123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102 |
- /**************************************************************************/
- /* godot_joint_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GODOT_JOINT_3D_H
- #define GODOT_JOINT_3D_H
- #include "godot_body_3d.h"
- #include "godot_constraint_3d.h"
- class GodotJoint3D : public GodotConstraint3D {
- protected:
- bool dynamic_A = false;
- bool dynamic_B = false;
- void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
- if (Math::abs(n.z) > Math_SQRT12) {
- // choose p in y-z plane
- real_t a = n[1] * n[1] + n[2] * n[2];
- real_t k = 1.0 / Math::sqrt(a);
- p = Vector3(0, -n[2] * k, n[1] * k);
- // set q = n x p
- q = Vector3(a * k, -n[0] * p[2], n[0] * p[1]);
- } else {
- // choose p in x-y plane
- real_t a = n.x * n.x + n.y * n.y;
- real_t k = 1.0 / Math::sqrt(a);
- p = Vector3(-n.y * k, n.x * k, 0);
- // set q = n x p
- q = Vector3(-n.z * p.y, n.z * p.x, a * k);
- }
- }
- _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
- real_t coeff_1 = Math_PI / 4.0f;
- real_t coeff_2 = 3.0f * coeff_1;
- real_t abs_y = Math::abs(y);
- real_t angle;
- if (x >= 0.0f) {
- real_t r = (x - abs_y) / (x + abs_y);
- angle = coeff_1 - coeff_1 * r;
- } else {
- real_t r = (x + abs_y) / (abs_y - x);
- angle = coeff_2 - coeff_1 * r;
- }
- return (y < 0.0f) ? -angle : angle;
- }
- public:
- virtual bool setup(real_t p_step) override { return false; }
- virtual bool pre_solve(real_t p_step) override { return true; }
- virtual void solve(real_t p_step) override {}
- void copy_settings_from(GodotJoint3D *p_joint) {
- set_self(p_joint->get_self());
- set_priority(p_joint->get_priority());
- disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
- }
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
- _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
- GodotConstraint3D(p_body_ptr, p_body_count) {
- }
- virtual ~GodotJoint3D() {
- for (int i = 0; i < get_body_count(); i++) {
- GodotBody3D *body = get_body_ptr()[i];
- if (body) {
- body->remove_constraint(this);
- }
- }
- }
- };
- #endif // GODOT_JOINT_3D_H
|