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- /**************************************************************************/
- /* godot_joints_2d.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 "godot_joints_2d.h"
- #include "godot_space_2d.h"
- //based on chipmunk joint constraints
- /* Copyright (c) 2007 Scott Lembcke
- *
- * 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.
- */
- void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) {
- set_self(p_joint->get_self());
- set_max_force(p_joint->get_max_force());
- set_bias(p_joint->get_bias());
- set_max_bias(p_joint->get_max_bias());
- disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
- }
- static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) {
- real_t value = 0.0;
- {
- value += a->get_inv_mass();
- real_t rcn = (rA - a->get_center_of_mass()).cross(n);
- value += a->get_inv_inertia() * rcn * rcn;
- }
- if (b) {
- value += b->get_inv_mass();
- real_t rcn = (rB - b->get_center_of_mass()).cross(n);
- value += b->get_inv_inertia() * rcn * rcn;
- }
- return value;
- }
- static inline Vector2
- relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) {
- Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity();
- if (b) {
- return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum;
- } else {
- return -sum;
- }
- }
- static inline real_t
- normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) {
- return relative_velocity(a, b, rA, rB).dot(n);
- }
- bool GodotPinJoint2D::setup(real_t p_step) {
- dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
- dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
- if (!dynamic_A && !dynamic_B) {
- return false;
- }
- GodotSpace2D *space = A->get_space();
- ERR_FAIL_NULL_V(space, false);
- rA = A->get_transform().basis_xform(anchor_A);
- rB = B ? B->get_transform().basis_xform(anchor_B) : anchor_B;
- real_t B_inv_mass = B ? B->get_inv_mass() : 0.0;
- Transform2D K1;
- K1[0].x = A->get_inv_mass() + B_inv_mass;
- K1[1].x = 0.0f;
- K1[0].y = 0.0f;
- K1[1].y = A->get_inv_mass() + B_inv_mass;
- Vector2 r1 = rA - A->get_center_of_mass();
- Transform2D K2;
- K2[0].x = A->get_inv_inertia() * r1.y * r1.y;
- K2[1].x = -A->get_inv_inertia() * r1.x * r1.y;
- K2[0].y = -A->get_inv_inertia() * r1.x * r1.y;
- K2[1].y = A->get_inv_inertia() * r1.x * r1.x;
- Transform2D K;
- K[0] = K1[0] + K2[0];
- K[1] = K1[1] + K2[1];
- if (B) {
- Vector2 r2 = rB - B->get_center_of_mass();
- Transform2D K3;
- K3[0].x = B->get_inv_inertia() * r2.y * r2.y;
- K3[1].x = -B->get_inv_inertia() * r2.x * r2.y;
- K3[0].y = -B->get_inv_inertia() * r2.x * r2.y;
- K3[1].y = B->get_inv_inertia() * r2.x * r2.x;
- K[0] += K3[0];
- K[1] += K3[1];
- }
- K[0].x += softness;
- K[1].y += softness;
- M = K.affine_inverse();
- Vector2 gA = rA + A->get_transform().get_origin();
- Vector2 gB = B ? rB + B->get_transform().get_origin() : rB;
- Vector2 delta = gB - gA;
- bias = delta * -(get_bias() == 0 ? space->get_constraint_bias() : get_bias()) * (1.0 / p_step);
- // Compute max impulse.
- jn_max = get_max_force() * p_step;
- return true;
- }
- inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {
- return Vector2(p_other * p_vec.y, -p_other * p_vec.x);
- }
- bool GodotPinJoint2D::pre_solve(real_t p_step) {
- // Apply accumulated impulse.
- if (dynamic_A) {
- A->apply_impulse(-P, rA);
- }
- if (B && dynamic_B) {
- B->apply_impulse(P, rB);
- }
- // Angle limits joint pre_solve step taken from https://github.com/slembcke/Chipmunk2D/blob/d0239ef4599b3688a5a336373f7d0a68426414ba/src/cpRotaryLimitJoint.c
- real_t i_sum_local = A->get_inv_inertia();
- if (B) {
- i_sum_local += B->get_inv_inertia();
- }
- i_sum = 1.0 / (i_sum_local);
- if (angular_limit_enabled && B) {
- Vector2 diff_vector = B->get_transform().get_origin() - A->get_transform().get_origin();
- diff_vector = diff_vector.rotated(-initial_angle);
- real_t dist = diff_vector.angle();
- real_t pdist = 0.0;
- if (dist > angular_limit_upper) {
- pdist = dist - angular_limit_upper;
- } else if (dist < angular_limit_lower) {
- pdist = dist - angular_limit_lower;
- }
- real_t error_bias = Math::pow(1.0 - 0.15, 60.0);
- // Calculate bias velocity.
