/*************************************************************************/ /* generic_6dof_joint_3d_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. 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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 GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: { // Not implemented in GodotPhysics3D 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 GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: { // Not implemented in GodotPhysics3D 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 GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: { // Not implemented in GodotPhysics3D 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 GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: { // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning } return 0; }