| 1 | /**************************************************************************/ |
| 2 | /* godot_hinge_joint_3d.cpp */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | /* |
| 32 | Adapted to Godot from the Bullet library. |
| 33 | */ |
| 34 | |
| 35 | /* |
| 36 | Bullet Continuous Collision Detection and Physics Library |
| 37 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
| 38 | |
| 39 | This software is provided 'as-is', without any express or implied warranty. |
| 40 | In no event will the authors be held liable for any damages arising from the use of this software. |
| 41 | Permission is granted to anyone to use this software for any purpose, |
| 42 | including commercial applications, and to alter it and redistribute it freely, |
| 43 | subject to the following restrictions: |
| 44 | |
| 45 | 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. |
| 46 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
| 47 | 3. This notice may not be removed or altered from any source distribution. |
| 48 | */ |
| 49 | |
| 50 | #include "godot_hinge_joint_3d.h" |
| 51 | |
| 52 | GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB) : |
| 53 | GodotJoint3D(_arr, 2) { |
| 54 | A = rbA; |
| 55 | B = rbB; |
| 56 | |
| 57 | m_rbAFrame = frameA; |
| 58 | m_rbBFrame = frameB; |
| 59 | // flip axis |
| 60 | m_rbBFrame.basis[0][2] *= real_t(-1.); |
| 61 | m_rbBFrame.basis[1][2] *= real_t(-1.); |
| 62 | m_rbBFrame.basis[2][2] *= real_t(-1.); |
| 63 | |
| 64 | A->add_constraint(this, 0); |
| 65 | B->add_constraint(this, 1); |
| 66 | } |
| 67 | |
| 68 | GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, |
| 69 | const Vector3 &axisInA, const Vector3 &axisInB) : |
| 70 | GodotJoint3D(_arr, 2) { |
| 71 | A = rbA; |
| 72 | B = rbB; |
| 73 | |
| 74 | m_rbAFrame.origin = pivotInA; |
| 75 | |
| 76 | // since no frame is given, assume this to be zero angle and just pick rb transform axis |
| 77 | Vector3 rbAxisA1 = rbA->get_transform().basis.get_column(0); |
| 78 | |
| 79 | Vector3 rbAxisA2; |
| 80 | real_t projection = axisInA.dot(rbAxisA1); |
| 81 | if (projection >= 1.0f - CMP_EPSILON) { |
| 82 | rbAxisA1 = -rbA->get_transform().basis.get_column(2); |
| 83 | rbAxisA2 = rbA->get_transform().basis.get_column(1); |
| 84 | } else if (projection <= -1.0f + CMP_EPSILON) { |
| 85 | rbAxisA1 = rbA->get_transform().basis.get_column(2); |
| 86 | rbAxisA2 = rbA->get_transform().basis.get_column(1); |
| 87 | } else { |
| 88 | rbAxisA2 = axisInA.cross(rbAxisA1); |
| 89 | rbAxisA1 = rbAxisA2.cross(axisInA); |
| 90 | } |
| 91 | |
| 92 | m_rbAFrame.basis = Basis(rbAxisA1.x, rbAxisA2.x, axisInA.x, |
| 93 | rbAxisA1.y, rbAxisA2.y, axisInA.y, |
| 94 | rbAxisA1.z, rbAxisA2.z, axisInA.z); |
| 95 | |
| 96 | Quaternion rotationArc = Quaternion(axisInA, axisInB); |
| 97 | Vector3 rbAxisB1 = rotationArc.xform(rbAxisA1); |
| 98 | Vector3 rbAxisB2 = axisInB.cross(rbAxisB1); |
| 99 | |
| 100 | m_rbBFrame.origin = pivotInB; |
| 101 | m_rbBFrame.basis = Basis(rbAxisB1.x, rbAxisB2.x, -axisInB.x, |
| 102 | rbAxisB1.y, rbAxisB2.y, -axisInB.y, |
| 103 | rbAxisB1.z, rbAxisB2.z, -axisInB.z); |
| 104 | |
| 105 | A->add_constraint(this, 0); |
| 106 | B->add_constraint(this, 1); |
| 107 | } |
| 108 | |
| 109 | bool GodotHingeJoint3D::setup(real_t p_step) { |
| 110 | dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); |
| 111 | dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); |
| 112 | |
| 113 | if (!dynamic_A && !dynamic_B) { |
| 114 | return false; |
| 115 | } |
| 116 | |
| 117 | m_appliedImpulse = real_t(0.); |
| 118 | |
| 119 | if (!m_angularOnly) { |
| 120 | Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); |
| 121 | Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); |
| 122 | Vector3 relPos = pivotBInW - pivotAInW; |
| 123 | |
| 124 | Vector3 normal[3]; |
| 125 | if (Math::is_zero_approx(relPos.length_squared())) { |
| 126 | normal[0] = Vector3(real_t(1.0), 0, 0); |
| 127 | } else { |
| 128 | normal[0] = relPos.normalized(); |
| 129 | } |
| 130 | |
| 131 | plane_space(normal[0], normal[1], normal[2]); |
