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+/**************************************************************************/
+/* godot_generic_6dof_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
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+/*
+2007-09-09
+GodotGeneric6DOFJoint3D Refactored by Francisco Le?n
+email: projectileman@yahoo.com
+http://gimpact.sf.net
+*/
+
+#include "godot_generic_6dof_joint_3d.h"
+
+#define GENERIC_D6_DISABLE_WARMSTARTING 1
+
+//////////////////////////// GodotG6DOFRotationalLimitMotor3D ////////////////////////////////////
+
+int GodotG6DOFRotationalLimitMotor3D::testLimitValue(real_t test_value) {
+ if (m_loLimit > m_hiLimit) {
+ m_currentLimit = 0; //Free from violation
+ return 0;
+ }
+
+ if (test_value < m_loLimit) {
+ m_currentLimit = 1; //low limit violation
+ m_currentLimitError = test_value - m_loLimit;
+ return 1;
+ } else if (test_value > m_hiLimit) {
+ m_currentLimit = 2; //High limit violation
+ m_currentLimitError = test_value - m_hiLimit;
+ return 2;
+ };
+
+ m_currentLimit = 0; //Free from violation
+ return 0;
+}
+
+real_t GodotG6DOFRotationalLimitMotor3D::solveAngularLimits(
+ real_t timeStep, Vector3 &axis, real_t jacDiagABInv,
+ GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic) {
+ if (!needApplyTorques()) {
+ return 0.0f;
+ }
+
+ real_t target_velocity = m_targetVelocity;
+ real_t maxMotorForce = m_maxMotorForce;
+
+ //current error correction
+ if (m_currentLimit != 0) {
+ target_velocity = -m_ERP * m_currentLimitError / (timeStep);
+ maxMotorForce = m_maxLimitForce;
+ }
+
+ maxMotorForce *= timeStep;
+
+ // current velocity difference
+ Vector3 vel_diff = body0->get_angular_velocity();
+ if (body1) {
+ vel_diff -= body1->get_angular_velocity();
+ }
+
+ real_t rel_vel = axis.dot(vel_diff);
+
+ // correction velocity
+ real_t motor_relvel = m_limitSoftness * (target_velocity - m_damping * rel_vel);
+
+ if (Math::is_zero_approx(motor_relvel)) {
+ return 0.0f; //no need for applying force
+ }
+
+ // correction impulse
+ real_t unclippedMotorImpulse = (1 + m_bounce) * motor_relvel * jacDiagABInv;
+
+ // clip correction impulse
+ real_t clippedMotorImpulse;
+
+ ///@todo: should clip against accumulated impulse
+ if (unclippedMotorImpulse > 0.0f) {
+ clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce ? maxMotorForce : unclippedMotorImpulse;
+ } else {
+ clippedMotorImpulse = unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce : unclippedMotorImpulse;
+ }
+
+ // sort with accumulated impulses
+ real_t lo = real_t(-1e30);
+ real_t hi = real_t(1e30);
+
+ real_t oldaccumImpulse = m_accumulatedImpulse;
+ real_t sum = oldaccumImpulse + clippedMotorImpulse;
+ m_accumulatedImpulse = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
+
+ clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse;
+
+ Vector3 motorImp = clippedMotorImpulse * axis;
+
+ if (p_body0_dynamic) {
+ body0->apply_torque_impulse(motorImp);
+ }
+ if (body1 && p_body1_dynamic) {
+ body1->apply_torque_impulse(-motorImp);
+ }
+
+ return clippedMotorImpulse;
+}
+
+//////////////////////////// GodotG6DOFTranslationalLimitMotor3D ////////////////////////////////////
+
