diff options
author | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
commit | a6f3bc7c696af03e3875f78e098d2476e409d15e (patch) | |
tree | fc1bb58e900436c48c03c52106eb57250442ae35 /servers/physics_3d/joints | |
parent | 307b1b3a5835ecdb477859785c673a07e248f904 (diff) |
Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
Diffstat (limited to 'servers/physics_3d/joints')
-rw-r--r-- | servers/physics_3d/joints/SCsub | 5 | ||||
-rw-r--r-- | servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp | 366 | ||||
-rw-r--r-- | servers/physics_3d/joints/cone_twist_joint_3d_sw.h | 142 | ||||
-rw-r--r-- | servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp | 686 | ||||
-rw-r--r-- | servers/physics_3d/joints/generic_6dof_joint_3d_sw.h | 401 | ||||
-rw-r--r-- | servers/physics_3d/joints/hinge_joint_3d_sw.cpp | 450 | ||||
-rw-r--r-- | servers/physics_3d/joints/hinge_joint_3d_sw.h | 117 | ||||
-rw-r--r-- | servers/physics_3d/joints/jacobian_entry_3d_sw.h | 169 | ||||
-rw-r--r-- | servers/physics_3d/joints/pin_joint_3d_sw.cpp | 167 | ||||
-rw-r--r-- | servers/physics_3d/joints/pin_joint_3d_sw.h | 96 | ||||
-rw-r--r-- | servers/physics_3d/joints/slider_joint_3d_sw.cpp | 443 | ||||
-rw-r--r-- | servers/physics_3d/joints/slider_joint_3d_sw.h | 249 |
12 files changed, 3291 insertions, 0 deletions
diff --git a/servers/physics_3d/joints/SCsub b/servers/physics_3d/joints/SCsub new file mode 100644 index 0000000000..d730144861 --- /dev/null +++ b/servers/physics_3d/joints/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import('env') + +env.add_source_files(env.servers_sources, "*.cpp") diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp new file mode 100644 index 0000000000..782e8322fe --- /dev/null +++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp @@ -0,0 +1,366 @@ +/*************************************************************************/ +/* cone_twist_joint_sw.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 +ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios + +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. + +Written by: Marcus Hennix +*/ + +#include "cone_twist_joint_3d_sw.h" + +static 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); + } +} + +static _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; +} + +ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &rbAFrame, const Transform &rbBFrame) : + Joint3DSW(_arr, 2) { + + A = rbA; + B = rbB; + + m_rbAFrame = rbAFrame; + m_rbBFrame = rbBFrame; + + m_swingSpan1 = Math_PI / 4.0; + m_swingSpan2 = Math_PI / 4.0; + m_twistSpan = Math_PI * 2; + m_biasFactor = 0.3f; + m_relaxationFactor = 1.0f; + + m_angularOnly = false; + m_solveTwistLimit = false; + m_solveSwingLimit = false; + + A->add_constraint(this, 0); + B->add_constraint(this, 1); + + m_appliedImpulse = 0; +} + +bool ConeTwistJoint3DSW::setup(real_t p_timestep) { + m_appliedImpulse = real_t(0.); + + //set bias, sign, clear accumulator + m_swingCorrection = real_t(0.); + m_twistLimitSign = real_t(0.); + m_solveTwistLimit = false; + m_solveSwingLimit = false; + m_accTwistLimitImpulse = real_t(0.); + m_accSwingLimitImpulse = real_t(0.); + + if (!m_angularOnly) { + Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); + Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); + Vector3 relPos = pivotBInW - pivotAInW; + + Vector3 normal[3]; + if (Math::is_zero_approx(relPos.length_squared())) { + normal[0] = Vector3(real_t(1.0), 0, 0); + } else { + normal[0] = relPos.normalized(); + } + + plane_space(normal[0], normal[1], normal[2]); + + for (int i = 0; i < 3; i++) { + memnew_placement(&m_jac[i], JacobianEntry3DSW( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + pivotAInW - A->get_transform().origin - A->get_center_of_mass(), + pivotBInW - B->get_transform().origin - B->get_center_of_mass(), + normal[i], + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); + } + } + + Vector3 b1Axis1, b1Axis2, b1Axis3; + Vector3 b2Axis1, b2Axis2; + + b1Axis1 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_axis(0)); + b2Axis1 = B->get_transform().basis.xform(this->m_rbBFrame.basis.get_axis(0)); + + real_t swing1 = real_t(0.), swing2 = real_t(0.); + + real_t swx = real_t(0.), swy = real_t(0.); + real_t thresh = real_t(10.); + real_t fact; + + // Get Frame into world space + if (m_swingSpan1 >= real_t(0.05f)) { + b1Axis2 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_axis(1)); + //swing1 = btAtan2Fast( b2Axis1.dot(b1Axis2),b2Axis1.dot(b1Axis1) ); + swx = b2Axis1.dot(b1Axis1); + swy = b2Axis1.dot(b1Axis2); + swing1 = atan2fast(swy, swx); + fact = (swy * swy + swx * swx) * thresh * thresh; + fact = fact / (fact + real_t(1.0)); + swing1 *= fact; + } + + if (m_swingSpan2 >= real_t(0.05f)) { + b1Axis3 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_axis(2)); + //swing2 = btAtan2Fast( b2Axis1.dot(b1Axis3),b2Axis1.dot(b1Axis1) ); + swx = b2Axis1.dot(b1Axis1); + swy = b2Axis1.dot(b1Axis3); + swing2 = atan2fast(swy, swx); + fact = (swy * swy + swx * swx) * thresh * thresh; + fact = fact / (fact + real_t(1.0)); + swing2 *= fact; + } + + real_t RMaxAngle1Sq = 1.0f / (m_swingSpan1 * m_swingSpan1); + real_t RMaxAngle2Sq = 1.0f / (m_swingSpan2 * m_swingSpan2); + real_t EllipseAngle = Math::abs(swing1 * swing1) * RMaxAngle1Sq + Math::abs(swing2 * swing2) * RMaxAngle2Sq; + + if (EllipseAngle > 1.0f) { + m_swingCorrection = EllipseAngle - 1.0f; + m_solveSwingLimit = true; + + // Calculate necessary axis & factors + m_swingAxis = b2Axis1.cross(b1Axis2 * b2Axis1.dot(b1Axis2) + b1Axis3 * b2Axis1.dot(b1Axis3)); + m_swingAxis.normalize(); + + real_t swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f; + m_swingAxis *= swingAxisSign; + + m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) + + B->compute_angular_impulse_denominator(m_swingAxis)); + } + + // Twist limits + if (m_twistSpan >= real_t(0.)) { + Vector3 b2Axis22 = B->get_transform().basis.xform(this->m_rbBFrame.basis.get_axis(1)); + Quat rotationArc = Quat(b2Axis1, b1Axis1); + Vector3 TwistRef = rotationArc.xform(b2Axis22); + real_t twist = atan2fast(TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2)); + + real_t lockedFreeFactor = (m_twistSpan > real_t(0.05f)) ? m_limitSoftness : real_t(0.); + if (twist <= -m_twistSpan * lockedFreeFactor) { + m_twistCorrection = -(twist + m_twistSpan); + m_solveTwistLimit = true; + + m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; + m_twistAxis.normalize(); + m_twistAxis *= -1.0f; + + m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + + B->compute_angular_impulse_denominator(m_twistAxis)); + + } else if (twist > m_twistSpan * lockedFreeFactor) { + m_twistCorrection = (twist - m_twistSpan); + m_solveTwistLimit = true; + + m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; + m_twistAxis.normalize(); + + m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + + B->compute_angular_impulse_denominator(m_twistAxis)); + } + } + + return true; +} + +void ConeTwistJoint3DSW::solve(real_t p_timestep) { + + Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); + Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); + + real_t tau = real_t(0.3); + + //linear part + if (!m_angularOnly) { + Vector3 rel_pos1 = pivotAInW - A->get_transform().origin; + Vector3 rel_pos2 = pivotBInW - B->get_transform().origin; + + Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1); + Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); + Vector3 vel = vel1 - vel2; + + for (int i = 0; i < 3; i++) { + const Vector3 &normal = m_jac[i].m_linearJointAxis; + real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal(); + + real_t rel_vel; + rel_vel = normal.dot(vel); + //positional error (zeroth order error) + real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal + real_t impulse = depth * tau / p_timestep * jacDiagABInv - rel_vel * jacDiagABInv; + m_appliedImpulse += impulse; + Vector3 impulse_vector = normal * impulse; + A->apply_impulse(pivotAInW - A->get_transform().origin, impulse_vector); + B->apply_impulse(pivotBInW - B->get_transform().origin, -impulse_vector); + } + } + + { + ///solve angular part + const Vector3 &angVelA = A->get_angular_velocity(); + const Vector3 &angVelB = B->get_angular_velocity(); + + // solve swing limit + if (m_solveSwingLimit) { + real_t amplitude = ((angVelB - angVelA).dot(m_swingAxis) * m_relaxationFactor * m_relaxationFactor + m_swingCorrection * (real_t(1.) / p_timestep) * m_biasFactor); + real_t impulseMag = amplitude * m_kSwing; + + // Clamp the accumulated impulse + real_t temp = m_accSwingLimitImpulse; + m_accSwingLimitImpulse = MAX(m_accSwingLimitImpulse + impulseMag, real_t(0.0)); + impulseMag = m_accSwingLimitImpulse - temp; + + Vector3 impulse = m_swingAxis * impulseMag; + + A->apply_torque_impulse(impulse); + B->apply_torque_impulse(-impulse); + } + + // solve twist limit + if (m_solveTwistLimit) { + real_t amplitude = ((angVelB - angVelA).dot(m_twistAxis) * m_relaxationFactor * m_relaxationFactor + m_twistCorrection * (real_t(1.) / p_timestep) * m_biasFactor); + real_t impulseMag = amplitude * m_kTwist; + + // Clamp the accumulated impulse + real_t temp = m_accTwistLimitImpulse; + m_accTwistLimitImpulse = MAX(m_accTwistLimitImpulse + impulseMag, real_t(0.0)); + impulseMag = m_accTwistLimitImpulse - temp; + + Vector3 impulse = m_twistAxis * impulseMag; + + A->apply_torque_impulse(impulse); + B->apply_torque_impulse(-impulse); + } + } +} + +void ConeTwistJoint3DSW::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) { + + switch (p_param) { + case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: { + + m_swingSpan1 = p_value; + m_swingSpan2 = p_value; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN: { + + m_twistSpan = p_value; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: { + + m_biasFactor = p_value; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: { + + m_limitSoftness = p_value; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: { + + m_relaxationFactor = p_value; + } break; + case PhysicsServer3D::CONE_TWIST_MAX: break; // Can't happen, but silences warning + } +} + +real_t ConeTwistJoint3DSW::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const { + + switch (p_param) { + case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: { + + return m_swingSpan1; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN: { + + return m_twistSpan; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: { + + return m_biasFactor; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: { + + return m_limitSoftness; + } break; + case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: { + + return m_relaxationFactor; + } break; + case PhysicsServer3D::CONE_TWIST_MAX: break; // Can't happen, but silences warning + } + + return 0; +} diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h new file mode 100644 index 0000000000..5521419e89 --- /dev/null +++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h @@ -0,0 +1,142 @@ +/*************************************************************************/ +/* cone_twist_joint_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 +ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios + +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. + +Written by: Marcus Hennix +*/ + +#ifndef CONE_TWIST_JOINT_SW_H +#define CONE_TWIST_JOINT_SW_H + +#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" +#include "servers/physics_3d/joints_3d_sw.h" + +///ConeTwistJointSW can be used to simulate ragdoll joints (upper arm, leg etc) +class ConeTwistJoint3DSW : public Joint3DSW { +#ifdef IN_PARALLELL_SOLVER +public: +#endif + + union { + struct { + Body3DSW *A; + Body3DSW *B; + }; + + Body3DSW *_arr[2]; + }; + + JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints + + real_t m_appliedImpulse; + Transform m_rbAFrame; + Transform m_rbBFrame; + + real_t m_limitSoftness; + real_t m_biasFactor; + real_t m_relaxationFactor; + + real_t m_swingSpan1; + real_t m_swingSpan2; + real_t m_twistSpan; + + Vector3 m_swingAxis; + Vector3 m_twistAxis; + + real_t m_kSwing; + real_t m_kTwist; + + real_t m_twistLimitSign; + real_t m_swingCorrection; + real_t m_twistCorrection; + + real_t m_accSwingLimitImpulse; + real_t m_accTwistLimitImpulse; + + bool m_angularOnly; + bool m_solveTwistLimit; + bool m_solveSwingLimit; + +public: + virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_CONE_TWIST; } + + virtual bool setup(real_t p_timestep); + virtual void solve(real_t p_timestep); + + ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &rbAFrame, const Transform &rbBFrame); + + void setAngularOnly(bool angularOnly) { + m_angularOnly = angularOnly; + } + + void setLimit(real_t _swingSpan1, real_t _swingSpan2, real_t _twistSpan, real_t _softness = 0.8f, real_t _biasFactor = 0.3f, real_t _relaxationFactor = 1.0f) { + m_swingSpan1 = _swingSpan1; + m_swingSpan2 = _swingSpan2; + m_twistSpan = _twistSpan; + + m_limitSoftness = _softness; + m_biasFactor = _biasFactor; + m_relaxationFactor = _relaxationFactor; + } + + inline int getSolveTwistLimit() { + return m_solveTwistLimit; + } + + inline int getSolveSwingLimit() { + return m_solveTwistLimit; + } + + inline real_t getTwistLimitSign() { + return m_twistLimitSign; + } + + void set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value); + real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const; +}; + +#endif // CONE_TWIST_JOINT_SW_H diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp new file mode 100644 index 0000000000..d28fafdb00 --- /dev/null +++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp @@ -0,0 +1,686 @@ +/*************************************************************************/ +/* generic_6dof_joint_sw.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. +*/ + +/* +2007-09-09 +Generic6DOFJointSW Refactored by Francisco Le?n +email: projectileman@yahoo.com +http://gimpact.sf.net +*/ + +#include "generic_6dof_joint_3d_sw.h" + +#define GENERIC_D6_DISABLE_WARMSTARTING 1 + +//////////////////////////// G6DOFRotationalLimitMotorSW //////////////////////////////////// + +int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) { + if (m_loLimit > m_hiLimit) { + m_currentLimit = 0; //Free from violation + return 0; + } + + if (test_value < m_loLimit) { + m_currentLimit = 1; //low limit violation + m_currentLimitError = test_value - m_loLimit; + return 1; + } else if (test_value > m_hiLimit) { + m_currentLimit = 2; //High limit violation + m_currentLimitError = test_value - m_hiLimit; + return 2; + }; + + m_currentLimit = 0; //Free from violation + return 0; +} + +real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits( + real_t timeStep, Vector3 &axis, real_t jacDiagABInv, + Body3DSW *body0, Body3DSW *body1) { + if (!needApplyTorques()) return 0.0f; + + real_t target_velocity = m_targetVelocity; + real_t maxMotorForce = m_maxMotorForce; + + //current error correction + if (m_currentLimit != 0) { + target_velocity = -m_ERP * m_currentLimitError / (timeStep); + maxMotorForce = m_maxLimitForce; + } + + maxMotorForce *= timeStep; + + // current velocity difference + Vector3 vel_diff = body0->get_angular_velocity(); + if (body1) { + vel_diff -= body1->get_angular_velocity(); + } + + real_t rel_vel = axis.dot(vel_diff); + + // correction velocity + real_t motor_relvel = m_limitSoftness * (target_velocity - m_damping * rel_vel); + + if (Math::is_zero_approx(motor_relvel)) { + return 0.0f; //no need for applying force + } + + // correction impulse + real_t unclippedMotorImpulse = (1 + m_bounce) * motor_relvel * jacDiagABInv; + + // clip correction impulse + real_t clippedMotorImpulse; + + ///@todo: should clip against accumulated impulse + if (unclippedMotorImpulse > 0.0f) { + clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce ? maxMotorForce : unclippedMotorImpulse; + } else { + clippedMotorImpulse = unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce : unclippedMotorImpulse; + } + + // sort with accumulated impulses + real_t lo = real_t(-1e30); + real_t hi = real_t(1e30); + + real_t oldaccumImpulse = m_accumulatedImpulse; + real_t sum = oldaccumImpulse + clippedMotorImpulse; + m_accumulatedImpulse = sum > hi ? real_t(0.) : sum < lo ? real_t(0.) : sum; + + clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse; + + Vector3 motorImp = clippedMotorImpulse * axis; + + body0->apply_torque_impulse(motorImp); + if (body1) body1->apply_torque_impulse(-motorImp); + + return clippedMotorImpulse; +} + +//////////////////////////// End G6DOFRotationalLimitMotorSW //////////////////////////////////// + +//////////////////////////// G6DOFTranslationalLimitMotorSW //////////////////////////////////// +real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis( + real_t timeStep, + real_t jacDiagABInv, + Body3DSW *body1, const Vector3 &pointInA, + Body3DSW *body2, const Vector3 &pointInB, + int limit_index, + const Vector3 &axis_normal_on_a, + const Vector3 &anchorPos) { + + ///find relative velocity + // Vector3 rel_pos1 = pointInA - body1->get_transform().origin; + // Vector3 rel_pos2 = pointInB - body2->get_transform().origin; + Vector3 rel_pos1 = anchorPos - body1->get_transform().origin; + Vector3 rel_pos2 = anchorPos - body2->get_transform().origin; + + Vector3 vel1 = body1->get_velocity_in_local_point(rel_pos1); + Vector3 vel2 = body2->get_velocity_in_local_point(rel_pos2); + Vector3 vel = vel1 - vel2; + + real_t rel_vel = axis_normal_on_a.dot(vel); + + /// apply displacement correction + + //positional error (zeroth order error) + real_t depth = -(pointInA - pointInB).dot(axis_normal_on_a); + real_t lo = real_t(-1e30); + real_t hi = real_t(1e30); + + real_t minLimit = m_lowerLimit[limit_index]; + real_t maxLimit = m_upperLimit[limit_index]; + + //handle the limits + if (minLimit < maxLimit) { + { + if (depth > maxLimit) { + depth -= maxLimit; + lo = real_t(0.); + + } else { + if (depth < minLimit) { + depth -= minLimit; + hi = real_t(0.); + } else { + return 0.0f; + } + } + } + } + + real_t normalImpulse = m_limitSoftness[limit_index] * (m_restitution[limit_index] * depth / timeStep - m_damping[limit_index] * rel_vel) * jacDiagABInv; + + real_t oldNormalImpulse = m_accumulatedImpulse[limit_index]; + real_t sum = oldNormalImpulse + normalImpulse; + m_accumulatedImpulse[limit_index] = sum > hi ? real_t(0.) : sum < lo ? real_t(0.) : sum; + normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse; + + Vector3 impulse_vector = axis_normal_on_a * normalImpulse; + body1->apply_impulse(rel_pos1, impulse_vector); + body2->apply_impulse(rel_pos2, -impulse_vector); + return normalImpulse; +} + +//////////////////////////// G6DOFTranslationalLimitMotorSW //////////////////////////////////// + +Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB, bool useLinearReferenceFrameA) : + Joint3DSW(_arr, 2), + m_frameInA(frameInA), + m_frameInB(frameInB), + m_useLinearReferenceFrameA(useLinearReferenceFrameA) { + A = rbA; + B = rbB; + A->add_constraint(this, 0); + B->add_constraint(this, 1); +} + +void Generic6DOFJoint3DSW::calculateAngleInfo() { + Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis; + + m_calculatedAxisAngleDiff = relative_frame.get_euler_xyz(); + + // in euler angle mode we do not actually constrain the angular velocity + // along the axes axis[0] and axis[2] (although we do use axis[1]) : + // + // to get constrain w2-w1 along ...not + // ------ --------------------- ------ + // d(angle[0])/dt = 0 ax[1] x ax[2] ax[0] + // d(angle[1])/dt = 0 ax[1] + // d(angle[2])/dt = 0 ax[0] x ax[1] ax[2] + // + // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0. + // to prove the result for angle[0], write the expression for angle[0] from + // GetInfo1 then take the derivative. to prove this for angle[2] it is + // easier to take the euler rate expression for d(angle[2])/dt with respect + // to the components of w and set that to 0. + + Vector3 axis0 = m_calculatedTransformB.basis.get_axis(0); + Vector3 axis2 = m_calculatedTransformA.basis.get_axis(2); + + m_calculatedAxis[1] = axis2.cross(axis0); + m_calculatedAxis[0] = m_calculatedAxis[1].cross(axis2); + m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]); + + /* + if(m_debugDrawer) + { + + char buff[300]; + sprintf(buff,"\n X: %.2f ; Y: %.2f ; Z: %.2f ", + m_calculatedAxisAngleDiff[0], + m_calculatedAxisAngleDiff[1], + m_calculatedAxisAngleDiff[2]); + m_debugDrawer->reportErrorWarning(buff); + } + */ +} + +void Generic6DOFJoint3DSW::calculateTransforms() { + m_calculatedTransformA = A->get_transform() * m_frameInA; + m_calculatedTransformB = B->get_transform() * m_frameInB; + + calculateAngleInfo(); +} + +void Generic6DOFJoint3DSW::buildLinearJacobian( + JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld, + const Vector3 &pivotAInW, const Vector3 &pivotBInW) { + memnew_placement(&jacLinear, JacobianEntry3DSW( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + pivotAInW - A->get_transform().origin - A->get_center_of_mass(), + pivotBInW - B->get_transform().origin - B->get_center_of_mass(), + normalWorld, + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); +} + +void Generic6DOFJoint3DSW::buildAngularJacobian( + JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW) { + memnew_placement(&jacAngular, JacobianEntry3DSW(jointAxisW, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); +} + +bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) { + real_t angle = m_calculatedAxisAngleDiff[axis_index]; + + //test limits + m_angularLimits[axis_index].testLimitValue(angle); + return m_angularLimits[axis_index].needApplyTorques(); +} + +bool Generic6DOFJoint3DSW::setup(real_t p_timestep) { + + // Clear accumulated impulses for the next simulation step + m_linearLimits.m_accumulatedImpulse = Vector3(real_t(0.), real_t(0.), real_t(0.)); + int i; + for (i = 0; i < 3; i++) { + m_angularLimits[i].m_accumulatedImpulse = real_t(0.); + } + //calculates transform + calculateTransforms(); + + // const Vector3& pivotAInW = m_calculatedTransformA.origin; + // const Vector3& pivotBInW = m_calculatedTransformB.origin; + calcAnchorPos(); + Vector3 pivotAInW = m_AnchorPos; + Vector3 pivotBInW = m_AnchorPos; + + // not used here + // Vector3 rel_pos1 = pivotAInW - A->get_transform().origin; + // Vector3 rel_pos2 = pivotBInW - B->get_transform().origin; + + Vector3 normalWorld; + //linear part + for (i = 0; i < 3; i++) { + if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) { + if (m_useLinearReferenceFrameA) + normalWorld = m_calculatedTransformA.basis.get_axis(i); + else + normalWorld = m_calculatedTransformB.basis.get_axis(i); + + buildLinearJacobian( + m_jacLinear[i], normalWorld, + pivotAInW, pivotBInW); + } + } + + // angular part + for (i = 0; i < 3; i++) { + //calculates error angle + if (m_angularLimits[i].m_enableLimit && testAngularLimitMotor(i)) { + normalWorld = this->getAxis(i); + // Create angular atom + buildAngularJacobian(m_jacAng[i], normalWorld); + } + } + + return true; +} + +void Generic6DOFJoint3DSW::solve(real_t p_timestep) { + m_timeStep = p_timestep; + + //calculateTransforms(); + + int i; + + // linear + + Vector3 pointInA = m_calculatedTransformA.origin; + Vector3 pointInB = m_calculatedTransformB.origin; + + real_t jacDiagABInv; + Vector3 linear_axis; + for (i = 0; i < 3; i++) { + if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) { + jacDiagABInv = real_t(1.) / m_jacLinear[i].getDiagonal(); + + if (m_useLinearReferenceFrameA) + linear_axis = m_calculatedTransformA.basis.get_axis(i); + else + linear_axis = m_calculatedTransformB.basis.get_axis(i); + + m_linearLimits.solveLinearAxis( + m_timeStep, + jacDiagABInv, + A, pointInA, + B, pointInB, + i, linear_axis, m_AnchorPos); + } + } + + // angular + Vector3 angular_axis; + real_t angularJacDiagABInv; + for (i = 0; i < 3; i++) { + if (m_angularLimits[i].m_enableLimit && m_angularLimits[i].needApplyTorques()) { + + // get axis + angular_axis = getAxis(i); + + angularJacDiagABInv = real_t(1.) / m_jacAng[i].getDiagonal(); + + m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B); + } + } +} + +void Generic6DOFJoint3DSW::updateRHS(real_t timeStep) { + (void)timeStep; +} + +Vector3 Generic6DOFJoint3DSW::getAxis(int axis_index) const { + return m_calculatedAxis[axis_index]; +} + +real_t Generic6DOFJoint3DSW::getAngle(int axis_index) const { + return m_calculatedAxisAngleDiff[axis_index]; +} + +void Generic6DOFJoint3DSW::calcAnchorPos(void) { + real_t imA = A->get_inv_mass(); + real_t imB = B->get_inv_mass(); + real_t weight; + if (imB == real_t(0.0)) { + weight = real_t(1.0); + } else { + weight = imA / (imA + imB); + } + const Vector3 &pA = m_calculatedTransformA.origin; + const Vector3 &pB = m_calculatedTransformB.origin; + m_AnchorPos = pA * weight + pB * (real_t(1.0) - weight); +} // Generic6DOFJointSW::calcAnchorPos() + +void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) { + + ERR_FAIL_INDEX(p_axis, 3); + switch (p_param) { + case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: { + + m_linearLimits.m_lowerLimit[p_axis] = p_value; + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT: { + + m_linearLimits.m_upperLimit[p_axis] = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: { + + m_linearLimits.m_limitSoftness[p_axis] = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: { + + m_linearLimits.m_restitution[p_axis] = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: { + + m_linearLimits.m_damping[p_axis] = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT: { + + m_angularLimits[p_axis].m_loLimit = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT: { + + m_angularLimits[p_axis].m_hiLimit = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: { + + m_angularLimits[p_axis].m_limitSoftness = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: { + + m_angularLimits[p_axis].m_damping = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: { + + m_angularLimits[p_axis].m_bounce = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: { + + m_angularLimits[p_axis].m_maxLimitForce = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: { + + m_angularLimits[p_axis].m_ERP = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: { + + m_angularLimits[p_axis].m_targetVelocity = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: { + + m_angularLimits[p_axis].m_maxLimitForce = p_value; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning + } +} + +real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const { + ERR_FAIL_INDEX_V(p_axis, 3, 0); + switch (p_param) { + case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: { + + return m_linearLimits.m_lowerLimit[p_axis]; + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT: { + + return m_linearLimits.m_upperLimit[p_axis]; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: { + + return m_linearLimits.m_limitSoftness[p_axis]; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: { + + return m_linearLimits.m_restitution[p_axis]; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: { + + return m_linearLimits.m_damping[p_axis]; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT: { + + return m_angularLimits[p_axis].m_loLimit; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT: { + + return m_angularLimits[p_axis].m_hiLimit; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: { + + return m_angularLimits[p_axis].m_limitSoftness; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: { + + return m_angularLimits[p_axis].m_damping; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: { + + return m_angularLimits[p_axis].m_bounce; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: { + + return m_angularLimits[p_axis].m_maxLimitForce; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: { + + return m_angularLimits[p_axis].m_ERP; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: { + + return m_angularLimits[p_axis].m_targetVelocity; + + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: { + + return m_angularLimits[p_axis].m_maxMotorForce; + + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning + } + return 0; +} + +void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) { + + ERR_FAIL_INDEX(p_axis, 3); + + switch (p_flag) { + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: { + + m_linearLimits.enable_limit[p_axis] = p_value; + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: { + + m_angularLimits[p_axis].m_enableLimit = p_value; + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR: { + + m_angularLimits[p_axis].m_enableMotor = p_value; + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning + } +} +bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const { + + ERR_FAIL_INDEX_V(p_axis, 3, 0); + switch (p_flag) { + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: { + + return m_linearLimits.enable_limit[p_axis]; + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: { + + return m_angularLimits[p_axis].m_enableLimit; + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR: { + + return m_angularLimits[p_axis].m_enableMotor; + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: { + // Not implemented in GodotPhysics backend + } break; + case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning + } + + return 0; +} diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h new file mode 100644 index 0000000000..ba6e6ffb01 --- /dev/null +++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h @@ -0,0 +1,401 @@ +/*************************************************************************/ +/* generic_6dof_joint_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. +*/ + +#ifndef GENERIC_6DOF_JOINT_SW_H +#define GENERIC_6DOF_JOINT_SW_H + +#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" +#include "servers/physics_3d/joints_3d_sw.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. +*/ + +/* +2007-09-09 +Generic6DOFJointSW Refactored by Francisco Le?n +email: projectileman@yahoo.com +http://gimpact.sf.net +*/ + +//! Rotation Limit structure for generic joints +class G6DOFRotationalLimitMotor3DSW { +public: + //! limit_parameters + //!@{ + real_t m_loLimit; //!< joint limit + real_t m_hiLimit; //!< joint limit + real_t m_targetVelocity; //!< target motor velocity + real_t m_maxMotorForce; //!< max force on motor + real_t m_maxLimitForce; //!< max force on limit + real_t m_damping; //!< Damping. + real_t m_limitSoftness; //! Relaxation factor + real_t m_ERP; //!< Error tolerance factor when joint is at limit + real_t m_bounce; //!< restitution factor + bool m_enableMotor; + bool m_enableLimit; + + //!@} + + //! temp_variables + //!@{ + real_t m_currentLimitError; //! How much is violated this limit + int m_currentLimit; //!< 0=free, 1=at lo limit, 2=at hi limit + real_t m_accumulatedImpulse; + //!@} + + G6DOFRotationalLimitMotor3DSW() { + m_accumulatedImpulse = 0.f; + m_targetVelocity = 0; + m_maxMotorForce = 0.1f; + m_maxLimitForce = 300.0f; + m_loLimit = -1e30; + m_hiLimit = 1e30; + m_ERP = 0.5f; + m_bounce = 0.0f; + m_damping = 1.0f; + m_limitSoftness = 0.5f; + m_currentLimit = 0; + m_currentLimitError = 0; + m_enableMotor = false; + m_enableLimit = false; + } + + G6DOFRotationalLimitMotor3DSW(const G6DOFRotationalLimitMotor3DSW &limot) { + m_targetVelocity = limot.m_targetVelocity; + m_maxMotorForce = limot.m_maxMotorForce; + m_limitSoftness = limot.m_limitSoftness; + m_loLimit = limot.m_loLimit; + m_hiLimit = limot.m_hiLimit; + m_ERP = limot.m_ERP; + m_bounce = limot.m_bounce; + m_currentLimit = limot.m_currentLimit; + m_currentLimitError = limot.m_currentLimitError; + m_enableMotor = limot.m_enableMotor; + } + + //! Is limited + bool isLimited() { + return (m_loLimit < m_hiLimit); + } + + //! Need apply correction + bool needApplyTorques() { + return (m_enableMotor || m_currentLimit != 0); + } + + //! calculates error + /*! + calculates m_currentLimit and m_currentLimitError. + */ + int testLimitValue(real_t test_value); + + //! apply the correction impulses for two bodies + real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, Body3DSW *body0, Body3DSW *body1); +}; + +class G6DOFTranslationalLimitMotor3DSW { +public: + Vector3 m_lowerLimit; //!