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+/**************************************************************************/
+/* godot_slider_joint_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_SLIDER_JOINT_3D_H
+#define GODOT_SLIDER_JOINT_3D_H
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+#include "../godot_joint_3d.h"
+#include "godot_jacobian_entry_3d.h"
+
+/*
+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.
+*/
+
+/*
+Added by Roman Ponomarev (rponom@gmail.com)
+April 04, 2008
+
+*/
+
+#define SLIDER_CONSTRAINT_DEF_SOFTNESS (real_t(1.0))
+#define SLIDER_CONSTRAINT_DEF_DAMPING (real_t(1.0))
+#define SLIDER_CONSTRAINT_DEF_RESTITUTION (real_t(0.7))
+
+//-----------------------------------------------------------------------------
+
+class GodotSliderJoint3D : public GodotJoint3D {
+protected:
+ union {
+ struct {
+ GodotBody3D *A;
+ GodotBody3D *B;
+ };
+
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
+ };
+
+ Transform3D m_frameInA;
+ Transform3D m_frameInB;
+
+ // linear limits
+ real_t m_lowerLinLimit = 1.0;
+ real_t m_upperLinLimit = -1.0;
+ // angular limits
+ real_t m_lowerAngLimit = 0.0;
+ real_t m_upperAngLimit = 0.0;
+ // softness, restitution and damping for different cases
+ // DirLin - moving inside linear limits
+ // LimLin - hitting linear limit
+ // DirAng - moving inside angular limits
+ // LimAng - hitting angular limit
+ // OrthoLin, OrthoAng - against constraint axis
+ real_t m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirLin = 0.0;
+ real_t m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirAng = 0.0;
+ real_t m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING;
+
+ // for interlal use
+ bool m_solveLinLim = false;
+ bool m_solveAngLim = false;
+
+ GodotJacobianEntry3D m_jacLin[3] = {};
+ real_t m_jacLinDiagABInv[3] = {};
+
+ GodotJacobianEntry3D m_jacAng[3] = {};
+
+ real_t m_timeStep = 0.0;
+ Transform3D m_calculatedTransformA;
+ Transform3D m_calculatedTransformB;
+
+ Vector3 m_sliderAxis;
+ Vector3 m_realPivotAInW;
+ Vector3 m_realPivotBInW;
+ Vector3 m_projPivotInW;
+ Vector3 m_delta;
+ Vector3 m_depth;
+ Vector3 m_relPosA;
+ Vector3 m_relPosB;
+
+ real_t m_linPos = 0.0;
+
+ real_t m_angDepth = 0.0;
+ real_t m_kAngle = 0.0;
+
+ bool m_poweredLinMotor = false;
+ real_t m_targetLinMotorVelocity = 0.0;
+ real_t m_maxLinMotorForce = 0.0;
+ real_t m_accumulatedLinMotorImpulse = 0.0;
+
+ bool m_poweredAngMotor = false;
+ real_t m_targetAngMotorVelocity = 0.0;
+ real_t m_maxAngMotorForce = 0.0;
+ real_t m_accumulatedAngMotorImpulse = 0.0;
+
+public:
+ // constructors
+ GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB);
+ //SliderJointSW();
+ // overrides
+
+ // access
+ const GodotBody3D *getRigidBodyA() const { return A; }
+ const GodotBody3D *getRigidBodyB() const { return B; }
+ const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; }
+ const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; }
+ const Transform3D &getFrameOffsetA() const { return m_frameInA; }
+ const Transform3D &getFrameOffsetB() const { return m_frameInB; }
+ Transform3D &getFrameOffsetA() { return m_frameInA; }
+ Transform3D &getFrameOffsetB() { return m_frameInB; }
+ real_t getLowerLinLimit() { return m_lowerLinLimit; }
+ void setLowerLinLimit(real_t lowerLimit) { m_lowerLinLimit = lowerLimit; }
+ real_t getUpperLinLimit() { return m_upperLinLimit; }
+ void setUpperLinLimit(real_t upperLimit) { m_upperLinLimit = upperLimit; }
+ real_t getLowerAngLimit() { return m_lowerAngLimit; }
+ void setLowerAngLimit(real_t lowerLimit) { m_lowerAngLimit = lowerLimit; }
+ real_t getUpperAngLimit() { return m_upperAngLimit; }
+ void setUpperAngLimit(real_t upperLimit) { m_upperAngLimit = upperLimit; }
+
+ real_t getSoftnessDirLin() { return m_softnessDirLin; }
+ real_t getRestitutionDirLin() { return m_restitutionDirLin; }
+ real_t getDampingDirLin() { return m_dampingDirLin; }
+ real_t getSoftnessDirAng() { return m_softnessDirAng; }
+ real_t getRestitutionDirAng() { return m_restitutionDirAng; }
