godot/servers/physics_2d/godot_joints_2d.h
PouleyKetchoupp cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00

179 lines
6 KiB
C++

/*************************************************************************/
/* 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