| 132 | |
| 133 | for (int i = 0; i < 3; i++) { |
| 134 | memnew_placement( |
| 135 | &m_jac[i], |
| 136 | GodotJacobianEntry3D( |
| 137 | A->get_principal_inertia_axes().transposed(), |
| 138 | B->get_principal_inertia_axes().transposed(), |
| 139 | pivotAInW - A->get_transform().origin - A->get_center_of_mass(), |
| 140 | pivotBInW - B->get_transform().origin - B->get_center_of_mass(), |
| 141 | normal[i], |
| 142 | A->get_inv_inertia(), |
| 143 | A->get_inv_mass(), |
| 144 | B->get_inv_inertia(), |
| 145 | B->get_inv_mass())); |
| 146 | } |
| 147 | } |
| 148 | |
| 149 | //calculate two perpendicular jointAxis, orthogonal to hingeAxis |
| 150 | //these two jointAxis require equal angular velocities for both bodies |
| 151 | |
| 152 | //this is unused for now, it's a todo |
| 153 | Vector3 jointAxis0local; |
| 154 | Vector3 jointAxis1local; |
| 155 | |
| 156 | plane_space(m_rbAFrame.basis.get_column(2), jointAxis0local, jointAxis1local); |
| 157 | |
| 158 | Vector3 jointAxis0 = A->get_transform().basis.xform(jointAxis0local); |
| 159 | Vector3 jointAxis1 = A->get_transform().basis.xform(jointAxis1local); |
| 160 | Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2)); |
| 161 | |
| 162 | memnew_placement( |
| 163 | &m_jacAng[0], |
| 164 | GodotJacobianEntry3D( |
| 165 | jointAxis0, |
| 166 | A->get_principal_inertia_axes().transposed(), |
| 167 | B->get_principal_inertia_axes().transposed(), |
| 168 | A->get_inv_inertia(), |
| 169 | B->get_inv_inertia())); |
| 170 | |
| 171 | memnew_placement( |
| 172 | &m_jacAng[1], |
| 173 | GodotJacobianEntry3D( |
| 174 | jointAxis1, |
| 175 | A->get_principal_inertia_axes().transposed(), |
| 176 | B->get_principal_inertia_axes().transposed(), |
| 177 | A->get_inv_inertia(), |
| 178 | B->get_inv_inertia())); |
| 179 | |
| 180 | memnew_placement( |
| 181 | &m_jacAng[2], |
| 182 | GodotJacobianEntry3D( |
| 183 | hingeAxisWorld, |
| 184 | A->get_principal_inertia_axes().transposed(), |
| 185 | B->get_principal_inertia_axes().transposed(), |
| 186 | A->get_inv_inertia(), |
| 187 | B->get_inv_inertia())); |
| 188 | |
| 189 | // Compute limit information |
| 190 | real_t hingeAngle = get_hinge_angle(); |
| 191 | |
| 192 | //set bias, sign, clear accumulator |
| 193 | m_correction = real_t(0.); |
| 194 | m_limitSign = real_t(0.); |
| 195 | m_solveLimit = false; |
| 196 | m_accLimitImpulse = real_t(0.); |
| 197 | |
| 198 | if (m_useLimit && m_lowerLimit <= m_upperLimit) { |
| 199 | if (hingeAngle <= m_lowerLimit) { |
| 200 | m_correction = (m_lowerLimit - hingeAngle); |
| 201 | m_limitSign = 1.0f; |
| 202 | m_solveLimit = true; |
| 203 | } else if (hingeAngle >= m_upperLimit) { |
| 204 | m_correction = m_upperLimit - hingeAngle; |
| 205 | m_limitSign = -1.0f; |
| 206 | m_solveLimit = true; |
| 207 | } |
| 208 | } |
| 209 | |
| 210 | //Compute K = J*W*J' for hinge axis |
| 211 | Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2)); |
| 212 | m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA)); |
| 213 | |
| 214 | return true; |
| 215 | } |
| 216 | |
| 217 | void GodotHingeJoint3D::solve(real_t p_step) { |
| 218 | Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); |
| 219 | Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); |
| 220 | |
| 221 | //real_t tau = real_t(0.3); |
| 222 | |
| 223 | //linear part |
| 224 | if (!m_angularOnly) { |
| 225 | Vector3 rel_pos1 = pivotAInW - A->get_transform().origin; |
| 226 | Vector3 rel_pos2 = pivotBInW - B->get_transform().origin; |
| 227 | |
| 228 | Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1); |
| 229 | Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); |
| 230 | Vector3 vel = vel1 - vel2; |
| 231 | |
| 232 | for (int i = 0; i < 3; i++) { |
| 233 | const Vector3 &normal = m_jac[i].m_linearJointAxis; |
| 234 | real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal(); |
| 235 | |
| 236 | real_t rel_vel; |
| 237 | rel_vel = normal.dot(vel); |
| 238 | //positional error (zeroth order error) |
| 239 | real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal |
