| 1 | /**************************************************************************/ | 
| 2 | /*  godot_jacobian_entry_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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| 29 | /**************************************************************************/ | 
| 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 |  |