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