d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
490 lines
15 KiB
C++
490 lines
15 KiB
C++
/**************************************************************************/
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/* godot_joints_2d.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "godot_joints_2d.h"
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#include "godot_space_2d.h"
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//based on chipmunk joint constraints
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/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* 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, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) {
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set_self(p_joint->get_self());
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set_max_force(p_joint->get_max_force());
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set_bias(p_joint->get_bias());
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set_max_bias(p_joint->get_max_bias());
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disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
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}
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static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) {
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real_t value = 0.0;
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{
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value += a->get_inv_mass();
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real_t rcn = (rA - a->get_center_of_mass()).cross(n);
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value += a->get_inv_inertia() * rcn * rcn;
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}
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if (b) {
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value += b->get_inv_mass();
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real_t rcn = (rB - b->get_center_of_mass()).cross(n);
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value += b->get_inv_inertia() * rcn * rcn;
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}
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return value;
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}
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static inline Vector2
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relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) {
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Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity();
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if (b) {
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return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum;
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} else {
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return -sum;
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}
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}
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static inline real_t
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normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) {
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return relative_velocity(a, b, rA, rB).dot(n);
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}
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bool GodotPinJoint2D::setup(real_t p_step) {
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dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
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dynamic_B = (B->get_mode() > PhysicsServer2D::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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GodotSpace2D *space = A->get_space();
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ERR_FAIL_COND_V(!space, false);
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rA = A->get_transform().basis_xform(anchor_A);
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rB = B ? B->get_transform().basis_xform(anchor_B) : anchor_B;
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real_t B_inv_mass = B ? B->get_inv_mass() : 0.0;
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Transform2D K1;
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K1[0].x = A->get_inv_mass() + B_inv_mass;
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K1[1].x = 0.0f;
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K1[0].y = 0.0f;
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K1[1].y = A->get_inv_mass() + B_inv_mass;
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Vector2 r1 = rA - A->get_center_of_mass();
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Transform2D K2;
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K2[0].x = A->get_inv_inertia() * r1.y * r1.y;
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K2[1].x = -A->get_inv_inertia() * r1.x * r1.y;
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K2[0].y = -A->get_inv_inertia() * r1.x * r1.y;
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K2[1].y = A->get_inv_inertia() * r1.x * r1.x;
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Transform2D K;
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K[0] = K1[0] + K2[0];
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K[1] = K1[1] + K2[1];
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if (B) {
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Vector2 r2 = rB - B->get_center_of_mass();
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Transform2D K3;
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K3[0].x = B->get_inv_inertia() * r2.y * r2.y;
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K3[1].x = -B->get_inv_inertia() * r2.x * r2.y;
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K3[0].y = -B->get_inv_inertia() * r2.x * r2.y;
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K3[1].y = B->get_inv_inertia() * r2.x * r2.x;
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K[0] += K3[0];
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K[1] += K3[1];
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}
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K[0].x += softness;
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K[1].y += softness;
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M = K.affine_inverse();
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Vector2 gA = rA + A->get_transform().get_origin();
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Vector2 gB = B ? rB + B->get_transform().get_origin() : rB;
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Vector2 delta = gB - gA;
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bias = delta * -(get_bias() == 0 ? space->get_constraint_bias() : get_bias()) * (1.0 / p_step);
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return true;
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}
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inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {
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return Vector2(p_other * p_vec.y, -p_other * p_vec.x);
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}
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bool GodotPinJoint2D::pre_solve(real_t p_step) {
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// Apply accumulated impulse.
