godot/servers/physics/joints/pin_joint_sw.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

162 lines
5.4 KiB
C++

/*************************************************************************/
/* pin_joint_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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.
See corresponding header file for licensing info.
*/
#include "pin_joint_sw.h"
bool PinJointSW::setup(float p_step) {
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],JacobianEntrySW(
A->get_transform().basis.transposed(),
B->get_transform().basis.transposed(),
A->get_transform().xform(m_pivotInA) - A->get_transform().origin,
B->get_transform().xform(m_pivotInB) - B->get_transform().origin,
normal,
A->get_inv_inertia(),
A->get_inv_mass(),
B->get_inv_inertia(),
B->get_inv_mass()));
normal[i] = 0;
}
return true;
}
void PinJointSW::solve(float 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;
A->apply_impulse(pivotAInW - A->get_transform().origin,impulse_vector);
B->apply_impulse(pivotBInW - B->get_transform().origin,-impulse_vector);
normal[i] = 0;
}
}
void PinJointSW::set_param(PhysicsServer::PinJointParam p_param,float p_value) {
switch(p_param) {
case PhysicsServer::PIN_JOINT_BIAS: m_tau=p_value; break;
case PhysicsServer::PIN_JOINT_DAMPING: m_damping=p_value; break;
case PhysicsServer::PIN_JOINT_IMPULSE_CLAMP: m_impulseClamp=p_value; break;
}
}
float PinJointSW::get_param(PhysicsServer::PinJointParam p_param) const{
switch(p_param) {
case PhysicsServer::PIN_JOINT_BIAS: return m_tau;
case PhysicsServer::PIN_JOINT_DAMPING: return m_damping;
case PhysicsServer::PIN_JOINT_IMPULSE_CLAMP: return m_impulseClamp;
}
return 0;
}
PinJointSW::PinJointSW(BodySW* p_body_a,const Vector3& p_pos_a,BodySW* p_body_b,const Vector3& p_pos_b) : JointSW(_arr,2) {
A=p_body_a;
B=p_body_b;
m_pivotInA=p_pos_a;
m_pivotInB=p_pos_b;
m_tau=0.3;
m_damping=1;
m_impulseClamp=0;
m_appliedImpulse=0;
A->add_constraint(this,0);
B->add_constraint(this,1);
}
PinJointSW::~PinJointSW() {
}