< the constraint lower limits + Vector3 m_upperLimit; //!< the constraint upper limits + Vector3 m_accumulatedImpulse; + //! Linear_Limit_parameters + //!@{ + Vector3 m_limitSoftness; //!< Softness for linear limit + Vector3 m_damping; //!< Damping for linear limit + Vector3 m_restitution; //! Bounce parameter for linear limit + //!@} + bool enable_limit[3]; + + G6DOFTranslationalLimitMotor3DSW() { + m_lowerLimit = Vector3(0.f, 0.f, 0.f); + m_upperLimit = Vector3(0.f, 0.f, 0.f); + m_accumulatedImpulse = Vector3(0.f, 0.f, 0.f); + + m_limitSoftness = Vector3(1, 1, 1) * 0.7f; + m_damping = Vector3(1, 1, 1) * real_t(1.0f); + m_restitution = Vector3(1, 1, 1) * real_t(0.5f); + + enable_limit[0] = true; + enable_limit[1] = true; + enable_limit[2] = true; + } + + G6DOFTranslationalLimitMotor3DSW(const G6DOFTranslationalLimitMotor3DSW &other) { + m_lowerLimit = other.m_lowerLimit; + m_upperLimit = other.m_upperLimit; + m_accumulatedImpulse = other.m_accumulatedImpulse; + + m_limitSoftness = other.m_limitSoftness; + m_damping = other.m_damping; + m_restitution = other.m_restitution; + } + + //! Test limit + /*! + - free means upper < lower, + - locked means upper == lower + - limited means upper > lower + - limitIndex: first 3 are linear, next 3 are angular + */ + inline bool isLimited(int limitIndex) { + return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]); + } + + real_t solveLinearAxis( + real_t timeStep, + real_t jacDiagABInv, + Body3DSW *body1, const Vector3 &pointInA, + Body3DSW *body2, const Vector3 &pointInB, + int limit_index, + const Vector3 &axis_normal_on_a, + const Vector3 &anchorPos); +}; + +class Generic6DOFJoint3DSW : public Joint3DSW { +protected: + union { + struct { + Body3DSW *A; + Body3DSW *B; + }; + + Body3DSW *_arr[2]; + }; + + //! relative_frames + //!@{ + Transform m_frameInA; //!< the constraint space w.r.t body A + Transform m_frameInB; //!< the constraint space w.r.t body B + //!@} + + //! Jacobians + //!@{ + JacobianEntry3DSW m_jacLinear[3]; //!< 3 orthogonal linear constraints + JacobianEntry3DSW m_jacAng[3]; //!< 3 orthogonal angular constraints + //!@} + + //! Linear_Limit_parameters + //!@{ + G6DOFTranslationalLimitMotor3DSW m_linearLimits; + //!@} + + //! hinge_parameters + //!@{ + G6DOFRotationalLimitMotor3DSW m_angularLimits[3]; + //!@} + +protected: + //! temporal variables + //!@{ + real_t m_timeStep; + Transform m_calculatedTransformA; + Transform m_calculatedTransformB; + Vector3 m_calculatedAxisAngleDiff; + Vector3 m_calculatedAxis[3]; + + Vector3 m_AnchorPos; // point between pivots of bodies A and B to solve linear axes + + bool m_useLinearReferenceFrameA; + + //!@} + + Generic6DOFJoint3DSW &operator=(Generic6DOFJoint3DSW &other) { + ERR_PRINT("pito"); + (void)other; + return *this; + } + + void buildLinearJacobian( + JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld, + const Vector3 &pivotAInW, const Vector3 &pivotBInW); + + void buildAngularJacobian(JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW); + + //! calcs the euler angles between the two bodies. + void calculateAngleInfo(); + +public: + Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB, bool useLinearReferenceFrameA); + + virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_6DOF; } + + virtual bool setup(real_t p_timestep); + virtual void solve(real_t p_timestep); + + //! Calcs global transform of the offsets + /*! + Calcs the global transform for the joint offset for body A an B, and also calcs the agle differences between the bodies. + \sa Generic6DOFJointSW.getCalculatedTransformA , Generic6DOFJointSW.getCalculatedTransformB, Generic6DOFJointSW.calculateAngleInfo + */ + void calculateTransforms(); + + //! Gets the global transform of the offset for body A + /*! + \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo. + */ + const Transform &getCalculatedTransformA() const { + return m_calculatedTransformA; + } + + //! Gets the global transform of the offset for body B + /*! + \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo. + */ + const Transform &getCalculatedTransformB() const { + return m_calculatedTransformB; + } + + const Transform &getFrameOffsetA() const { + return m_frameInA; + } + + const Transform &getFrameOffsetB() const { + return m_frameInB; + } + + Transform &getFrameOffsetA() { + return m_frameInA; + } + + Transform &getFrameOffsetB() { + return m_frameInB; + } + + //! performs Jacobian calculation, and also calculates angle differences and axis + + void updateRHS(real_t timeStep); + + //! Get the rotation axis in global coordinates + /*! + \pre Generic6DOFJointSW.buildJacobian must be called previously. + */ + Vector3 getAxis(int axis_index) const; + + //! Get the relative Euler angle + /*! + \pre Generic6DOFJointSW.buildJacobian must be called previously. + */ + real_t getAngle(int axis_index) const; + + //! Test angular limit. + /*! + Calculates angular correction and returns true if limit needs to be corrected. + \pre Generic6DOFJointSW.buildJacobian must be called previously. + */ + bool testAngularLimitMotor(int axis_index); + + void setLinearLowerLimit(const Vector3 &linearLower) { + m_linearLimits.m_lowerLimit = linearLower; + } + + void setLinearUpperLimit(const Vector3 &linearUpper) { + m_linearLimits.m_upperLimit = linearUpper; + } + + void setAngularLowerLimit(const Vector3 &angularLower) { + m_angularLimits[0].m_loLimit = angularLower.x; + m_angularLimits[1].m_loLimit = angularLower.y; + m_angularLimits[2].m_loLimit = angularLower.z; + } + + void setAngularUpperLimit(const Vector3 &angularUpper) { + m_angularLimits[0].m_hiLimit = angularUpper.x; + m_angularLimits[1].m_hiLimit = angularUpper.y; + m_angularLimits[2].m_hiLimit = angularUpper.z; + } + + //! Retrieves the angular limit informacion + G6DOFRotationalLimitMotor3DSW *getRotationalLimitMotor(int index) { + return &m_angularLimits[index]; + } + + //! Retrieves the limit informacion + G6DOFTranslationalLimitMotor3DSW *getTranslationalLimitMotor() { + return &m_linearLimits; + } + + //first 3 are linear, next 3 are angular + void setLimit(int axis, real_t lo, real_t hi) { + if (axis < 3) { + m_linearLimits.m_lowerLimit[axis] = lo; + m_linearLimits.m_upperLimit[axis] = hi; + } else { + m_angularLimits[axis - 3].m_loLimit = lo; + m_angularLimits[axis - 3].m_hiLimit = hi; + } + } + + //! Test limit + /*! + - free means upper < lower, + - locked means upper == lower + - limited means upper > lower + - limitIndex: first 3 are linear, next 3 are angular + */ + bool isLimited(int limitIndex) { + if (limitIndex < 3) { + return m_linearLimits.isLimited(limitIndex); + } + return m_angularLimits[limitIndex - 3].isLimited(); + } + + const Body3DSW *getRigidBodyA() const { + return A; + } + const Body3DSW *getRigidBodyB() const { + return B; + } + + virtual void calcAnchorPos(void); // overridable + + void set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value); + real_t get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const; + + void set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value); + bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const; +}; + +#endif // GENERIC_6DOF_JOINT_SW_H diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp new file mode 100644 index 0000000000..57605aac7b --- /dev/null +++ b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp @@ -0,0 +1,450 @@ +/*************************************************************************/ +/* hinge_joint_sw.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 "hinge_joint_3d_sw.h" + +static 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); + } +} + +HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameA, const Transform &frameB) : + Joint3DSW(_arr, 2) { + + A = rbA; + B = rbB; + + m_rbAFrame = frameA; + m_rbBFrame = frameB; + // flip axis + m_rbBFrame.basis[0][2] *= real_t(-1.); + m_rbBFrame.basis[1][2] *= real_t(-1.); + m_rbBFrame.basis[2][2] *= real_t(-1.); + + //start with free + m_lowerLimit = Math_PI; + m_upperLimit = -Math_PI; + + m_useLimit = false; + m_biasFactor = 0.3f; + m_relaxationFactor = 1.0f; + m_limitSoftness = 0.9f; + m_solveLimit = false; + + tau = 0.3; + + m_angularOnly = false; + m_enableAngularMotor = false; + + A->add_constraint(this, 0); + B->add_constraint(this, 1); +} + +HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, + const Vector3 &axisInA, const Vector3 &axisInB) : + Joint3DSW(_arr, 2) { + + A = rbA; + B = rbB; + + m_rbAFrame.origin = pivotInA; + + // since no frame is given, assume this to be zero angle and just pick rb transform axis + Vector3 rbAxisA1 = rbA->get_transform().basis.get_axis(0); + + Vector3 rbAxisA2; + real_t projection = axisInA.dot(rbAxisA1); + if (projection >= 1.0f - CMP_EPSILON) { + rbAxisA1 = -rbA->get_transform().basis.get_axis(2); + rbAxisA2 = rbA->get_transform().basis.get_axis(1); + } else if (projection <= -1.0f + CMP_EPSILON) { + rbAxisA1 = rbA->get_transform().basis.get_axis(2); + rbAxisA2 = rbA->get_transform().basis.get_axis(1); + } else { + rbAxisA2 = axisInA.cross(rbAxisA1); + rbAxisA1 = rbAxisA2.cross(axisInA); + } + + m_rbAFrame.basis = Basis(rbAxisA1.x, rbAxisA2.x, axisInA.x, + rbAxisA1.y, rbAxisA2.y, axisInA.y, + rbAxisA1.z, rbAxisA2.z, axisInA.z); + + Quat rotationArc = Quat(axisInA, axisInB); + Vector3 rbAxisB1 = rotationArc.xform(rbAxisA1); + Vector3 rbAxisB2 = axisInB.cross(rbAxisB1); + + m_rbBFrame.origin = pivotInB; + m_rbBFrame.basis = Basis(rbAxisB1.x, rbAxisB2.x, -axisInB.x, + rbAxisB1.y, rbAxisB2.y, -axisInB.y, + rbAxisB1.z, rbAxisB2.z, -axisInB.z); + + //start with free + m_lowerLimit = Math_PI; + m_upperLimit = -Math_PI; + + m_useLimit = false; + m_biasFactor = 0.3f; + m_relaxationFactor = 1.0f; + m_limitSoftness = 0.9f; + m_solveLimit = false; + + tau = 0.3; + + m_angularOnly = false; + m_enableAngularMotor = false; + + A->add_constraint(this, 0); + B->add_constraint(this, 1); +} + +bool HingeJoint3DSW::setup(real_t p_step) { + + m_appliedImpulse = real_t(0.); + + if (!m_angularOnly) { + Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); + Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); + Vector3 relPos = pivotBInW - pivotAInW; + + Vector3 normal[3]; + if (Math::is_zero_approx(relPos.length_squared())) { + normal[0] = Vector3(real_t(1.0), 0, 0); + } else { + normal[0] = relPos.normalized(); + } + + plane_space(normal[0], normal[1], normal[2]); + + for (int i = 0; i < 3; i++) { + memnew_placement(&m_jac[i], JacobianEntry3DSW( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + pivotAInW - A->get_transform().origin - A->get_center_of_mass(), + pivotBInW - B->get_transform().origin - B->get_center_of_mass(), + normal[i], + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); + } + } + + //calculate two perpendicular jointAxis, orthogonal to hingeAxis + //these two jointAxis require equal angular velocities for both bodies + + //this is unused for now, it's a todo + Vector3 jointAxis0local; + Vector3 jointAxis1local; + + plane_space(m_rbAFrame.basis.get_axis(2), jointAxis0local, jointAxis1local); + + Vector3 jointAxis0 = A->get_transform().basis.xform(jointAxis0local); + Vector3 jointAxis1 = A->get_transform().basis.xform(jointAxis1local); + Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2)); + + memnew_placement(&m_jacAng[0], JacobianEntry3DSW(jointAxis0, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); + + memnew_placement(&m_jacAng[1], JacobianEntry3DSW(jointAxis1, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); + + memnew_placement(&m_jacAng[2], JacobianEntry3DSW(hingeAxisWorld, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); + + // Compute limit information + real_t hingeAngle = get_hinge_angle(); + + //set bias, sign, clear accumulator + m_correction = real_t(0.); + m_limitSign = real_t(0.); + m_solveLimit = false; + m_accLimitImpulse = real_t(0.); + + //if (m_lowerLimit < m_upperLimit) + if (m_useLimit && m_lowerLimit <= m_upperLimit) { + //if (hingeAngle <= m_lowerLimit*m_limitSoftness) + if (hingeAngle <= m_lowerLimit) { + m_correction = (m_lowerLimit - hingeAngle); + m_limitSign = 1.0f; + m_solveLimit = true; + } + //else if (hingeAngle >= m_upperLimit*m_limitSoftness) + else if (hingeAngle >= m_upperLimit) { + m_correction = m_upperLimit - hingeAngle; + m_limitSign = -1.0f; + m_solveLimit = true; + } + } + + //Compute K = J*W*J' for hinge axis + Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2)); + m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + + B->compute_angular_impulse_denominator(axisA)); + + return true; +} + +void HingeJoint3DSW::solve(real_t p_step) { + + Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); + Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); + + //real_t tau = real_t(0.3); + + //linear part + if (!m_angularOnly) { + Vector3 rel_pos1 = pivotAInW - A->get_transform().origin; + Vector3 rel_pos2 = pivotBInW - B->get_transform().origin; + + Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1); + Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); + Vector3 vel = vel1 - vel2; + + for (int i = 0; i < 3; i++) { + const Vector3 &normal = m_jac[i].m_linearJointAxis; + real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal(); + + real_t rel_vel; + rel_vel = normal.dot(vel); + //positional error (zeroth order error) + real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal + real_t impulse = depth * tau / p_step * jacDiagABInv - rel_vel * jacDiagABInv; + m_appliedImpulse += impulse; + Vector3 impulse_vector = normal * impulse; + A->apply_impulse(pivotAInW - A->get_transform().origin, impulse_vector); + B->apply_impulse(pivotBInW - B->get_transform().origin, -impulse_vector); + } + } + + { + ///solve angular part + + // get axes in world space + Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2)); + Vector3 axisB = B->get_transform().basis.xform(m_rbBFrame.basis.get_axis(2)); + + const Vector3 &angVelA = A->get_angular_velocity(); + const Vector3 &angVelB = B->get_angular_velocity(); + + Vector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA); + Vector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB); + + Vector3 angAorthog = angVelA - angVelAroundHingeAxisA; + Vector3 angBorthog = angVelB - angVelAroundHingeAxisB; + Vector3 velrelOrthog = angAorthog - angBorthog; + { + //solve orthogonal angular velocity correction + real_t relaxation = real_t(1.); + real_t len = velrelOrthog.length(); + if (len > real_t(0.00001)) { + Vector3 normal = velrelOrthog.normalized(); + real_t denom = A->compute_angular_impulse_denominator(normal) + + B->compute_angular_impulse_denominator(normal); + // scale for mass and relaxation + velrelOrthog *= (real_t(1.) / denom) * m_relaxationFactor; + } + + //solve angular positional correction + Vector3 angularError = -axisA.cross(axisB) * (real_t(1.) / p_step); + real_t len2 = angularError.length(); + if (len2 > real_t(0.00001)) { + Vector3 normal2 = angularError.normalized(); + real_t denom2 = A->compute_angular_impulse_denominator(normal2) + + B->compute_angular_impulse_denominator(normal2); + angularError *= (real_t(1.) / denom2) * relaxation; + } + + A->apply_torque_impulse(-velrelOrthog + angularError); + B->apply_torque_impulse(velrelOrthog - angularError); + + // solve limit + if (m_solveLimit) { + real_t amplitude = ((angVelB - angVelA).dot(axisA) * m_relaxationFactor + m_correction * (real_t(1.) / p_step) * m_biasFactor) * m_limitSign; + + real_t impulseMag = amplitude * m_kHinge; + + // Clamp the accumulated impulse + real_t temp = m_accLimitImpulse; + m_accLimitImpulse = MAX(m_accLimitImpulse + impulseMag, real_t(0)); + impulseMag = m_accLimitImpulse - temp; + + Vector3 impulse = axisA * impulseMag * m_limitSign; + A->apply_torque_impulse(impulse); + B->apply_torque_impulse(-impulse); + } + } + + //apply motor + if (m_enableAngularMotor) { + //todo: add limits too + Vector3 angularLimit(0, 0, 0); + + Vector3 velrel = angVelAroundHingeAxisA - angVelAroundHingeAxisB; + real_t projRelVel = velrel.dot(axisA); + + real_t desiredMotorVel = m_motorTargetVelocity; + real_t motor_relvel = desiredMotorVel - projRelVel; + + real_t unclippedMotorImpulse = m_kHinge * motor_relvel; + //todo: should clip against accumulated impulse + real_t clippedMotorImpulse = unclippedMotorImpulse > m_maxMotorImpulse ? m_maxMotorImpulse : unclippedMotorImpulse; + clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse; + Vector3 motorImp = clippedMotorImpulse * axisA; + + A->apply_torque_impulse(motorImp + angularLimit); + B->apply_torque_impulse(-motorImp - angularLimit); + } + } +} +/* +void HingeJointSW::updateRHS(real_t timeStep) +{ + (void)timeStep; + +} +*/ + +static _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; +} + +real_t HingeJoint3DSW::get_hinge_angle() { + const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(0)); + const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(1)); + const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_axis(1)); + + return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1)); +} + +void HingeJoint3DSW::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) { + + switch (p_param) { + + case PhysicsServer3D::HINGE_JOINT_BIAS: tau = p_value; break; + case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER: m_upperLimit = p_value; break; + case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER: m_lowerLimit = p_value; break; + case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS: m_biasFactor = p_value; break; + case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS: m_limitSoftness = p_value; break; + case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION: m_relaxationFactor = p_value; break; + case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY: m_motorTargetVelocity = p_value; break; + case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE: m_maxMotorImpulse = p_value; break; + case PhysicsServer3D::HINGE_JOINT_MAX: break; // Can't happen, but silences warning + } +} + +real_t HingeJoint3DSW::get_param(PhysicsServer3D::HingeJointParam p_param) const { + + switch (p_param) { + + case PhysicsServer3D::HINGE_JOINT_BIAS: return tau; + case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER: return m_upperLimit; + case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER: return m_lowerLimit; + case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS: return m_biasFactor; + case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS: return m_limitSoftness; + case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION: return m_relaxationFactor; + case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY: return m_motorTargetVelocity; + case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE: return m_maxMotorImpulse; + case PhysicsServer3D::HINGE_JOINT_MAX: break; // Can't happen, but silences warning + } + + return 0; +} + +void HingeJoint3DSW::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) { + + switch (p_flag) { + case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: m_useLimit = p_value; break; + case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR: m_enableAngularMotor = p_value; break; + case PhysicsServer3D::HINGE_JOINT_FLAG_MAX: break; // Can't happen, but silences warning + } +} +bool HingeJoint3DSW::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const { + + switch (p_flag) { + case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: return m_useLimit; + case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR: return m_enableAngularMotor; + case PhysicsServer3D::HINGE_JOINT_FLAG_MAX: break; // Can't happen, but silences warning + } + + return false; +} diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/hinge_joint_3d_sw.h new file mode 100644 index 0000000000..8da32885bc --- /dev/null +++ b/servers/physics_3d/joints/hinge_joint_3d_sw.h @@ -0,0 +1,117 @@ +/*************************************************************************/ +/* hinge_joint_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. +*/ + +#ifndef HINGE_JOINT_SW_H +#define HINGE_JOINT_SW_H + +#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" +#include "servers/physics_3d/joints_3d_sw.