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+/*************************************************************************/
+/* godot_joints_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "godot_joints_2d.h"
+
+#include "godot_space_2d.h"
+
+//based on chipmunk joint constraints
+
+/* Copyright (c) 2007 Scott Lembcke
+ *
+ * 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.
+ */
+
+void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) {
+ set_self(p_joint->get_self());
+ set_max_force(p_joint->get_max_force());
+ set_bias(p_joint->get_bias());
+ set_max_bias(p_joint->get_max_bias());
+ disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
+}
+
+static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) {
+ real_t value = 0.0;
+
+ {
+ value += a->get_inv_mass();
+ real_t rcn = (rA - a->get_center_of_mass()).cross(n);
+ value += a->get_inv_inertia() * rcn * rcn;
+ }
+
+ if (b) {
+ value += b->get_inv_mass();
+ real_t rcn = (rB - b->get_center_of_mass()).cross(n);
+ value += b->get_inv_inertia() * rcn * rcn;
+ }
+
+ return value;
+}
+
+static inline Vector2
+relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) {
+ Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity();
+ if (b) {
+ return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum;
+ } else {
+ return -sum;
+ }
+}
+
+static inline real_t
+normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) {
+ return relative_velocity(a, b, rA, rB).dot(n);
+}
+
+bool GodotPinJoint2D::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ GodotSpace2D *space = A->get_space();
+ ERR_FAIL_COND_V(!space, false);
+
+ rA = A->get_transform().basis_xform(anchor_A);
+ rB = B ? B->get_transform().basis_xform(anchor_B) : anchor_B;
+
+ real_t B_inv_mass = B ? B->get_inv_mass() : 0.0;
+
+ Transform2D K1;
+ K1[0].x = A->get_inv_mass() + B_inv_mass;
+ K1[1].x = 0.0f;
+ K1[0].y = 0.0f;
+ K1[1].y = A->get_inv_mass() + B_inv_mass;
+
+ Transform2D K2;
+ K2[0].x = A->get_inv_inertia() * rA.y * rA.y;
+ K2[1].x = -A->get_inv_inertia() * rA.x * rA.y;
+ K2[0].y = -A->get_inv_inertia() * rA.x * rA.y;
+ K2[1].y = A->get_inv_inertia() * rA.x * rA.x;
+
+ Transform2D K;
+ K[0] = K1[0] + K2[0];
+ K[1] = K1[1] + K2[1];
+
+ if (B) {
+ Transform2D K3;
+ K3[0].x = B->get_inv_inertia() * rB.y * rB.y;
+ K3[1].x = -B->get_inv_inertia() * rB.x * rB.y;
+ K3[0].y = -B->get_inv_inertia() * rB.x * rB.y;
+ K3[1].y = B->get_inv_inertia() * rB.x * rB.x;
+
+ K[0] += K3[0];
+ K[1] += K3[1];
+ }
+
+ K[0].x += softness;
+ K[1].y += softness;
+
+ M = K.affine_inverse();
+
+ Vector2 gA = rA + A->get_transform().get_origin();
+ Vector2 gB = B ? rB + B->get_transform().get_origin() : rB;
+
+ Vector2 delta = gB - gA;
+
+ bias = delta * -(get_bias() == 0 ? space->get_constraint_bias() : get_bias()) * (1.0 / p_step);
+
+ return true;
+}
+
+inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {
+ return Vector2(p_other * p_vec.y, -p_other * p_vec.x);
+}
+
+bool GodotPinJoint2D::pre_solve(real_t p_step) {
+ // Apply accumulated impulse.
