1 | /**************************************************************************/ |
2 | /* godot_jacobian_entry_3d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
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30 | |
31 | #ifndef GODOT_JACOBIAN_ENTRY_3D_H |
32 | #define GODOT_JACOBIAN_ENTRY_3D_H |
33 | |
34 | /* |
35 | Adapted to Godot from the Bullet library. |
36 | */ |
37 | |
38 | /* |
39 | Bullet Continuous Collision Detection and Physics Library |
40 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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 | |
53 | #include "core/math/transform_3d.h" |
54 | |
55 | class GodotJacobianEntry3D { |
56 | public: |
57 | GodotJacobianEntry3D() {} |
58 | //constraint between two different rigidbodies |
59 | GodotJacobianEntry3D( |
60 | const Basis &world2A, |
61 | const Basis &world2B, |
62 | const Vector3 &rel_pos1, const Vector3 &rel_pos2, |
63 | const Vector3 &jointAxis, |
64 | const Vector3 &inertiaInvA, |
65 | const real_t massInvA, |
66 | const Vector3 &inertiaInvB, |
67 | const real_t massInvB) : |
68 | m_linearJointAxis(jointAxis) { |
69 | m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis)); |
70 | m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis)); |
71 | m_0MinvJt = inertiaInvA * m_aJ; |
72 | m_1MinvJt = inertiaInvB * m_bJ; |
73 | m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ); |
74 | |
75 | ERR_FAIL_COND(m_Adiag <= real_t(0.0)); |
76 | } |
77 | |
78 | //angular constraint between two different rigidbodies |
79 | GodotJacobianEntry3D(const Vector3 &jointAxis, |
80 | const Basis &world2A, |
81 | const Basis &world2B, |
82 | const Vector3 &inertiaInvA, |
83 | const Vector3 &inertiaInvB) : |
84 | m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))) { |
85 | m_aJ = world2A.xform(jointAxis); |
86 | m_bJ = world2B.xform(-jointAxis); |
87 | m_0MinvJt = inertiaInvA * m_aJ; |
88 | m_1MinvJt = inertiaInvB * m_bJ; |
89 | m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); |
90 | |
91 | ERR_FAIL_COND(m_Adiag <= real_t(0.0)); |
92 | } |
93 | |
94 | //angular constraint between two different rigidbodies |
95 | GodotJacobianEntry3D(const Vector3 &axisInA, |
96 | const Vector3 &axisInB, |
97 | const Vector3 &inertiaInvA, |
98 | const Vector3 &inertiaInvB) : |
99 | m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))), |
100 | m_aJ(axisInA), |
101 | m_bJ(-axisInB) { |
102 | m_0MinvJt = inertiaInvA * m_aJ; |
103 | m_1MinvJt = inertiaInvB * m_bJ; |
104 | m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); |
105 | |
106 | ERR_FAIL_COND(m_Adiag <= real_t(0.0)); |
107 | } |
108 | |
109 | //constraint on one rigidbody |
110 | GodotJacobianEntry3D( |
111 | const Basis &world2A, |
112 | const Vector3 &rel_pos1, const Vector3 &rel_pos2, |
113 | const Vector3 &jointAxis, |
114 | const Vector3 &inertiaInvA, |
115 | const real_t massInvA) : |
116 | m_linearJointAxis(jointAxis) { |
117 | m_aJ = world2A.xform(rel_pos1.cross(jointAxis)); |
118 | m_bJ = world2A.xform(rel_pos2.cross(-jointAxis)); |
119 | m_0MinvJt = inertiaInvA * m_aJ; |
120 | m_1MinvJt = Vector3(real_t(0.), real_t(0.), real_t(0.)); |
121 | m_Adiag = massInvA + m_0MinvJt.dot(m_aJ); |
122 | |
123 | ERR_FAIL_COND(m_Adiag <= real_t(0.0)); |
124 | } |
125 | |
126 | real_t getDiagonal() const { return m_Adiag; } |
127 | |
128 | // for two constraints on the same rigidbody (for example vehicle friction) |
129 | real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA) const { |
130 | const GodotJacobianEntry3D &jacA = *this; |
131 | real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis); |
132 | real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ); |
133 | return lin + ang; |
134 | } |
135 | |
136 | // for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies) |
137 | real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA, const real_t massInvB) const { |
138 | const GodotJacobianEntry3D &jacA = *this; |
139 | Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis; |
140 | Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ; |
141 | Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ; |
142 | Vector3 lin0 = massInvA * lin; |
143 | Vector3 lin1 = massInvB * lin; |
144 | Vector3 sum = ang0 + ang1 + lin0 + lin1; |
145 | return sum[0] + sum[1] + sum[2]; |
146 | } |
147 | |
148 | real_t getRelativeVelocity(const Vector3 &linvelA, const Vector3 &angvelA, const Vector3 &linvelB, const Vector3 &angvelB) { |
149 | Vector3 linrel = linvelA - linvelB; |
150 | Vector3 angvela = angvelA * m_aJ; |
151 | Vector3 angvelb = angvelB * m_bJ; |
152 | linrel *= m_linearJointAxis; |
153 | angvela += angvelb; |
154 | angvela += linrel; |
155 | real_t rel_vel2 = angvela[0] + angvela[1] + angvela[2]; |
156 | return rel_vel2 + CMP_EPSILON; |
157 | } |
158 | //private: |
159 | |
160 | Vector3 m_linearJointAxis; |
161 | Vector3 m_aJ; |
162 | Vector3 m_bJ; |
163 | Vector3 m_0MinvJt; |
164 | Vector3 m_1MinvJt; |
165 | //Optimization: can be stored in the w/last component of one of the vectors |
166 | real_t m_Adiag = 1.0; |
167 | }; |
168 | |
169 | #endif // GODOT_JACOBIAN_ENTRY_3D_H |
170 | |