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 HingeJoint3DSW : public Joint3DSW { + + union { + struct { + Body3DSW *A; + Body3DSW *B; + }; + + Body3DSW *_arr[2]; + }; + + JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints + JacobianEntry3DSW m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor + + Transform m_rbAFrame; // constraint axii. Assumes z is hinge axis. + Transform m_rbBFrame; + + real_t m_motorTargetVelocity; + real_t m_maxMotorImpulse; + + real_t m_limitSoftness; + real_t m_biasFactor; + real_t m_relaxationFactor; + + real_t m_lowerLimit; + real_t m_upperLimit; + + real_t m_kHinge; + + real_t m_limitSign; + real_t m_correction; + + real_t m_accLimitImpulse; + + real_t tau; + + bool m_useLimit; + bool m_angularOnly; + bool m_enableAngularMotor; + bool m_solveLimit; + + real_t m_appliedImpulse; + +public: + virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_HINGE; } + + virtual bool setup(real_t p_step); + virtual void solve(real_t p_step); + + 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; + + HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameA, const Transform &frameB); + HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB); +}; + +#endif // HINGE_JOINT_SW_H diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/jacobian_entry_3d_sw.h new file mode 100644 index 0000000000..e298d40d8d --- /dev/null +++ b/servers/physics_3d/joints/jacobian_entry_3d_sw.h @@ -0,0 +1,169 @@ +/*************************************************************************/ +/* jacobian_entry_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. +*/ + +#ifndef JACOBIAN_ENTRY_SW_H +#define JACOBIAN_ENTRY_SW_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. +*/ + +#include "core/math/transform.h" + +class JacobianEntry3DSW { +public: + JacobianEntry3DSW(){}; + //constraint between two different rigidbodies + JacobianEntry3DSW( + const Basis &world2A, + const Basis &world2B, + const Vector3 &rel_pos1, const Vector3 &rel_pos2, + const Vector3 &jointAxis, + const Vector3 &inertiaInvA, + const real_t massInvA, + const Vector3 &inertiaInvB, + const real_t massInvB) : + m_linearJointAxis(jointAxis) { + m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis)); + m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis)); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + //angular constraint between two different rigidbodies + JacobianEntry3DSW(const Vector3 &jointAxis, + const Basis &world2A, + const Basis &world2B, + const Vector3 &inertiaInvA, + const Vector3 &inertiaInvB) : + m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))) { + m_aJ = world2A.xform(jointAxis); + m_bJ = world2B.xform(-jointAxis); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + //angular constraint between two different rigidbodies + JacobianEntry3DSW(const Vector3 &axisInA, + const Vector3 &axisInB, + const Vector3 &inertiaInvA, + const Vector3 &inertiaInvB) : + m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))), + m_aJ(axisInA), + m_bJ(-axisInB) { + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + //constraint on one rigidbody + JacobianEntry3DSW( + const Basis &world2A, + const Vector3 &rel_pos1, const Vector3 &rel_pos2, + const Vector3 &jointAxis, + const Vector3 &inertiaInvA, + const real_t massInvA) : + m_linearJointAxis(jointAxis) { + m_aJ = world2A.xform(rel_pos1.cross(jointAxis)); + m_bJ = world2A.xform(rel_pos2.cross(-jointAxis)); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = Vector3(real_t(0.), real_t(0.), real_t(0.)); + m_Adiag = massInvA + m_0MinvJt.dot(m_aJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + real_t getDiagonal() const { return m_Adiag; } + + // for two constraints on the same rigidbody (for example vehicle friction) + real_t getNonDiagonal(const JacobianEntry3DSW &jacB, const real_t massInvA) const { + const JacobianEntry3DSW &jacA = *this; + real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis); + real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ); + return lin + ang; + } + + // for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies) + real_t getNonDiagonal(const JacobianEntry3DSW &jacB, const real_t massInvA, const real_t massInvB) const { + const JacobianEntry3DSW &jacA = *this; + Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis; + Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ; + Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ; + Vector3 lin0 = massInvA * lin; + Vector3 lin1 = massInvB * lin; + Vector3 sum = ang0 + ang1 + lin0 + lin1; + return sum[0] + sum[1] + sum[2]; + } + + real_t getRelativeVelocity(const Vector3 &linvelA, const Vector3 &angvelA, const Vector3 &linvelB, const Vector3 &angvelB) { + Vector3 linrel = linvelA - linvelB; + Vector3 angvela = angvelA * m_aJ; + Vector3 angvelb = angvelB * m_bJ; + linrel *= m_linearJointAxis; + angvela += angvelb; + angvela += linrel; + real_t rel_vel2 = angvela[0] + angvela[1] + angvela[2]; + return rel_vel2 + CMP_EPSILON; + } + //private: + + Vector3 m_linearJointAxis; + Vector3 m_aJ; + Vector3 m_bJ; + Vector3 m_0MinvJt; + Vector3 m_1MinvJt; + //Optimization: can be stored in the w/last component of one of the vectors + real_t m_Adiag; +}; + +#endif // JACOBIAN_ENTRY_SW_H diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/pin_joint_3d_sw.cpp new file mode 100644 index 0000000000..67f2d78d54 --- /dev/null +++ b/servers/physics_3d/joints/pin_joint_3d_sw.cpp @@ -0,0 +1,167 @@ +/*************************************************************************/ +/* pin_joint_sw.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 "pin_joint_3d_sw.h" + +bool PinJoint3DSW::setup(real_t p_step) { + + 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], JacobianEntry3DSW( + 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 PinJoint3DSW::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; + A->apply_impulse(pivotAInW - A->get_transform().origin, impulse_vector); + B->apply_impulse(pivotBInW - B->get_transform().origin, -impulse_vector); + + normal[i] = 0; + } +} + +void PinJoint3DSW::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 PinJoint3DSW::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; +} + +PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW *p_body_b, const Vector3 &p_pos_b) : + Joint3DSW(_arr, 2) { + + A = p_body_a; + B = p_body_b; + m_pivotInA = p_pos_a; + m_pivotInB = p_pos_b; + + m_tau = 0.3; + m_damping = 1; + m_impulseClamp = 0; + m_appliedImpulse = 0; + + A->add_constraint(this, 0); + B->add_constraint(this, 1); +} + +PinJoint3DSW::~PinJoint3DSW() { +} diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/pin_joint_3d_sw.h new file mode 100644 index 0000000000..25876327a3 --- /dev/null +++ b/servers/physics_3d/joints/pin_joint_3d_sw.h @@ -0,0 +1,96 @@ +/*************************************************************************/ +/* pin_joint_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. +*/ + +#ifndef PIN_JOINT_SW_H +#define PIN_JOINT_SW_H + +#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" +#include "servers/physics_3d/joints_3d_sw.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 PinJoint3DSW : public Joint3DSW { + + union { + struct { + Body3DSW *A; + Body3DSW *B; + }; + + Body3DSW *_arr[2]; + }; + + real_t m_tau; //bias + real_t m_damping; + real_t m_impulseClamp; + real_t m_appliedImpulse; + + JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints + + Vector3 m_pivotInA; + Vector3 m_pivotInB; + +public: + virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_PIN; } + + virtual bool setup(real_t p_step); + virtual void solve(real_t p_step); + + void set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value); + real_t get_param(PhysicsServer3D::PinJointParam p_param) const; + + void set_pos_a(const Vector3 &p_pos) { m_pivotInA = p_pos; } + void set_pos_b(const Vector3 &p_pos) { m_pivotInB = p_pos; } + + Vector3 get_position_a() { return m_pivotInA; } + Vector3 get_position_b() { return m_pivotInB; } + + PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW *p_body_b, const Vector3 &p_pos_b); + ~PinJoint3DSW(); +}; + +#endif // PIN_JOINT_SW_H diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/slider_joint_3d_sw.cpp new file mode 100644 index 0000000000..01336e2d7c --- /dev/null +++ b/servers/physics_3d/joints/slider_joint_3d_sw.cpp @@ -0,0 +1,443 @@ +/*************************************************************************/ +/* slider_joint_sw.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. +*/ + +/* +Added by Roman Ponomarev (rponom@gmail.com) +April 04, 2008 + +*/ + +#include "slider_joint_3d_sw.h" + +//----------------------------------------------------------------------------- + +static _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; +} + +void SliderJoint3DSW::initParams() { + m_lowerLinLimit = real_t(1.0); + m_upperLinLimit = real_t(-1.0); + m_lowerAngLimit = real_t(0.); + m_upperAngLimit = real_t(0.); + m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingDirLin = real_t(0.); + m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingDirAng = real_t(0.); + m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING; + m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING; + m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING; + m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING; + + m_poweredLinMotor = false; + m_targetLinMotorVelocity = real_t(0.); + m_maxLinMotorForce = real_t(0.); + m_accumulatedLinMotorImpulse = real_t(0.0); + + m_poweredAngMotor = false; + m_targetAngMotorVelocity = real_t(0.); + m_maxAngMotorForce = real_t(0.); + m_accumulatedAngMotorImpulse = real_t(0.0); + +} // SliderJointSW::initParams() + +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- + +SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB) : + Joint3DSW(_arr, 2), + m_frameInA(frameInA), + m_frameInB(frameInB) { + + A = rbA; + B = rbB; + + A->add_constraint(this, 0); + B->add_constraint(this, 1); + + initParams(); +} // SliderJointSW::SliderJointSW() + +//----------------------------------------------------------------------------- + +bool SliderJoint3DSW::setup(real_t p_step) { + + //calculate transforms + m_calculatedTransformA = A->get_transform() * m_frameInA; + m_calculatedTransformB = B->get_transform() * m_frameInB; + m_realPivotAInW = m_calculatedTransformA.origin; + m_realPivotBInW = m_calculatedTransformB.origin; + m_sliderAxis = m_calculatedTransformA.basis.get_axis(0); // along X + m_delta = m_realPivotBInW - m_realPivotAInW; + m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis; + m_relPosA = m_projPivotInW - A->get_transform().origin; + m_relPosB = m_realPivotBInW - B->get_transform().origin; + Vector3 normalWorld; + int i; + //linear part + for (i = 0; i < 3; i++) { + normalWorld = m_calculatedTransformA.basis.get_axis(i); + memnew_placement(&m_jacLin[i], JacobianEntry3DSW( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + m_relPosA - A->get_center_of_mass(), + m_relPosB - B->get_center_of_mass(), + normalWorld, + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); + m_jacLinDiagABInv[i] = real_t(1.) / m_jacLin[i].getDiagonal(); + m_depth[i] = m_delta.dot(normalWorld); + } + testLinLimits(); + // angular part + for (i = 0; i < 3; i++) { + normalWorld = m_calculatedTransformA.basis.get_axis(i); + memnew_placement(&m_jacAng[i], JacobianEntry3DSW( + normalWorld, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); + } + testAngLimits(); + Vector3 axisA = m_calculatedTransformA.basis.get_axis(0); + m_kAngle = real_t(1.0) / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA)); + // clear accumulator for motors + m_accumulatedLinMotorImpulse = real_t(0.0); + m_accumulatedAngMotorImpulse = real_t(0.0); + + return true; +} // SliderJointSW::buildJacobianInt() + +//----------------------------------------------------------------------------- + +void SliderJoint3DSW::solve(real_t p_step) { + + int i; + // linear + Vector3 velA = A->get_velocity_in_local_point(m_relPosA); + Vector3 velB = B->get_velocity_in_local_point(m_relPosB); + Vector3 vel = velA - velB; + for (i = 0; i < 3; i++) { + const Vector3 &normal = m_jacLin[i].m_linearJointAxis; + real_t rel_vel = normal.dot(vel); + // calculate positional error + real_t depth = m_depth[i]; + // get parameters + real_t softness = (i) ? m_softnessOrthoLin : (m_solveLinLim ? m_softnessLimLin : m_softnessDirLin); + real_t restitution = (i) ? m_restitutionOrthoLin : (m_solveLinLim ? m_restitutionLimLin : m_restitutionDirLin); + real_t damping = (i) ? m_dampingOrthoLin : (m_solveLinLim ? m_dampingLimLin : m_dampingDirLin); + // calcutate and apply impulse + real_t normalImpulse = softness * (restitution * depth / p_step - damping * rel_vel) * m_jacLinDiagABInv[i]; + Vector3 impulse_vector = normal * normalImpulse; + A->apply_impulse(m_relPosA, impulse_vector); + B->apply_impulse(m_relPosB, -impulse_vector); + if (m_poweredLinMotor && (!i)) { // apply linear motor + if (m_accumulatedLinMotorImpulse < m_maxLinMotorForce) { + real_t desiredMotorVel = m_targetLinMotorVelocity; + real_t motor_relvel = desiredMotorVel + rel_vel; + normalImpulse = -motor_relvel * m_jacLinDiagABInv[i]; + // clamp accumulated impulse + real_t new_acc = m_accumulatedLinMotorImpulse + Math::abs(normalImpulse); + if (new_acc > m_maxLinMotorForce) { + new_acc = m_maxLinMotorForce; + } + real_t del = new_acc - m_accumulatedLinMotorImpulse; + if (normalImpulse < real_t(0.0)) { + normalImpulse = -del; + } else { + normalImpulse = del; + } + m_accumulatedLinMotorImpulse = new_acc; + // apply clamped impulse + impulse_vector = normal * normalImpulse; + A->apply_impulse(m_relPosA, impulse_vector); + B->apply_impulse(m_relPosB, -impulse_vector); + } + } + } + // angular + // get axes in world space + Vector3 axisA = m_calculatedTransformA.basis.get_axis(0); + Vector3 axisB = m_calculatedTransformB.basis.get_axis(0); + + const Vector3 &angVelA = A->get_angular_velocity(); + const Vector3 &angVelB = B->get_angular_velocity(); + + Vector3 angVelAroundAxisA = axisA * axisA.dot(angVelA); + Vector3 angVelAroundAxisB = axisB * axisB.dot(angVelB); + + Vector3 angAorthog = angVelA - angVelAroundAxisA; + Vector3 angBorthog = angVelB - angVelAroundAxisB; + Vector3 velrelOrthog = angAorthog - angBorthog; + //solve orthogonal angular velocity correction + real_t len = velrelOrthog.length(); + if (len > real_t(0.00001)) { + Vector3 normal = velrelOrthog.normalized(); + real_t denom = A->compute_angular_impulse_denominator(normal) + B->compute_angular_impulse_denominator(normal); + velrelOrthog *= (real_t(1.) / denom) * m_dampingOrthoAng * m_softnessOrthoAng; + } + //solve angular positional correction + Vector3 angularError = axisA.cross(axisB) * (real_t(1.) / p_step); + real_t len2 = angularError.length(); + if (len2 > real_t(0.00001)) { + Vector3 normal2 = angularError.normalized(); + real_t denom2 = A->compute_angular_impulse_denominator(normal2) + B->compute_angular_impulse_denominator(normal2); + angularError *= (real_t(1.) / denom2) * m_restitutionOrthoAng * m_softnessOrthoAng; + } + // apply impulse + A->apply_torque_impulse(-velrelOrthog + angularError); + B->apply_torque_impulse(velrelOrthog - angularError); + real_t impulseMag; + //solve angular limits + if (m_solveAngLim) { + impulseMag = (angVelB - angVelA).dot(axisA) * m_dampingLimAng + m_angDepth * m_restitutionLimAng / p_step; + impulseMag *= m_kAngle * m_softnessLimAng; + } else { + impulseMag = (angVelB - angVelA).dot(axisA) * m_dampingDirAng + m_angDepth * m_restitutionDirAng / p_step; + impulseMag *= m_kAngle * m_softnessDirAng; + } + Vector3 impulse = axisA * impulseMag; + A->apply_torque_impulse(impulse); + B->apply_torque_impulse(-impulse); + //apply angular motor + if (m_poweredAngMotor) { + if (m_accumulatedAngMotorImpulse < m_maxAngMotorForce) { + Vector3 velrel = angVelAroundAxisA - angVelAroundAxisB; + real_t projRelVel = velrel.dot(axisA); + + real_t desiredMotorVel = m_targetAngMotorVelocity; + real_t motor_relvel = desiredMotorVel - projRelVel; + + real_t angImpulse = m_kAngle * motor_relvel; + // clamp accumulated impulse + real_t new_acc = m_accumulatedAngMotorImpulse + Math::abs(angImpulse); + if (new_acc > m_maxAngMotorForce) { + new_acc = m_maxAngMotorForce; + } + real_t del = new_acc - m_accumulatedAngMotorImpulse; + if (angImpulse < real_t(0.0)) { + angImpulse = -del; + } else { + angImpulse = del; + } + m_accumulatedAngMotorImpulse = new_acc; + // apply clamped impulse + Vector3 motorImp = angImpulse * axisA; + A->apply_torque_impulse(motorImp); + B->apply_torque_impulse(-motorImp); + } + } +} // SliderJointSW::solveConstraint() + +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- + +void SliderJoint3DSW::calculateTransforms(void) { + m_calculatedTransformA = A->get_transform() * m_frameInA; + m_calculatedTransformB = B->get_transform() * m_frameInB; + m_realPivotAInW = m_calculatedTransformA.origin; + m_realPivotBInW = m_calculatedTransformB.origin; + m_sliderAxis = m_calculatedTransformA.basis.get_axis(0); // along X + m_delta = m_realPivotBInW - m_realPivotAInW; + m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis; + Vector3 normalWorld; + int i; + //linear part + for (i = 0; i < 3; i++) { + normalWorld = m_calculatedTransformA.basis.get_axis(i); + m_depth[i] = m_delta.dot(normalWorld); + } +} // SliderJointSW::calculateTransforms() + +//----------------------------------------------------------------------------- + +void SliderJoint3DSW::testLinLimits(void) { + m_solveLinLim = false; + m_linPos = m_depth[0]; + if (m_lowerLinLimit <= m_upperLinLimit) { + if (m_depth[0] > m_upperLinLimit) { + m_depth[0] -= m_upperLinLimit; + m_solveLinLim = true; + } else if (m_depth[0] < m_lowerLinLimit) { + m_depth[0] -= m_lowerLinLimit; + m_solveLinLim = true; + } else { + m_depth[0] = real_t(0.); + } + } else { + m_depth[0] = real_t(0.); + } +} // SliderJointSW::testLinLimits() + +//----------------------------------------------------------------------------- + +void SliderJoint3DSW::testAngLimits(void) { + m_angDepth = real_t(0.); + m_solveAngLim = false; + if (m_lowerAngLimit <= m_upperAngLimit) { + const Vector3 axisA0 = m_calculatedTransformA.basis.get_axis(1); + const Vector3 axisA1 = m_calculatedTransformA.basis.get_axis(2); + const Vector3 axisB0 = m_calculatedTransformB.basis.get_axis(1); + real_t rot = atan2fast(axisB0.dot(axisA1), axisB0.dot(axisA0)); + if (rot < m_lowerAngLimit) { + m_angDepth = rot - m_lowerAngLimit; + m_solveAngLim = true; + } else if (rot > m_upperAngLimit) { + m_angDepth = rot - m_upperAngLimit; + m_solveAngLim = true; + } + } +} // SliderJointSW::testAngLimits() + +//----------------------------------------------------------------------------- + +Vector3 SliderJoint3DSW::getAncorInA(void) { + Vector3 ancorInA; + ancorInA = m_realPivotAInW + (m_lowerLinLimit + m_upperLinLimit) * real_t(0.5) * m_sliderAxis; + ancorInA = A->get_transform().inverse().xform(ancorInA); + return ancorInA; +} // SliderJointSW::getAncorInA() + +//----------------------------------------------------------------------------- + +Vector3 SliderJoint3DSW::getAncorInB(void) { + Vector3 ancorInB; + ancorInB = m_frameInB.origin; + return ancorInB; +} // SliderJointSW::getAncorInB(); + +void SliderJoint3DSW::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) { + + switch (p_param) { + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: m_upperLinLimit = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER: m_lowerLinLimit = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: m_softnessLimLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: m_restitutionLimLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: m_dampingLimLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: m_softnessDirLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: m_restitutionDirLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING: m_dampingDirLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: m_softnessOrthoLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: m_restitutionOrthoLin = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: m_dampingOrthoLin = p_value; break; + + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: m_upperAngLimit = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: m_lowerAngLimit = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: m_softnessLimAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: m_restitutionLimAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: m_dampingLimAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: m_softnessDirAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: m_restitutionDirAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: m_dampingDirAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: m_softnessOrthoAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: m_restitutionOrthoAng = p_value; break; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: m_dampingOrthoAng = p_value; break; + + case PhysicsServer3D::SLIDER_JOINT_MAX: break; // Can't happen, but silences warning + } +} + +real_t