1 | /**************************************************************************/ |
2 | /* godot_pin_joint_3d.cpp */ |
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 */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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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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27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | /* |
32 | Adapted to Godot from the Bullet library. |
33 | */ |
34 | |
35 | /* |
36 | Bullet Continuous Collision Detection and Physics Library |
37 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
38 | |
39 | This software is provided 'as-is', without any express or implied warranty. |
40 | In no event will the authors be held liable for any damages arising from the use of this software. |
41 | Permission is granted to anyone to use this software for any purpose, |
42 | including commercial applications, and to alter it and redistribute it freely, |
43 | subject to the following restrictions: |
44 | |
45 | 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. |
46 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
47 | 3. This notice may not be removed or altered from any source distribution. |
48 | */ |
49 | |
50 | #include "godot_pin_joint_3d.h" |
51 | |
52 | bool GodotPinJoint3D::setup(real_t p_step) { |
53 | dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); |
54 | dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); |
55 | |
56 | if (!dynamic_A && !dynamic_B) { |
57 | return false; |
58 | } |
59 | |
60 | m_appliedImpulse = real_t(0.); |
61 | |
62 | Vector3 normal(0, 0, 0); |
63 | |
64 | for (int i = 0; i < 3; i++) { |
65 | normal[i] = 1; |
66 | memnew_placement( |
67 | &m_jac[i], |
68 | GodotJacobianEntry3D( |
69 | A->get_principal_inertia_axes().transposed(), |
70 | B->get_principal_inertia_axes().transposed(), |
71 | A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(), |
72 | B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(), |
73 | normal, |
74 | A->get_inv_inertia(), |
75 | A->get_inv_mass(), |
76 | B->get_inv_inertia(), |
77 | B->get_inv_mass())); |
78 | normal[i] = 0; |
79 | } |
80 | |
81 | return true; |
82 | } |
83 | |
84 | void GodotPinJoint3D::solve(real_t p_step) { |
85 | Vector3 pivotAInW = A->get_transform().xform(m_pivotInA); |
86 | Vector3 pivotBInW = B->get_transform().xform(m_pivotInB); |
87 | |
88 | Vector3 normal(0, 0, 0); |
89 | |
90 | //Vector3 angvelA = A->get_transform().origin.getBasis().transpose() * A->getAngularVelocity(); |
91 | //Vector3 angvelB = B->get_transform().origin.getBasis().transpose() * B->getAngularVelocity(); |
92 | |
93 | for (int i = 0; i < 3; i++) { |
94 | normal[i] = 1; |
95 | real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal(); |
96 | |
97 | Vector3 rel_pos1 = pivotAInW - A->get_transform().origin; |
98 | Vector3 rel_pos2 = pivotBInW - B->get_transform().origin; |
99 | //this jacobian entry could be re-used for all iterations |
100 | |
101 | Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1); |
102 | Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); |
103 | Vector3 vel = vel1 - vel2; |
104 | |
105 | real_t rel_vel; |
106 | rel_vel = normal.dot(vel); |
107 | |
108 | /* |
109 | //velocity error (first order error) |
110 | real_t rel_vel = m_jac[i].getRelativeVelocity(A->getLinearVelocity(),angvelA, |
111 | B->getLinearVelocity(),angvelB); |
112 | */ |
113 | |
114 | //positional error (zeroth order error) |
115 | real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal |
116 | |
117 | real_t impulse = depth * m_tau / p_step * jacDiagABInv - m_damping * rel_vel * jacDiagABInv; |
118 | |
119 | real_t impulseClamp = m_impulseClamp; |
120 | if (impulseClamp > 0) { |
121 | if (impulse < -impulseClamp) { |
122 | impulse = -impulseClamp; |
123 | } |
124 | if (impulse > impulseClamp) { |
125 | impulse = impulseClamp; |
126 | } |
127 | } |
128 | |
129 | m_appliedImpulse += impulse; |
130 | Vector3 impulse_vector = normal * impulse; |
131 | if (dynamic_A) { |
132 | A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin); |
133 | } |
134 | if (dynamic_B) { |
135 | B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin); |
136 | } |
137 | |
138 | normal[i] = 0; |
139 | } |
140 | } |
141 | |
142 | void GodotPinJoint3D::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) { |
143 | switch (p_param) { |
144 | case PhysicsServer3D::PIN_JOINT_BIAS: |
145 | m_tau = p_value; |
146 | break; |
147 | case PhysicsServer3D::PIN_JOINT_DAMPING: |
148 | m_damping = p_value; |
149 | break; |
150 | case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP: |
151 | m_impulseClamp = p_value; |
152 | break; |
153 | } |
154 | } |
155 | |
156 | real_t GodotPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const { |
157 | switch (p_param) { |
158 | case PhysicsServer3D::PIN_JOINT_BIAS: |
159 | return m_tau; |
160 | case PhysicsServer3D::PIN_JOINT_DAMPING: |
161 | return m_damping; |
162 | case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP: |
163 | return m_impulseClamp; |
164 | } |
165 | |
166 | return 0; |
167 | } |
168 | |
169 | GodotPinJoint3D::GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b) : |
170 | GodotJoint3D(_arr, 2) { |
171 | A = p_body_a; |
172 | B = p_body_b; |
173 | m_pivotInA = p_pos_a; |
174 | m_pivotInB = p_pos_b; |
175 | |
176 | A->add_constraint(this, 0); |
177 | B->add_constraint(this, 1); |
178 | } |
179 | |
180 | GodotPinJoint3D::~GodotPinJoint3D() { |
181 | } |
182 | |