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181 lines
6.2 KiB
181 lines
6.2 KiB
/****************************************************************************
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "physics/physx/joints/PhysXRevolute.h"
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#include "math/Quaternion.h"
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#include "math/Utils.h"
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#include "math/Vec3.h"
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#include "physics/physx/PhysXSharedBody.h"
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#include "physics/physx/PhysXUtils.h"
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#include "physics/physx/PhysXWorld.h"
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namespace cc {
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namespace physics {
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void PhysXRevolute::onComponentSet() {
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_mJoint = PxRevoluteJointCreate(PxGetPhysics(), &getTempRigidActor(), physx::PxTransform{physx::PxIdentity}, nullptr, physx::PxTransform{physx::PxIdentity});
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_mlimit.stiffness = 0;
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_mlimit.damping = 0;
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_mlimit.restitution = 0.4;
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_mlimit.contactDistance = 0.01;
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auto *joint = static_cast<physx::PxRevoluteJoint *>(_mJoint);
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joint->setConstraintFlag(physx::PxConstraintFlag::ePROJECTION, true);
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joint->setConstraintFlag(physx::PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES, true);
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joint->setProjectionAngularTolerance(0.2);
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joint->setProjectionLinearTolerance(0.2);
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setEnableDebugVisualization(true);
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}
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void PhysXRevolute::setPivotA(float x, float y, float z) {
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_mPivotA = physx::PxVec3{x, y, z};
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updatePose();
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}
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void PhysXRevolute::setPivotB(float x, float y, float z) {
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_mPivotB = physx::PxVec3{x, y, z};
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updatePose();
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}
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void PhysXRevolute::setAxis(float x, float y, float z) {
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_mAxis = physx::PxVec3{x, y, z};
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updatePose();
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}
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void PhysXRevolute::setLimitEnabled(bool v) {
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_limitEnabled = v;
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auto *joint = static_cast<physx::PxRevoluteJoint *>(_mJoint);
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joint->setRevoluteJointFlag(physx::PxRevoluteJointFlag::eLIMIT_ENABLED, _limitEnabled);
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if (v) {
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joint->setLimit(_mlimit);
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}
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}
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void PhysXRevolute::setLowerLimit(float v) {
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_lowerLimit = v;
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_mlimit.lower = mathutils::toRadian(_lowerLimit);
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if (_limitEnabled) {
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auto *joint = static_cast<physx::PxRevoluteJoint *>(_mJoint);
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joint->setLimit(_mlimit);
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}
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}
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void PhysXRevolute::setUpperLimit(float v) {
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_upperLimit = v;
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_mlimit.upper = mathutils::toRadian(_upperLimit);
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if (_limitEnabled) {
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auto *joint = static_cast<physx::PxRevoluteJoint *>(_mJoint);
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joint->setLimit(_mlimit);
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}
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}
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void PhysXRevolute::setMotorEnabled(bool v) {
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_motorEnabled = v;
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auto *joint = static_cast<physx::PxRevoluteJoint *>(_mJoint);
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joint->setRevoluteJointFlag(physx::PxRevoluteJointFlag::eDRIVE_ENABLED, _motorEnabled);
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if (v) {
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joint->setDriveVelocity(_motorVelocity / 60.0);
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joint->setDriveForceLimit(_motorForceLimit);
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}
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}
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void PhysXRevolute::setMotorVelocity(float v) {
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_motorVelocity = v;
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if (_motorEnabled) {
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auto *joint = static_cast<physx::PxRevoluteJoint *>(_mJoint);
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joint->setDriveVelocity(_motorVelocity / 60.0);
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}
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}
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void PhysXRevolute::setMotorForceLimit(float v) {
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_motorForceLimit = v;
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if (_motorEnabled) {
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auto *joint = static_cast<physx::PxRevoluteJoint *>(_mJoint);
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joint->setDriveForceLimit(_motorForceLimit);
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}
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}
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void PhysXRevolute::updateScale0() {
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updatePose();
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}
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void PhysXRevolute::updateScale1() {
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updatePose();
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}
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void PhysXRevolute::updatePose() {
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physx::PxTransform pose0{physx::PxIdentity};
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physx::PxTransform pose1{physx::PxIdentity};
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auto xAxis = _mAxis.getNormalized();
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auto yAxis = physx::PxVec3(0, 1, 0);
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auto zAxis = _mAxis.cross(yAxis);
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if (zAxis.magnitude() < 0.0001) {
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yAxis = physx::PxVec3(0, 0, 1).cross(xAxis);
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zAxis = xAxis.cross(yAxis);
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} else {
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yAxis = zAxis.cross(xAxis);
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}
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yAxis = yAxis.getNormalized();
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zAxis = zAxis.getNormalized();
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Mat4 transform(
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xAxis.x, xAxis.y, xAxis.z, 0,
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yAxis.x, yAxis.y, yAxis.z, 0,
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zAxis.x, zAxis.y, zAxis.z, 0,
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0.F, 0.F, 0.F, 1.F);
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auto quat = Quaternion();
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transform.getRotation(&quat);
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// pos and rot in with respect to bodyA
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auto *node0 = _mSharedBody->getNode();
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node0->updateWorldTransform();
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pose0.p = _mPivotA * node0->getWorldScale();
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pose0.q = physx::PxQuat(quat.x, quat.y, quat.z, quat.w);
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_mJoint->setLocalPose(physx::PxJointActorIndex::eACTOR0, pose0);
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if (_mConnectedBody) {
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auto *node1 = _mConnectedBody->getNode();
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node1->updateWorldTransform();
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pose1.p = _mPivotB * node1->getWorldScale();
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const auto &rot_0 = node0->getWorldRotation();
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const auto &rot_1_i = node1->getWorldRotation().getInversed();
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pose1.q = physx::PxQuat(rot_1_i.x, rot_1_i.y, rot_1_i.z, rot_1_i.w) * physx::PxQuat(rot_0.x, rot_0.y, rot_0.z, rot_0.w) * pose0.q;
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} else {
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const auto &wr = node0->getWorldRotation();
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auto pos = Vec3(_mPivotA.x, _mPivotA.y, _mPivotA.z);
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pos.multiply(node0->getWorldScale());
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pos.transformQuat(node0->getWorldRotation());
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pos.add(node0->getWorldPosition());
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pose1.p = physx::PxVec3(pos.x, pos.y, pos.z);
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pose1.q = physx::PxQuat{wr.x, wr.y, wr.z, wr.w} * pose0.q;
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}
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_mJoint->setLocalPose(physx::PxJointActorIndex::eACTOR1, pose1);
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}
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} // namespace physics
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} // namespace cc
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