armory/Sources/armory/trait/physics/bullet/PhysicsConstraint.hx
2019-12-19 23:54:08 +01:00

294 lines
7.4 KiB
Haxe

package armory.trait.physics.bullet;
#if arm_bullet
import Math;
import iron.math.Quat;
import armory.trait.physics.RigidBody;
import armory.trait.physics.PhysicsWorld;
class PhysicsConstraint extends iron.Trait {
var body1: String;
var body2: String;
var type: String;
var disableCollisions: Bool;
var breakingThreshold: Float;
var limits: Array<Float>;
var con: bullet.Bt.TypedConstraint = null;
static var nullvec = true;
static var vec1: bullet.Bt.Vector3;
static var vec2: bullet.Bt.Vector3;
static var vec3: bullet.Bt.Vector3;
static var trans1: bullet.Bt.Transform;
static var trans2: bullet.Bt.Transform;
static var transt: bullet.Bt.Transform;
public function new(body1: String, body2: String, type: String, disableCollisions: Bool, breakingThreshold: Float, limits: Array<Float> = null) {
super();
if (nullvec) {
nullvec = false;
vec1 = new bullet.Bt.Vector3(0, 0, 0);
vec2 = new bullet.Bt.Vector3(0, 0, 0);
vec3 = new bullet.Bt.Vector3(0, 0, 0);
trans1 = new bullet.Bt.Transform();
trans2 = new bullet.Bt.Transform();
}
this.body1 = body1;
this.body2 = body2;
this.type = type;
this.disableCollisions = disableCollisions;
this.breakingThreshold = breakingThreshold;
this.limits = limits;
notifyOnInit(init);
}
function init() {
var physics = PhysicsWorld.active;
var target1 = iron.Scene.active.getChild(body1);
var target2 = iron.Scene.active.getChild(body2);
if (target1 == null || target2 == null) return;
var rb1: RigidBody = target1.getTrait(RigidBody);
var rb2: RigidBody = target2.getTrait(RigidBody);
if (rb1 != null && rb1.ready && rb2 != null && rb2.ready) {
var t = object.transform;
var t1 = target1.transform;
var t2 = target2.transform;
trans1.setIdentity();
vec1.setX(t.worldx() - t1.worldx());
vec1.setY(t.worldy() - t1.worldy());
vec1.setZ(t.worldz() - t1.worldz());
trans1.setOrigin(vec1);
//trans1.setRotation(new bullet.Bt.Quaternion(t1.rot.x, t1.rot.y, t1.rot.z, t1.rot.w));
trans2.setIdentity();
vec2.setX(t.worldx() - t2.worldx());
vec2.setY(t.worldy() - t2.worldy());
vec2.setZ(t.worldz() - t2.worldz());
trans2.setOrigin(vec2);
//trans2.setRotation(new bullet.Bt.Quaternion(t2.rot.x, t2.rot.y, t2.rot.z, t2.rot.w));
trans1.setRotation(new bullet.Bt.Quaternion(t.rot.x, t.rot.y, t.rot.z, t.rot.w));
trans2.setRotation(new bullet.Bt.Quaternion(t.rot.x, t.rot.y, t.rot.z, t.rot.w));
if (type == "GENERIC" || type == "FIXED") {
var c = bullet.Bt.Generic6DofConstraint.new2(rb1.body, rb2.body, trans1, trans2, false);
if (type == "FIXED") {
vec1.setX(0);
vec1.setY(0);
vec1.setZ(0);
c.setLinearLowerLimit(vec1);
c.setLinearUpperLimit(vec1);
c.setAngularLowerLimit(vec1);
c.setAngularUpperLimit(vec1);
}
else if (type == "GENERIC") {
if (limits[0] == 0) {
limits[1] = 1.0;
limits[2] = -1.0;
}
if (limits[3] == 0) {
limits[4] = 1.0;
limits[5] = -1.0;
}
if (limits[6] == 0) {
limits[7] = 1.0;
limits[8] = -1.0;
}
if (limits[9] == 0) {
limits[10] = 1.0;
limits[11] = -1.0;
}
if (limits[12] == 0) {
limits[13] = 1.0;
limits[14] = -1.0;
}
if (limits[15] == 0) {
limits[16] = 1.0;
limits[17] = -1.0;
}
vec1.setX(limits[1]);
vec1.setY(limits[4]);
vec1.setZ(limits[7]);
c.setLinearLowerLimit(vec1);
vec1.setX(limits[2]);
vec1.setY(limits[5]);
vec1.setZ(limits[8]);
c.setLinearUpperLimit(vec1);
