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LNXSDK/leenkx/Sources/leenkx/trait/physics/bullet/PhysicsConstraint.hx
2025-01-22 16:18:30 +01:00

477 lines
13 KiB
Haxe

package leenkx.trait.physics.bullet;
import iron.math.Vec4;
import iron.Scene;
import iron.object.Object;
#if lnx_bullet
import Math;
import iron.math.Quat;
import leenkx.trait.physics.RigidBody;
import leenkx.trait.physics.PhysicsWorld;
/**
* A trait to add Bullet physics constraints
**/
class PhysicsConstraint extends iron.Trait {
static var nextId:Int = 0;
public var id:Int = 0;
var physics: PhysicsWorld;
var body1: Object;
var body2: Object;
var type: ConstraintType;
public var disableCollisions: Bool;
var breakingThreshold: Float;
var limits: Array<Float>;
public var con: bullet.Bt.TypedConstraint = null;
static var nullvec = true;
static var vec1: bullet.Bt.Vector3;
static var vec2: bullet.Bt.Vector3;
static var vec3: bullet.Bt.Vector3;
static var trans1: bullet.Bt.Transform;
static var trans2: bullet.Bt.Transform;
static var transt: bullet.Bt.Transform;
/**
* Function to initialize physics constraint trait.
*
* @param object Pivot object to which this constraint trait will be added. The constraint limits are applied along the local axes of this object. This object need not
* be a Rigid Body. Typically an `Empty` object may be used. Moving/rotating/parenting this pivot object has no effect once the constraint trait is added. Removing
* the pivot object removes the constraint.
*
* @param body1 First rigid body to be constrained. This rigid body may be constrained by other constraints.
*
* @param body2 Second rigid body to be constrained. This rigid body may be constrained by other constraints.
*
* @param type Type of the constraint.
*
* @param disableCollisions Disable collisions between constrained objects.
*
* @param breakingThreshold Break the constraint if stress on this constraint exceeds this value. Set to 0 to make un-breakable.
*
* @param limits Constraint limits. This may be set before adding the trait to pivot object using the set limits functions.
*
**/
public function new(body1: Object, body2: Object, type: ConstraintType, disableCollisions: Bool, breakingThreshold: Float, limits: Array<Float> = null) {
super();
if (nullvec) {
nullvec = false;
vec1 = new bullet.Bt.Vector3(0, 0, 0);
vec2 = new bullet.Bt.Vector3(0, 0, 0);
vec3 = new bullet.Bt.Vector3(0, 0, 0);
trans1 = new bullet.Bt.Transform();
trans2 = new bullet.Bt.Transform();
}
this.body1 = body1;
this.body2 = body2;
this.type = type;
this.disableCollisions = disableCollisions;
this.breakingThreshold = breakingThreshold;
if(limits == null) limits = [for(i in 0...36) 0];
this.limits = limits;
notifyOnInit(init);
}
function init() {
physics = PhysicsWorld.active;
var target1 = body1;
var target2 = body2;
if (target1 == null || target2 == null) return;//no objects selected
var rb1: RigidBody = target1.getTrait(RigidBody);
var rb2: RigidBody = target2.getTrait(RigidBody);
if (rb1 != null && rb1.ready && rb2 != null && rb2.ready) {//Check if rigid bodies are ready
var t = object.transform;
var t1 = target1.transform;
var t2 = target2.transform;
var frameT = t.world.clone();//Transform of pivot in world space
var frameInA = t1.world.clone();//Transform of rb1 in world space
frameInA.getInverse(frameInA);//Inverse Transform of rb1 in world space
frameT.multmat(frameInA);//Transform of pivot object in rb1 space
frameInA = frameT.clone();//Frame In A
frameT = t.world.clone();//Transform of pivot in world space
var frameInB = t2.world.clone();//Transform of rb2 in world space
frameInB.getInverse(frameInB);//Inverse Transform of rb2 in world space
frameT.multmat(frameInB);//Transform of pivot object in rb2 space
frameInB = frameT.clone();//Frame In B
var loc = new Vec4();
var rot = new Quat();
var scl = new Vec4();
frameInA.decompose(loc,rot,scl);
trans1.setIdentity();
vec1.setX(loc.x);
vec1.setY(loc.y);
vec1.setZ(loc.z);
