1 | /**************************************************************************/ |
2 | /* godot_slider_joint_3d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
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8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
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30 | |
31 | #ifndef GODOT_SLIDER_JOINT_3D_H |
32 | #define GODOT_SLIDER_JOINT_3D_H |
33 | |
34 | /* |
35 | Adapted to Godot from the Bullet library. |
36 | */ |
37 | |
38 | #include "servers/physics_3d/godot_joint_3d.h" |
39 | #include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" |
40 | |
41 | /* |
42 | Bullet Continuous Collision Detection and Physics Library |
43 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
44 | |
45 | This software is provided 'as-is', without any express or implied warranty. |
46 | In no event will the authors be held liable for any damages arising from the use of this software. |
47 | Permission is granted to anyone to use this software for any purpose, |
48 | including commercial applications, and to alter it and redistribute it freely, |
49 | subject to the following restrictions: |
50 | |
51 | 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. |
52 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
53 | 3. This notice may not be removed or altered from any source distribution. |
54 | */ |
55 | |
56 | /* |
57 | Added by Roman Ponomarev (rponom@gmail.com) |
58 | April 04, 2008 |
59 | |
60 | */ |
61 | |
62 | #define SLIDER_CONSTRAINT_DEF_SOFTNESS (real_t(1.0)) |
63 | #define SLIDER_CONSTRAINT_DEF_DAMPING (real_t(1.0)) |
64 | #define SLIDER_CONSTRAINT_DEF_RESTITUTION (real_t(0.7)) |
65 | |
66 | //----------------------------------------------------------------------------- |
67 | |
68 | class GodotSliderJoint3D : public GodotJoint3D { |
69 | protected: |
70 | union { |
71 | struct { |
72 | GodotBody3D *A; |
73 | GodotBody3D *B; |
74 | }; |
75 | |
76 | GodotBody3D *_arr[2] = { nullptr, nullptr }; |
77 | }; |
78 | |
79 | Transform3D m_frameInA; |
80 | Transform3D m_frameInB; |
81 | |
82 | // linear limits |
83 | real_t m_lowerLinLimit = 1.0; |
84 | real_t m_upperLinLimit = -1.0; |
85 | // angular limits |
86 | real_t m_lowerAngLimit = 0.0; |
87 | real_t m_upperAngLimit = 0.0; |
88 | // softness, restitution and damping for different cases |
89 | // DirLin - moving inside linear limits |
90 | // LimLin - hitting linear limit |
91 | // DirAng - moving inside angular limits |
92 | // LimAng - hitting angular limit |
93 | // OrthoLin, OrthoAng - against constraint axis |
94 | real_t m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; |
95 | real_t m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; |
96 | real_t m_dampingDirLin = 0.0; |
97 | real_t m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; |
98 | real_t m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; |
99 | real_t m_dampingDirAng = 0.0; |
100 | real_t m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; |
101 | real_t m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; |
102 | real_t m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING; |
103 | real_t m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; |
104 | real_t m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; |
105 | real_t m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING; |
106 | real_t m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; |
107 | real_t m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; |
108 | real_t m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING; |
109 | real_t m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; |
110 | real_t m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; |
