442 lines
15 KiB
C++
442 lines
15 KiB
C++
/**************************************************************************/
|
|
/* godot_hinge_joint_3d.cpp */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* 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_hinge_joint_3d.h"
|
|
|
|
GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB) :
|
|
GodotJoint3D(_arr, 2) {
|
|
A = rbA;
|
|
B = rbB;
|
|
|
|
m_rbAFrame = frameA;
|
|
m_rbBFrame = frameB;
|
|
// flip axis
|
|
m_rbBFrame.basis[0][2] *= real_t(-1.);
|
|
m_rbBFrame.basis[1][2] *= real_t(-1.);
|
|
m_rbBFrame.basis[2][2] *= real_t(-1.);
|
|
|
|
A->add_constraint(this, 0);
|
|
B->add_constraint(this, 1);
|
|
}
|
|
|
|
GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB,
|
|
const Vector3 &axisInA, const Vector3 &axisInB) :
|
|
GodotJoint3D(_arr, 2) {
|
|
A = rbA;
|
|
B = rbB;
|
|
|
|
m_rbAFrame.origin = pivotInA;
|
|
|
|
// since no frame is given, assume this to be zero angle and just pick rb transform axis
|
|
Vector3 rbAxisA1 = rbA->get_transform().basis.get_column(0);
|
|
|
|
Vector3 rbAxisA2;
|
|
real_t projection = axisInA.dot(rbAxisA1);
|
|
if (projection >= 1.0f - CMP_EPSILON) {
|
|
rbAxisA1 = -rbA->get_transform().basis.get_column(2);
|
|
rbAxisA2 = rbA->get_transform().basis.get_column(1);
|
|
} else if (projection <= -1.0f + CMP_EPSILON) {
|
|
rbAxisA1 = rbA->get_transform().basis.get_column(2);
|
|
rbAxisA2 = rbA->get_transform().basis.get_column(1);
|
|
} else {
|
|
rbAxisA2 = axisInA.cross(rbAxisA1);
|
|
rbAxisA1 = rbAxisA2.cross(axisInA);
|
|
}
|
|
|
|
m_rbAFrame.basis = Basis(rbAxisA1.x, rbAxisA2.x, axisInA.x,
|
|
rbAxisA1.y, rbAxisA2.y, axisInA.y,
|
|
rbAxisA1.z, rbAxisA2.z, axisInA.z);
|
|
|
|
Quaternion rotationArc = Quaternion(axisInA, axisInB);
|
|
Vector3 rbAxisB1 = rotationArc.xform(rbAxisA1);
|
|
Vector3 rbAxisB2 = axisInB.cross(rbAxisB1);
|
|
|
|
m_rbBFrame.origin = pivotInB;
|
|
m_rbBFrame.basis = Basis(rbAxisB1.x, rbAxisB2.x, -axisInB.x,
|
|
rbAxisB1.y, rbAxisB2.y, -axisInB.y,
|
|
rbAxisB1.z, rbAxisB2.z, -axisInB.z);
|
|
|
|
A->add_constraint(this, 0);
|
|
B->add_constraint(this, 1);
|
|
}
|
|
|
|
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);
|
|
|
|
if (!dynamic_A && !dynamic_B) {
|
|
return false;
|
|
}
|
|
|
|
m_appliedImpulse = real_t(0.);
|
|
|
|
if (!m_angularOnly) {
|
|
Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
|
|
Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
|
|
Vector3 relPos = pivotBInW - pivotAInW;
|
|
|
|
Vector3 normal[3];
|
|
if (Math::is_zero_approx(relPos.length_squared())) {
|
|
normal[0] = Vector3(real_t(1.0), 0, 0);
|
|
} else {
|
|
normal[0] = relPos.normalized();
|
|
}
|
|
|
|
plane_space(normal[0], normal[1], normal[2]);
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
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(),
|
|
pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
|
|
normal[i],
|
|
A->get_inv_inertia(),
|
|
A->get_inv_mass(),
|
|
B->get_inv_inertia(),
|
|
B->get_inv_mass()));
|
|
}
|
|
}
|
|
|
|
//calculate two perpendicular jointAxis, orthogonal to hingeAxis
|
|
//these two jointAxis require equal angular velocities for both bodies
|
|
|
|
//this is unused for now, it's a todo
|
|
Vector3 jointAxis0local;
|
|
Vector3 jointAxis1local;
|
|
|
|
plane_space(m_rbAFrame.basis.get_column(2), jointAxis0local, jointAxis1local);
|
|
|
|
Vector3 jointAxis0 = A->get_transform().basis.xform(jointAxis0local);
|
|
Vector3 jointAxis1 = A->get_transform().basis.xform(jointAxis1local);
|
|
Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
|
|
|
|
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],
|
|
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],
|
|
GodotJacobianEntry3D(
|
|
hingeAxisWorld,
|
|
A->get_principal_inertia_axes().transposed(),
|
|
B->get_principal_inertia_axes().transposed(),
|
|
A->get_inv_inertia(),
|
|
B->get_inv_inertia()));
|
