cc39dca9f7
Also moved MT physics server wrappers to the main servers folder, since they don't have to be implementation specific.
671 lines
22 KiB
C++
671 lines
22 KiB
C++
/*************************************************************************/
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/* godot_generic_6dof_joint_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/*
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Adapted to Godot from the Bullet library.
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*/
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/*
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2007-09-09
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GodotGeneric6DOFJoint3D Refactored by Francisco Le?n
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email: projectileman@yahoo.com
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http://gimpact.sf.net
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*/
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#include "godot_generic_6dof_joint_3d.h"
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#define GENERIC_D6_DISABLE_WARMSTARTING 1
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//////////////////////////// GodotG6DOFRotationalLimitMotor3D ////////////////////////////////////
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int GodotG6DOFRotationalLimitMotor3D::testLimitValue(real_t test_value) {
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if (m_loLimit > m_hiLimit) {
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m_currentLimit = 0; //Free from violation
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return 0;
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}
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if (test_value < m_loLimit) {
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m_currentLimit = 1; //low limit violation
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m_currentLimitError = test_value - m_loLimit;
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return 1;
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} else if (test_value > m_hiLimit) {
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m_currentLimit = 2; //High limit violation
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m_currentLimitError = test_value - m_hiLimit;
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return 2;
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};
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m_currentLimit = 0; //Free from violation
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return 0;
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}
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real_t GodotG6DOFRotationalLimitMotor3D::solveAngularLimits(
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real_t timeStep, Vector3 &axis, real_t jacDiagABInv,
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GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic) {
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if (!needApplyTorques()) {
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return 0.0f;
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}
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real_t target_velocity = m_targetVelocity;
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real_t maxMotorForce = m_maxMotorForce;
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//current error correction
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if (m_currentLimit != 0) {
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target_velocity = -m_ERP * m_currentLimitError / (timeStep);
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maxMotorForce = m_maxLimitForce;
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}
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maxMotorForce *= timeStep;
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// current velocity difference
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Vector3 vel_diff = body0->get_angular_velocity();
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if (body1) {
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vel_diff -= body1->get_angular_velocity();
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}
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real_t rel_vel = axis.dot(vel_diff);
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// correction velocity
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real_t motor_relvel = m_limitSoftness * (target_velocity - m_damping * rel_vel);
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if (Math::is_zero_approx(motor_relvel)) {
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return 0.0f; //no need for applying force
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}
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// correction impulse
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real_t unclippedMotorImpulse = (1 + m_bounce) * motor_relvel * jacDiagABInv;
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// clip correction impulse
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real_t clippedMotorImpulse;
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///@todo: should clip against accumulated impulse
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if (unclippedMotorImpulse > 0.0f) {
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clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce ? maxMotorForce : unclippedMotorImpulse;
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} else {
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clippedMotorImpulse = unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce : unclippedMotorImpulse;
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}
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// sort with accumulated impulses
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real_t lo = real_t(-1e30);
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real_t hi = real_t(1e30);
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real_t oldaccumImpulse = m_accumulatedImpulse;
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real_t sum = oldaccumImpulse + clippedMotorImpulse;
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m_accumulatedImpulse = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
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clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse;
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Vector3 motorImp = clippedMotorImpulse * axis;
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if (p_body0_dynamic) {
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body0->apply_torque_impulse(motorImp);
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}
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if (body1 && p_body1_dynamic) {
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body1->apply_torque_impulse(-motorImp);
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}
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return clippedMotorImpulse;
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}
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//////////////////////////// GodotG6DOFTranslationalLimitMotor3D ////////////////////////////////////
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real_t GodotG6DOFTranslationalLimitMotor3D::solveLinearAxis(
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real_t timeStep,
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real_t jacDiagABInv,
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GodotBody3D *body1, const Vector3 &pointInA,
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GodotBody3D *body2, const Vector3 &pointInB,
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bool p_body1_dynamic, bool p_body2_dynamic,
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int limit_index,
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const Vector3 &axis_normal_on_a,
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const Vector3 &anchorPos) {
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///find relative velocity
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// Vector3 rel_pos1 = pointInA - body1->get_transform().origin;
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// Vector3 rel_pos2 = pointInB - body2->get_transform().origin;
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Vector3 rel_pos1 = anchorPos - body1->get_transform().origin;
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Vector3 rel_pos2 = anchorPos - body2->get_transform().origin;
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Vector3 vel1 = body1->get_velocity_in_local_point(rel_pos1);
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Vector3 vel2 = body2->get_velocity_in_local_point(rel_pos2);
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Vector3 vel = vel1 - vel2;
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real_t rel_vel = axis_normal_on_a.dot(vel);
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/// apply displacement correction
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//positional error (zeroth order error)
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real_t depth = -(pointInA - pointInB).dot(axis_normal_on_a);
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real_t lo = real_t(-1e30);
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real_t hi = real_t(1e30);
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real_t minLimit = m_lowerLimit[limit_index];
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real_t maxLimit = m_upperLimit[limit_index];
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//handle the limits
