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- /**************************************************************************/
- /* godot_pin_joint_3d.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- /*
- Adapted to Godot from the Bullet library.
- */
- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "godot_pin_joint_3d.h"
- bool GodotPinJoint3D::setup(real_t p_step) {
- dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
- dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
- if (!dynamic_A && !dynamic_B) {
- return false;
- }
- m_appliedImpulse = real_t(0.);
- Vector3 normal(0, 0, 0);
- for (int i = 0; i < 3; i++) {
- normal[i] = 1;
- memnew_placement(
- &m_jac[i],
- GodotJacobianEntry3D(
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(),
- B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(),
- normal,
- A->get_inv_inertia(),
- A->get_inv_mass(),
- B->get_inv_inertia(),
- B->get_inv_mass()));
- normal[i] = 0;
- }
- return true;
- }
- void GodotPinJoint3D::solve(real_t p_step) {
- Vector3 pivotAInW = A->get_transform().xform(m_pivotInA);
- Vector3 pivotBInW = B->get_transform().xform(m_pivotInB);
- Vector3 normal(0, 0, 0);
- //Vector3 angvelA = A->get_transform().origin.getBasis().transpose() * A->getAngularVelocity();
- //Vector3 angvelB = B->get_transform().origin.getBasis().transpose() * B->getAngularVelocity();
- for (int i = 0; i < 3; i++) {
- normal[i] = 1;
- real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
- Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
- Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
- //this jacobian entry could be re-used for all iterations
- Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
- Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
- Vector3 vel = vel1 - vel2;
- real_t rel_vel;
- rel_vel = normal.dot(vel);
- /*
- //velocity error (first order error)
- real_t rel_vel = m_jac[i].getRelativeVelocity(A->getLinearVelocity(),angvelA,
- B->getLinearVelocity(),angvelB);
- */
- //positional error (zeroth order error)
- real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
- real_t impulse = depth * m_tau / p_step * jacDiagABInv - m_damping * rel_vel * jacDiagABInv;
- real_t impulseClamp = m_impulseClamp;
- if (impulseClamp > 0) {
- if (impulse < -impulseClamp) {
- impulse = -impulseClamp;
- }
- if (impulse > impulseClamp) {
- impulse = impulseClamp;
- }
- }
- m_appliedImpulse += impulse;
- Vector3 impulse_vector = normal * impulse;
- if (dynamic_A) {
- A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
- }
- if (dynamic_B) {
- B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
- }
- normal[i] = 0;
- }
- }
- void GodotPinJoint3D::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) {
- switch (p_param) {
- case PhysicsServer3D::PIN_JOINT_BIAS:
- m_tau = p_value;
- break;
- case PhysicsServer3D::PIN_JOINT_DAMPING:
- m_damping = p_value;
- break;
- case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP:
- m_impulseClamp = p_value;
- break;
- }
- }
- real_t GodotPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const {
- switch (p_param) {
- case PhysicsServer3D::PIN_JOINT_BIAS:
- return m_tau;
- case PhysicsServer3D::PIN_JOINT_DAMPING:
- return m_damping;
- case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP:
- return m_impulseClamp;
- }
- return 0;
- }
- GodotPinJoint3D::GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b) :
- GodotJoint3D(_arr, 2) {
- A = p_body_a;
- B = p_body_b;
- m_pivotInA = p_pos_a;
- m_pivotInB = p_pos_b;
- A->add_constraint(this, 0);
- B->add_constraint(this, 1);
- }
- GodotPinJoint3D::~GodotPinJoint3D() {
- }
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