godot/modules/godot_physics_3d/godot_joint_3d.h
Ricardo Buring 0333648cea Move Godot Physics 3D into a module; add dummy 3D physics server
If the module is enabled (default), 3D physics works as it did before.

If the module is disabled and no other 3D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 3D physics functionality (and
a warning is printed).

The dummy 3D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-21 21:19:45 +02:00

102 lines
4.1 KiB
C++

/**************************************************************************/
/* 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