godot/servers/physics/joints/cone_twist_joint_sw.cpp
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00

341 lines
9 KiB
C++

#include "cone_twist_joint_sw.h"
static void plane_space(const Vector3& n, Vector3& p, Vector3& q) {
if (Math::abs(n.z) > 0.707106781186547524400844362) {
// choose p in y-z plane
real_t a = n[1]*n[1] + n[2]*n[2];
real_t k = 1.0/Math::sqrt(a);
p=Vector3(0,-n[2]*k,n[1]*k);
// set q = n x p
q=Vector3(a*k,-n[0]*p[2],n[0]*p[1]);
}
else {
// choose p in x-y plane
real_t a = n.x*n.x + n.y*n.y;
real_t k = 1.0/Math::sqrt(a);
p=Vector3(-n.y*k,n.x*k,0);
// set q = n x p
q=Vector3(-n.z*p.y,n.z*p.x,a*k);
}
}
static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x)
{
real_t coeff_1 = Math_PI / 4.0f;
real_t coeff_2 = 3.0f * coeff_1;
real_t abs_y = Math::abs(y);
real_t angle;
if (x >= 0.0f) {
real_t r = (x - abs_y) / (x + abs_y);
angle = coeff_1 - coeff_1 * r;
} else {
real_t r = (x + abs_y) / (abs_y - x);
angle = coeff_2 - coeff_1 * r;
}
return (y < 0.0f) ? -angle : angle;
}
ConeTwistJointSW::ConeTwistJointSW(BodySW* rbA,BodySW* rbB,const Transform& rbAFrame, const Transform& rbBFrame) : JointSW(_arr,2) {
A=rbA;
B=rbB;
m_rbAFrame=rbAFrame;
m_rbBFrame=rbBFrame;
m_swingSpan1 = Math_PI/4.0;
m_swingSpan2 = Math_PI/4.0;
m_twistSpan = Math_PI*2;
m_biasFactor = 0.3f;
m_relaxationFactor = 1.0f;
m_solveTwistLimit = false;
m_solveSwingLimit = false;
A->add_constraint(this,0);
B->add_constraint(this,1);
m_appliedImpulse=0;
}
bool ConeTwistJointSW::setup(float p_step) {
m_appliedImpulse = real_t(0.);
//set bias, sign, clear accumulator
m_swingCorrection = real_t(0.);
m_twistLimitSign = real_t(0.);
m_solveTwistLimit = false;
m_solveSwingLimit = false;
m_accTwistLimitImpulse = real_t(0.);
m_accSwingLimitImpulse = real_t(0.);
if (!m_angularOnly)
{
Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
Vector3 relPos = pivotBInW - pivotAInW;
Vector3 normal[3];
if (relPos.length_squared() > CMP_EPSILON)
{
normal[0] = relPos.normalized();
}
else
{
normal[0]=Vector3(real_t(1.0),0,0);
}
plane_space(normal[0], normal[1], normal[2]);
for (int i=0;i<3;i++)
{
memnew_placement(&m_jac[i], JacobianEntrySW(
A->get_transform().basis.transposed(),
B->get_transform().basis.transposed(),
pivotAInW - A->get_transform().origin,
pivotBInW - B->get_transform().origin,
normal[i],
A->get_inv_inertia(),
A->get_inv_mass(),
B->get_inv_inertia(),
B->get_inv_mass()));
}
}
Vector3 b1Axis1,b1Axis2,b1Axis3;
Vector3 b2Axis1,b2Axis2;
b1Axis1 = A->get_transform().basis.xform( this->m_rbAFrame.basis.get_axis(0) );
b2Axis1 = B->get_transform().basis.xform( this->m_rbBFrame.basis.get_axis(0) );
real_t swing1=real_t(0.),swing2 = real_t(0.);
real_t swx=real_t(0.),swy = real_t(0.);
real_t thresh = real_t(10.);
real_t fact;
// Get Frame into world space
if (m_swingSpan1 >= real_t(0.05f))
{
b1Axis2 = A->get_transform().basis.xform( this->m_rbAFrame.basis.get_axis(1) );
// swing1 = btAtan2Fast( b2Axis1.dot(b1Axis2),b2Axis1.dot(b1Axis1) );
swx = b2Axis1.dot(b1Axis1);
swy = b2Axis1.dot(b1Axis2);
swing1 = atan2fast(swy, swx);
fact = (swy*swy + swx*swx) * thresh * thresh;
fact = fact / (fact + real_t(1.0));
swing1 *= fact;
}
if (m_swingSpan2 >= real_t(0.05f))
{
b1Axis3 = A->get_transform().basis.xform( this->m_rbAFrame.basis.get_axis(2) );
// swing2 = btAtan2Fast( b2Axis1.dot(b1Axis3),b2Axis1.dot(b1Axis1) );
swx = b2Axis1.dot(b1Axis1);
swy = b2Axis1.dot(b1Axis3);
swing2 = atan2fast(swy, swx);
fact = (swy*swy + swx*swx) * thresh * thresh;
fact = fact / (fact + real_t(1.0));
swing2 *= fact;
}
real_t RMaxAngle1Sq = 1.0f / (m_swingSpan1*m_swingSpan1);
real_t RMaxAngle2Sq = 1.0f / (m_swingSpan2*m_swingSpan2);
real_t EllipseAngle = Math::abs(swing1*swing1)* RMaxAngle1Sq + Math::abs(swing2*swing2) * RMaxAngle2Sq;
if (EllipseAngle > 1.0f)
{
m_swingCorrection = EllipseAngle-1.0f;
m_solveSwingLimit = true;
// Calculate necessary axis & factors
m_swingAxis = b2Axis1.cross(b1Axis2* b2Axis1.dot(b1Axis2) + b1Axis3* b2Axis1.dot(b1Axis3));
m_swingAxis.normalize();
real_t swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f;
m_swingAxis *= swingAxisSign;
m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) +
B->compute_angular_impulse_denominator(m_swingAxis));
}
// Twist limits
if (m_twistSpan >= real_t(0.))
