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https://github.com/godotengine/godot.git
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8cab401d08
-=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
167 lines
4.4 KiB
C++
167 lines
4.4 KiB
C++
/*************************************************************************/
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/* joints_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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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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#ifndef JOINTS_SW_H
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#define JOINTS_SW_H
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#include "constraint_sw.h"
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#include "body_sw.h"
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class JointSW : public ConstraintSW {
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public:
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virtual PhysicsServer::JointType get_type() const=0;
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_FORCE_INLINE_ JointSW(BodySW **p_body_ptr=NULL,int p_body_count=0) : ConstraintSW(p_body_ptr,p_body_count) {
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}
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};
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#if 0
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class PinJointSW : public JointSW {
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union {
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struct {
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BodySW *A;
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BodySW *B;
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};
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BodySW *_arr[2];
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};
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Vector2 anchor_A;
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Vector2 anchor_B;
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real_t dist;
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real_t jn_acc;
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real_t jn_max;
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real_t max_distance;
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real_t mass_normal;
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real_t bias;
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Vector2 rA,rB;
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Vector2 n; //normal
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bool correct;
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public:
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virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_PIN; }
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virtual bool setup(float p_step);
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virtual void solve(float p_step);
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PinJointSW(const Vector2& p_pos,BodySW* p_body_a,BodySW* p_body_b=NULL);
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~PinJointSW();
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};
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class GrooveJointSW : public JointSW {
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union {
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struct {
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BodySW *A;
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BodySW *B;
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};
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BodySW *_arr[2];
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};
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Vector2 A_groove_1;
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Vector2 A_groove_2;
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Vector2 A_groove_normal;
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Vector2 B_anchor;
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Vector2 jn_acc;
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Vector2 gbias;
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real_t jn_max;
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real_t clamp;
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Vector2 xf_normal;
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Vector2 rA,rB;
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Vector2 k1,k2;
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bool correct;
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public:
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virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_GROOVE; }
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virtual bool setup(float p_step);
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virtual void solve(float p_step);
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GrooveJointSW(const Vector2& p_a_groove1,const Vector2& p_a_groove2, const Vector2& p_b_anchor, BodySW* p_body_a,BodySW* p_body_b);
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~GrooveJointSW();
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};
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class DampedSpringJointSW : public JointSW {
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union {
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struct {
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BodySW *A;
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BodySW *B;
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};
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BodySW *_arr[2];
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};
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Vector2 anchor_A;
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Vector2 anchor_B;
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real_t rest_length;
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real_t damping;
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real_t stiffness;
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Vector2 rA,rB;
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Vector2 n;
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real_t n_mass;
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real_t target_vrn;
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real_t v_coef;
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public:
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virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_DAMPED_SPRING; }
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virtual bool setup(float p_step);
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virtual void solve(float p_step);
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void set_param(PhysicsServer::DampedStringParam p_param, real_t p_value);
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real_t get_param(PhysicsServer::DampedStringParam p_param) const;
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DampedSpringJointSW(const Vector2& p_anchor_a,const Vector2& p_anchor_b, BodySW* p_body_a,BodySW* p_body_b);
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~DampedSpringJointSW();
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};
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#endif
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#endif // JOINTS__SW_H
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