|
|
|
// Compute limit information
|
|
real_t hingeAngle = get_hinge_angle();
|
|
|
|
//set bias, sign, clear accumulator
|
|
m_correction = real_t(0.);
|
|
m_limitSign = real_t(0.);
|
|
m_solveLimit = false;
|
|
m_accLimitImpulse = real_t(0.);
|
|
|
|
if (m_useLimit && m_lowerLimit <= m_upperLimit) {
|
|
if (hingeAngle <= m_lowerLimit) {
|
|
m_correction = (m_lowerLimit - hingeAngle);
|
|
m_limitSign = 1.0f;
|
|
m_solveLimit = true;
|
|
} else if (hingeAngle >= m_upperLimit) {
|
|
m_correction = m_upperLimit - hingeAngle;
|
|
m_limitSign = -1.0f;
|
|
m_solveLimit = true;
|
|
}
|
|
}
|
|
|
|
//Compute K = J*W*J' for hinge axis
|
|
Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
|
|
m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA));
|
|
|
|
return true;
|
|
}
|
|
|
|
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);
|
|
|
|
//real_t tau = real_t(0.3);
|
|
|
|
//linear part
|
|
if (!m_angularOnly) {
|
|
Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
|
|
Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
|
|
|
|
Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
|
|
Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
|
|
Vector3 vel = vel1 - vel2;
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
const Vector3 &normal = m_jac[i].m_linearJointAxis;
|
|
real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
|
|
|
|
real_t rel_vel;
|
|
rel_vel = normal.dot(vel);
|
|
//positional error (zeroth order error)
|
|
real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
|
|
real_t impulse = depth * tau / p_step * jacDiagABInv - rel_vel * jacDiagABInv;
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
///solve angular part
|
|
|
|
// get axes in world space
|
|
Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
|
|
Vector3 axisB = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(2));
|
|
|
|
const Vector3 &angVelA = A->get_angular_velocity();
|
|
const Vector3 &angVelB = B->get_angular_velocity();
|
|
|
|
Vector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA);
|
|
Vector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB);
|
|
|
|
Vector3 angAorthog = angVelA - angVelAroundHingeAxisA;
|
|
Vector3 angBorthog = angVelB - angVelAroundHingeAxisB;
|
|
Vector3 velrelOrthog = angAorthog - angBorthog;
|
|
{
|
|
//solve orthogonal angular velocity correction
|
|
real_t relaxation = real_t(1.);
|
|
real_t len = velrelOrthog.length();
|
|
if (len > real_t(0.00001)) {
|
|
Vector3 normal = velrelOrthog.normalized();
|
|
real_t denom = A->compute_angular_impulse_denominator(normal) +
|
|
B->compute_angular_impulse_denominator(normal);
|
|
// scale for mass and relaxation
|
|
velrelOrthog *= (real_t(1.) / denom) * m_relaxationFactor;
|
|
}
|
|
|
|
//solve angular positional correction
|
|
Vector3 angularError = -axisA.cross(axisB) * (real_t(1.) / p_step);
|
|
real_t len2 = angularError.length();
|
|
if (len2 > real_t(0.00001)) {
|
|
Vector3 normal2 = angularError.normalized();
|
|
real_t denom2 = A->compute_angular_impulse_denominator(normal2) +
|
|
B->compute_angular_impulse_denominator(normal2);
|
|
angularError *= (real_t(1.) / denom2) * relaxation;
|
|
}
|
|
|
|
if (dynamic_A) {
|
|
A->apply_torque_impulse(-velrelOrthog + angularError);
|
|
}
|
|
if (dynamic_B) {
|
|
B->apply_torque_impulse(velrelOrthog - angularError);
|
|
}
|
|
|
|
// solve limit
|
|
if (m_solveLimit) {
|
|
real_t amplitude = ((angVelB - angVelA).dot(axisA) * m_relaxationFactor + m_correction * (real_t(1.) / p_step) * m_biasFactor) * m_limitSign;
|
|
|
|
real_t impulseMag = amplitude * m_kHinge;
|
|
|
|
// Clamp the accumulated impulse
|
|
real_t temp = m_accLimitImpulse;
|
|
m_accLimitImpulse = MAX(m_accLimitImpulse + impulseMag, real_t(0));
|
|
impulseMag = m_accLimitImpulse - temp;
|
|
|
|
Vector3 impulse = axisA * impulseMag * m_limitSign;
|
|
if (dynamic_A) {
|
|
A->apply_torque_impulse(impulse);