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if (dynamic_A) {
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A->apply_impulse(-P, rA);
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}
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if (B && dynamic_B) {
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B->apply_impulse(P, rB);
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}
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return true;
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}
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void GodotPinJoint2D::solve(real_t p_step) {
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// compute relative velocity
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Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity());
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Vector2 rel_vel;
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if (B) {
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rel_vel = B->get_linear_velocity() - custom_cross(rB - B->get_center_of_mass(), B->get_angular_velocity()) - vA;
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} else {
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rel_vel = -vA;
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}
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Vector2 impulse = M.basis_xform(bias - rel_vel - Vector2(softness, softness) * P);
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if (dynamic_A) {
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A->apply_impulse(-impulse, rA);
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}
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if (B && dynamic_B) {
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B->apply_impulse(impulse, rB);
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}
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P += impulse;
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}
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void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) {
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if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) {
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softness = p_value;
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}
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}
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real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const {
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if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) {
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return softness;
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}
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ERR_FAIL_V(0);
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}
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GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
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GodotJoint2D(_arr, p_body_b ? 2 : 1) {
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A = p_body_a;
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B = p_body_b;
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anchor_A = p_body_a->get_inv_transform().xform(p_pos);
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anchor_B = p_body_b ? p_body_b->get_inv_transform().xform(p_pos) : p_pos;
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p_body_a->add_constraint(this, 0);
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if (p_body_b) {
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p_body_b->add_constraint(this, 1);
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}
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}
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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static inline void
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k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) {
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// calculate mass matrix
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// If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross...
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real_t k11, k12, k21, k22;
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real_t m_sum = a->get_inv_mass() + b->get_inv_mass();
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// start with I*m_sum
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k11 = m_sum;
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k12 = 0.0f;
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k21 = 0.0f;
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k22 = m_sum;
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r1 -= a->get_center_of_mass();
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r2 -= b->get_center_of_mass();
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// add the influence from r1
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real_t a_i_inv = a->get_inv_inertia();
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real_t r1xsq = r1.x * r1.x * a_i_inv;
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real_t r1ysq = r1.y * r1.y * a_i_inv;
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real_t r1nxy = -r1.x * r1.y * a_i_inv;
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k11 += r1ysq;
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k12 += r1nxy;
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k21 += r1nxy;
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k22 += r1xsq;
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// add the influnce from r2
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real_t b_i_inv = b->get_inv_inertia();
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real_t r2xsq = r2.x * r2.x * b_i_inv;
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real_t r2ysq = r2.y * r2.y * b_i_inv;
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real_t r2nxy = -r2.x * r2.y * b_i_inv;
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k11 += r2ysq;
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k12 += r2nxy;
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k21 += r2nxy;
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k22 += r2xsq;
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// invert
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real_t determinant = k11 * k22 - k12 * k21;
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ERR_FAIL_COND(determinant == 0.0);
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real_t det_inv = 1.0f / determinant;
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*k1 = Vector2(k22 * det_inv, -k12 * det_inv);
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*k2 = Vector2(-k21 * det_inv, k11 * det_inv);
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}
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static _FORCE_INLINE_ Vector2
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mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) {
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return Vector2(vr.dot(k1), vr.dot(k2));
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}
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bool GodotGrooveJoint2D::setup(real_t p_step) {
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dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
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dynamic_B = (B->get_mode() > PhysicsServer2D::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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GodotSpace2D *space = A->get_space();
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ERR_FAIL_COND_V(!space, false);
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// calculate endpoints in worldspace
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Vector2 ta = A->get_transform().xform(A_groove_1);
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Vector2 tb = A->get_transform().xform(A_groove_2);
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// calculate axis
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Vector2 n = -(tb - ta).orthogonal().normalized();
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real_t d = ta.dot(n);
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xf_normal = n;
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rB = B->get_transform().basis_xform(B_anchor);
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// calculate tangential distance along the axis of rB
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real_t td = (B->get_transform().get_origin() + rB).cross(n);
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// calculate clamping factor and rB
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if (td <= ta.cross(n)) {
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clamp = 1.0f;
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rA = ta - A->get_transform().get_origin();
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} else if (td >= tb.cross(n)) {
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clamp = -1.0f;
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rA = tb - A->get_transform().get_origin();
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} else {
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clamp = 0.0f;
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//joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p);
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rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin();
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}
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// Calculate mass tensor
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k_tensor(A, B, rA, rB, &k1, &k2);
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// compute max impulse
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jn_max = get_max_force() * p_step;
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// calculate bias velocity
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//cpVect delta = cpvsub(cpvadd(b->p, joint->r2), cpvadd(a->p, joint->r1));
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//joint->bias = cpvclamp(cpvmult(delta, -joint->constraint.biasCoef*dt_inv), joint->constraint.maxBias);
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Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
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real_t _b = get_bias();
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gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).limit_length(get_max_bias());
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correct = true;
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return true;
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}
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bool GodotGrooveJoint2D::pre_solve(real_t p_step) {
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// Apply accumulated impulse.
