| 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. */ |
| 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 */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 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, */ |
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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 | |