+ if (dynamic_A) {
+ A->apply_impulse(-P, rA);
+ }
+ if (B && dynamic_B) {
+ B->apply_impulse(P, rB);
+ }
+
+ return true;
+}
+
+void GodotPinJoint2D::solve(real_t p_step) {
+ // compute relative velocity
+ Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity());
+
+ Vector2 rel_vel;
+ if (B) {
+ rel_vel = B->get_linear_velocity() - custom_cross(rB - B->get_center_of_mass(), B->get_angular_velocity()) - vA;
+ } else {
+ rel_vel = -vA;
+ }
+
+ Vector2 impulse = M.basis_xform(bias - rel_vel - Vector2(softness, softness) * P);
+
+ if (dynamic_A) {
+ A->apply_impulse(-impulse, rA);
+ }
+ if (B && dynamic_B) {
+ B->apply_impulse(impulse, rB);
+ }
+
+ P += impulse;
+}
+
+void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) {
+ if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) {
+ softness = p_value;
+ }
+}
+
+real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const {
+ if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) {
+ return softness;
+ }
+ ERR_FAIL_V(0);
+}
+
+GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
+ GodotJoint2D(_arr, p_body_b ? 2 : 1) {
+ A = p_body_a;
+ B = p_body_b;
+ anchor_A = p_body_a->get_inv_transform().xform(p_pos);
+ anchor_B = p_body_b ? p_body_b->get_inv_transform().xform(p_pos) : p_pos;
+
+ p_body_a->add_constraint(this, 0);
+ if (p_body_b) {
+ p_body_b->add_constraint(this, 1);
+ }
+}
+
+//////////////////////////////////////////////
+//////////////////////////////////////////////
+//////////////////////////////////////////////
+
+static inline void
+k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) {
+ // calculate mass matrix
+ // If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross...
+ real_t k11, k12, k21, k22;
+ real_t m_sum = a->get_inv_mass() + b->get_inv_mass();
+
+ // start with I*m_sum
+ k11 = m_sum;
+ k12 = 0.0f;
+ k21 = 0.0f;
+ k22 = m_sum;
+
+ r1 -= a->get_center_of_mass();
+ r2 -= b->get_center_of_mass();
+
+ // add the influence from r1
+ real_t a_i_inv = a->get_inv_inertia();
+ real_t r1xsq = r1.x * r1.x * a_i_inv;
+ real_t r1ysq = r1.y * r1.y * a_i_inv;
+ real_t r1nxy = -r1.x * r1.y * a_i_inv;
+ k11 += r1ysq;
+ k12 += r1nxy;
+ k21 += r1nxy;
+ k22 += r1xsq;
+
+ // add the influnce from r2
+ real_t b_i_inv = b->get_inv_inertia();
+ real_t r2xsq = r2.x * r2.x * b_i_inv;
+ real_t r2ysq = r2.y * r2.y * b_i_inv;
+ real_t r2nxy = -r2.x * r2.y * b_i_inv;
+ k11 += r2ysq;
+ k12 += r2nxy;
+ k21 += r2nxy;
+ k22 += r2xsq;
+
+ // invert
+ real_t determinant = k11 * k22 - k12 * k21;
+ ERR_FAIL_COND(determinant == 0.0);
+
+ real_t det_inv = 1.0f / determinant;
+ *k1 = Vector2(k22 * det_inv, -k12 * det_inv);
+ *k2 = Vector2(-k21 * det_inv, k11 * det_inv);
+}
+
+static _FORCE_INLINE_ Vector2
+mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) {
+ return Vector2(vr.dot(k1), vr.dot(k2));
+}
+
+bool GodotGrooveJoint2D::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ GodotSpace2D *space = A->get_space();
+ ERR_FAIL_COND_V(!space, false);
+
+ // calculate endpoints in worldspace
+ Vector2 ta = A->get_transform().xform(A_groove_1);
+ Vector2 tb = A->get_transform().xform(A_groove_2);
+
+ // calculate axis
+ Vector2 n = -(tb - ta).orthogonal().normalized();
+ real_t d = ta.dot(n);
+
+ xf_normal = n;
+ rB = B->get_transform().basis_xform(B_anchor);
+
+ // calculate tangential distance along the axis of rB
+ real_t td = (B->get_transform().get_origin() + rB).cross(n);
+ // calculate clamping factor and rB
+ if (td <= ta.cross(n)) {
+ clamp = 1.0f;
+ rA = ta - A->get_transform().get_origin();
+ } else if (td >= tb.cross(n)) {
+ clamp = -1.0f;
+ rA = tb - A->get_transform().get_origin();
+ } else {
+ clamp = 0.0f;
+ //joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p);
+ rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin();
+ }
+
+ // Calculate mass tensor
+ k_tensor(A, B, rA, rB, &k1, &k2);
+
+ // compute max impulse
+ jn_max = get_max_force() * p_step;
+
+ // calculate bias velocity
+ //cpVect delta = cpvsub(cpvadd(b->p, joint->r2), cpvadd(a->p, joint->r1));
+ //joint->bias = cpvclamp(cpvmult(delta, -joint->constraint.biasCoef*dt_inv), joint->constraint.maxBias);
+
+ Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
+
+ real_t _b = get_bias();
+ gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).limit_length(get_max_bias());
+
+ correct = true;
+ return true;
+}
+
+bool GodotGrooveJoint2D::pre_solve(real_t p_step) {
+ // Apply accumulated impulse.