|
|
}
|
|
if (dynamic_B) {
|
|
B->apply_torque_impulse(-impulse);
|
|
}
|
|
}
|
|
}
|
|
|
|
//apply motor
|
|
if (m_enableAngularMotor) {
|
|
//todo: add limits too
|
|
Vector3 angularLimit(0, 0, 0);
|
|
|
|
Vector3 velrel = angVelAroundHingeAxisA - angVelAroundHingeAxisB;
|
|
real_t projRelVel = velrel.dot(axisA);
|
|
|
|
real_t desiredMotorVel = m_motorTargetVelocity;
|
|
real_t motor_relvel = desiredMotorVel - projRelVel;
|
|
|
|
real_t unclippedMotorImpulse = m_kHinge * motor_relvel;
|
|
//todo: should clip against accumulated impulse
|
|
real_t clippedMotorImpulse = unclippedMotorImpulse > m_maxMotorImpulse ? m_maxMotorImpulse : unclippedMotorImpulse;
|
|
clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse;
|
|
Vector3 motorImp = clippedMotorImpulse * axisA;
|
|
|
|
if (dynamic_A) {
|
|
A->apply_torque_impulse(motorImp + angularLimit);
|
|
}
|
|
if (dynamic_B) {
|
|
B->apply_torque_impulse(-motorImp - angularLimit);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
void HingeJointSW::updateRHS(real_t timeStep)
|
|
{
|
|
(void)timeStep;
|
|
}
|
|
|
|
*/
|
|
|
|
real_t GodotHingeJoint3D::get_hinge_angle() {
|
|
const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(0));
|
|
const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(1));
|
|
const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(1));
|
|
|
|
return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1));
|
|
}
|
|
|
|
void GodotHingeJoint3D::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) {
|
|
switch (p_param) {
|
|
case PhysicsServer3D::HINGE_JOINT_BIAS:
|
|
tau = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER:
|
|
m_upperLimit = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER:
|
|
m_lowerLimit = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS:
|
|
m_biasFactor = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS:
|
|
m_limitSoftness = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION:
|
|
m_relaxationFactor = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
|
|
m_motorTargetVelocity = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE:
|
|
m_maxMotorImpulse = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_MAX:
|
|
break; // Can't happen, but silences warning
|
|
}
|
|
}
|
|
|
|
real_t GodotHingeJoint3D::get_param(PhysicsServer3D::HingeJointParam p_param) const {
|
|
switch (p_param) {
|
|
case PhysicsServer3D::HINGE_JOINT_BIAS:
|
|
return tau;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER:
|
|
return m_upperLimit;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER:
|
|
return m_lowerLimit;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS:
|
|
return m_biasFactor;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS:
|
|
return m_limitSoftness;
|
|
case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION:
|
|
return m_relaxationFactor;
|
|
case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
|
|
return m_motorTargetVelocity;
|
|
case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE:
|
|
return m_maxMotorImpulse;
|
|
case PhysicsServer3D::HINGE_JOINT_MAX:
|
|
break; // Can't happen, but silences warning
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
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;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR:
|
|
m_enableAngularMotor = p_value;
|
|
break;
|
|
case PhysicsServer3D::HINGE_JOINT_FLAG_MAX:
|
|
break; // Can't happen, but silences warning
|
|
}
|
|
}
|
|
|
|
bool GodotHingeJoint3D::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const {
|
|
switch (p_flag) {
|
|
case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT:
|
|
return m_useLimit;
|
|
case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR:
|
|
return m_enableAngularMotor;
|
|
case PhysicsServer3D::HINGE_JOINT_FLAG_MAX:
|
|
break; // Can't happen, but silences warning
|
|
}
|
|
|
|
return false;
|
|
}
|