godot/servers/physics/joints/hinge_joint_sw.h
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

90 lines
2.5 KiB
C++

#ifndef HINGE_JOINT_SW_H
#define HINGE_JOINT_SW_H
#include "servers/physics/joints_sw.h"
#include "servers/physics/joints/jacobian_entry_sw.h"
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
class HingeJointSW : public JointSW {
union {
struct {
BodySW *A;
BodySW *B;
};
BodySW *_arr[2];
};
JacobianEntrySW m_jac[3]; //3 orthogonal linear constraints
JacobianEntrySW m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor
Transform m_rbAFrame; // constraint axii. Assumes z is hinge axis.
Transform m_rbBFrame;
real_t m_motorTargetVelocity;
real_t m_maxMotorImpulse;
real_t m_limitSoftness;
real_t m_biasFactor;
real_t m_relaxationFactor;
real_t m_lowerLimit;
real_t m_upperLimit;
real_t m_kHinge;
real_t m_limitSign;
real_t m_correction;
real_t m_accLimitImpulse;
real_t tau;
bool m_useLimit;
bool m_angularOnly;
bool m_enableAngularMotor;
bool m_solveLimit;
real_t m_appliedImpulse;
public:
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_HINGE; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
real_t get_hinge_angle();
void set_param(PhysicsServer::HingeJointParam p_param, float p_value);
float get_param(PhysicsServer::HingeJointParam p_param) const;
void set_flag(PhysicsServer::HingeJointFlag p_flag, bool p_value);
bool get_flag(PhysicsServer::HingeJointFlag p_flag) const;
HingeJointSW(BodySW* rbA,BodySW* rbB, const Transform& frameA, const Transform& frameB);
HingeJointSW(BodySW* rbA,BodySW* rbB, const Vector3& pivotInA,const Vector3& pivotInB, const Vector3& axisInA,const Vector3& axisInB);
};
#endif // HINGE_JOINT_SW_H