+real_t GodotG6DOFTranslationalLimitMotor3D::solveLinearAxis(
+ real_t timeStep,
+ real_t jacDiagABInv,
+ GodotBody3D *body1, const Vector3 &pointInA,
+ GodotBody3D *body2, const Vector3 &pointInB,
+ bool p_body1_dynamic, bool p_body2_dynamic,
+ int limit_index,
+ const Vector3 &axis_normal_on_a,
+ const Vector3 &anchorPos) {
+ ///find relative velocity
+ // Vector3 rel_pos1 = pointInA - body1->get_transform().origin;
+ // Vector3 rel_pos2 = pointInB - body2->get_transform().origin;
+ Vector3 rel_pos1 = anchorPos - body1->get_transform().origin;
+ Vector3 rel_pos2 = anchorPos - body2->get_transform().origin;
+
+ Vector3 vel1 = body1->get_velocity_in_local_point(rel_pos1);
+ Vector3 vel2 = body2->get_velocity_in_local_point(rel_pos2);
+ Vector3 vel = vel1 - vel2;
+
+ real_t rel_vel = axis_normal_on_a.dot(vel);
+
+ /// apply displacement correction
+
+ //positional error (zeroth order error)
+ real_t depth = -(pointInA - pointInB).dot(axis_normal_on_a);
+ real_t lo = real_t(-1e30);
+ real_t hi = real_t(1e30);
+
+ real_t minLimit = m_lowerLimit[limit_index];
+ real_t maxLimit = m_upperLimit[limit_index];
+
+ //handle the limits
+ if (minLimit < maxLimit) {
+ {
+ if (depth > maxLimit) {
+ depth -= maxLimit;
+ lo = real_t(0.);
+
+ } else {
+ if (depth < minLimit) {
+ depth -= minLimit;
+ hi = real_t(0.);
+ } else {
+ return 0.0f;
+ }
+ }
+ }
+ }
+
+ real_t normalImpulse = m_limitSoftness[limit_index] * (m_restitution[limit_index] * depth / timeStep - m_damping[limit_index] * rel_vel) * jacDiagABInv;
+
+ real_t oldNormalImpulse = m_accumulatedImpulse[limit_index];
+ real_t sum = oldNormalImpulse + normalImpulse;
+ m_accumulatedImpulse[limit_index] = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
+ normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;
+
+ Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
+ if (p_body1_dynamic) {
+ body1->apply_impulse(impulse_vector, rel_pos1);
+ }
+ if (p_body2_dynamic) {
+ body2->apply_impulse(-impulse_vector, rel_pos2);
+ }
+ return normalImpulse;
+}
+
+//////////////////////////// GodotGeneric6DOFJoint3D ////////////////////////////////////
+
+GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) :
+ GodotJoint3D(_arr, 2),
+ m_frameInA(frameInA),
+ m_frameInB(frameInB),
+ m_useLinearReferenceFrameA(useLinearReferenceFrameA) {
+ A = rbA;
+ B = rbB;
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
+ Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis;
+
+ m_calculatedAxisAngleDiff = relative_frame.get_euler(EulerOrder::XYZ);
+
+ // in euler angle mode we do not actually constrain the angular velocity
+ // along the axes axis[0] and axis[2] (although we do use axis[1]) :
+ //
+ // to get constrain w2-w1 along ...not
+ // ------ --------------------- ------
+ // d(angle[0])/dt = 0 ax[1] x ax[2] ax[0]
+ // d(angle[1])/dt = 0 ax[1]
+ // d(angle[2])/dt = 0 ax[0] x ax[1] ax[2]
+ //
+ // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0.
+ // to prove the result for angle[0], write the expression for angle[0] from
+ // GetInfo1 then take the derivative. to prove this for angle[2] it is
+ // easier to take the euler rate expression for d(angle[2])/dt with respect
+ // to the components of w and set that to 0.
