/*************************************************************************/ /* godot_joints_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "godot_joints_2d.h" #include "godot_space_2d.h" //based on chipmunk joint constraints /* Copyright (c) 2007 Scott Lembcke * * 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. */ void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) { set_self(p_joint->get_self()); set_max_force(p_joint->get_max_force()); set_bias(p_joint->get_bias()); set_max_bias(p_joint->get_max_bias()); disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies()); } static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) { real_t value = 0.0; { value += a->get_inv_mass(); real_t rcn = (rA - a->get_center_of_mass()).cross(n); value += a->get_inv_inertia() * rcn * rcn; } if (b) { value += b->get_inv_mass(); real_t rcn = (rB - b->get_center_of_mass()).cross(n); value += b->get_inv_inertia() * rcn * rcn; } return value; } static inline Vector2 relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) { Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity(); if (b) { return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum; } else { return -sum; } } static inline real_t normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) { return relative_velocity(a, b, rA, rB).dot(n); } bool GodotPinJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); if (!dynamic_A && !dynamic_B) { return false; } GodotSpace2D *space = A->get_space(); ERR_FAIL_COND_V(!space, false); rA = A->get_transform().basis_xform(anchor_A); rB = B ? B->get_transform().basis_xform(anchor_B) : anchor_B; real_t B_inv_mass = B ? B->get_inv_mass() : 0.0; Transform2D K1; K1[0].x = A->get_inv_mass() + B_inv_mass; K1[1].x = 0.0f; K1[0].y = 0.0f; K1[1].y = A->get_inv_mass() + B_inv_mass; Transform2D K2; K2[0].x = A->get_inv_inertia() * rA.y * rA.y; K2[1].x = -A->get_inv_inertia() * rA.x * rA.y; K2[0].y = -A->get_inv_inertia() * rA.x * rA.y; K2[1].y = A->get_inv_inertia() * rA.x * rA.x; Transform2D K; K[0] = K1[0] + K2[0]; K[1] = K1[1] + K2[1]; if (B) { Transform2D K3; K3[0].x = B->get_inv_inertia() * rB.y * rB.y; K3[1].x = -B->get_inv_inertia() * rB.x * rB.y; K3[0].y = -B->get_inv_inertia() * rB.x * rB.y; K3[1].y = B->get_inv_inertia() * rB.x * rB.x; K[0] += K3[0]; K[1] += K3[1]; } K[0].x += softness; K[1].y += softness; M = K.affine_inverse(); Vector2 gA = rA + A->get_transform().get_origin(); Vector2 gB = B ? rB + B->get_transform().get_origin() : rB; Vector2 delta = gB - gA; bias = delta * -(get_bias() == 0 ? space->get_constraint_bias() : get_bias()) * (1.0 / p_step); return true; } inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) { return Vector2(p_other * p_vec.y, -p_other * p_vec.x); } bool GodotPinJoint2D::pre_solve(real_t p_step) { // Apply accumulated impulse. if (dynamic_A) { A->apply_impulse(-P, rA); } if (B && dynamic_B) { B->apply_impulse(P, rB); } return true; } void GodotPinJoint2D::solve(real_t p_step) { // compute relative velocity Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity()); Vector2 rel_vel; if (B) { rel_vel = B->get_linear_velocity() - custom_cross(rB - B->get_center_of_mass(), B->get_angular_velocity()) - vA; } else { rel_vel = -vA; } Vector2 impulse = M.basis_xform(bias - rel_vel - Vector2(softness, softness) * P); if (dynamic_A) { A->apply_impulse(-impulse, rA); } if (B && dynamic_B) { B->apply_impulse(impulse, rB); } P += impulse; } void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) { if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) { softness = p_value; } } real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const { if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) { return softness; } ERR_FAIL_V(0); } GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : GodotJoint2D(_arr, p_body_b ? 2 : 1) { A = p_body_a; B = p_body_b; anchor_A = p_body_a->get_inv_transform().xform(p_pos); anchor_B = p_body_b ? p_body_b->get_inv_transform().xform(p_pos) : p_pos; p_body_a->add_constraint(this, 0); if (p_body_b) { p_body_b->add_constraint(this, 1); } } ////////////////////////////////////////////// ////////////////////////////////////////////// ////////////////////////////////////////////// static inline void k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) { // calculate mass matrix // If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross... real_t k11, k12, k21, k22; real_t m_sum = a->get_inv_mass() + b->get_inv_mass(); // start with I*m_sum k11 = m_sum; k12 = 0.0f; k21 = 0.0f; k22 = m_sum; r1 -= a->get_center_of_mass(); r2 -= b->get_center_of_mass(); // add the influence from r1 real_t a_i_inv = a->get_inv_inertia(); real_t r1xsq = r1.x * r1.x * a_i_inv; real_t r1ysq = r1.y * r1.y * a_i_inv; real_t r1nxy = -r1.x * r1.y * a_i_inv; k11 += r1ysq; k12 += r1nxy; k21 += r1nxy; k22 += r1xsq; // add the influnce from r2 real_t b_i_inv = b->get_inv_inertia(); real_t r2xsq = r2.x * r2.x * b_i_inv; real_t r2ysq = r2.y * r2.y * b_i_inv; real_t r2nxy = -r2.x * r2.y * b_i_inv; k11 += r2ysq; k12 += r2nxy; k21 += r2nxy; k22 += r2xsq; // invert