vec1.setX(limits[10]);
vec1.setY(limits[13]);
vec1.setZ(limits[16]);
c.setAngularLowerLimit(vec1);
vec1.setX(limits[11]);
vec1.setY(limits[14]);
vec1.setZ(limits[17]);
c.setAngularUpperLimit(vec1);
}
con = cast c;
}
else if (type == "GENERIC_SPRING"){
var c = new bullet.Bt.Generic6DofSpringConstraint(rb1.body, rb2.body, trans1, trans2, false);
if (limits[0] == 0) {
limits[1] = 1.0;
limits[2] = -1.0;
}
if (limits[3] == 0) {
limits[4] = 1.0;
limits[5] = -1.0;
}
if (limits[6] == 0) {
limits[7] = 1.0;
limits[8] = -1.0;
}
if (limits[9] == 0) {
limits[10] = 1.0;
limits[11] = -1.0;
}
if (limits[12] == 0) {
limits[13] = 1.0;
limits[14] = -1.0;
}
if (limits[15] == 0) {
limits[16] = 1.0;
limits[17] = -1.0;
}
vec1.setX(limits[1]);
vec1.setY(limits[4]);
vec1.setZ(limits[7]);
c.setLinearLowerLimit(vec1);
vec1.setX(limits[2]);
vec1.setY(limits[5]);
vec1.setZ(limits[8]);
c.setLinearUpperLimit(vec1);
vec1.setX(limits[10]);
vec1.setY(limits[13]);
vec1.setZ(limits[16]);
c.setAngularLowerLimit(vec1);
vec1.setX(limits[11]);
vec1.setY(limits[14]);
vec1.setZ(limits[17]);
c.setAngularUpperLimit(vec1);
if (limits[18] != 0) {
c.enableSpring(0, true);
c.setStiffness(0, limits[19]);
c.setDamping(0, limits[20]);
}
else {
c.enableSpring(0, false);
}
if (limits[21] != 0) {
c.enableSpring(1, true);
c.setStiffness(1, limits[22]);
c.setDamping(1, limits[23]);
}
else {
c.enableSpring(1, false);
}
if (limits[24] != 0) {
c.enableSpring(2, true);
c.setStiffness(2, limits[25]);
c.setDamping(2, limits[26]);
}
else {
c.enableSpring(2, false);
}
if (limits[27] != 0) {
c.enableSpring(3, true);
c.setStiffness(3, limits[28]);
c.setDamping(3, limits[29]);
}
else {
c.enableSpring(3, false);
}
if (limits[30] != 0) {
c.enableSpring(4, true);
c.setStiffness(4, limits[31]);
c.setDamping(4, limits[32]);
}
else {
c.enableSpring(4, false);
}
if (limits[33] != 0) {
c.enableSpring(5, true);
c.setStiffness(5, limits[34]);
c.setDamping(5, limits[35]);
}
else {
c.enableSpring(5, false);
}
con = cast c;
}
else if (type == "POINT"){
var c = new bullet.Bt.Point2PointConstraint(rb1.body, rb2.body, vec1, vec2);
con = cast c;
}
else if (type == "HINGE") {
var axis = vec3;
var _softness: Float = 0.9;
var _biasFactor: Float = 0.3;
var _relaxationFactor: Float = 1.0;
axis.setX(t.up().x);
axis.setY(t.up().y);
axis.setZ(t.up().z);
var c = new bullet.Bt.HingeConstraint(rb1.body, rb2.body, vec1, vec2, axis, axis);
if (limits[0] != 0) {
c.setLimit(limits[1], limits[2], _softness, _biasFactor, _relaxationFactor);
}
con = cast c;
}
else if (type == "SLIDER") {
var c = new bullet.Bt.SliderConstraint(rb1.body, rb2.body, trans1, trans2, true);
if (limits[0] != 0) {
c.setLowerLinLimit(limits[1]);
c.setUpperLinLimit(limits[2]);
}
con = cast c;
}
else if (type == "PISTON") {
var c = new bullet.Bt.SliderConstraint(rb1.body, rb2.body, trans1, trans2, true);
if (limits[0] != 0) {
c.setLowerLinLimit(limits[1]);
c.setUpperLinLimit(limits[2]);
}
if (limits[3] != 0) {
c.setLowerAngLimit(limits[4]);
c.setUpperAngLimit(limits[5]);
}
else {
c.setLowerAngLimit(1);
c.setUpperAngLimit(-1);
}
con = cast c;
}
if (breakingThreshold > 0) con.setBreakingImpulseThreshold(breakingThreshold);
physics.world.addConstraint(con, disableCollisions);
}
else notifyOnInit(init); // Rigid body not initialized yet
}
public function removeFromWorld() {
#if js
bullet.Bt.Ammo.destroy(con);
#end
}
}
#end