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+/*************************************************************************/
+/* godot_pin_joint_3d.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. */
+/*************************************************************************/
+
+/*
+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 "godot_pin_joint_3d.h"
+
+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);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ 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], 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(),
+ 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 GodotPinJoint3D::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;
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
+
+ normal[i] = 0;
+ }
+}
+
+void GodotPinJoint3D::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 GodotPinJoint3D::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;
+}
+
+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;
+ m_pivotInB = p_pos_b;
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+GodotPinJoint3D::~GodotPinJoint3D() {
+}