diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-18 12:24:30 -0700 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-18 17:01:10 -0700 |
commit | cc39dca9f7d960d1bb137f1dcbbf1da5cec8a505 (patch) | |
tree | 555c5721844576a85183de9f1c33cd19c671f73c /servers/physics_3d/joints | |
parent | 5bb3dbbedd4f32974eef36ffc83bbe29abb65ab1 (diff) |
Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
Diffstat (limited to 'servers/physics_3d/joints')
-rw-r--r-- | servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp (renamed from servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp) | 18 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_cone_twist_joint_3d.h (renamed from servers/physics_3d/joints/cone_twist_joint_3d_sw.h) | 28 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp (renamed from servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp) | 69 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_generic_6dof_joint_3d.h (renamed from servers/physics_3d/joints/generic_6dof_joint_3d_sw.h) | 111 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_hinge_joint_3d.cpp (renamed from servers/physics_3d/joints/hinge_joint_3d_sw.cpp) | 34 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_hinge_joint_3d.h (renamed from servers/physics_3d/joints/hinge_joint_3d_sw.h) | 28 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_jacobian_entry_3d.h (renamed from servers/physics_3d/joints/jacobian_entry_3d_sw.h) | 28 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_pin_joint_3d.cpp (renamed from servers/physics_3d/joints/pin_joint_3d_sw.cpp) | 20 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_pin_joint_3d.h (renamed from servers/physics_3d/joints/pin_joint_3d_sw.h) | 26 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_slider_joint_3d.cpp (renamed from servers/physics_3d/joints/slider_joint_3d_sw.cpp) | 48 | ||||
-rw-r--r-- | servers/physics_3d/joints/godot_slider_joint_3d.h (renamed from servers/physics_3d/joints/slider_joint_3d_sw.h) | 30 |
11 files changed, 206 insertions, 234 deletions
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp index bb9cc1bf67..31a87fc595 100644 --- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* cone_twist_joint_3d_sw.cpp */ +/* godot_cone_twist_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -49,7 +49,7 @@ subject to the following restrictions: Written by: Marcus Hennix */ -#include "cone_twist_joint_3d_sw.h" +#include "godot_cone_twist_joint_3d.h" static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) { if (Math::abs(n.z) > Math_SQRT12) { @@ -84,8 +84,8 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) { return (y < 0.0f) ? -angle : angle; } -ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) : - Joint3DSW(_arr, 2) { +GodotConeTwistJoint3D::GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) : + GodotJoint3D(_arr, 2) { A = rbA; B = rbB; @@ -96,7 +96,7 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans B->add_constraint(this, 1); } -bool ConeTwistJoint3DSW::setup(real_t p_timestep) { +bool GodotConeTwistJoint3D::setup(real_t p_timestep) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -129,7 +129,7 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) { plane_space(normal[0], normal[1], normal[2]); for (int i = 0; i < 3; i++) { - memnew_placement(&m_jac[i], JacobianEntry3DSW( + memnew_placement(&m_jac[i], GodotJacobianEntry3D( A->get_principal_inertia_axes().transposed(), B->get_principal_inertia_axes().transposed(), pivotAInW - A->get_transform().origin - A->get_center_of_mass(), @@ -230,7 +230,7 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) { return true; } -void ConeTwistJoint3DSW::solve(real_t p_timestep) { +void GodotConeTwistJoint3D::solve(real_t p_timestep) { Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); @@ -312,7 +312,7 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) { } } -void ConeTwistJoint3DSW::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) { +void GodotConeTwistJoint3D::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: { m_swingSpan1 = p_value; @@ -335,7 +335,7 @@ void ConeTwistJoint3DSW::set_param(PhysicsServer3D::ConeTwistJointParam p_param, } } -real_t ConeTwistJoint3DSW::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const { +real_t GodotConeTwistJoint3D::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const { switch (p_param) { case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: { return m_swingSpan1; diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h index bf7e593820..999d0f0692 100644 --- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* cone_twist_joint_3d_sw.h */ +/* godot_cone_twist_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library. /* Bullet Continuous