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+/**************************************************************************/
+/* godot_cone_twist_joint_3d.cpp */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+
+Written by: Marcus Hennix
+*/
+
+#include "godot_cone_twist_joint_3d.h"
+
+GodotConeTwistJoint3D::GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) :
+ GodotJoint3D(_arr, 2) {
+ A = rbA;
+ B = rbB;
+
+ m_rbAFrame = rbAFrame;
+ m_rbBFrame = rbBFrame;
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+bool GodotConeTwistJoint3D::setup(real_t p_timestep) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ m_appliedImpulse = real_t(0.);
+
+ //set bias, sign, clear accumulator
+ m_swingCorrection = real_t(0.);
+ m_twistLimitSign = real_t(0.);
+ m_solveTwistLimit = false;
+ m_solveSwingLimit = false;
+ m_accTwistLimitImpulse = real_t(0.);
+ m_accSwingLimitImpulse = real_t(0.);
+
+ if (!m_angularOnly) {
+ Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
+ Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
+ Vector3 relPos = pivotBInW - pivotAInW;
+
+ Vector3 normal[3];
+ if (Math::is_zero_approx(relPos.length_squared())) {
+ normal[0] = Vector3(real_t(1.0), 0, 0);
+ } else {
+ normal[0] = relPos.normalized();
+ }
+
+ plane_space(normal[0], normal[1], normal[2]);
+
+ for (int i = 0; i < 3; i++) {
+ memnew_placement(
+ &m_jac[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
+ pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
+ normal[i],
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
+ }
+ }
+
+ Vector3 b1Axis1, b1Axis2, b1Axis3;
+ Vector3 b2Axis1, b2Axis2;
+
+ b1Axis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(0));
+ b2Axis1 = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(0));
+
+ real_t swing1 = real_t(0.), swing2 = real_t(0.);
+
+ real_t swx = real_t(0.), swy = real_t(0.);
+ real_t thresh = real_t(10.);
+ real_t fact;
+
+ // Get Frame into world space
+ if (m_swingSpan1 >= real_t(0.05f)) {
+ b1Axis2 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(1));
+ //swing1 = btAtan2Fast( b2Axis1.dot(b1Axis2),b2Axis1.dot(b1Axis1) );
+ swx = b2Axis1.dot(b1Axis1);
+ swy = b2Axis1.dot(b1Axis2);
+ swing1 = atan2fast(swy, swx);
+ fact = (swy * swy + swx * swx) * thresh * thresh;
+ fact = fact / (fact + real_t(1.0));
+ swing1 *= fact;
+ }
+
+ if (m_swingSpan2 >= real_t(0.05f)) {
+ b1Axis3 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
+ //swing2 = btAtan2Fast( b2Axis1.dot(b1Axis3),b2Axis1.dot(b1Axis1) );
+ swx = b2Axis1.dot(b1Axis1);
+ swy = b2Axis1.dot(b1Axis3);
+ swing2 = atan2fast(swy, swx);
+ fact = (swy * swy + swx * swx) * thresh * thresh;
+ fact = fact / (fact + real_t(1.0));
+ swing2 *= fact;
+ }
+
+ real_t RMaxAngle1Sq = 1.0f / (m_swingSpan1 * m_swingSpan1);
+ real_t RMaxAngle2Sq = 1.0f / (m_swingSpan2 * m_swingSpan2);
+ real_t EllipseAngle = Math::abs(swing1 * swing1) * RMaxAngle1Sq + Math::abs(swing2 * swing2) * RMaxAngle2Sq;
+
+ if (EllipseAngle > 1.0f) {
+ m_swingCorrection = EllipseAngle - 1.0f;
+ m_solveSwingLimit = true;
+
+ // Calculate necessary axis & factors
+ m_swingAxis = b2Axis1.cross(b1Axis2 * b2Axis1.dot(b1Axis2) + b1Axis3 * b2Axis1.dot(b1Axis3));
+ m_swingAxis.normalize();
+
+ real_t swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f;
+ m_swingAxis *= swingAxisSign;
+
+ m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) + B->compute_angular_impulse_denominator(m_swingAxis));
+ }
+
+ // Twist limits
+ if (m_twistSpan >= real_t(0.)) {
+ Vector3 b2Axis22 = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(1));
+ Quaternion rotationArc = Quaternion(b2Axis1, b1Axis1);
+ Vector3 TwistRef = rotationArc.xform(b2Axis22);
+ real_t twist = atan2fast(TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2));
+
+ real_t lockedFreeFactor = (m_twistSpan > real_t(0.05f)) ? m_limitSoftness : real_t(0.);
+ if (twist <= -m_twistSpan * lockedFreeFactor) {