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if (minLimit < maxLimit) {
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{
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if (depth > maxLimit) {
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depth -= maxLimit;
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lo = real_t(0.);
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} else {
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if (depth < minLimit) {
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depth -= minLimit;
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hi = real_t(0.);
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} else {
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return 0.0f;
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}
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}
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}
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}
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real_t normalImpulse = m_limitSoftness[limit_index] * (m_restitution[limit_index] * depth / timeStep - m_damping[limit_index] * rel_vel) * jacDiagABInv;
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real_t oldNormalImpulse = m_accumulatedImpulse[limit_index];
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real_t sum = oldNormalImpulse + normalImpulse;
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m_accumulatedImpulse[limit_index] = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
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normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;
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Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
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if (p_body1_dynamic) {
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body1->apply_impulse(impulse_vector, rel_pos1);
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}
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if (p_body2_dynamic) {
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body2->apply_impulse(-impulse_vector, rel_pos2);
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}
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return normalImpulse;
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}
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//////////////////////////// GodotGeneric6DOFJoint3D ////////////////////////////////////
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GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) :
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GodotJoint3D(_arr, 2),
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m_frameInA(frameInA),
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m_frameInB(frameInB),
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m_useLinearReferenceFrameA(useLinearReferenceFrameA) {
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A = rbA;
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B = rbB;
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A->add_constraint(this, 0);
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B->add_constraint(this, 1);
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}
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void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
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Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis;
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m_calculatedAxisAngleDiff = relative_frame.get_euler_xyz();
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// in euler angle mode we do not actually constrain the angular velocity
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// along the axes axis[0] and axis[2] (although we do use axis[1]) :
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//
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// to get constrain w2-w1 along ...not
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// ------ --------------------- ------
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// d(angle[0])/dt = 0 ax[1] x ax[2] ax[0]
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// d(angle[1])/dt = 0 ax[1]
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// d(angle[2])/dt = 0 ax[0] x ax[1] ax[2]
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//
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// constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0.
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// to prove the result for angle[0], write the expression for angle[0] from
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// GetInfo1 then take the derivative. to prove this for angle[2] it is
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// easier to take the euler rate expression for d(angle[2])/dt with respect
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// to the components of w and set that to 0.
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Vector3 axis0 = m_calculatedTransformB.basis.get_axis(0);
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Vector3 axis2 = m_calculatedTransformA.basis.get_axis(2);
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m_calculatedAxis[1] = axis2.cross(axis0);
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m_calculatedAxis[0] = m_calculatedAxis[1].cross(axis2);
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m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]);
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/*
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if(m_debugDrawer)
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{
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char buff[300];
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sprintf(buff,"\n X: %.2f ; Y: %.2f ; Z: %.2f ",
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m_calculatedAxisAngleDiff[0],
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m_calculatedAxisAngleDiff[1],
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m_calculatedAxisAngleDiff[2]);
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m_debugDrawer->reportErrorWarning(buff);
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}
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*/
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}
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void GodotGeneric6DOFJoint3D::calculateTransforms() {
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m_calculatedTransformA = A->get_transform() * m_frameInA;
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m_calculatedTransformB = B->get_transform() * m_frameInB;
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calculateAngleInfo();
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}
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void GodotGeneric6DOFJoint3D::buildLinearJacobian(
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GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld,
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const Vector3 &pivotAInW, const Vector3 &pivotBInW) {
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memnew_placement(&jacLinear, GodotJacobianEntry3D(
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A->get_principal_inertia_axes().transposed(),
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B->get_principal_inertia_axes().transposed(),
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pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
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pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
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normalWorld,
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A->get_inv_inertia(),
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A->get_inv_mass(),
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B->get_inv_inertia(),
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B->get_inv_mass()));
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}
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void GodotGeneric6DOFJoint3D::buildAngularJacobian(
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GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW) {
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memnew_placement(&jacAngular, GodotJacobianEntry3D(jointAxisW,
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A->get_principal_inertia_axes().transposed(),
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B->get_principal_inertia_axes().transposed(),
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A->get_inv_inertia(),
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B->get_inv_inertia()));
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}
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bool GodotGeneric6DOFJoint3D::testAngularLimitMotor(int axis_index) {
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real_t angle = m_calculatedAxisAngleDiff[axis_index];
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//test limits
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m_angularLimits[axis_index].testLimitValue(angle);
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return m_angularLimits[axis_index].needApplyTorques();
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}
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bool GodotGeneric6DOFJoint3D::setup(real_t p_timestep) {
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dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
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dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