Collision Detection and Physics Library -ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios +GodotConeTwistJoint3D 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. @@ -49,28 +49,28 @@ subject to the following restrictions: Written by: Marcus Hennix */ -#ifndef CONE_TWIST_JOINT_SW_H -#define CONE_TWIST_JOINT_SW_H +#ifndef GODOT_CONE_TWIST_JOINT_3D_H +#define GODOT_CONE_TWIST_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" -///ConeTwistJointSW can be used to simulate ragdoll joints (upper arm, leg etc) -class ConeTwistJoint3DSW : public Joint3DSW { +// GodotConeTwistJoint3D can be used to simulate ragdoll joints (upper arm, leg etc). +class GodotConeTwistJoint3D : public GodotJoint3D { #ifdef IN_PARALLELL_SOLVER public: #endif union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = { nullptr, nullptr }; + GodotBody3D *_arr[2] = { nullptr, nullptr }; }; - JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints + GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints real_t m_appliedImpulse = 0.0; Transform3D m_rbAFrame; @@ -107,7 +107,7 @@ public: virtual bool setup(real_t p_step) override; virtual void solve(real_t p_step) override; - ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame); + GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame); void setAngularOnly(bool angularOnly) { m_angularOnly = angularOnly; @@ -139,4 +139,4 @@ public: real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const; }; -#endif // CONE_TWIST_JOINT_SW_H +#endif // GODOT_CONE_TWIST_JOINT_3D_H diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp index 56aba24b42..d7e0537439 100644 --- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* generic_6dof_joint_3d_sw.cpp */ +/* godot_generic_6dof_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -49,18 +49,18 @@ subject to the following restrictions: /* 2007-09-09 -Generic6DOFJointSW Refactored by Francisco Le?n +GodotGeneric6DOFJoint3D Refactored by Francisco Le?n email: projectileman@yahoo.com http://gimpact.sf.net */ -#include "generic_6dof_joint_3d_sw.h" +#include "godot_generic_6dof_joint_3d.h" #define GENERIC_D6_DISABLE_WARMSTARTING 1 -//////////////////////////// G6DOFRotationalLimitMotorSW //////////////////////////////////// +//////////////////////////// GodotG6DOFRotationalLimitMotor3D //////////////////////////////////// -int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) { +int GodotG6DOFRotationalLimitMotor3D::testLimitValue(real_t test_value) { if (m_loLimit > m_hiLimit) { m_currentLimit = 0; //Free from violation return 0; @@ -80,9 +80,9 @@ int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) { return 0; } -real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits( +real_t GodotG6DOFRotationalLimitMotor3D::solveAngularLimits( real_t timeStep, Vector3 &axis, real_t jacDiagABInv, - Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic) { + GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic) { if (!needApplyTorques()) { return 0.0f; } @@ -148,14 +148,13 @@ real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits( return clippedMotorImpulse; } -//////////////////////////// End G6DOFRotationalLimitMotorSW //////////////////////////////////// +//////////////////////////// GodotG6DOFTranslationalLimitMotor3D //////////////////////////////////// -//////////////////////////// G6DOFTranslationalLimitMotorSW //////////////////////////////////// -real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis( +real_t GodotG6DOFTranslationalLimitMotor3D::solveLinearAxis( real_t timeStep, real_t jacDiagABInv, - Body3DSW *body1, const Vector3 &pointInA, - Body3DSW *body2, const Vector3 &pointInB, + GodotBody3D *body1, const Vector3 &pointInA, + GodotBody3D *body2, const Vector3 &pointInB, bool p_body1_dynamic, bool p_body2_dynamic, int limit_index, const Vector3 &axis_normal_on_a, @@ -217,10 +216,10 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis( return normalImpulse; } -//////////////////////////// G6DOFTranslationalLimitMotorSW //////////////////////////////////// +//////////////////////////// GodotGeneric6DOFJoint3D //////////////////////////////////// -Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) : - Joint3DSW(_arr, 2), +GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) : + GodotJoint3D(_arr, 2), m_frameInA(frameInA), m_frameInB(frameInB), m_useLinearReferenceFrameA(useLinearReferenceFrameA) { @@ -230,7 +229,7 @@ Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const T B->add_constraint(this, 1); } -void Generic6DOFJoint3DSW::calculateAngleInfo() { +void GodotGeneric6DOFJoint3D::calculateAngleInfo() { Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis; m_calculatedAxisAngleDiff = relative_frame.get_euler_xyz(); @@ -270,17 +269,17 @@ void Generic6DOFJoint3DSW::calculateAngleInfo() { */ } -void Generic6DOFJoint3DSW::calculateTransforms() { +void GodotGeneric6DOFJoint3D::calculateTransforms() { m_calculatedTransformA = A->get_transform() * m_frameInA; m_calculatedTransformB = B->get_transform() * m_frameInB; calculateAngleInfo(); } -void Generic6DOFJoint3DSW::buildLinearJacobian( - JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld, +void GodotGeneric6DOFJoint3D::buildLinearJacobian( + GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld, const Vector3 &pivotAInW, const Vector3 &pivotBInW) { - memnew_placement(&jacLinear, JacobianEntry3DSW( + memnew_placement(&jacLinear, GodotJacobianEntry3D( A->get_principal_inertia_axes().transposed(), B->get_principal_inertia_axes().transposed(), pivotAInW - A->get_transform().origin - A->get_center_of_mass(), @@ -292,16 +291,16 @@ void Generic6DOFJoint3DSW::buildLinearJacobian( B->get_inv_mass())); } -void Generic6DOFJoint3DSW::buildAngularJacobian( - JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW) { - memnew_placement(&jacAngular, JacobianEntry3DSW(jointAxisW, +void GodotGeneric6DOFJoint3D::buildAngularJacobian( + GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW) { + memnew_placement(&jacAngular, GodotJacobianEntry3D(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) { +bool GodotGeneric6DOFJoint3D::testAngularLimitMotor(int axis_index) { real_t angle = m_calculatedAxisAngleDiff[axis_index]; //test limits @@ -309,7 +308,7 @@ bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) { return m_angularLimits[axis_index].needApplyTorques(); } -bool Generic6DOFJoint3DSW::setup(real_t p_timestep) { +bool GodotGeneric6DOFJoint3D::setup(real_t p_timestep) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -365,7 +364,7 @@ bool Generic6DOFJoint3DSW::setup(real_t p_timestep) { return true; } -void Generic6DOFJoint3DSW::solve(real_t p_timestep) { +void GodotGeneric6DOFJoint3D::solve(real_t p_timestep) { m_timeStep = p_timestep; //calculateTransforms(); @@ -414,19 +413,19 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) { } } -void Generic6DOFJoint3DSW::updateRHS(real_t timeStep) { +void GodotGeneric6DOFJoint3D::updateRHS(real_t timeStep) { (void)timeStep; } -Vector3 Generic6DOFJoint3DSW::getAxis(int axis_index) const { +Vector3 GodotGeneric6DOFJoint3D::getAxis(int axis_index) const { return m_calculatedAxis[axis_index]; } -real_t Generic6DOFJoint3DSW::getAngle(int axis_index) const { +real_t GodotGeneric6DOFJoint3D::getAngle(int axis_index) const { return m_calculatedAxisAngleDiff[axis_index]; } -void Generic6DOFJoint3DSW::calcAnchorPos() { +void GodotGeneric6DOFJoint3D::calcAnchorPos() { real_t imA = A->get_inv_mass(); real_t imB = B->get_inv_mass(); real_t weight; @@ -438,9 +437,9 @@ void Generic6DOFJoint3DSW::calcAnchorPos() { 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) { +void GodotGeneric6DOFJoint3D::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: { @@ -527,7 +526,7 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO } } -real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const { +real_t GodotGeneric6DOFJoint3D::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: { @@ -615,7 +614,7 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6 return 0; } -void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) { +void GodotGeneric6DOFJoint3D::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) { ERR_FAIL_INDEX(p_axis, 3); switch (p_flag) { @@ -642,7 +641,7 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF } } -bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const { +bool GodotGeneric6DOFJoint3D::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: { diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h index 6492e40393..729b3fa1f9 100644 --- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* generic_6dof_joint_3d_sw.h */ +/* godot_generic_6dof_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef GENERIC_6DOF_JOINT_SW_H -#define GENERIC_6DOF_JOINT_SW_H +#ifndef GODOT_GENERIC_6DOF_JOINT_3D_H +#define GODOT_GENERIC_6DOF_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -55,13 +55,13 @@ subject to the following restrictions: /* 2007-09-09 -Generic6DOFJointSW Refactored by Francisco Le?n +GodotGeneric6DOFJoint3D Refactored by Francisco Le?n email: projectileman@yahoo.com http://gimpact.sf.net */ //! Rotation Limit structure for generic joints -class G6DOFRotationalLimitMotor3DSW { +class GodotG6DOFRotationalLimitMotor3D { public: //! limit_parameters //!@{ @@ -86,29 +86,25 @@ public: real_t m_accumulatedImpulse = 0.0; //!