| 240 | real_t impulse = depth * tau / p_step * jacDiagABInv - rel_vel * jacDiagABInv; |
| 241 | m_appliedImpulse += impulse; |
| 242 | Vector3 impulse_vector = normal * impulse; |
| 243 | if (dynamic_A) { |
| 244 | A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin); |
| 245 | } |
| 246 | if (dynamic_B) { |
| 247 | B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin); |
| 248 | } |
| 249 | } |
| 250 | } |
| 251 | |
| 252 | { |
| 253 | ///solve angular part |
| 254 | |
| 255 | // get axes in world space |
| 256 | Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2)); |
| 257 | Vector3 axisB = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(2)); |
| 258 | |
| 259 | const Vector3 &angVelA = A->get_angular_velocity(); |
| 260 | const Vector3 &angVelB = B->get_angular_velocity(); |
| 261 | |
| 262 | Vector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA); |
| 263 | Vector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB); |
| 264 | |
| 265 | Vector3 angAorthog = angVelA - angVelAroundHingeAxisA; |
| 266 | Vector3 angBorthog = angVelB - angVelAroundHingeAxisB; |
| 267 | Vector3 velrelOrthog = angAorthog - angBorthog; |
| 268 | { |
| 269 | //solve orthogonal angular velocity correction |
| 270 | real_t relaxation = real_t(1.); |
| 271 | real_t len = velrelOrthog.length(); |
| 272 | if (len > real_t(0.00001)) { |
| 273 | Vector3 normal = velrelOrthog.normalized(); |
| 274 | real_t denom = A->compute_angular_impulse_denominator(normal) + |
| 275 | B->compute_angular_impulse_denominator(normal); |
| 276 | // scale for mass and relaxation |
| 277 | velrelOrthog *= (real_t(1.) / denom) * m_relaxationFactor; |
| 278 | } |
| 279 | |
| 280 | //solve angular positional correction |
| 281 | Vector3 angularError = -axisA.cross(axisB) * (real_t(1.) / p_step); |
| 282 | real_t len2 = angularError.length(); |
| 283 | if (len2 > real_t(0.00001)) { |
| 284 | Vector3 normal2 = angularError.normalized(); |
| 285 | real_t denom2 = A->compute_angular_impulse_denominator(normal2) + |
| 286 | B->compute_angular_impulse_denominator(normal2); |
| 287 | angularError *= (real_t(1.) / denom2) * relaxation; |
| 288 | } |
| 289 | |
| 290 | if (dynamic_A) { |
| 291 | A->apply_torque_impulse(-velrelOrthog + angularError); |
| 292 | } |
| 293 | if (dynamic_B) { |
| 294 | B->apply_torque_impulse(velrelOrthog - angularError); |
| 295 | } |
| 296 | |
| 297 | // solve limit |
| 298 | if (m_solveLimit) { |
| 299 | real_t amplitude = ((angVelB - angVelA).dot(axisA) * m_relaxationFactor + m_correction * (real_t(1.) / p_step) * m_biasFactor) * m_limitSign; |
| 300 | |
| 301 | real_t impulseMag = amplitude * m_kHinge; |
| 302 | |
| 303 | // Clamp the accumulated impulse |
| 304 | real_t temp = m_accLimitImpulse; |
| 305 | m_accLimitImpulse = MAX(m_accLimitImpulse + impulseMag, real_t(0)); |
| 306 | impulseMag = m_accLimitImpulse - temp; |
| 307 | |
| 308 | Vector3 impulse = axisA * impulseMag * m_limitSign; |
| 309 | if (dynamic_A) { |
| 310 | A->apply_torque_impulse(impulse); |
| 311 | } |
| 312 | if (dynamic_B) { |
| 313 | B->apply_torque_impulse(-impulse); |
| 314 | } |
| 315 | } |
| 316 | } |
| 317 | |
| 318 | //apply motor |
| 319 | if (m_enableAngularMotor) { |
| 320 | //todo: add limits too |
| 321 | Vector3 angularLimit(0, 0, 0); |
| 322 | |
| 323 | Vector3 velrel = angVelAroundHingeAxisA - angVelAroundHingeAxisB; |
| 324 | real_t projRelVel = velrel.dot(axisA); |
| 325 | |
| 326 | real_t desiredMotorVel = m_motorTargetVelocity; |
| 327 | real_t motor_relvel = desiredMotorVel - projRelVel; |
| 328 | |
| 329 | real_t unclippedMotorImpulse = m_kHinge * motor_relvel; |
| 330 | //todo: should clip against accumulated impulse |
| 331 | real_t clippedMotorImpulse = unclippedMotorImpulse > m_maxMotorImpulse ? m_maxMotorImpulse : unclippedMotorImpulse; |
| 332 | clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse; |
| 333 | Vector3 motorImp = clippedMotorImpulse * axisA; |
| 334 | |
| 335 | if (dynamic_A) { |
| 336 | A->apply_torque_impulse(motorImp + angularLimit); |