+ real_t getDampingDirAng() { return m_dampingDirAng; }
+ real_t getSoftnessLimLin() { return m_softnessLimLin; }
+ real_t getRestitutionLimLin() { return m_restitutionLimLin; }
+ real_t getDampingLimLin() { return m_dampingLimLin; }
+ real_t getSoftnessLimAng() { return m_softnessLimAng; }
+ real_t getRestitutionLimAng() { return m_restitutionLimAng; }
+ real_t getDampingLimAng() { return m_dampingLimAng; }
+ real_t getSoftnessOrthoLin() { return m_softnessOrthoLin; }
+ real_t getRestitutionOrthoLin() { return m_restitutionOrthoLin; }
+ real_t getDampingOrthoLin() { return m_dampingOrthoLin; }
+ real_t getSoftnessOrthoAng() { return m_softnessOrthoAng; }
+ real_t getRestitutionOrthoAng() { return m_restitutionOrthoAng; }
+ real_t getDampingOrthoAng() { return m_dampingOrthoAng; }
+ void setSoftnessDirLin(real_t softnessDirLin) { m_softnessDirLin = softnessDirLin; }
+ void setRestitutionDirLin(real_t restitutionDirLin) { m_restitutionDirLin = restitutionDirLin; }
+ void setDampingDirLin(real_t dampingDirLin) { m_dampingDirLin = dampingDirLin; }
+ void setSoftnessDirAng(real_t softnessDirAng) { m_softnessDirAng = softnessDirAng; }
+ void setRestitutionDirAng(real_t restitutionDirAng) { m_restitutionDirAng = restitutionDirAng; }
+ void setDampingDirAng(real_t dampingDirAng) { m_dampingDirAng = dampingDirAng; }
+ void setSoftnessLimLin(real_t softnessLimLin) { m_softnessLimLin = softnessLimLin; }
+ void setRestitutionLimLin(real_t restitutionLimLin) { m_restitutionLimLin = restitutionLimLin; }
+ void setDampingLimLin(real_t dampingLimLin) { m_dampingLimLin = dampingLimLin; }
+ void setSoftnessLimAng(real_t softnessLimAng) { m_softnessLimAng = softnessLimAng; }
+ void setRestitutionLimAng(real_t restitutionLimAng) { m_restitutionLimAng = restitutionLimAng; }
+ void setDampingLimAng(real_t dampingLimAng) { m_dampingLimAng = dampingLimAng; }
+ void setSoftnessOrthoLin(real_t softnessOrthoLin) { m_softnessOrthoLin = softnessOrthoLin; }
+ void setRestitutionOrthoLin(real_t restitutionOrthoLin) { m_restitutionOrthoLin = restitutionOrthoLin; }
+ void setDampingOrthoLin(real_t dampingOrthoLin) { m_dampingOrthoLin = dampingOrthoLin; }
+ void setSoftnessOrthoAng(real_t softnessOrthoAng) { m_softnessOrthoAng = softnessOrthoAng; }
+ void setRestitutionOrthoAng(real_t restitutionOrthoAng) { m_restitutionOrthoAng = restitutionOrthoAng; }
+ void setDampingOrthoAng(real_t dampingOrthoAng) { m_dampingOrthoAng = dampingOrthoAng; }
+ void setPoweredLinMotor(bool onOff) { m_poweredLinMotor = onOff; }
+ bool getPoweredLinMotor() { return m_poweredLinMotor; }
+ void setTargetLinMotorVelocity(real_t targetLinMotorVelocity) { m_targetLinMotorVelocity = targetLinMotorVelocity; }
+ real_t getTargetLinMotorVelocity() { return m_targetLinMotorVelocity; }
+ void setMaxLinMotorForce(real_t maxLinMotorForce) { m_maxLinMotorForce = maxLinMotorForce; }
+ real_t getMaxLinMotorForce() { return m_maxLinMotorForce; }
+ void setPoweredAngMotor(bool onOff) { m_poweredAngMotor = onOff; }
+ bool getPoweredAngMotor() { return m_poweredAngMotor; }
+ void setTargetAngMotorVelocity(real_t targetAngMotorVelocity) { m_targetAngMotorVelocity = targetAngMotorVelocity; }
+ real_t getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; }
+ void setMaxAngMotorForce(real_t maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; }
+ real_t getMaxAngMotorForce() { return m_maxAngMotorForce; }
+ real_t getLinearPos() { return m_linPos; }
+
+ // access for ODE solver
+ bool getSolveLinLimit() { return m_solveLinLim; }
+ real_t getLinDepth() { return m_depth[0]; }
+ bool getSolveAngLimit() { return m_solveAngLim; }
+ real_t getAngDepth() { return m_angDepth; }
+ // shared code used by ODE solver
+ void calculateTransforms();
+ void testLinLimits();
+ void testAngLimits();
+ // access for PE Solver
+ Vector3 getAncorInA();
+ Vector3 getAncorInB();
+
+ void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
+
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; }
+};
+
+#endif // GODOT_SLIDER_JOINT_3D_H