godot-module-template/engine/modules/jolt_physics/joints/jolt_joint_3d.cpp

236 lines
7.5 KiB
C++

/**************************************************************************/
/* 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 */
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/* 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() : "<unknown>", body_b != nullptr ? body_b->to_string() : "<World>");
}
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;
}