trans1.setOrigin(vec1);
trans1.setRotation(new bullet.Bt.Quaternion(rot.x, rot.y, rot.z, rot.w));
frameInB.decompose(loc,rot,scl);
trans2.setIdentity();
vec2.setX(loc.x);
vec2.setY(loc.y);
vec2.setZ(loc.z);
trans2.setOrigin(vec2);
trans2.setRotation(new bullet.Bt.Quaternion(rot.x, rot.y, rot.z, rot.w));
if (type == Generic || type == Fixed) {
#if hl
var c = new bullet.Bt.Generic6DofConstraint(rb1.body, rb2.body, trans1, trans2, false);
#else
var c = bullet.Bt.Generic6DofConstraint.new2(rb1.body, rb2.body, trans1, trans2, false);
#end
if (type == Fixed) {
vec1.setX(0);
vec1.setY(0);
vec1.setZ(0);
c.setLinearLowerLimit(vec1);
c.setLinearUpperLimit(vec1);
c.setAngularLowerLimit(vec1);
c.setAngularUpperLimit(vec1);
}
else if (type == ConstraintType.Generic) {
if (limits[0] == 0) {
limits[1] = 1.0;
limits[2] = -1.0;
}
if (limits[3] == 0) {
limits[4] = 1.0;
limits[5] = -1.0;
}
if (limits[6] == 0) {
limits[7] = 1.0;
limits[8] = -1.0;
}
if (limits[9] == 0) {
limits[10] = 1.0;
limits[11] = -1.0;
}
if (limits[12] == 0) {
limits[13] = 1.0;
limits[14] = -1.0;
}
if (limits[15] == 0) {
limits[16] = 1.0;
limits[17] = -1.0;
}
vec1.setX(limits[1]);
vec1.setY(limits[4]);
vec1.setZ(limits[7]);
c.setLinearLowerLimit(vec1);
vec1.setX(limits[2]);
vec1.setY(limits[5]);
vec1.setZ(limits[8]);
c.setLinearUpperLimit(vec1);
vec1.setX(limits[10]);
vec1.setY(limits[13]);
vec1.setZ(limits[16]);
c.setAngularLowerLimit(vec1);
vec1.setX(limits[11]);
vec1.setY(limits[14]);
vec1.setZ(limits[17]);
c.setAngularUpperLimit(vec1);
}
con = cast c;
}
else if (type == ConstraintType.GenericSpring){
var c = new bullet.Bt.Generic6DofSpringConstraint(rb1.body, rb2.body, trans1, trans2, false);
if (limits[0] == 0) {
limits[1] = 1.0;
limits[2] = -1.0;
}
if (limits[3] == 0) {
limits[4] = 1.0;
limits[5] = -1.0;
}
if (limits[6] == 0) {
limits[7] = 1.0;
limits[8] = -1.0;
}
if (limits[9] == 0) {
limits[10] = 1.0;
limits[11] = -1.0;
}
if (limits[12] == 0) {
limits[13] = 1.0;
limits[14] = -1.0;
}
if (limits[15] == 0) {
limits[16] = 1.0;
limits[17] = -1.0;
}
vec1.setX(limits[1]);
vec1.setY(limits[4]);
vec1.setZ(limits[7]);
c.setLinearLowerLimit(vec1);
vec1.setX(limits[2]);
vec1.setY(limits[5]);
vec1.setZ(limits[8]);
c.setLinearUpperLimit(vec1);
vec1.setX(limits[10]);
vec1.setY(limits[13]);
vec1.setZ(limits[16]);
c.setAngularLowerLimit(vec1);
vec1.setX(limits[11]);
vec1.setY(limits[14]);
vec1.setZ(limits[17]);
c.setAngularUpperLimit(vec1);
if (limits[18] != 0) {
c.enableSpring(0, true);
c.setStiffness(0, limits[19]);
c.setDamping(0, limits[20]);
}
else {
c.enableSpring(0, false);
}
if (limits[21] != 0) {
c.enableSpring(1, true);
c.setStiffness(1, limits[22]);
c.setDamping(1, limits[23]);
}
else {
c.enableSpring(1, false);
}
if (limits[24] != 0) {
c.enableSpring(2, true);
c.setStiffness(2, limits[25]);
c.setDamping(2, limits[26]);
}
else {
c.enableSpring(2, false);
}
if (limits[27] != 0) {
c.enableSpring(3, true);
c.setStiffness(3, limits[28]);
c.setDamping(3, limits[29]);
}
else {
c.enableSpring(3, false);
}
if (limits[30] != 0) {
c.enableSpring(4, true);
c.setStiffness(4, limits[31]);
c.setDamping(4, limits[32]);
}
else {
c.enableSpring(4, false);
}
if (limits[33] != 0) {
c.enableSpring(5, true);
c.setStiffness(5, limits[34]);
c.setDamping(5, limits[35]);
}
else {
c.enableSpring(5, false);
}
con = cast c;
}
else if (type == ConstraintType.Point){
var c = new bullet.Bt.Point2PointConstraint(rb1.body, rb2.body, vec1, vec2);
con = cast c;
}
else if (type == ConstraintType.Hinge) {
var axis = vec3;
var _softness: Float = 0.9;
var _biasFactor: Float = 0.3;
var _relaxationFactor: Float = 1.0;
axis.setX(t.up().x);
axis.setY(t.up().y);
axis.setZ(t.up().z);
var c = new bullet.Bt.HingeConstraint(rb1.body, rb2.body, vec1, vec2, axis, axis, false);
if (limits[0] != 0) {
c.setLimit(limits[1], limits[2], _softness, _biasFactor, _relaxationFactor);
}
con = cast c;
}
else if (type == ConstraintType.Slider) {
