/**************************************************************************/ /* godot_joint_3d.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef GODOT_JOINT_3D_H #define GODOT_JOINT_3D_H #include "godot_body_3d.h" #include "godot_constraint_3d.h" class GodotJoint3D : public GodotConstraint3D { protected: bool dynamic_A = false; bool dynamic_B = false; void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) { if (Math::abs(n.z) > Math_SQRT12) { // choose p in y-z plane real_t a = n[1] * n[1] + n[2] * n[2]; real_t k = 1.0 / Math::sqrt(a); p = Vector3(0, -n[2] * k, n[1] * k); // set q = n x p q = Vector3(a * k, -n[0] * p[2], n[0] * p[1]); } else { // choose p in x-y plane real_t a = n.x * n.x + n.y * n.y; real_t k = 1.0 / Math::sqrt(a); p = Vector3(-n.y * k, n.x * k, 0); // set q = n x p q = Vector3(-n.z * p.y, n.z * p.x, a * k); } } _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) { real_t coeff_1 = Math_PI / 4.0f; real_t coeff_2 = 3.0f * coeff_1; real_t abs_y = Math::abs(y); real_t angle; if (x >= 0.0f) { real_t r = (x - abs_y) / (x + abs_y); angle = coeff_1 - coeff_1 * r; } else { real_t r = (x + abs_y) / (abs_y - x); angle = coeff_2 - coeff_1 * r; } return (y < 0.0f) ? -angle : angle; } public: virtual bool setup(real_t p_step) override { return false; } virtual bool pre_solve(real_t p_step) override { return true; } virtual void solve(real_t p_step) override {} void copy_settings_from(GodotJoint3D *p_joint) { set_self(p_joint->get_self()); set_priority(p_joint->get_priority()); disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies()); } virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; } _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) : GodotConstraint3D(p_body_ptr, p_body_count) { } virtual ~GodotJoint3D() { for (int i = 0; i < get_body_count(); i++) { GodotBody3D *body = get_body_ptr()[i]; if (body) { body->remove_constraint(this); } } } }; #endif // GODOT_JOINT_3D_H