{
Vector3 b2Axis2 = B->get_transform().basis.xform( this->m_rbBFrame.basis.get_axis(1) );
Quat rotationArc = Quat(b2Axis1,b1Axis1);
Vector3 TwistRef = rotationArc.xform(b2Axis2);
real_t twist = atan2fast( TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2) );
real_t lockedFreeFactor = (m_twistSpan > real_t(0.05f)) ? m_limitSoftness : real_t(0.);
if (twist <= -m_twistSpan*lockedFreeFactor)
{
m_twistCorrection = -(twist + m_twistSpan);
m_solveTwistLimit = true;
m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
m_twistAxis.normalize();
m_twistAxis *= -1.0f;
m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) +
B->compute_angular_impulse_denominator(m_twistAxis));
} else
if (twist > m_twistSpan*lockedFreeFactor)
{
m_twistCorrection = (twist - m_twistSpan);
m_solveTwistLimit = true;
m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
m_twistAxis.normalize();
m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) +
B->compute_angular_impulse_denominator(m_twistAxis));
}
}
return true;
}
void ConeTwistJointSW::solve(real_t timeStep)
{
Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
real_t tau = real_t(0.3);
//linear part
if (!m_angularOnly)
{
Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
Vector3 vel = vel1 - vel2;
for (int i=0;i<3;i++)
{
const Vector3& normal = m_jac[i].m_linearJointAxis;
real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
real_t rel_vel;
rel_vel = normal.dot(vel);
//positional error (zeroth order error)
real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
real_t impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
Vector3 impulse_vector = normal * impulse;
A->apply_impulse(pivotAInW - A->get_transform().origin, impulse_vector);
B->apply_impulse(pivotBInW - B->get_transform().origin, -impulse_vector);
}
}
{
///solve angular part
const Vector3& angVelA = A->get_angular_velocity();
const Vector3& angVelB = B->get_angular_velocity();
// solve swing limit
if (m_solveSwingLimit)
{
real_t amplitude = ((angVelB - angVelA).dot( m_swingAxis )*m_relaxationFactor*m_relaxationFactor + m_swingCorrection*(real_t(1.)/timeStep)*m_biasFactor);
real_t impulseMag = amplitude * m_kSwing;
// Clamp the accumulated impulse
real_t temp = m_accSwingLimitImpulse;
m_accSwingLimitImpulse = MAX(m_accSwingLimitImpulse + impulseMag, real_t(0.0) );
impulseMag = m_accSwingLimitImpulse - temp;
Vector3 impulse = m_swingAxis * impulseMag;
A->apply_torque_impulse(impulse);
B->apply_torque_impulse(-impulse);
}
// solve twist limit
if (m_solveTwistLimit)
{
real_t amplitude = ((angVelB - angVelA).dot( m_twistAxis )*m_relaxationFactor*m_relaxationFactor + m_twistCorrection*(real_t(1.)/timeStep)*m_biasFactor );
real_t impulseMag = amplitude * m_kTwist;
// Clamp the accumulated impulse
real_t temp = m_accTwistLimitImpulse;
m_accTwistLimitImpulse = MAX(m_accTwistLimitImpulse + impulseMag, real_t(0.0) );
impulseMag = m_accTwistLimitImpulse - temp;
Vector3 impulse = m_twistAxis * impulseMag;
A->apply_torque_impulse(impulse);
B->apply_torque_impulse(-impulse);
}
}
}
void ConeTwistJointSW::set_param(PhysicsServer::ConeTwistJointParam p_param, float p_value) {
switch(p_param) {
case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN: {
m_swingSpan1=p_value;
m_swingSpan2=p_value;
} break;
case PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN: {
m_twistSpan=p_value;
} break;
case PhysicsServer::CONE_TWIST_JOINT_BIAS: {
m_biasFactor=p_value;
} break;
case PhysicsServer::CONE_TWIST_JOINT_SOFTNESS: {
m_limitSoftness=p_value;
} break;
case PhysicsServer::CONE_TWIST_JOINT_RELAXATION: {
m_relaxationFactor=p_value;
} break;
}
}
float ConeTwistJointSW::get_param(PhysicsServer::ConeTwistJointParam p_param) const{
switch(p_param) {
case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN: {
return m_swingSpan1;
} break;
case PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN: {
return m_twistSpan;
} break;
case PhysicsServer::CONE_TWIST_JOINT_BIAS: {
return m_biasFactor;
} break;
case PhysicsServer::CONE_TWIST_JOINT_SOFTNESS: {
return m_limitSoftness;
} break;
case PhysicsServer::CONE_TWIST_JOINT_RELAXATION: {
return m_relaxationFactor;
} break;
}
return 0;
}