@} - G6DOFRotationalLimitMotor3DSW() {} + GodotG6DOFRotationalLimitMotor3D() {} - //! Is limited bool isLimited() { return (m_loLimit < m_hiLimit); } - //! Need apply correction + // Need apply correction. bool needApplyTorques() { return (m_enableMotor || m_currentLimit != 0); } - //! calculates error - /*! - calculates m_currentLimit and m_currentLimitError. - */ + // 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, bool p_body0_dynamic, bool p_body1_dynamic); + // Apply the correction impulses for two bodies. + real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic); }; -class G6DOFTranslationalLimitMotor3DSW { +class GodotG6DOFTranslationalLimitMotor3D { public: Vector3 m_lowerLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint lower limits Vector3 m_upperLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint upper limits @@ -135,23 +131,23 @@ public: real_t solveLinearAxis( real_t timeStep, real_t jacDiagABInv, - Body3DSW *body1, const Vector3 &pointInA, - Body3DSW *body2, const Vector3 &pointInB, + GodotBody3D *body1, const Vector3 &pointInA, + GodotBody3D *body2, const Vector3 &pointInB, bool p_body1_dynamic, bool p_body2_dynamic, int limit_index, const Vector3 &axis_normal_on_a, const Vector3 &anchorPos); }; -class Generic6DOFJoint3DSW : public Joint3DSW { +class GodotGeneric6DOFJoint3D : public GodotJoint3D { protected: union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = { nullptr, nullptr }; + GodotBody3D *_arr[2] = { nullptr, nullptr }; }; //! relative_frames @@ -162,18 +158,18 @@ protected: //! Jacobians //!@{ - JacobianEntry3DSW m_jacLinear[3]; //!< 3 orthogonal linear constraints - JacobianEntry3DSW m_jacAng[3]; //!< 3 orthogonal angular constraints + GodotJacobianEntry3D m_jacLinear[3]; //!< 3 orthogonal linear constraints + GodotJacobianEntry3D m_jacAng[3]; //!< 3 orthogonal angular constraints //!@} //! Linear_Limit_parameters //!@{ - G6DOFTranslationalLimitMotor3DSW m_linearLimits; + GodotG6DOFTranslationalLimitMotor3D m_linearLimits; //!@} //! hinge_parameters //!@{ - G6DOFRotationalLimitMotor3DSW m_angularLimits[3]; + GodotG6DOFRotationalLimitMotor3D m_angularLimits[3]; //!@} protected: @@ -191,45 +187,35 @@ protected: //!@} - Generic6DOFJoint3DSW(Generic6DOFJoint3DSW const &) = delete; - void operator=(Generic6DOFJoint3DSW const &) = delete; + GodotGeneric6DOFJoint3D(GodotGeneric6DOFJoint3D const &) = delete; + void operator=(GodotGeneric6DOFJoint3D const &) = delete; void buildLinearJacobian( - JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld, + GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld, const Vector3 &pivotAInW, const Vector3 &pivotBInW); - void buildAngularJacobian(JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW); + void buildAngularJacobian(GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW); //! calcs the euler angles between the two bodies. void calculateAngleInfo(); public: - Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA); + GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA); virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_6DOF; } virtual bool setup(real_t p_step) override; virtual void solve(real_t p_step) override; - //! 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 - */ + // Calcs the global transform for the joint offset for body A an B, and also calcs the angle differences between the bodies. void calculateTransforms(); - //! Gets the global transform of the offset for body A - /*! - \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo. - */ + // Gets the global transform of the offset for body A. const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; } - //! Gets the global transform of the offset for body B - /*! - \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo. - */ + // Gets the global transform of the offset for body B. const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; } @@ -250,27 +236,16 @@ public: return m_frameInB; } - //! performs Jacobian calculation, and also calculates angle differences and axis - + // 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. - */ + // Get the rotation axis in global coordinates. Vector3 getAxis(int axis_index) const; - //! Get the relative Euler angle - /*! - \pre Generic6DOFJointSW.buildJacobian must be called previously. - */ + // Get the relative Euler angle. 