111 | real_t m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING; |
112 | |
113 | // for interlal use |
114 | bool m_solveLinLim = false; |
115 | bool m_solveAngLim = false; |
116 | |
117 | GodotJacobianEntry3D m_jacLin[3] = {}; |
118 | real_t m_jacLinDiagABInv[3] = {}; |
119 | |
120 | GodotJacobianEntry3D m_jacAng[3] = {}; |
121 | |
122 | real_t m_timeStep = 0.0; |
123 | Transform3D m_calculatedTransformA; |
124 | Transform3D m_calculatedTransformB; |
125 | |
126 | Vector3 m_sliderAxis; |
127 | Vector3 m_realPivotAInW; |
128 | Vector3 m_realPivotBInW; |
129 | Vector3 m_projPivotInW; |
130 | Vector3 m_delta; |
131 | Vector3 m_depth; |
132 | Vector3 m_relPosA; |
133 | Vector3 m_relPosB; |
134 | |
135 | real_t m_linPos = 0.0; |
136 | |
137 | real_t m_angDepth = 0.0; |
138 | real_t m_kAngle = 0.0; |
139 | |
140 | bool m_poweredLinMotor = false; |
141 | real_t m_targetLinMotorVelocity = 0.0; |
142 | real_t m_maxLinMotorForce = 0.0; |
143 | real_t m_accumulatedLinMotorImpulse = 0.0; |
144 | |
145 | bool m_poweredAngMotor = false; |
146 | real_t m_targetAngMotorVelocity = 0.0; |
147 | real_t m_maxAngMotorForce = 0.0; |
148 | real_t m_accumulatedAngMotorImpulse = 0.0; |
149 | |
150 | public: |
151 | // constructors |
152 | GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB); |
153 | //SliderJointSW(); |
154 | // overrides |
155 | |
156 | // access |
157 | const GodotBody3D *getRigidBodyA() const { return A; } |
158 | const GodotBody3D *getRigidBodyB() const { return B; } |
159 | const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; } |
160 | const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; } |
161 | const Transform3D &getFrameOffsetA() const { return m_frameInA; } |
162 | const Transform3D &getFrameOffsetB() const { return m_frameInB; } |
163 | Transform3D &getFrameOffsetA() { return m_frameInA; } |
164 | Transform3D &getFrameOffsetB() { return m_frameInB; } |
165 | real_t getLowerLinLimit() { return m_lowerLinLimit; } |
166 | void setLowerLinLimit(real_t lowerLimit) { m_lowerLinLimit = lowerLimit; } |
167 | real_t getUpperLinLimit() { return m_upperLinLimit; } |
168 | void setUpperLinLimit(real_t upperLimit) { m_upperLinLimit = upperLimit; } |
169 | real_t getLowerAngLimit() { return m_lowerAngLimit; } |
170 | void setLowerAngLimit(real_t lowerLimit) { m_lowerAngLimit = lowerLimit; } |
171 | real_t getUpperAngLimit() { return m_upperAngLimit; } |
172 | void setUpperAngLimit(real_t upperLimit) { m_upperAngLimit = upperLimit; } |
173 | |
174 | real_t getSoftnessDirLin() { return m_softnessDirLin; } |
175 | real_t getRestitutionDirLin() { return m_restitutionDirLin; } |
176 | real_t getDampingDirLin() { return m_dampingDirLin; } |
177 | real_t getSoftnessDirAng() { return m_softnessDirAng; } |
178 | real_t getRestitutionDirAng() { return m_restitutionDirAng; } |
179 | real_t getDampingDirAng() { return m_dampingDirAng; } |
180 | real_t getSoftnessLimLin() { return m_softnessLimLin; } |
181 | real_t getRestitutionLimLin() { return m_restitutionLimLin; } |
182 | real_t getDampingLimLin() { return m_dampingLimLin; } |
183 | real_t getSoftnessLimAng() { return m_softnessLimAng; } |
184 | real_t getRestitutionLimAng() { return m_restitutionLimAng; } |
185 | real_t getDampingLimAng() { return m_dampingLimAng; } |
186 | real_t getSoftnessOrthoLin() { return m_softnessOrthoLin; } |
187 | real_t getRestitutionOrthoLin() { return m_restitutionOrthoLin; } |
188 | real_t getDampingOrthoLin() { return m_dampingOrthoLin; } |
189 | real_t getSoftnessOrthoAng() { return m_softnessOrthoAng; } |
190 | real_t getRestitutionOrthoAng() { return m_restitutionOrthoAng; } |
191 | real_t getDampingOrthoAng() { return m_dampingOrthoAng; } |