+ if (dynamic_A) {
+ A->apply_impulse(-jn_acc, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(jn_acc, rB);
+ }
+
+ return true;
+}
+
+void GodotGrooveJoint2D::solve(real_t p_step) {
+ // compute impulse
+ Vector2 vr = relative_velocity(A, B, rA, rB);
+
+ Vector2 j = mult_k(gbias - vr, k1, k2);
+ Vector2 jOld = jn_acc;
+ j += jOld;
+
+ jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).limit_length(jn_max);
+
+ j = jn_acc - jOld;
+
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
+}
+
+GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
+ GodotJoint2D(_arr, 2) {
+ A = p_body_a;
+ B = p_body_b;
+
+ A_groove_1 = A->get_inv_transform().xform(p_a_groove1);
+ A_groove_2 = A->get_inv_transform().xform(p_a_groove2);
+ B_anchor = B->get_inv_transform().xform(p_b_anchor);
+ A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal();
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+//////////////////////////////////////////////
+//////////////////////////////////////////////
+//////////////////////////////////////////////
+
+bool GodotDampedSpringJoint2D::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ rA = A->get_transform().basis_xform(anchor_A);
+ rB = B->get_transform().basis_xform(anchor_B);
+
+ Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
+ real_t dist = delta.length();
+
+ if (dist) {
+ n = delta / dist;
+ } else {
+ n = Vector2();
+ }
+
+ real_t k = k_scalar(A, B, rA, rB, n);
+ n_mass = 1.0f / k;
+
+ target_vrn = 0.0f;
+ v_coef = 1.0f - Math::exp(-damping * (p_step)*k);
+
+ // Calculate spring force.
+ real_t f_spring = (rest_length - dist) * stiffness;
+ j = n * f_spring * (p_step);
+
+ return true;
+}
+
+bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) {
+ // Apply spring force.
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
+
+ return true;
+}
+
+void GodotDampedSpringJoint2D::solve(real_t p_step) {
+ // compute relative velocity
+ real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn;
+
+ // compute velocity loss from drag
+ // not 100% certain this is derived correctly, though it makes sense
+ real_t v_damp = -vrn * v_coef;
+ target_vrn = vrn + v_damp;
+ Vector2 j = n * v_damp * n_mass;
+
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
+}
+
+void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
+ rest_length = p_value;
+ } break;
+ case PhysicsServer2D::DAMPED_SPRING_DAMPING: {
+ damping = p_value;
+ } break;
+ case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: {
+ stiffness = p_value;
+ } break;
+ }
+}
+
+real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const {
+ switch (p_param) {
+ case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
+ return rest_length;
+ } break;
+ case PhysicsServer2D::DAMPED_SPRING_DAMPING: {
+ return damping;
+ } break;
+ case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: {
+ return stiffness;
+ } break;
+ }
+
+ ERR_FAIL_V(0);
+}
+
+GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
+ GodotJoint2D(_arr, 2) {
+ A = p_body_a;
+ B = p_body_b;
+ anchor_A = A->get_inv_transform().xform(p_anchor_a);
+ anchor_B = B->get_inv_transform().xform(p_anchor_b);
+
+ rest_length = p_anchor_a.distance_to(p_anchor_b);
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}