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if (!dynamic_A && !dynamic_B) {
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return false;
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}
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// Clear accumulated impulses for the next simulation step
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m_linearLimits.m_accumulatedImpulse = Vector3(real_t(0.), real_t(0.), real_t(0.));
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int i;
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for (i = 0; i < 3; i++) {
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m_angularLimits[i].m_accumulatedImpulse = real_t(0.);
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}
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//calculates transform
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calculateTransforms();
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// const Vector3& pivotAInW = m_calculatedTransformA.origin;
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// const Vector3& pivotBInW = m_calculatedTransformB.origin;
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calcAnchorPos();
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Vector3 pivotAInW = m_AnchorPos;
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Vector3 pivotBInW = m_AnchorPos;
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// not used here
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// Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
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// Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
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Vector3 normalWorld;
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//linear part
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for (i = 0; i < 3; i++) {
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if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) {
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if (m_useLinearReferenceFrameA) {
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normalWorld = m_calculatedTransformA.basis.get_axis(i);
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} else {
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normalWorld = m_calculatedTransformB.basis.get_axis(i);
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}
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buildLinearJacobian(
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m_jacLinear[i], normalWorld,
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pivotAInW, pivotBInW);
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}
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}
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// angular part
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for (i = 0; i < 3; i++) {
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//calculates error angle
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if (m_angularLimits[i].m_enableLimit && testAngularLimitMotor(i)) {
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normalWorld = this->getAxis(i);
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// Create angular atom
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buildAngularJacobian(m_jacAng[i], normalWorld);
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}
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}
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return true;
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}
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void GodotGeneric6DOFJoint3D::solve(real_t p_timestep) {
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m_timeStep = p_timestep;
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//calculateTransforms();
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int i;
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// linear
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Vector3 pointInA = m_calculatedTransformA.origin;
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Vector3 pointInB = m_calculatedTransformB.origin;
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real_t jacDiagABInv;
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Vector3 linear_axis;
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for (i = 0; i < 3; i++) {
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if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) {
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jacDiagABInv = real_t(1.) / m_jacLinear[i].getDiagonal();
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if (m_useLinearReferenceFrameA) {
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linear_axis = m_calculatedTransformA.basis.get_axis(i);
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} else {
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linear_axis = m_calculatedTransformB.basis.get_axis(i);
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}
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m_linearLimits.solveLinearAxis(
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m_timeStep,
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jacDiagABInv,
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A, pointInA,
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B, pointInB,
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dynamic_A, dynamic_B,
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i, linear_axis, m_AnchorPos);
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}
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}
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// angular
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Vector3 angular_axis;
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real_t angularJacDiagABInv;
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for (i = 0; i < 3; i++) {
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if (m_angularLimits[i].m_enableLimit && m_angularLimits[i].needApplyTorques()) {
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// get axis
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angular_axis = getAxis(i);
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angularJacDiagABInv = real_t(1.) / m_jacAng[i].getDiagonal();
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m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B, dynamic_A, dynamic_B);
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}
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}
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}
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void GodotGeneric6DOFJoint3D::updateRHS(real_t timeStep) {
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(void)timeStep;
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}
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Vector3 GodotGeneric6DOFJoint3D::getAxis(int axis_index) const {
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return m_calculatedAxis[axis_index];
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}
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real_t GodotGeneric6DOFJoint3D::getAngle(int axis_index) const {
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return m_calculatedAxisAngleDiff[axis_index];
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}
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void GodotGeneric6DOFJoint3D::calcAnchorPos() {
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real_t imA = A->get_inv_mass();
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real_t imB = B->get_inv_mass();
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real_t weight;
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if (imB == real_t(0.0)) {
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weight = real_t(1.0);
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} else {
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weight = imA / (imA + imB);
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}
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const Vector3 &pA = m_calculatedTransformA.origin;
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const Vector3 &pB = m_calculatedTransformB.origin;
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m_AnchorPos = pA * weight + pB * (real_t(1.0) - weight);
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}
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void GodotGeneric6DOFJoint3D::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) {
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ERR_FAIL_INDEX(p_axis, 3);
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switch (p_param) {
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {
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m_linearLimits.m_lowerLimit[p_axis] = p_value;
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT: {
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m_linearLimits.m_upperLimit[p_axis] = p_value;
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: {
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m_linearLimits.m_limitSoftness[p_axis] = p_value;
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: {
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m_linearLimits.m_restitution[p_axis] = p_value;
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: {
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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 GodotGeneric6DOFJoint3D::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 GodotGeneric6DOFJoint3D::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 GodotGeneric6DOFJoint3D::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 false;
|
|
}
|