+
+ Vector3 axis0 = m_calculatedTransformB.basis.get_column(0);
+ Vector3 axis2 = m_calculatedTransformA.basis.get_column(2);
+
+ m_calculatedAxis[1] = axis2.cross(axis0);
+ m_calculatedAxis[0] = m_calculatedAxis[1].cross(axis2);
+ m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]);
+
+ /*
+ if(m_debugDrawer)
+ {
+ char buff[300];
+ sprintf(buff,"\n X: %.2f ; Y: %.2f ; Z: %.2f ",
+ m_calculatedAxisAngleDiff[0],
+ m_calculatedAxisAngleDiff[1],
+ m_calculatedAxisAngleDiff[2]);
+ m_debugDrawer->reportErrorWarning(buff);
+ }
+ */
+}
+
+void GodotGeneric6DOFJoint3D::calculateTransforms() {
+ m_calculatedTransformA = A->get_transform() * m_frameInA;
+ m_calculatedTransformB = B->get_transform() * m_frameInB;
+
+ calculateAngleInfo();
+}
+
+void GodotGeneric6DOFJoint3D::buildLinearJacobian(
+ GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld,
+ const Vector3 &pivotAInW, const Vector3 &pivotBInW) {
+ memnew_placement(
+ &jacLinear,
+ 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(),
+ normalWorld,
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
+}
+
+void GodotGeneric6DOFJoint3D::buildAngularJacobian(
+ GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW) {
+ memnew_placement(
+ &jacAngular,
+ GodotJacobianEntry3D(
+ jointAxisW,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+}
+
+bool GodotGeneric6DOFJoint3D::testAngularLimitMotor(int axis_index) {
+ real_t angle = m_calculatedAxisAngleDiff[axis_index];
+
+ //test limits
+ m_angularLimits[axis_index].testLimitValue(angle);
+ return m_angularLimits[axis_index].needApplyTorques();
+}
+
+bool GodotGeneric6DOFJoint3D::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;
+ }
+
+ // Clear accumulated impulses for the next simulation step
+ m_linearLimits.m_accumulatedImpulse = Vector3(real_t(0.), real_t(0.), real_t(0.));
+ int i;
+ for (i = 0; i < 3; i++) {
+ m_angularLimits[i].m_accumulatedImpulse = real_t(0.);
+ }
+ //calculates transform
+ calculateTransforms();
+
+ // const Vector3& pivotAInW = m_calculatedTransformA.origin;
+ // const Vector3& pivotBInW = m_calculatedTransformB.origin;
+ calcAnchorPos();
+ Vector3 pivotAInW = m_AnchorPos;
+ Vector3 pivotBInW = m_AnchorPos;
+
+ // not used here
+ // Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
+ // Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
+
+ Vector3 normalWorld;
+ //linear part
+ for (i = 0; i < 3; i++) {
+ if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) {
+ if (m_useLinearReferenceFrameA) {
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
+ } else {
+ normalWorld = m_calculatedTransformB.basis.get_column(i);
+ }
+
+ buildLinearJacobian(
+ m_jacLinear[i], normalWorld,
+ pivotAInW, pivotBInW);
+ }
+ }
+
+ // angular part
+ for (i = 0; i < 3; i++) {
+ //calculates error angle
+ if (m_angularLimits[i].m_enableLimit && testAngularLimitMotor(i)) {
+ normalWorld = getAxis(i);
+ // Create angular atom
+ buildAngularJacobian(m_jacAng[i], normalWorld);
+ }
+ }
+
+ return true;
+}
+
+void GodotGeneric6DOFJoint3D::solve(real_t p_timestep) {
+ m_timeStep = p_timestep;
+
+ //calculateTransforms();
+
+ int i;
+
+ // linear
+
+ Vector3 pointInA = m_calculatedTransformA.origin;
+ Vector3 pointInB = m_calculatedTransformB.origin;
+
+ real_t jacDiagABInv;
+ Vector3 linear_axis;
+ for (i = 0; i < 3; i++) {
+ if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) {
+ jacDiagABInv = real_t(1.) / m_jacLinear[i].getDiagonal();
+
+ if (m_useLinearReferenceFrameA) {
+ linear_axis = m_calculatedTransformA.basis.get_column(i);
+ } else {
+ linear_axis = m_calculatedTransformB.basis.get_column(i);
+ }
+
+ m_linearLimits.solveLinearAxis(
+ m_timeStep,
+ jacDiagABInv,
+ A, pointInA,
+ B, pointInB,
+ dynamic_A, dynamic_B,
+ i, linear_axis, m_AnchorPos);
+ }
+ }
+
+ // angular
+ Vector3 angular_axis;
+ real_t angularJacDiagABInv;
+ for (i = 0; i < 3; i++) {
+ if (m_angularLimits[i].m_enableLimit && m_angularLimits[i].needApplyTorques()) {
+ // get axis
+ angular_axis = getAxis(i);
+
+ angularJacDiagABInv = real_t(1.) / m_jacAng[i].getDiagonal();
+
+ m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B, dynamic_A, dynamic_B);
+ }
+ }
+}
+
+void GodotGeneric6DOFJoint3D::updateRHS(real_t timeStep) {
+ (void)timeStep;
+}
+
+Vector3 GodotGeneric6DOFJoint3D::getAxis(int axis_index) const {
+ return m_calculatedAxis[axis_index];
+}
+
+real_t GodotGeneric6DOFJoint3D::getAngle(int axis_index) const {
+ return m_calculatedAxisAngleDiff[axis_index];
+}
+
+void GodotGeneric6DOFJoint3D::calcAnchorPos() {
