/*************************************************************************/ /* godot_joints_2d.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef GODOT_JOINTS_2D_H #define GODOT_JOINTS_2D_H #include "godot_body_2d.h" #include "godot_constraint_2d.h" class GodotJoint2D : public GodotConstraint2D { real_t bias = 0; real_t max_bias = 3.40282e+38; real_t max_force = 3.40282e+38; protected: bool dynamic_A = false; bool dynamic_B = false; public: _FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; } _FORCE_INLINE_ real_t get_max_force() const { return max_force; } _FORCE_INLINE_ void set_bias(real_t p_bias) { bias = p_bias; } _FORCE_INLINE_ real_t get_bias() const { return bias; } _FORCE_INLINE_ void set_max_bias(real_t p_bias) { max_bias = p_bias; } _FORCE_INLINE_ real_t get_max_bias() const { return max_bias; } virtual bool setup(real_t p_step) override { return false; } virtual bool pre_solve(real_t p_step) override { return false; } virtual void solve(real_t p_step) override {} void copy_settings_from(GodotJoint2D *p_joint); virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; } GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) : GodotConstraint2D(p_body_ptr, p_body_count) {} virtual ~GodotJoint2D() { for (int i = 0; i < get_body_count(); i++) { GodotBody2D *body = get_body_ptr()[i]; if (body) { body->remove_constraint(this, i); } } }; }; class GodotPinJoint2D : public GodotJoint2D { union { struct { GodotBody2D *A; GodotBody2D *B; }; GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Transform2D M; Vector2 rA, rB; Vector2 anchor_A; Vector2 anchor_B; Vector2 bias; Vector2 P; real_t softness = 0.0; public: virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_PIN; } virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value); real_t get_param(PhysicsServer2D::PinJointParam p_param) const; GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr); }; class GodotGrooveJoint2D : public GodotJoint2D { union { struct { GodotBody2D *A; GodotBody2D *B; }; GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Vector2 A_groove_1; Vector2 A_groove_2; Vector2 A_groove_normal; Vector2 B_anchor; Vector2 jn_acc; Vector2 gbias; real_t jn_max = 0.0; real_t clamp = 0.0; Vector2 xf_normal; Vector2 rA, rB; Vector2 k1, k2; bool correct = false; public: virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_GROOVE; } virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b); }; class GodotDampedSpringJoint2D : public GodotJoint2D { union { struct { GodotBody2D *A; GodotBody2D *B; }; GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Vector2 anchor_A; Vector2 anchor_B; real_t rest_length = 0.0; real_t damping = 1.5; real_t stiffness = 20.0; Vector2 rA, rB; Vector2 n; Vector2 j; real_t n_mass = 0.0; real_t target_vrn = 0.0; real_t v_coef = 0.0; public: virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; } virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value); real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const; GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b); }; #endif // GODOT_JOINTS_2D_H