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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
179 lines
6.0 KiB
C++
179 lines
6.0 KiB
C++
/**************************************************************************/
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/* godot_joints_2d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_JOINTS_2D_H
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#define GODOT_JOINTS_2D_H
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#include "godot_body_2d.h"
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#include "godot_constraint_2d.h"
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class GodotJoint2D : public GodotConstraint2D {
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real_t bias = 0;
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real_t max_bias = 3.40282e+38;
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real_t max_force = 3.40282e+38;
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protected:
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bool dynamic_A = false;
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bool dynamic_B = false;
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public:
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_FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; }
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_FORCE_INLINE_ real_t get_max_force() const { return max_force; }
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_FORCE_INLINE_ void set_bias(real_t p_bias) { bias = p_bias; }
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_FORCE_INLINE_ real_t get_bias() const { return bias; }
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_FORCE_INLINE_ void set_max_bias(real_t p_bias) { max_bias = p_bias; }
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_FORCE_INLINE_ real_t get_max_bias() const { return max_bias; }
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virtual bool setup(real_t p_step) override { return false; }
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virtual bool pre_solve(real_t p_step) override { return false; }
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virtual void solve(real_t p_step) override {}
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void copy_settings_from(GodotJoint2D *p_joint);
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virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; }
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GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) :
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GodotConstraint2D(p_body_ptr, p_body_count) {}
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virtual ~GodotJoint2D() {
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for (int i = 0; i < get_body_count(); i++) {
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GodotBody2D *body = get_body_ptr()[i];
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if (body) {
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body->remove_constraint(this, i);
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}
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}
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};
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};
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class GodotPinJoint2D : public GodotJoint2D {
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union {
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struct {
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GodotBody2D *A;
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GodotBody2D *B;
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};
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GodotBody2D *_arr[2] = { nullptr, nullptr };
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};
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Transform2D M;
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Vector2 rA, rB;
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Vector2 anchor_A;
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Vector2 anchor_B;
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Vector2 bias;
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Vector2 P;
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real_t softness = 0.0;
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public:
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virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_PIN; }
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value);
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real_t get_param(PhysicsServer2D::PinJointParam p_param) const;
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GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr);
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};
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class GodotGrooveJoint2D : public GodotJoint2D {
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union {
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struct {
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GodotBody2D *A;
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GodotBody2D *B;
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};
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GodotBody2D *_arr[2] = { nullptr, nullptr };
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};
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Vector2 A_groove_1;
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Vector2 A_groove_2;
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Vector2 A_groove_normal;
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Vector2 B_anchor;
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Vector2 jn_acc;
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Vector2 gbias;
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real_t jn_max = 0.0;
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real_t clamp = 0.0;
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Vector2 xf_normal;
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Vector2 rA, rB;
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Vector2 k1, k2;
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bool correct = false;
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public:
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virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_GROOVE; }
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
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};
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class GodotDampedSpringJoint2D : public GodotJoint2D {
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union {
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struct {
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GodotBody2D *A;
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GodotBody2D *B;
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};
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GodotBody2D *_arr[2] = { nullptr, nullptr };
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};
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Vector2 anchor_A;
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Vector2 anchor_B;
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real_t rest_length = 0.0;
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real_t damping = 1.5;
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real_t stiffness = 20.0;
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Vector2 rA, rB;
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Vector2 n;
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Vector2 j;
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real_t n_mass = 0.0;
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real_t target_vrn = 0.0;
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real_t v_coef = 0.0;
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public:
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virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; }
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value);
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real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const;
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GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
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};
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#endif // GODOT_JOINTS_2D_H
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