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if (dynamic_A) {
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A->apply_impulse(-jn_acc, rA);
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}
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if (dynamic_B) {
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B->apply_impulse(jn_acc, rB);
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}
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return true;
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}
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void GodotGrooveJoint2D::solve(real_t p_step) {
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// compute impulse
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Vector2 vr = relative_velocity(A, B, rA, rB);
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Vector2 j = mult_k(gbias - vr, k1, k2);
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Vector2 jOld = jn_acc;
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j += jOld;
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jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).limit_length(jn_max);
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j = jn_acc - jOld;
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if (dynamic_A) {
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A->apply_impulse(-j, rA);
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}
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if (dynamic_B) {
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B->apply_impulse(j, rB);
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}
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}
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GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
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GodotJoint2D(_arr, 2) {
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A = p_body_a;
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B = p_body_b;
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A_groove_1 = A->get_inv_transform().xform(p_a_groove1);
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A_groove_2 = A->get_inv_transform().xform(p_a_groove2);
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B_anchor = B->get_inv_transform().xform(p_b_anchor);
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A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal();
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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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//////////////////////////////////////////////
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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bool GodotDampedSpringJoint2D::setup(real_t p_step) {
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dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
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dynamic_B = (B->get_mode() > PhysicsServer2D::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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rA = A->get_transform().basis_xform(anchor_A);
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rB = B->get_transform().basis_xform(anchor_B);
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Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
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real_t dist = delta.length();
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if (dist) {
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n = delta / dist;
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} else {
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n = Vector2();
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}
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real_t k = k_scalar(A, B, rA, rB, n);
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n_mass = 1.0f / k;
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target_vrn = 0.0f;
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v_coef = 1.0f - Math::exp(-damping * (p_step)*k);
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// Calculate spring force.
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real_t f_spring = (rest_length - dist) * stiffness;
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j = n * f_spring * (p_step);
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return true;
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}
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bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) {
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// Apply spring force.
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if (dynamic_A) {
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A->apply_impulse(-j, rA);
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}
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if (dynamic_B) {
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B->apply_impulse(j, rB);
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}
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return true;
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}
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void GodotDampedSpringJoint2D::solve(real_t p_step) {
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// compute relative velocity
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real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn;
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// compute velocity loss from drag
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// not 100% certain this is derived correctly, though it makes sense
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real_t v_damp = -vrn * v_coef;
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target_vrn = vrn + v_damp;
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Vector2 j_new = n * v_damp * n_mass;
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if (dynamic_A) {
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A->apply_impulse(-j_new, rA);
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}
|
|
if (dynamic_B) {
|
|
B->apply_impulse(j_new, rB);
|
|
}
|
|
}
|
|
|
|
void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {
|
|
switch (p_param) {
|
|
case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
|
|
rest_length = p_value;
|
|
} break;
|
|
case PhysicsServer2D::DAMPED_SPRING_DAMPING: {
|
|
damping = p_value;
|
|
} break;
|
|
case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: {
|
|
stiffness = p_value;
|
|
} break;
|
|
}
|
|
}
|
|
|
|
real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const {
|
|
switch (p_param) {
|
|
case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
|
|
return rest_length;
|
|
} break;
|
|
case PhysicsServer2D::DAMPED_SPRING_DAMPING: {
|
|
return damping;
|
|
} break;
|
|
case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: {
|
|
return stiffness;
|
|
} break;
|
|
}
|
|
|
|
ERR_FAIL_V(0);
|
|
}
|
|
|
|
GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
|
|
GodotJoint2D(_arr, 2) {
|
|
A = p_body_a;
|
|
B = p_body_b;
|
|
anchor_A = A->get_inv_transform().xform(p_anchor_a);
|
|
anchor_B = B->get_inv_transform().xform(p_anchor_b);
|
|
|
|
rest_length = p_anchor_a.distance_to(p_anchor_b);
|
|
|
|
A->add_constraint(this, 0);
|
|
B->add_constraint(this, 1);
|
|
}
|