/**************************************************************************/ /* jolt_joint_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "jolt_joint_3d.h" #include "../jolt_project_settings.h" #include "../misc/jolt_type_conversions.h" #include "../objects/jolt_body_3d.h" #include "../spaces/jolt_space_3d.h" namespace { constexpr int DEFAULT_SOLVER_PRIORITY = 1; } // namespace void JoltJoint3D::_shift_reference_frames(const Vector3 &p_linear_shift, const Vector3 &p_angular_shift, Transform3D &r_shifted_ref_a, Transform3D &r_shifted_ref_b) { Vector3 origin_a = local_ref_a.origin; Vector3 origin_b = local_ref_b.origin; if (body_a != nullptr) { origin_a *= body_a->get_scale(); origin_a -= to_godot(body_a->get_jolt_shape()->GetCenterOfMass()); } if (body_b != nullptr) { origin_b *= body_b->get_scale(); origin_b -= to_godot(body_b->get_jolt_shape()->GetCenterOfMass()); } const Basis &basis_a = local_ref_a.basis; const Basis &basis_b = local_ref_b.basis; const Basis shifted_basis_a = basis_a * Basis::from_euler(p_angular_shift, EulerOrder::ZYX); const Vector3 shifted_origin_a = origin_a - basis_a.xform(p_linear_shift); r_shifted_ref_a = Transform3D(shifted_basis_a, shifted_origin_a); r_shifted_ref_b = Transform3D(basis_b, origin_b); } void JoltJoint3D::_wake_up_bodies() { if (body_a != nullptr) { body_a->wake_up(); } if (body_b != nullptr) { body_b->wake_up(); } } void JoltJoint3D::_update_enabled() { if (jolt_ref != nullptr) { jolt_ref->SetEnabled(enabled); } } void JoltJoint3D::_update_iterations() { if (jolt_ref != nullptr) { jolt_ref->SetNumVelocityStepsOverride((JPH::uint)velocity_iterations); jolt_ref->SetNumPositionStepsOverride((JPH::uint)position_iterations); } } void JoltJoint3D::_enabled_changed() { _update_enabled(); _wake_up_bodies(); } void JoltJoint3D::_iterations_changed() { _update_iterations(); _wake_up_bodies(); } String JoltJoint3D::_bodies_to_string() const { return vformat("'%s' and '%s'", body_a != nullptr ? body_a->to_string() : "", body_b != nullptr ? body_b->to_string() : ""); } JoltJoint3D::JoltJoint3D(const JoltJoint3D &p_old_joint, JoltBody3D *p_body_a, JoltBody3D *p_body_b, const Transform3D &p_local_ref_a, const Transform3D &p_local_ref_b) : enabled(p_old_joint.enabled), collision_disabled(p_old_joint.collision_disabled), body_a(p_body_a), body_b(p_body_b), rid(p_old_joint.rid), local_ref_a(p_local_ref_a), local_ref_b(p_local_ref_b) { if (body_a != nullptr) { body_a->add_joint(this); } if (body_b != nullptr) { body_b->add_joint(this); } if (body_b == nullptr && JoltProjectSettings::use_joint_world_node_a()) { // The joint scene nodes will, when omitting one of the two body nodes, always pass in a // null `body_b` to indicate it being the "world node", regardless of which body node you // leave blank. So we need to correct for that if we wish to use the arguably more intuitive // alternative where `body_a` is the "world node" instead. SWAP(body_a, body_b); SWAP(local_ref_a, local_ref_b); } } JoltJoint3D::~JoltJoint3D() { if (body_a != nullptr) { body_a->remove_joint(this); } if (body_b != nullptr) { body_b->remove_joint(this); } destroy(); } JoltSpace3D *JoltJoint3D::get_space() const { if (body_a != nullptr && body_b != nullptr) { JoltSpace3D *space_a = body_a->get_space(); JoltSpace3D *space_b = body_b->get_space(); if (space_a == nullptr || space_b == nullptr) { return nullptr; } ERR_FAIL_COND_V_MSG(space_a != space_b, nullptr, vformat("Joint was found to connect bodies in different physics spaces. This joint will effectively be disabled. This joint connects %s.", _bodies_to_string())); return space_a; } else if (body_a != nullptr) { return body_a->get_space(); } else if (body_b != nullptr) { return body_b->get_space(); } return nullptr; } void JoltJoint3D::set_enabled(bool p_enabled) { if (enabled == p_enabled) { return; } enabled = p_enabled; _enabled_changed(); } int JoltJoint3D::get_solver_priority() const { return DEFAULT_SOLVER_PRIORITY; } void JoltJoint3D::set_solver_priority(int p_priority) { if (p_priority != DEFAULT_SOLVER_PRIORITY) { WARN_PRINT(vformat("Joint solver priority is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string())); } } void JoltJoint3D::set_solver_velocity_iterations(int p_iterations) { if (velocity_iterations == p_iterations) { return; } velocity_iterations = p_iterations; _iterations_changed(); } void JoltJoint3D::set_solver_position_iterations(int p_iterations) { if (position_iterations == p_iterations) { return; } position_iterations = p_iterations; _iterations_changed(); } void JoltJoint3D::set_collision_disabled(bool p_disabled) { collision_disabled = p_disabled; if (body_a == nullptr || body_b == nullptr) { return; } PhysicsServer3D *physics_server = PhysicsServer3D::get_singleton(); if (collision_disabled) { physics_server->body_add_collision_exception(body_a->get_rid(), body_b->get_rid()); physics_server->body_add_collision_exception(body_b->get_rid(), body_a->get_rid()); } else { physics_server->body_remove_collision_exception(body_a->get_rid(), body_b->get_rid()); physics_server->body_remove_collision_exception(body_b->get_rid(), body_a->get_rid()); } } void JoltJoint3D::destroy() { if (jolt_ref == nullptr) { return; } JoltSpace3D *space = get_space(); if (space != nullptr) { space->remove_joint(this); } jolt_ref = nullptr; }