real_t determinant = k11 * k22 - k12 * k21; ERR_FAIL_COND(determinant == 0.0); real_t det_inv = 1.0f / determinant; *k1 = Vector2(k22 * det_inv, -k12 * det_inv); *k2 = Vector2(-k21 * det_inv, k11 * det_inv); } static _FORCE_INLINE_ Vector2 mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) { return Vector2(vr.dot(k1), vr.dot(k2)); } bool GodotGrooveJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); if (!dynamic_A && !dynamic_B) { return false; } GodotSpace2D *space = A->get_space(); ERR_FAIL_COND_V(!space, false); // calculate endpoints in worldspace Vector2 ta = A->get_transform().xform(A_groove_1); Vector2 tb = A->get_transform().xform(A_groove_2); // calculate axis Vector2 n = -(tb - ta).orthogonal().normalized(); real_t d = ta.dot(n); xf_normal = n; rB = B->get_transform().basis_xform(B_anchor); // calculate tangential distance along the axis of rB real_t td = (B->get_transform().get_origin() + rB).cross(n); // calculate clamping factor and rB if (td <= ta.cross(n)) { clamp = 1.0f; rA = ta - A->get_transform().get_origin(); } else if (td >= tb.cross(n)) { clamp = -1.0f; rA = tb - A->get_transform().get_origin(); } else { clamp = 0.0f; //joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p); rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin(); } // Calculate mass tensor k_tensor(A, B, rA, rB, &k1, &k2); // compute max impulse jn_max = get_max_force() * p_step; // calculate bias velocity //cpVect delta = cpvsub(cpvadd(b->p, joint->r2), cpvadd(a->p, joint->r1)); //joint->bias = cpvclamp(cpvmult(delta, -joint->constraint.biasCoef*dt_inv), joint->constraint.maxBias); Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA); real_t _b = get_bias(); gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).limit_length(get_max_bias()); correct = true; return true; } bool GodotGrooveJoint2D::pre_solve(real_t p_step) { // Apply accumulated impulse. if (dynamic_A) { A->apply_impulse(-jn_acc, rA); } if (dynamic_B) { B->apply_impulse(jn_acc, rB); } return true; } void GodotGrooveJoint2D::solve(real_t p_step) { // compute impulse Vector2 vr = relative_velocity(A, B, rA, rB); Vector2 j = mult_k(gbias - vr, k1, k2); Vector2 jOld = jn_acc; j += jOld; jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).limit_length(jn_max); j = jn_acc - jOld; if (dynamic_A) { A->apply_impulse(-j, rA); } if (dynamic_B) { B->apply_impulse(j, rB); } } GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : GodotJoint2D(_arr, 2) { A = p_body_a; B = p_body_b; A_groove_1 = A->get_inv_transform().xform(p_a_groove1); A_groove_2 = A->get_inv_transform().xform(p_a_groove2); B_anchor = B->get_inv_transform().xform(p_b_anchor); A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal(); A->add_constraint(this, 0); B->add_constraint(this, 1); } ////////////////////////////////////////////// ////////////////////////////////////////////// ////////////////////////////////////////////// bool GodotDampedSpringJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); if (!dynamic_A && !dynamic_B) { return false; } rA = A->get_transform().basis_xform(anchor_A); rB = B->get_transform().basis_xform(anchor_B); Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA); real_t dist = delta.length(); if (dist) { n = delta / dist; } else { n = Vector2(); } real_t k = k_scalar(A, B, rA, rB, n); n_mass = 1.0f / k; target_vrn = 0.0f; v_coef = 1.0f - Math::exp(-damping * (p_step)*k); // Calculate spring force. real_t f_spring = (rest_length - dist) * stiffness; j = n * f_spring * (p_step); return true; } bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) { // Apply spring force. if (dynamic_A) { A->apply_impulse(-j, rA); } if (dynamic_B) { B->apply_impulse(j, rB); } return true; } void GodotDampedSpringJoint2D::solve(real_t p_step) { // compute relative velocity real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn; // compute velocity loss from drag // not 100% certain this is derived correctly, though it makes sense real_t v_damp = -vrn * v_coef; target_vrn = vrn + v_damp; Vector2 j = n * v_damp * n_mass; if (dynamic_A) { A->apply_impulse(-j, rA); } if (dynamic_B) { B->apply_impulse(j, rB); } } void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { rest_length = p_value; } break; case PhysicsServer2D::DAMPED_SPRING_DAMPING: { damping = p_value; } break; case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: { stiffness = p_value; } break; } } real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const { switch (p_param) { case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { return rest_length; } break; case PhysicsServer2D::DAMPED_SPRING_DAMPING: { return damping; } break; case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: { return stiffness; } break; } ERR_FAIL_V(0); } GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : GodotJoint2D(_arr, 2) { A = p_body_a; B = p_body_b; anchor_A = A->get_inv_transform().xform(p_anchor_a); anchor_B = B->get_inv_transform().xform(p_anchor_b); rest_length = p_anchor_a.distance_to(p_anchor_b); A->add_constraint(this, 0); B->add_constraint(this, 1); }