SliderJoint3DSW::get_param(PhysicsServer3D::SliderJointParam p_param) const { + + switch (p_param) { + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: return m_upperLinLimit; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER: return m_lowerLinLimit; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: return m_softnessLimLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: return m_restitutionLimLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: return m_dampingLimLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: return m_softnessDirLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: return m_restitutionDirLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING: return m_dampingDirLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: return m_softnessOrthoLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: return m_restitutionOrthoLin; + case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: return m_dampingOrthoLin; + + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: return m_upperAngLimit; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: return m_lowerAngLimit; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: return m_softnessLimAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: return m_restitutionLimAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: return m_dampingLimAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: return m_softnessDirAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: return m_restitutionDirAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: return m_dampingDirAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: return m_softnessOrthoAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: return m_restitutionOrthoAng; + case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: return m_dampingOrthoAng; + + case PhysicsServer3D::SLIDER_JOINT_MAX: break; // Can't happen, but silences warning + } + + return 0; +} diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/slider_joint_3d_sw.h new file mode 100644 index 0000000000..a70ba2597d --- /dev/null +++ b/servers/physics_3d/joints/slider_joint_3d_sw.h @@ -0,0 +1,249 @@ +/*************************************************************************/ +/* slider_joint_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. +*/ + +#ifndef SLIDER_JOINT_SW_H +#define SLIDER_JOINT_SW_H + +#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" +#include "servers/physics_3d/joints_3d_sw.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. +*/ + +/* +Added by Roman Ponomarev (rponom@gmail.com) +April 04, 2008 + +*/ + +#define SLIDER_CONSTRAINT_DEF_SOFTNESS (real_t(1.0)) +#define SLIDER_CONSTRAINT_DEF_DAMPING (real_t(1.0)) +#define SLIDER_CONSTRAINT_DEF_RESTITUTION (real_t(0.7)) + +//----------------------------------------------------------------------------- + +class SliderJoint3DSW : public Joint3DSW { +protected: + union { + struct { + Body3DSW *A; + Body3DSW *B; + }; + + Body3DSW *_arr[2]; + }; + + Transform m_frameInA; + Transform m_frameInB; + + // linear limits + real_t m_lowerLinLimit; + real_t m_upperLinLimit; + // angular limits + real_t m_lowerAngLimit; + real_t m_upperAngLimit; + // softness, restitution and damping for different cases + // DirLin - moving inside linear limits + // LimLin - hitting linear limit + // DirAng - moving inside angular limits + // LimAng - hitting angular limit + // OrthoLin, OrthoAng - against constraint axis + real_t m_softnessDirLin; + real_t m_restitutionDirLin; + real_t m_dampingDirLin; + real_t m_softnessDirAng; + real_t m_restitutionDirAng; + real_t m_dampingDirAng; + real_t m_softnessLimLin; + real_t m_restitutionLimLin; + real_t m_dampingLimLin; + real_t m_softnessLimAng; + real_t m_restitutionLimAng; + real_t m_dampingLimAng; + real_t m_softnessOrthoLin; + real_t m_restitutionOrthoLin; + real_t m_dampingOrthoLin; + real_t m_softnessOrthoAng; + real_t m_restitutionOrthoAng; + real_t m_dampingOrthoAng; + + // for interlal use + bool m_solveLinLim; + bool m_solveAngLim; + + JacobianEntry3DSW m_jacLin[3]; + real_t m_jacLinDiagABInv[3]; + + JacobianEntry3DSW m_jacAng[3]; + + real_t m_timeStep; + Transform m_calculatedTransformA; + Transform m_calculatedTransformB; + + Vector3 m_sliderAxis; + Vector3 m_realPivotAInW; + Vector3 m_realPivotBInW; + Vector3 m_projPivotInW; + Vector3 m_delta; + Vector3 m_depth; + Vector3 m_relPosA; + Vector3 m_relPosB; + + real_t m_linPos; + + real_t m_angDepth; + real_t m_kAngle; + + bool m_poweredLinMotor; + real_t m_targetLinMotorVelocity; + real_t m_maxLinMotorForce; + real_t m_accumulatedLinMotorImpulse; + + bool m_poweredAngMotor; + real_t m_targetAngMotorVelocity; + real_t m_maxAngMotorForce; + real_t m_accumulatedAngMotorImpulse; + + //------------------------ + void initParams(); + +public: + // constructors + SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB); + //SliderJointSW(); + // overrides + + // access + const Body3DSW *getRigidBodyA() const { return A; } + const Body3DSW *getRigidBodyB() const { return B; } + const Transform &getCalculatedTransformA() const { return m_calculatedTransformA; } + const Transform &getCalculatedTransformB() const { return m_calculatedTransformB; } + const Transform &getFrameOffsetA() const { return m_frameInA; } + const Transform &getFrameOffsetB() const { return m_frameInB; } + Transform &getFrameOffsetA() { return m_frameInA; } + Transform &getFrameOffsetB() { return m_frameInB; } + real_t getLowerLinLimit() { return m_lowerLinLimit; } + void setLowerLinLimit(real_t lowerLimit) { m_lowerLinLimit = lowerLimit; } + real_t getUpperLinLimit() { return m_upperLinLimit; } + void setUpperLinLimit(real_t upperLimit) { m_upperLinLimit = upperLimit; } + real_t getLowerAngLimit() { return m_lowerAngLimit; } + void setLowerAngLimit(real_t lowerLimit) { m_lowerAngLimit = lowerLimit; } + real_t getUpperAngLimit() { return m_upperAngLimit; } + void setUpperAngLimit(real_t upperLimit) { m_upperAngLimit = upperLimit; } + + real_t getSoftnessDirLin() { return m_softnessDirLin; } + real_t getRestitutionDirLin() { return m_restitutionDirLin; } + real_t getDampingDirLin() { return m_dampingDirLin; } + real_t getSoftnessDirAng() { return m_softnessDirAng; } + real_t getRestitutionDirAng() { return m_restitutionDirAng; } + real_t getDampingDirAng() { return m_dampingDirAng; } + real_t getSoftnessLimLin() { return m_softnessLimLin; } + real_t getRestitutionLimLin() { return m_restitutionLimLin; } + real_t getDampingLimLin() { return m_dampingLimLin; } + real_t getSoftnessLimAng() { return m_softnessLimAng; } + real_t getRestitutionLimAng() { return m_restitutionLimAng; } + real_t getDampingLimAng() { return m_dampingLimAng; } + real_t getSoftnessOrthoLin() { return m_softnessOrthoLin; } + real_t getRestitutionOrthoLin() { return m_restitutionOrthoLin; } + real_t getDampingOrthoLin() { return m_dampingOrthoLin; } + real_t getSoftnessOrthoAng() { return m_softnessOrthoAng; } + real_t getRestitutionOrthoAng() { return m_restitutionOrthoAng; } + real_t getDampingOrthoAng() { return m_dampingOrthoAng; } + void setSoftnessDirLin(real_t softnessDirLin) { m_softnessDirLin = softnessDirLin; } + void setRestitutionDirLin(real_t restitutionDirLin) { m_restitutionDirLin = restitutionDirLin; } + void setDampingDirLin(real_t dampingDirLin) { m_dampingDirLin = dampingDirLin; } + void setSoftnessDirAng(real_t softnessDirAng) { m_softnessDirAng = softnessDirAng; } + void setRestitutionDirAng(real_t restitutionDirAng) { m_restitutionDirAng = restitutionDirAng; } + void setDampingDirAng(real_t dampingDirAng) { m_dampingDirAng = dampingDirAng; } + void setSoftnessLimLin(real_t softnessLimLin) { m_softnessLimLin = softnessLimLin; } + void setRestitutionLimLin(real_t restitutionLimLin) { m_restitutionLimLin = restitutionLimLin; } + void setDampingLimLin(real_t dampingLimLin) { m_dampingLimLin = dampingLimLin; } + void setSoftnessLimAng(real_t softnessLimAng) { m_softnessLimAng = softnessLimAng; } + void setRestitutionLimAng(real_t restitutionLimAng) { m_restitutionLimAng = restitutionLimAng; } + void setDampingLimAng(real_t dampingLimAng) { m_dampingLimAng = dampingLimAng; } + void setSoftnessOrthoLin(real_t softnessOrthoLin) { m_softnessOrthoLin = softnessOrthoLin; } + void setRestitutionOrthoLin(real_t restitutionOrthoLin) { m_restitutionOrthoLin = restitutionOrthoLin; } + void setDampingOrthoLin(real_t dampingOrthoLin) { m_dampingOrthoLin = dampingOrthoLin; } + void setSoftnessOrthoAng(real_t softnessOrthoAng) { m_softnessOrthoAng = softnessOrthoAng; } + void setRestitutionOrthoAng(real_t restitutionOrthoAng) { m_restitutionOrthoAng = restitutionOrthoAng; } + void setDampingOrthoAng(real_t dampingOrthoAng) { m_dampingOrthoAng = dampingOrthoAng; } + void setPoweredLinMotor(bool onOff) { m_poweredLinMotor = onOff; } + bool getPoweredLinMotor() { return m_poweredLinMotor; } + void setTargetLinMotorVelocity(real_t targetLinMotorVelocity) { m_targetLinMotorVelocity = targetLinMotorVelocity; } + real_t getTargetLinMotorVelocity() { return m_targetLinMotorVelocity; } + void setMaxLinMotorForce(real_t maxLinMotorForce) { m_maxLinMotorForce = maxLinMotorForce; } + real_t getMaxLinMotorForce() { return m_maxLinMotorForce; } + void setPoweredAngMotor(bool onOff) { m_poweredAngMotor = onOff; } + bool getPoweredAngMotor() { return m_poweredAngMotor; } + void setTargetAngMotorVelocity(real_t targetAngMotorVelocity) { m_targetAngMotorVelocity = targetAngMotorVelocity; } + real_t getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; } + void setMaxAngMotorForce(real_t maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; } + real_t getMaxAngMotorForce() { return m_maxAngMotorForce; } + real_t getLinearPos() { return m_linPos; } + + // access for ODE solver + bool getSolveLinLimit() { return m_solveLinLim; } + real_t getLinDepth() { return m_depth[0]; } + bool getSolveAngLimit() { return m_solveAngLim; } + real_t getAngDepth() { return m_angDepth; } + // shared code used by ODE solver + void calculateTransforms(void); + void testLinLimits(void); + void testAngLimits(void); + // access for PE Solver + Vector3 getAncorInA(void); + Vector3 getAncorInB(void); + + void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value); + real_t get_param(PhysicsServer3D::SliderJointParam p_param) const; + + bool setup(real_t p_step); + void solve(real_t p_step); + + virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_SLIDER; } +}; + +#endif // SLIDER_JOINT_SW_H |