+ m_twistCorrection = -(twist + m_twistSpan);
+ m_solveTwistLimit = true;
+
+ m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
+ m_twistAxis.normalize();
+ m_twistAxis *= -1.0f;
+
+ m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis));
+
+ } else if (twist > m_twistSpan * lockedFreeFactor) {
+ m_twistCorrection = (twist - m_twistSpan);
+ m_solveTwistLimit = true;
+
+ m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
+ m_twistAxis.normalize();
+
+ m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis));
+ }
+ }
+
+ return true;
+}
+
+void GodotConeTwistJoint3D::solve(real_t p_timestep) {
+ Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
+ Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
+
+ real_t tau = real_t(0.3);
+
+ //linear part
+ if (!m_angularOnly) {
+ Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
+ Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
+
+ Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
+ Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
+ Vector3 vel = vel1 - vel2;
+
+ for (int i = 0; i < 3; i++) {
+ const Vector3 &normal = m_jac[i].m_linearJointAxis;
+ real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
+
+ real_t rel_vel;
+ rel_vel = normal.dot(vel);
+ //positional error (zeroth order error)
+ real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
+ real_t impulse = depth * tau / p_timestep * jacDiagABInv - rel_vel * jacDiagABInv;
+ m_appliedImpulse += impulse;
+ Vector3 impulse_vector = normal * impulse;
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
+ }
+ }
+
+ {
+ ///solve angular part
+ const Vector3 &angVelA = A->get_angular_velocity();
+ const Vector3 &angVelB = B->get_angular_velocity();
+
+ // solve swing limit
+ if (m_solveSwingLimit) {
+ real_t amplitude = ((angVelB - angVelA).dot(m_swingAxis) * m_relaxationFactor * m_relaxationFactor + m_swingCorrection * (real_t(1.) / p_timestep) * m_biasFactor);
+ real_t impulseMag = amplitude * m_kSwing;
+
+ // Clamp the accumulated impulse
+ real_t temp = m_accSwingLimitImpulse;
+ m_accSwingLimitImpulse = MAX(m_accSwingLimitImpulse + impulseMag, real_t(0.0));
+ impulseMag = m_accSwingLimitImpulse - temp;
+
+ Vector3 impulse = m_swingAxis * impulseMag;
+
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
+ }
+
+ // solve twist limit
+ if (m_solveTwistLimit) {
+ real_t amplitude = ((angVelB - angVelA).dot(m_twistAxis) * m_relaxationFactor * m_relaxationFactor + m_twistCorrection * (real_t(1.) / p_timestep) * m_biasFactor);
+ real_t impulseMag = amplitude * m_kTwist;
+
+ // Clamp the accumulated impulse
+ real_t temp = m_accTwistLimitImpulse;
+ m_accTwistLimitImpulse = MAX(m_accTwistLimitImpulse + impulseMag, real_t(0.0));
+ impulseMag = m_accTwistLimitImpulse - temp;
+
+ Vector3 impulse = m_twistAxis * impulseMag;
+
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
+ }
+ }
+}
+
+void GodotConeTwistJoint3D::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: {
+ m_swingSpan1 = p_value;
+ m_swingSpan2 = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN: {
+ m_twistSpan = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: {
+ m_biasFactor = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: {
+ m_limitSoftness = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: {
+ m_relaxationFactor = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+real_t GodotConeTwistJoint3D::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: {
+ return m_swingSpan1;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN: {
+ return m_twistSpan;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: {
+ return m_biasFactor;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: {
+ return m_limitSoftness;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: {
+ return m_relaxationFactor;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_MAX:
+ break; // Can't happen, but silences warning
+ }
+
+ return 0;
+}