var c = new bullet.Bt.SliderConstraint(rb1.body, rb2.body, trans1, trans2, true);
if (limits[0] != 0) {
c.setLowerLinLimit(limits[1]);
c.setUpperLinLimit(limits[2]);
}
con = cast c;
}
else if (type == ConstraintType.Piston) {
var c = new bullet.Bt.SliderConstraint(rb1.body, rb2.body, trans1, trans2, true);
if (limits[0] != 0) {
c.setLowerLinLimit(limits[1]);
c.setUpperLinLimit(limits[2]);
}
if (limits[3] != 0) {
c.setLowerAngLimit(limits[4]);
c.setUpperAngLimit(limits[5]);
}
else {
c.setLowerAngLimit(1);
c.setUpperAngLimit(-1);
}
con = cast c;
}
if (breakingThreshold > 0) con.setBreakingImpulseThreshold(breakingThreshold);
physics.addPhysicsConstraint(this);
id = nextId;
nextId++;
notifyOnRemove(removeFromWorld);
}
else this.remove(); // Rigid body not initialized yet. Remove trait without adding constraint
}
public function removeFromWorld() {
physics.removePhysicsConstraint(this);
}
/**
* Function to set constraint limits when using Hinge constraint. May be used after initalizing this trait but before adding it
* to the pivot object
**/
public function setHingeConstraintLimits(angLimit: Bool, lowerAngLimit: Float, upperAngLimit: Float) {
angLimit? limits[0] = 1 : limits[0] = 0;
limits[1] = lowerAngLimit * (Math.PI/ 180);
limits[2] = upperAngLimit * (Math.PI/ 180);
}
/**
* Function to set constraint limits when using Slider constraint. May be used after initalizing this trait but before adding it
* to the pivot object
**/
public function setSliderConstraintLimits(linLimit: Bool, lowerLinLimit: Float, upperLinLimit: Float) {
linLimit? limits[0] = 1 : limits[0] = 0;
limits[1] = lowerLinLimit;
limits[2] = upperLinLimit;
}
/**
* Function to set constraint limits when using Piston constraint. May be used after initalizing this trait but before adding it
* to the pivot object
**/
public function setPistonConstraintLimits(linLimit: Bool, lowerLinLimit: Float, upperLinLimit: Float, angLimit: Bool, lowerAngLimit: Float, upperAngLimit: Float) {
linLimit? limits[0] = 1 : limits[0] = 0;
limits[1] = lowerLinLimit;
limits[2] = upperLinLimit;
angLimit? limits[3] = 1 : limits[3] = 0;
limits[4] = lowerAngLimit * (Math.PI/ 180);
limits[5] = upperAngLimit * (Math.PI/ 180);
}
/**
* Function to set customized constraint limits when using Generic/ Generic Spring constraint. May be used after initalizing this trait but before adding it
* to the pivot object. Multiple constarints may be set by calling this function with different parameters.
**/
public function setGenericConstraintLimits(setLimit: Bool = false, lowerLimit: Float = 1.0, upperLimit: Float = -1.0, axis: ConstraintAxis = X, isAngular: Bool = false) {
var i = 0;
var j = 0;
var radian = (Math.PI/ 180);
switch (axis){
case X:
i = 0;
case Y:
i = 3;
case Z:
i = 6;
}
isAngular? j = 9 : j = 0;
isAngular? radian = (Math.PI/ 180) : radian = 1;
setLimit? limits[i + j] = 1 : 0;
limits[i + j + 1] = lowerLimit * radian;
limits[i + j + 2] = upperLimit * radian;
}
/**
* Function to set customized spring parameters when using Generic/ Generic Spring constraint. May be used after initalizing this trait but before adding it
* to the pivot object. Multiple parameters to different axes may be set by calling this function with different parameters.
**/
public function setSpringParams(setSpring: Bool = false, stiffness: Float = 10.0, damping: Float = 0.5, axis: ConstraintAxis = X, isAngular: Bool = false) {
var i = 0;
var j = 0;
switch (axis){
case X:
i = 18;
case Y:
i = 21;
case Z:
i = 24;
}
isAngular? j = 9 : j = 0;
setSpring? limits[i + j] = 1 : 0;
limits[i + j + 1] = stiffness;
limits[i + j + 2] = damping;
}
public function delete() {
#if js
bullet.Bt.Ammo.destroy(con);
#else
con.delete();
#end
}
}
@:enum abstract ConstraintType(Int) from Int to Int {
var Fixed = 0;
var Point = 1;
var Hinge = 2;
var Slider = 3;
var Piston = 4;
var Generic = 5;
var GenericSpring = 6;
var Motor = 7;
}
@:enum abstract ConstraintAxis(Int) from Int to Int {
var X = 0;
var Y = 1;
var Z = 2;
}
#end