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Diffstat (limited to 'modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h')
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diff --git a/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h b/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h new file mode 100644 index 0000000000..d0c3c48ae6 --- /dev/null +++ b/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h @@ -0,0 +1,169 @@ +/**************************************************************************/ +/* godot_jacobian_entry_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_JACOBIAN_ENTRY_3D_H +#define GODOT_JACOBIAN_ENTRY_3D_H + +/* +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. +*/ + +#include "core/math/transform_3d.h" + +class GodotJacobianEntry3D { +public: + GodotJacobianEntry3D() {} + //constraint between two different rigidbodies + GodotJacobianEntry3D( + const Basis &world2A, + const Basis &world2B, + const Vector3 &rel_pos1, const Vector3 &rel_pos2, + const Vector3 &jointAxis, + const Vector3 &inertiaInvA, + const real_t massInvA, + const Vector3 &inertiaInvB, + const real_t massInvB) : + m_linearJointAxis(jointAxis) { + m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis)); + m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis)); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + //angular constraint between two different rigidbodies + GodotJacobianEntry3D(const Vector3 &jointAxis, + const Basis &world2A, + const Basis &world2B, + const Vector3 &inertiaInvA, + const Vector3 &inertiaInvB) : + m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))) { + m_aJ = world2A.xform(jointAxis); + m_bJ = world2B.xform(-jointAxis); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + //angular constraint between two different rigidbodies + GodotJacobianEntry3D(const Vector3 &axisInA, + const Vector3 &axisInB, + const Vector3 &inertiaInvA, + const Vector3 &inertiaInvB) : + m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))), + m_aJ(axisInA), + m_bJ(-axisInB) { + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + //constraint on one rigidbody + GodotJacobianEntry3D( + const Basis &world2A, + const Vector3 &rel_pos1, const Vector3 &rel_pos2, + const Vector3 &jointAxis, + const Vector3 &inertiaInvA, + const real_t massInvA) : + m_linearJointAxis(jointAxis) { + m_aJ = world2A.xform(rel_pos1.cross(jointAxis)); + m_bJ = world2A.xform(rel_pos2.cross(-jointAxis)); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = Vector3(real_t(0.), real_t(0.), real_t(0.)); + m_Adiag = massInvA + m_0MinvJt.dot(m_aJ); + + ERR_FAIL_COND(m_Adiag <= real_t(0.0)); + } + + real_t getDiagonal() const { return m_Adiag; } + + // for two constraints on the same rigidbody (for example vehicle friction) + real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA) const { + const GodotJacobianEntry3D &jacA = *this; + real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis); + real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ); + return lin + ang; + } + + // for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies) + real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA, const real_t massInvB) const { + const GodotJacobianEntry3D &jacA = *this; + Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis; + Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ; + Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ; + Vector3 lin0 = massInvA * lin; + Vector3 lin1 = massInvB * lin; + Vector3 sum = ang0 + ang1 + lin0 + lin1; + return sum[0] + sum[1] + sum[2]; + } + + real_t getRelativeVelocity(const Vector3 &linvelA, const Vector3 &angvelA, const Vector3 &linvelB, const Vector3 &angvelB) { + Vector3 linrel = linvelA - linvelB; + Vector3 angvela = angvelA * m_aJ; + Vector3 angvelb = angvelB * m_bJ; + linrel *= m_linearJointAxis; + angvela += angvelb; + angvela += linrel; + real_t rel_vel2 = angvela[0] + angvela[1] + angvela[2]; + return rel_vel2 + CMP_EPSILON; + } + //private: + + Vector3 m_linearJointAxis; + Vector3 m_aJ; + Vector3 m_bJ; + Vector3 m_0MinvJt; + Vector3 m_1MinvJt; + //Optimization: can be stored in the w/last component of one of the vectors + real_t m_Adiag = 1.0; +}; + +#endif // GODOT_JACOBIAN_ENTRY_3D_H |