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. - */ + // Calculates angular correction and returns true if limit needs to be corrected. bool testAngularLimitMotor(int axis_index); void setLinearLowerLimit(const Vector3 &linearLower) { @@ -293,17 +268,17 @@ public: m_angularLimits[2].m_hiLimit = angularUpper.z; } - //! Retrieves the angular limit information. - G6DOFRotationalLimitMotor3DSW *getRotationalLimitMotor(int index) { + // Retrieves the angular limit information. + GodotG6DOFRotationalLimitMotor3D *getRotationalLimitMotor(int index) { return &m_angularLimits[index]; } - //! Retrieves the limit information. - G6DOFTranslationalLimitMotor3DSW *getTranslationalLimitMotor() { + // Retrieves the limit information. + GodotG6DOFTranslationalLimitMotor3D *getTranslationalLimitMotor() { return &m_linearLimits; } - //first 3 are linear, next 3 are angular + // 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; @@ -328,10 +303,10 @@ public: return m_angularLimits[limitIndex - 3].isLimited(); } - const Body3DSW *getRigidBodyA() const { + const GodotBody3D *getRigidBodyA() const { return A; } - const Body3DSW *getRigidBodyB() const { + const GodotBody3D *getRigidBodyB() const { return B; } @@ -344,4 +319,4 @@ public: bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const; }; -#endif // GENERIC_6DOF_JOINT_SW_H +#endif // GODOT_GENERIC_6DOF_JOINT_3D_H diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp index a45fcf7eb5..7b7ca1b3ac 100644 --- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* hinge_joint_3d_sw.cpp */ +/* godot_hinge_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -47,7 +47,7 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -#include "hinge_joint_3d_sw.h" +#include "godot_hinge_joint_3d.h" static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) { if (Math::abs(n.z) > Math_SQRT12) { @@ -67,8 +67,8 @@ static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) { } } -HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB) : - Joint3DSW(_arr, 2) { +GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB) : + GodotJoint3D(_arr, 2) { A = rbA; B = rbB; @@ -83,9 +83,9 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D & B->add_constraint(this, 1); } -HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, +GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB) : - Joint3DSW(_arr, 2) { + GodotJoint3D(_arr, 2) { A = rbA; B = rbB; @@ -124,7 +124,7 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo B->add_constraint(this, 1); } -bool HingeJoint3DSW::setup(real_t p_step) { +bool GodotHingeJoint3D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -149,7 +149,7 @@ bool HingeJoint3DSW::setup(real_t p_step) { plane_space(normal[0], normal[1], normal[2]); for (int i = 0; i < 3; i++) { - memnew_placement(&m_jac[i], JacobianEntry3DSW( + memnew_placement(&m_jac[i], GodotJacobianEntry3D( A->get_principal_inertia_axes().transposed(), B->get_principal_inertia_axes().transposed(), pivotAInW - A->get_transform().origin - A->get_center_of_mass(), @@ -175,19 +175,19 @@ bool HingeJoint3DSW::setup(real_t p_step) { 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, + memnew_placement(&m_jacAng[0], GodotJacobianEntry3D(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, + memnew_placement(&m_jacAng[1], GodotJacobianEntry3D(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, + memnew_placement(&m_jacAng[2], GodotJacobianEntry3D(hingeAxisWorld, A->get_principal_inertia_axes().transposed(), B->get_principal_inertia_axes().transposed(), A->get_inv_inertia(), @@ -226,7 +226,7 @@ bool HingeJoint3DSW::setup(real_t p_step) { return true; } -void HingeJoint3DSW::solve(real_t p_step) { +void GodotHingeJoint3D::solve(real_t p_step) { Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); @@ -377,7 +377,7 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) { return (y < 0.0f) ? -angle : angle; } -real_t HingeJoint3DSW::get_hinge_angle() { +real_t GodotHingeJoint3D::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)); @@ -385,7 +385,7 @@ real_t HingeJoint3DSW::get_hinge_angle() { return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1)); } -void HingeJoint3DSW::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) { +void GodotHingeJoint3D::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::HINGE_JOINT_BIAS: tau = p_value; @@ -416,7 +416,7 @@ void HingeJoint3DSW::set_param(PhysicsServer3D::HingeJointParam p_param, real_t } } -real_t HingeJoint3DSW::get_param(PhysicsServer3D::HingeJointParam p_param) const { +real_t GodotHingeJoint3D::get_param(PhysicsServer3D::HingeJointParam p_param) const { switch (p_param) { case PhysicsServer3D::HINGE_JOINT_BIAS: return tau; @@ -441,7 +441,7 @@ real_t HingeJoint3DSW::get_param(PhysicsServer3D::HingeJointParam p_param) const return 0; } -void HingeJoint3DSW::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) { +void GodotHingeJoint3D::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) { switch (p_flag) { case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: m_useLimit = p_value; @@ -454,7 +454,7 @@ void HingeJoint3DSW::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_val } } -bool HingeJoint3DSW::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const { +bool