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

125 lines
3 KiB
C++

#ifndef CONE_TWIST_JOINT_SW_H
#define CONE_TWIST_JOINT_SW_H
#include "servers/physics/joints_sw.h"
#include "servers/physics/joints/jacobian_entry_sw.h"
/*
Bullet Continuous Collision Detection and Physics Library
ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios
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.
Written by: Marcus Hennix
*/
///ConeTwistJointSW can be used to simulate ragdoll joints (upper arm, leg etc)
class ConeTwistJointSW : public JointSW
{
#ifdef IN_PARALLELL_SOLVER
public:
#endif
union {
struct {
BodySW *A;
BodySW *B;
};
BodySW *_arr[2];
};
JacobianEntrySW m_jac[3]; //3 orthogonal linear constraints
real_t m_appliedImpulse;
Transform m_rbAFrame;
Transform m_rbBFrame;
real_t m_limitSoftness;
real_t m_biasFactor;
real_t m_relaxationFactor;
real_t m_swingSpan1;
real_t m_swingSpan2;
real_t m_twistSpan;
Vector3 m_swingAxis;
Vector3 m_twistAxis;
real_t m_kSwing;
real_t m_kTwist;
real_t m_twistLimitSign;
real_t m_swingCorrection;
real_t m_twistCorrection;
real_t m_accSwingLimitImpulse;
real_t m_accTwistLimitImpulse;
bool m_angularOnly;
bool m_solveTwistLimit;
bool m_solveSwingLimit;
public:
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_CONE_TWIST; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
ConeTwistJointSW(BodySW* rbA,BodySW* rbB,const Transform& rbAFrame, const Transform& rbBFrame);
void setAngularOnly(bool angularOnly)
{
m_angularOnly = angularOnly;
}
void setLimit(real_t _swingSpan1,real_t _swingSpan2,real_t _twistSpan, real_t _softness = 0.8f, real_t _biasFactor = 0.3f, real_t _relaxationFactor = 1.0f)
{
m_swingSpan1 = _swingSpan1;
m_swingSpan2 = _swingSpan2;
m_twistSpan = _twistSpan;
m_limitSoftness = _softness;
m_biasFactor = _biasFactor;
m_relaxationFactor = _relaxationFactor;
}
inline int getSolveTwistLimit()
{
return m_solveTwistLimit;
}
inline int getSolveSwingLimit()
{
return m_solveTwistLimit;
}
inline real_t getTwistLimitSign()
{
return m_twistLimitSign;
}
void set_param(PhysicsServer::ConeTwistJointParam p_param, float p_value);
float get_param(PhysicsServer::ConeTwistJointParam p_param) const;
};
#endif // CONE_TWIST_JOINT_SW_H