- bias_velocity = -CLAMP((-1.0 - Math::pow(error_bias, p_step)) * pdist / p_step, -get_max_bias(), get_max_bias());
- // If the bias velocity is 0, the joint is not at a limit.
- if (bias_velocity >= -CMP_EPSILON && bias_velocity <= CMP_EPSILON) {
- j_acc = 0;
- is_joint_at_limit = false;
- } else {
- is_joint_at_limit = true;
- }
- } else {
- bias_velocity = 0.0;
- }
- return true;
- }
- void GodotPinJoint2D::solve(real_t p_step) {
- // Compute relative velocity.
- Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity());
- Vector2 rel_vel;
- if (B) {
- rel_vel = B->get_linear_velocity() - custom_cross(rB - B->get_center_of_mass(), B->get_angular_velocity()) - vA;
- } else {
- rel_vel = -vA;
- }
- // Angle limits joint solve step taken from https://github.com/slembcke/Chipmunk2D/blob/d0239ef4599b3688a5a336373f7d0a68426414ba/src/cpRotaryLimitJoint.c
- if ((angular_limit_enabled || motor_enabled) && B) {
- // Compute relative rotational velocity.
- real_t wr = B->get_angular_velocity() - A->get_angular_velocity();
- // Motor solve part taken from https://github.com/slembcke/Chipmunk2D/blob/d0239ef4599b3688a5a336373f7d0a68426414ba/src/cpSimpleMotor.c
- if (motor_enabled) {
- wr -= motor_target_velocity;
- }
- real_t j_max = jn_max;
- // Compute normal impulse.
- real_t j = -(bias_velocity + wr) * i_sum;
- real_t j_old = j_acc;
- // Only enable the limits if we have to.
- if (angular_limit_enabled && is_joint_at_limit) {
- if (bias_velocity < 0.0) {
- j_acc = CLAMP(j_old + j, 0.0, j_max);
- } else {
- j_acc = CLAMP(j_old + j, -j_max, 0.0);
- }
- } else {
- j_acc = CLAMP(j_old + j, -j_max, j_max);
- }
- j = j_acc - j_old;
- A->apply_torque_impulse(-j * A->get_inv_inertia());
- B->apply_torque_impulse(j * B->get_inv_inertia());
- }
- Vector2 impulse = M.basis_xform(bias - rel_vel - Vector2(softness, softness) * P);
- if (dynamic_A) {
- A->apply_impulse(-impulse, rA);
- }
- if (B && dynamic_B) {
- B->apply_impulse(impulse, rB);
- }
- P += impulse;
- }
- void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) {
- switch (p_param) {
- case PhysicsServer2D::PIN_JOINT_SOFTNESS: {
- softness = p_value;
- } break;
- case PhysicsServer2D::PIN_JOINT_LIMIT_UPPER: {
- angular_limit_upper = p_value;
- } break;
- case PhysicsServer2D::PIN_JOINT_LIMIT_LOWER: {
- angular_limit_lower = p_value;
- } break;
- case PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY: {
- motor_target_velocity = p_value;
- } break;
- }
- }
- real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const {
- switch (p_param) {
- case PhysicsServer2D::PIN_JOINT_SOFTNESS: {
- return softness;
- }
- case PhysicsServer2D::PIN_JOINT_LIMIT_UPPER: {
- return angular_limit_upper;
- }
- case PhysicsServer2D::PIN_JOINT_LIMIT_LOWER: {
- return angular_limit_lower;
- }
- case PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY: {
- return motor_target_velocity;
- }
- }
- ERR_FAIL_V(0);
- }
- void GodotPinJoint2D::set_flag(PhysicsServer2D::PinJointFlag p_flag, bool p_enabled) {
- switch (p_flag) {
- case PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED: {
- angular_limit_enabled = p_enabled;
- } break;
- case PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED: {
- motor_enabled = p_enabled;
- } break;
- }
- }
- bool GodotPinJoint2D::get_flag(PhysicsServer2D::PinJointFlag p_flag) const {
- switch (p_flag) {
- case PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED: {
- return angular_limit_enabled;
- }
- case PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED: {
- return motor_enabled;
- }
- }
- ERR_FAIL_V(0);
- }
- GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
- GodotJoint2D(_arr, p_body_b ? 2 : 1) {
- A = p_body_a;
- B = p_body_b;
- anchor_A = p_body_a->get_inv_transform().xform(p_pos);
- anchor_B = p_body_b ? p_body_b->get_inv_transform().xform(p_pos) : p_pos;
- p_body_a->add_constraint(this, 0);
- if (p_body_b) {
- p_body_b->add_constraint(this, 1);
- initial_angle = A->get_transform().get_origin().angle_to_point(B->get_transform().get_origin());
- }
- }
- //////////////////////////////////////////////
- //////////////////////////////////////////////
- //////////////////////////////////////////////
- static inline void
- k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) {
- // calculate mass matrix
- // If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross...