GodotHingeJoint3D::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const { switch (p_flag) { case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: return m_useLimit; diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/godot_hinge_joint_3d.h index a4ceff9ffe..ff1fbe0f25 100644 --- a/servers/physics_3d/joints/hinge_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* hinge_joint_3d_sw.h */ +/* godot_hinge_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef HINGE_JOINT_SW_H -#define HINGE_JOINT_SW_H +#ifndef GODOT_HINGE_JOINT_3D_H +#define GODOT_HINGE_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -53,18 +53,18 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -class HingeJoint3DSW : public Joint3DSW { +class GodotHingeJoint3D : public GodotJoint3D { union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = {}; + GodotBody3D *_arr[2] = {}; }; - JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints - JacobianEntry3DSW m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor + GodotJacobianEntry3D m_jac[3]; //3 orthogonal linear constraints + GodotJacobianEntry3D m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis. Transform3D m_rbBFrame; @@ -109,8 +109,8 @@ public: void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value); bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const; - HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB); - HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB); + GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB); + GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB); }; -#endif // HINGE_JOINT_SW_H +#endif // GODOT_HINGE_JOINT_3D_H diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/godot_jacobian_entry_3d.h index 7294ff78e3..90a77a9b61 100644 --- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h +++ b/servers/physics_3d/joints/godot_jacobian_entry_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* jacobian_entry_3d_sw.h */ +/* godot_jacobian_entry_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -32,8 +32,8 @@ Adapted to Godot from the Bullet library. */ -#ifndef JACOBIAN_ENTRY_SW_H -#define JACOBIAN_ENTRY_SW_H +#ifndef GODOT_JACOBIAN_ENTRY_3D_H +#define GODOT_JACOBIAN_ENTRY_3D_H /* Bullet Continuous Collision Detection and Physics Library @@ -52,11 +52,11 @@ subject to the following restrictions: #include "core/math/transform_3d.h" -class JacobianEntry3DSW { +class GodotJacobianEntry3D { public: - JacobianEntry3DSW() {} + GodotJacobianEntry3D() {} //constraint between two different rigidbodies - JacobianEntry3DSW( + GodotJacobianEntry3D( const Basis &world2A, const Basis &world2B, const Vector3 &rel_pos1, const Vector3 &rel_pos2, @@ -76,7 +76,7 @@ public: } //angular constraint between two different rigidbodies - JacobianEntry3DSW(const Vector3 &jointAxis, + GodotJacobianEntry3D(const Vector3 &jointAxis, const Basis &world2A, const Basis &world2B, const Vector3 &inertiaInvA, @@ -92,7 +92,7 @@ public: } //angular constraint between two different rigidbodies - JacobianEntry3DSW(const Vector3 &axisInA, + GodotJacobianEntry3D(const Vector3 &axisInA, const Vector3 &axisInB, const Vector3 &inertiaInvA, const Vector3 &inertiaInvB) : @@ -107,7 +107,7 @@ public: } //constraint on one rigidbody - JacobianEntry3DSW( + GodotJacobianEntry3D( const Basis &world2A, const Vector3 &rel_pos1, const Vector3 &rel_pos2, const Vector3 &jointAxis, @@ -126,16 +126,16 @@ public: 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 getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA) const { + const GodotJacobianEntry3D &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; + real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA, const real_t massInvB) const { + const GodotJacobianEntry3D &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; @@ -166,4 +166,4 @@ public: real_t m_Adiag = 1.0; }; -#endif // JACOBIAN_ENTRY_SW_H +#endif // GODOT_JACOBIAN_ENTRY_3D_H diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_pin_joint_3d.cpp index f41151ec0e..10d52ad5e9 100644 --- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_pin_joint_3d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* pin_joint_3d_sw.cpp */ +/* godot_pin_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -47,9 +47,9 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -#include "pin_joint_3d_sw.h" +#include "godot_pin_joint_3d.h" -bool PinJoint3DSW::setup(real_t p_step) { +bool GodotPinJoint3D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -63,7 +63,7 @@ bool PinJoint3DSW::setup(real_t p_step) { for (int i = 0; i < 3; i++) { normal[i] = 1; - memnew_placement(&m_jac[i], JacobianEntry3DSW( + memnew_placement(&m_jac[i], GodotJacobianEntry3D( A->get_principal_inertia_axes().transposed(), B->get_principal_inertia_axes().transposed(), A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(), @@ -79,7 +79,7 @@ bool PinJoint3DSW::setup(real_t p_step) { return true; } -void PinJoint3DSW::solve(real_t p_step) { +void GodotPinJoint3D::solve(real_t p_step) { Vector3 pivotAInW = A->get_transform().xform(m_pivotInA); Vector3 pivotBInW = B->get_transform().xform(m_pivotInB); @@ -137,7 +137,7 @@ void PinJoint3DSW::solve(real_t p_step) { } } -void PinJoint3DSW::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) { +void GodotPinJoint3D::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::PIN_JOINT_BIAS: m_tau = p_value; @@ -151,7 +151,7 @@ void PinJoint3DSW::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_va } } -real_t PinJoint3DSW::get_param(PhysicsServer3D::PinJointParam p_param) const { +real_t GodotPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const { switch (p_param) { case PhysicsServer3D::PIN_JOINT_BIAS: return m_tau; @@ -164,8 +164,8 @@ real_t PinJoint3DSW::get_param(PhysicsServer3D::PinJointParam p_param) const { 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) { +GodotPinJoint3D::GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b) : + GodotJoint3D(_arr, 2) { A = p_body_a; B = p_body_b; m_pivotInA = p_pos_a; @@ -175,5 +175,5 @@ PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW B->add_constraint(this, 1); } -PinJoint3DSW::~PinJoint3DSW() { +GodotPinJoint3D::~GodotPinJoint3D() { } diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/godot_pin_joint_3d.h index 79af48f2a5..17e2e6e973 100644 --- a/servers/physics_3d/joints/pin_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_pin_joint_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* pin_joint_3d_sw.h */ +/* godot_pin_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef PIN_JOINT_SW_H -#define PIN_JOINT_SW_H +#ifndef GODOT_PIN_JOINT_3D_H +#define GODOT_PIN_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -53,14 +53,14 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -class PinJoint3DSW : public Joint3DSW { +class GodotPinJoint3D : public GodotJoint3D { union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = {}; + GodotBody3D *_arr[2] = {}; }; real_t m_tau = 0.3; //bias @@ -68,7 +68,7 @@ class PinJoint3DSW : public Joint3DSW { real_t m_impulseClamp = 0.0; real_t m_appliedImpulse = 0.0; - JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints + GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints Vector3 m_pivotInA; Vector3 m_pivotInB; @@ -88,8 +88,8 @@ public: 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(); + GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b); + ~GodotPinJoint3D(); }; -#endif // PIN_JOINT_SW_H +#endif // GODOT_PIN_JOINT_3D_H diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_slider_joint_3d.cpp index e10ed436d5..3be111ac92 100644 --- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_slider_joint_3d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* slider_joint_3d_sw.cpp */ +/* godot_slider_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -53,7 +53,7 @@ April 04, 2008 */ -#include "slider_joint_3d_sw.h" +#include "godot_slider_joint_3d.h" //----------------------------------------------------------------------------- @@ -76,8 +76,8 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) { //----------------------------------------------------------------------------- -SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB) : - Joint3DSW(_arr, 2), +GodotSliderJoint3D::GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB) : + GodotJoint3D(_arr, 2), m_frameInA(frameInA), m_frameInB(frameInB) { A = rbA; @@ -85,11 +85,11 @@ SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D A->add_constraint(this, 0); B->add_constraint(this, 1); -} // SliderJointSW::SliderJointSW() +} //----------------------------------------------------------------------------- -bool SliderJoint3DSW::setup(real_t p_step) { +bool GodotSliderJoint3D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -112,7 +112,7 @@ bool SliderJoint3DSW::setup(real_t p_step) { //linear part for (i = 0; i < 3; i++) { normalWorld = m_calculatedTransformA.basis.get_axis(i); - memnew_placement(&m_jacLin[i], JacobianEntry3DSW( + memnew_placement(&m_jacLin[i], GodotJacobianEntry3D( A->get_principal_inertia_axes().transposed(), B->get_principal_inertia_axes().transposed(), m_relPosA - A->get_center_of_mass(), @@ -129,7 +129,7 @@ bool SliderJoint3DSW::setup(real_t p_step) { // angular part for (i = 0; i < 3; i++) { normalWorld = m_calculatedTransformA.basis.get_axis(i); - memnew_placement(&m_jacAng[i], JacobianEntry3DSW( + memnew_placement(&m_jacAng[i], GodotJacobianEntry3D( normalWorld, A->get_principal_inertia_axes().transposed(), B->get_principal_inertia_axes().transposed(), @@ -144,11 +144,11 @@ bool SliderJoint3DSW::setup(real_t p_step) { m_accumulatedAngMotorImpulse = real_t(0.0); return true; -} // SliderJointSW::buildJacobianInt() +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::solve(real_t p_step) { +void GodotSliderJoint3D::solve(real_t p_step) { int i; // linear Vector3 velA = A->get_velocity_in_local_point(m_relPosA); @@ -284,13 +284,11 @@ void SliderJoint3DSW::solve(real_t p_step) { } } } -} // SliderJointSW::solveConstraint() - -//----------------------------------------------------------------------------- +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::calculateTransforms() { +void GodotSliderJoint3D::calculateTransforms() { m_calculatedTransformA = A->get_transform() * m_frameInA; m_calculatedTransformB = B->get_transform() * m_frameInB; m_realPivotAInW = m_calculatedTransformA.origin; @@ -305,11 +303,11 @@ void SliderJoint3DSW::calculateTransforms() { normalWorld = m_calculatedTransformA.basis.get_axis(i); m_depth[i] = m_delta.dot(normalWorld); } -} // SliderJointSW::calculateTransforms() +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::testLinLimits() { +void GodotSliderJoint3D::testLinLimits() { m_solveLinLim = false; m_linPos = m_depth[0]; if (m_lowerLinLimit <= m_upperLinLimit) { @@ -325,11 +323,11 @@ void SliderJoint3DSW::testLinLimits() { } else { m_depth[0] = real_t(0.); } -} // SliderJointSW::testLinLimits() +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::testAngLimits() { +void GodotSliderJoint3D::testAngLimits() { m_angDepth = real_t(0.); m_solveAngLim = false; if (m_lowerAngLimit <= m_upperAngLimit) { @@ -345,26 +343,26 @@ void SliderJoint3DSW::testAngLimits() { m_solveAngLim = true; } } -} // SliderJointSW::testAngLimits() +} //----------------------------------------------------------------------------- -Vector3 SliderJoint3DSW::getAncorInA() { +Vector3 GodotSliderJoint3D::getAncorInA() { 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() { +Vector3 GodotSliderJoint3D::getAncorInB() { Vector3 ancorInB; ancorInB = m_frameInB.origin; return ancorInB; -} // SliderJointSW::getAncorInB(); +} -void SliderJoint3DSW::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) { +void GodotSliderJoint3D::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: m_upperLinLimit = p_value; @@ -439,7 +437,7 @@ void SliderJoint3DSW::set_param(PhysicsServer3D::SliderJointParam p_param, real_ } } -real_t SliderJoint3DSW::get_param(PhysicsServer3D::SliderJointParam p_param) const { +real_t GodotSliderJoint3D::get_param(PhysicsServer3D::SliderJointParam p_param) const { switch (p_param) { case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: return m_upperLinLimit; diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/godot_slider_joint_3d.h index d32ad9469e..9baaf1fa40 100644 --- a/servers/physics_3d/joints/slider_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_slider_joint_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* slider_joint_3d_sw.h */ +/* godot_slider_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef SLIDER_JOINT_SW_H -#define SLIDER_JOINT_SW_H +#ifndef GODOT_SLIDER_JOINT_3D_H +#define GODOT_SLIDER_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -65,15 +65,15 @@ April 04, 2008 //----------------------------------------------------------------------------- -class SliderJoint3DSW : public Joint3DSW { +class GodotSliderJoint3D : public GodotJoint3D { protected: union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = { nullptr, nullptr }; + GodotBody3D *_arr[2] = { nullptr, nullptr }; }; Transform3D m_frameInA; @@ -114,10 +114,10 @@ protected: bool m_solveLinLim = false; bool m_solveAngLim = false; - JacobianEntry3DSW m_jacLin[3] = {}; + GodotJacobianEntry3D m_jacLin[3] = {}; real_t m_jacLinDiagABInv[3] = {}; - JacobianEntry3DSW m_jacAng[3] = {}; + GodotJacobianEntry3D m_jacAng[3] = {}; real_t m_timeStep = 0.0; Transform3D m_calculatedTransformA; @@ -149,13 +149,13 @@ protected: public: // constructors - SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB); + GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB); //SliderJointSW(); // overrides // access - const Body3DSW *getRigidBodyA() const { return A; } - const Body3DSW *getRigidBodyB() const { return B; } + const GodotBody3D *getRigidBodyA() const { return A; } + const GodotBody3D *getRigidBodyB() const { return B; } const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; } const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; } const Transform3D &getFrameOffsetA() const { return m_frameInA; } @@ -243,4 +243,4 @@ public: virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; } }; -#endif // SLIDER_JOINT_SW_H +#endif // GODOT_SLIDER_JOINT_3D_H |