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https://github.com/godotengine/godot.git
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0fcfb07246
add enabled methods for motor and angular limits use correct name to get joint update copyright
193 lines
6.5 KiB
C++
193 lines
6.5 KiB
C++
/**************************************************************************/
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/* godot_joints_2d.h */
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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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#ifndef GODOT_JOINTS_2D_H
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#define GODOT_JOINTS_2D_H
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#include "godot_body_2d.h"
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#include "godot_constraint_2d.h"
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class GodotJoint2D : public GodotConstraint2D {
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real_t bias = 0;
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real_t max_bias = 3.40282e+38;
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real_t max_force = 3.40282e+38;
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protected:
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bool dynamic_A = false;
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bool dynamic_B = false;
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public:
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_FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; }
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_FORCE_INLINE_ real_t get_max_force() const { return max_force; }
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_FORCE_INLINE_ void set_bias(real_t p_bias) { bias = p_bias; }
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_FORCE_INLINE_ real_t get_bias() const { return bias; }
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_FORCE_INLINE_ void set_max_bias(real_t p_bias) { max_bias = p_bias; }
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_FORCE_INLINE_ real_t get_max_bias() const { return max_bias; }
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virtual bool setup(real_t p_step) override { return false; }
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virtual bool pre_solve(real_t p_step) override { return false; }
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virtual void solve(real_t p_step) override {}
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void copy_settings_from(GodotJoint2D *p_joint);
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virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; }
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GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) :
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GodotConstraint2D(p_body_ptr, p_body_count) {}
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virtual ~GodotJoint2D() {
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for (int i = 0; i < get_body_count(); i++) {
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GodotBody2D *body = get_body_ptr()[i];
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if (body) {
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body->remove_constraint(this, i);
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}
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}
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};
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};
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class GodotPinJoint2D : public GodotJoint2D {
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union {
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struct {
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GodotBody2D *A;
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GodotBody2D *B;
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};
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GodotBody2D *_arr[2] = { nullptr, nullptr };
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};
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Transform2D M;
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Vector2 rA, rB;
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Vector2 anchor_A;
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Vector2 anchor_B;
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Vector2 bias;
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real_t initial_angle = 0.0;
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real_t bias_velocity = 0.0;
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real_t jn_max = 0.0;
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real_t j_acc = 0.0;
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real_t i_sum = 0.0;
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Vector2 P;
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real_t softness = 0.0;
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real_t angular_limit_lower = 0.0;
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real_t angular_limit_upper = 0.0;
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real_t motor_target_velocity = 0.0;
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bool is_joint_at_limit = false;
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bool motor_enabled = false;
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bool angular_limit_enabled = false;
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public:
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virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_PIN; }
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value);
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real_t get_param(PhysicsServer2D::PinJointParam p_param) const;
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void set_flag(PhysicsServer2D::PinJointFlag p_flag, bool p_enabled);
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bool get_flag(PhysicsServer2D::PinJointFlag p_flag) const;
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GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr);
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};
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class GodotGrooveJoint2D : public GodotJoint2D {
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union {
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struct {
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GodotBody2D *A;
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GodotBody2D *B;
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};
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GodotBody2D *_arr[2] = { nullptr, nullptr };
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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 = 0.0;
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real_t clamp = 0.0;
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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 = false;
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public:
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virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_GROOVE; }
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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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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};
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class GodotDampedSpringJoint2D : public GodotJoint2D {
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union {
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struct {
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GodotBody2D *A;
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GodotBody2D *B;
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};
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GodotBody2D *_arr[2] = { nullptr, nullptr };
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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 = 0.0;
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real_t damping = 1.5;
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real_t stiffness = 20.0;
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Vector2 rA, rB;
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Vector2 n;
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Vector2 j;
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real_t n_mass = 0.0;
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real_t target_vrn = 0.0;
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real_t v_coef = 0.0;
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public:
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virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; }
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value);
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real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const;
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GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
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};
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#endif // GODOT_JOINTS_2D_H
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