bool m_angularOnly = false; |
93 | bool m_enableAngularMotor = false; |
94 | bool m_solveLimit = false; |
95 | |
96 | real_t m_appliedImpulse = 0.0; |
97 | |
98 | public: |
99 | virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_HINGE; } |
100 | |
101 | virtual bool setup(real_t p_step) override; |
102 | virtual void solve(real_t p_step) override; |
103 | |
104 | real_t get_hinge_angle(); |
105 | |
106 | void set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value); |
107 | real_t get_param(PhysicsServer3D::HingeJointParam p_param) const; |
108 | |
109 | void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value); |
110 | bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const; |
111 | |
112 | GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB); |
113 | GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB); |
114 | }; |
115 | |
116 | #endif // GODOT_HINGE_JOINT_3D_H |
117 | |