| 337 | } |
| 338 | if (dynamic_B) { |
| 339 | B->apply_torque_impulse(-motorImp - angularLimit); |
| 340 | } |
| 341 | } |
| 342 | } |
| 343 | } |
| 344 | |
| 345 | /* |
| 346 | void HingeJointSW::updateRHS(real_t timeStep) |
| 347 | { |
| 348 | (void)timeStep; |
| 349 | } |
| 350 | |
| 351 | */ |
| 352 | |
| 353 | real_t GodotHingeJoint3D::get_hinge_angle() { |
| 354 | const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(0)); |
| 355 | const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(1)); |
| 356 | const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(1)); |
| 357 | |
| 358 | return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1)); |
| 359 | } |
| 360 | |
| 361 | void GodotHingeJoint3D::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) { |
| 362 | switch (p_param) { |
| 363 | case PhysicsServer3D::HINGE_JOINT_BIAS: |
| 364 | tau = p_value; |
| 365 | break; |
| 366 | case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER: |
| 367 | m_upperLimit = p_value; |
| 368 | break; |
| 369 | case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER: |
| 370 | m_lowerLimit = p_value; |
| 371 | break; |
| 372 | case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS: |
| 373 | m_biasFactor = p_value; |
| 374 | break; |
| 375 | case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS: |
| 376 | m_limitSoftness = p_value; |
| 377 | break; |
| 378 | case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION: |
| 379 | m_relaxationFactor = p_value; |
| 380 | break; |
| 381 | case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY: |
| 382 | m_motorTargetVelocity = p_value; |
| 383 | break; |
| 384 | case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE: |
| 385 | m_maxMotorImpulse = p_value; |
| 386 | break; |
| 387 | case PhysicsServer3D::HINGE_JOINT_MAX: |
| 388 | break; // Can't happen, but silences warning |
| 389 | } |
| 390 | } |
| 391 | |
| 392 | real_t GodotHingeJoint3D::get_param(PhysicsServer3D::HingeJointParam p_param) const { |
| 393 | switch (p_param) { |
| 394 | case PhysicsServer3D::HINGE_JOINT_BIAS: |
| 395 | return tau; |
| 396 | case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER: |
| 397 | return m_upperLimit; |
| 398 | case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER: |
| 399 | return m_lowerLimit; |
| 400 | case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS: |
| 401 | return m_biasFactor; |
| 402 | case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS: |
| 403 | return m_limitSoftness; |
| 404 | case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION: |
| 405 | return m_relaxationFactor; |
| 406 | case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY: |
| 407 | return m_motorTargetVelocity; |
| 408 | case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE: |
| 409 | return m_maxMotorImpulse; |
| 410 | case PhysicsServer3D::HINGE_JOINT_MAX: |
| 411 | break; // Can't happen, but silences warning |
| 412 | } |
| 413 | |
| 414 | return 0; |
| 415 | } |
| 416 | |
| 417 | void GodotHingeJoint3D::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) { |
| 418 | switch (p_flag) { |
| 419 | case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: |
| 420 | m_useLimit = p_value; |
| 421 | break; |
| 422 | case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR: |
| 423 | m_enableAngularMotor = p_value; |
| 424 | break; |
| 425 | case PhysicsServer3D::HINGE_JOINT_FLAG_MAX: |
| 426 | break; // Can't happen, but silences warning |
| 427 | } |
| 428 | } |
| 429 | |
| 430 | bool GodotHingeJoint3D::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const { |
| 431 | switch (p_flag) { |
| 432 | case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: |
| 433 | return m_useLimit; |
| 434 | case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR: |
| 435 | return m_enableAngularMotor; |
| 436 | case PhysicsServer3D::HINGE_JOINT_FLAG_MAX: |
| 437 | break; // Can't happen, but silences warning |
| 438 | } |
| 439 | |
| 440 | return false; |
| 441 | } |
| 442 | |