| 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    */ | 
| 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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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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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 |  |