192 | void setSoftnessDirLin(real_t softnessDirLin) { m_softnessDirLin = softnessDirLin; } |
193 | void setRestitutionDirLin(real_t restitutionDirLin) { m_restitutionDirLin = restitutionDirLin; } |
194 | void setDampingDirLin(real_t dampingDirLin) { m_dampingDirLin = dampingDirLin; } |
195 | void setSoftnessDirAng(real_t softnessDirAng) { m_softnessDirAng = softnessDirAng; } |
196 | void setRestitutionDirAng(real_t restitutionDirAng) { m_restitutionDirAng = restitutionDirAng; } |
197 | void setDampingDirAng(real_t dampingDirAng) { m_dampingDirAng = dampingDirAng; } |
198 | void setSoftnessLimLin(real_t softnessLimLin) { m_softnessLimLin = softnessLimLin; } |
199 | void setRestitutionLimLin(real_t restitutionLimLin) { m_restitutionLimLin = restitutionLimLin; } |
200 | void setDampingLimLin(real_t dampingLimLin) { m_dampingLimLin = dampingLimLin; } |
201 | void setSoftnessLimAng(real_t softnessLimAng) { m_softnessLimAng = softnessLimAng; } |
202 | void setRestitutionLimAng(real_t restitutionLimAng) { m_restitutionLimAng = restitutionLimAng; } |
203 | void setDampingLimAng(real_t dampingLimAng) { m_dampingLimAng = dampingLimAng; } |
204 | void setSoftnessOrthoLin(real_t softnessOrthoLin) { m_softnessOrthoLin = softnessOrthoLin; } |
205 | void setRestitutionOrthoLin(real_t restitutionOrthoLin) { m_restitutionOrthoLin = restitutionOrthoLin; } |
206 | void setDampingOrthoLin(real_t dampingOrthoLin) { m_dampingOrthoLin = dampingOrthoLin; } |
207 | void setSoftnessOrthoAng(real_t softnessOrthoAng) { m_softnessOrthoAng = softnessOrthoAng; } |
208 | void setRestitutionOrthoAng(real_t restitutionOrthoAng) { m_restitutionOrthoAng = restitutionOrthoAng; } |
209 | void setDampingOrthoAng(real_t dampingOrthoAng) { m_dampingOrthoAng = dampingOrthoAng; } |
210 | void setPoweredLinMotor(bool onOff) { m_poweredLinMotor = onOff; } |
211 | bool getPoweredLinMotor() { return m_poweredLinMotor; } |
212 | void setTargetLinMotorVelocity(real_t targetLinMotorVelocity) { m_targetLinMotorVelocity = targetLinMotorVelocity; } |
213 | real_t getTargetLinMotorVelocity() { return m_targetLinMotorVelocity; } |
214 | void setMaxLinMotorForce(real_t maxLinMotorForce) { m_maxLinMotorForce = maxLinMotorForce; } |
215 | real_t getMaxLinMotorForce() { return m_maxLinMotorForce; } |
216 | void setPoweredAngMotor(bool onOff) { m_poweredAngMotor = onOff; } |
217 | bool getPoweredAngMotor() { return m_poweredAngMotor; } |
218 | void setTargetAngMotorVelocity(real_t targetAngMotorVelocity) { m_targetAngMotorVelocity = targetAngMotorVelocity; } |
219 | real_t getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; } |
220 | void setMaxAngMotorForce(real_t maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; } |
221 | real_t getMaxAngMotorForce() { return m_maxAngMotorForce; } |
222 | real_t getLinearPos() { return m_linPos; } |
223 | |
224 | // access for ODE solver |
225 | bool getSolveLinLimit() { return m_solveLinLim; } |
226 | real_t getLinDepth() { return m_depth[0]; } |
227 | bool getSolveAngLimit() { return m_solveAngLim; } |
228 | real_t getAngDepth() { return m_angDepth; } |
229 | // shared code used by ODE solver |
230 | void calculateTransforms(); |
231 | void testLinLimits(); |
232 | void testAngLimits(); |
233 | // access for PE Solver |
234 | Vector3 getAncorInA(); |
235 | Vector3 getAncorInB(); |
236 | |
237 | void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value); |
238 | real_t get_param(PhysicsServer3D::SliderJointParam p_param) const; |
239 | |
240 | virtual bool setup(real_t p_step) override; |
241 | virtual void solve(real_t p_step) override; |
242 | |
243 | virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; } |
244 | }; |
245 | |
246 | #endif // GODOT_SLIDER_JOINT_3D_H |
247 | |