123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117 |
- /**************************************************************************/
- /* godot_hinge_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_HINGE_JOINT_3D_H
- #define GODOT_HINGE_JOINT_3D_H
- /*
- Adapted to Godot from the Bullet library.
- */
- #include "../godot_joint_3d.h"
- #include "godot_jacobian_entry_3d.h"
- /*
- 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.
- */
- class GodotHingeJoint3D : public GodotJoint3D {
- union {
- struct {
- GodotBody3D *A;
- GodotBody3D *B;
- };
- GodotBody3D *_arr[2] = {};
- };
- GodotJacobianEntry3D m_jac[3]; //3 orthogonal linear constraints
- GodotJacobianEntry3D m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor
- Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis.
- Transform3D m_rbBFrame;
- real_t m_motorTargetVelocity = 0.0;
- real_t m_maxMotorImpulse = 0.0;
- real_t m_limitSoftness = 0.9;
- real_t m_biasFactor = 0.3;
- real_t m_relaxationFactor = 1.0;
- real_t m_lowerLimit = Math_PI;
- real_t m_upperLimit = -Math_PI;
- real_t m_kHinge = 0.0;
- real_t m_limitSign = 0.0;
- real_t m_correction = 0.0;
- real_t m_accLimitImpulse = 0.0;
- real_t tau = 0.3;
- bool m_useLimit = false;
- bool m_angularOnly = false;
- bool m_enableAngularMotor = false;
- bool m_solveLimit = false;
- real_t m_appliedImpulse = 0.0;
- public:
- virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_HINGE; }
- virtual bool setup(real_t p_step) override;
- virtual void solve(real_t p_step) override;
- real_t get_hinge_angle();
- void set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value);
- real_t get_param(PhysicsServer3D::HingeJointParam p_param) const;
- void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
- bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
- GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB);
- GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
- };
- #endif // GODOT_HINGE_JOINT_3D_H
|