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- /**************************************************************************/
- /* godot_joints_2d.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_JOINTS_2D_H
- #define GODOT_JOINTS_2D_H
- #include "godot_body_2d.h"
- #include "godot_constraint_2d.h"
- class GodotJoint2D : public GodotConstraint2D {
- real_t bias = 0;
- real_t max_bias = 3.40282e+38;
- real_t max_force = 3.40282e+38;
- protected:
- bool dynamic_A = false;
- bool dynamic_B = false;
- public:
- _FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; }
- _FORCE_INLINE_ real_t get_max_force() const { return max_force; }
- _FORCE_INLINE_ void set_bias(real_t p_bias) { bias = p_bias; }
- _FORCE_INLINE_ real_t get_bias() const { return bias; }
- _FORCE_INLINE_ void set_max_bias(real_t p_bias) { max_bias = p_bias; }
- _FORCE_INLINE_ real_t get_max_bias() const { return max_bias; }
- virtual bool setup(real_t p_step) override { return false; }
- virtual bool pre_solve(real_t p_step) override { return false; }
- virtual void solve(real_t p_step) override {}
- void copy_settings_from(GodotJoint2D *p_joint);
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; }
- GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) :
- GodotConstraint2D(p_body_ptr, p_body_count) {}
- virtual ~GodotJoint2D() {
- for (int i = 0; i < get_body_count(); i++) {
- GodotBody2D *body = get_body_ptr()[i];
- if (body) {
- body->remove_constraint(this, i);
- }
- }
- }
- };
- class GodotPinJoint2D : public GodotJoint2D {
- union {
- struct {
- GodotBody2D *A;
- GodotBody2D *B;
- };
- GodotBody2D *_arr[2] = { nullptr, nullptr };
- };
- Transform2D M;
- Vector2 rA, rB;
- Vector2 anchor_A;
- Vector2 anchor_B;
- Vector2 bias;
- real_t initial_angle = 0.0;
- real_t bias_velocity = 0.0;
- real_t jn_max = 0.0;
- real_t j_acc = 0.0;
- real_t i_sum = 0.0;
- Vector2 P;
- real_t softness = 0.0;
- real_t angular_limit_lower = 0.0;
- real_t angular_limit_upper = 0.0;
- real_t motor_target_velocity = 0.0;
- bool is_joint_at_limit = false;
- bool motor_enabled = false;
- bool angular_limit_enabled = false;
- public:
- virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_PIN; }
- virtual bool setup(real_t p_step) override;
- virtual bool pre_solve(real_t p_step) override;
- virtual void solve(real_t p_step) override;
- void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value);
- real_t get_param(PhysicsServer2D::PinJointParam p_param) const;
- void set_flag(PhysicsServer2D::PinJointFlag p_flag, bool p_enabled);
- bool get_flag(PhysicsServer2D::PinJointFlag p_flag) const;
- GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr);
- };
- class GodotGrooveJoint2D : public GodotJoint2D {
- union {
- struct {
- GodotBody2D *A;
- GodotBody2D *B;
- };
- GodotBody2D *_arr[2] = { nullptr, nullptr };
- };
- Vector2 A_groove_1;
- Vector2 A_groove_2;
- Vector2 A_groove_normal;
- Vector2 B_anchor;
- Vector2 jn_acc;
- Vector2 gbias;
- real_t jn_max = 0.0;
- real_t clamp = 0.0;
- Vector2 xf_normal;
- Vector2 rA, rB;
- Vector2 k1, k2;
- bool correct = false;
- public:
- virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_GROOVE; }
- virtual bool setup(real_t p_step) override;
- virtual bool pre_solve(real_t p_step) override;
- virtual void solve(real_t p_step) override;
- GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
- };
- class GodotDampedSpringJoint2D : public GodotJoint2D {
- union {
- struct {
- GodotBody2D *A;
- GodotBody2D *B;
- };
- GodotBody2D *_arr[2] = { nullptr, nullptr };
- };
- Vector2 anchor_A;
- Vector2 anchor_B;
- real_t rest_length = 0.0;
- real_t damping = 1.5;
- real_t stiffness = 20.0;
- Vector2 rA, rB;
- Vector2 n;
- Vector2 j;
- real_t n_mass = 0.0;
- real_t target_vrn = 0.0;
- real_t v_coef = 0.0;
- public:
- virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; }
- virtual bool setup(real_t p_step) override;
- virtual bool pre_solve(real_t p_step) override;
- virtual void solve(real_t p_step) override;
- void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value);
- real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const;
- GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
- };
- #endif // GODOT_JOINTS_2D_H
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