+ real_t imA = A->get_inv_mass();
+ real_t imB = B->get_inv_mass();
+ real_t weight;
+ if (imB == real_t(0.0)) {
+ weight = real_t(1.0);
+ } else {
+ weight = imA / (imA + imB);
+ }
+ const Vector3 &pA = m_calculatedTransformA.origin;
+ const Vector3 &pB = m_calculatedTransformB.origin;
+ m_AnchorPos = pA * weight + pB * (real_t(1.0) - weight);
+}
+
+void GodotGeneric6DOFJoint3D::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) {
+ ERR_FAIL_INDEX(p_axis, 3);
+ switch (p_param) {
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {
+ m_linearLimits.m_lowerLimit[p_axis] = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT: {
+ m_linearLimits.m_upperLimit[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: {
+ m_linearLimits.m_limitSoftness[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: {
+ m_linearLimits.m_restitution[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: {
+ m_linearLimits.m_damping[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT: {
+ m_angularLimits[p_axis].m_loLimit = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT: {
+ m_angularLimits[p_axis].m_hiLimit = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: {
+ m_angularLimits[p_axis].m_limitSoftness = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: {
+ m_angularLimits[p_axis].m_damping = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: {
+ m_angularLimits[p_axis].m_bounce = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: {
+ m_angularLimits[p_axis].m_maxLimitForce = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: {
+ m_angularLimits[p_axis].m_ERP = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: {
+ m_angularLimits[p_axis].m_targetVelocity = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: {
+ m_angularLimits[p_axis].m_maxLimitForce = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+real_t GodotGeneric6DOFJoint3D::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const {
+ ERR_FAIL_INDEX_V(p_axis, 3, 0);
+ switch (p_param) {
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {
+ return m_linearLimits.m_lowerLimit[p_axis];
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT: {
+ return m_linearLimits.m_upperLimit[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: {
+ return m_linearLimits.m_limitSoftness[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: {
+ return m_linearLimits.m_restitution[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: {
+ return m_linearLimits.m_damping[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT: {
+ return m_angularLimits[p_axis].m_loLimit;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT: {
+ return m_angularLimits[p_axis].m_hiLimit;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: {
+ return m_angularLimits[p_axis].m_limitSoftness;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: {
+ return m_angularLimits[p_axis].m_damping;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: {
+ return m_angularLimits[p_axis].m_bounce;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: {
+ return m_angularLimits[p_axis].m_maxLimitForce;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: {
+ return m_angularLimits[p_axis].m_ERP;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: {
+ return m_angularLimits[p_axis].m_targetVelocity;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: {
+ return m_angularLimits[p_axis].m_maxMotorForce;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+ return 0;
+}
+
+void GodotGeneric6DOFJoint3D::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) {
+ ERR_FAIL_INDEX(p_axis, 3);
+
+ switch (p_flag) {
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: {
+ m_linearLimits.enable_limit[p_axis] = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: {
+ m_angularLimits[p_axis].m_enableLimit = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR: {
+ m_angularLimits[p_axis].m_enableMotor = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+bool GodotGeneric6DOFJoint3D::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const {
+ ERR_FAIL_INDEX_V(p_axis, 3, 0);
+ switch (p_flag) {
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: {
+ return m_linearLimits.enable_limit[p_axis];
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: {
+ return m_angularLimits[p_axis].m_enableLimit;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR: {
+ return m_angularLimits[p_axis].m_enableMotor;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX:
+ break; // Can't happen, but silences warning
+ }
+
+ return false;
+}