- real_t k11, k12, k21, k22;
- real_t m_sum = a->get_inv_mass() + b->get_inv_mass();
- // start with I*m_sum
- k11 = m_sum;
- k12 = 0.0f;
- k21 = 0.0f;
- k22 = m_sum;
- r1 -= a->get_center_of_mass();
- r2 -= b->get_center_of_mass();
- // add the influence from r1
- real_t a_i_inv = a->get_inv_inertia();
- real_t r1xsq = r1.x * r1.x * a_i_inv;
- real_t r1ysq = r1.y * r1.y * a_i_inv;
- real_t r1nxy = -r1.x * r1.y * a_i_inv;
- k11 += r1ysq;
- k12 += r1nxy;
- k21 += r1nxy;
- k22 += r1xsq;
- // add the influnce from r2
- real_t b_i_inv = b->get_inv_inertia();
- real_t r2xsq = r2.x * r2.x * b_i_inv;
- real_t r2ysq = r2.y * r2.y * b_i_inv;
- real_t r2nxy = -r2.x * r2.y * b_i_inv;
- k11 += r2ysq;
- k12 += r2nxy;
- k21 += r2nxy;
- k22 += r2xsq;
- // invert
- real_t determinant = k11 * k22 - k12 * k21;
- ERR_FAIL_COND(determinant == 0.0);
- real_t det_inv = 1.0f / determinant;
- *k1 = Vector2(k22 * det_inv, -k12 * det_inv);
- *k2 = Vector2(-k21 * det_inv, k11 * det_inv);
- }
- static _FORCE_INLINE_ Vector2
- mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) {
- return Vector2(vr.dot(k1), vr.dot(k2));
- }
- bool GodotGrooveJoint2D::setup(real_t p_step) {
- dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
- dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
- if (!dynamic_A && !dynamic_B) {
- return false;
- }
- GodotSpace2D *space = A->get_space();
- ERR_FAIL_NULL_V(space, false);
- // calculate endpoints in worldspace
- Vector2 ta = A->get_transform().xform(A_groove_1);
- Vector2 tb = A->get_transform().xform(A_groove_2);
- // calculate axis
- Vector2 n = -(tb - ta).orthogonal().normalized();
- real_t d = ta.dot(n);
- xf_normal = n;
- rB = B->get_transform().basis_xform(B_anchor);
- // calculate tangential distance along the axis of rB
- real_t td = (B->get_transform().get_origin() + rB).cross(n);
- // calculate clamping factor and rB
- if (td <= ta.cross(n)) {
- clamp = 1.0f;
- rA = ta - A->get_transform().get_origin();
- } else if (td >= tb.cross(n)) {
- clamp = -1.0f;
- rA = tb - A->get_transform().get_origin();
- } else {
- clamp = 0.0f;
- //joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p);
- rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin();
- }
- // Calculate mass tensor
- k_tensor(A, B, rA, rB, &k1, &k2);
- // compute max impulse
- jn_max = get_max_force() * p_step;
- // calculate bias velocity
- //cpVect delta = cpvsub(cpvadd(b->p, joint->r2), cpvadd(a->p, joint->r1));
- //joint->bias = cpvclamp(cpvmult(delta, -joint->constraint.biasCoef*dt_inv), joint->constraint.maxBias);
- Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
- real_t _b = get_bias();
- gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).limit_length(get_max_bias());
- correct = true;
- return true;
- }
- bool GodotGrooveJoint2D::pre_solve(real_t p_step) {
- // Apply accumulated impulse.
- if (dynamic_A) {
- A->apply_impulse(-jn_acc, rA);
- }
- if (dynamic_B) {
- B->apply_impulse(jn_acc, rB);
- }
- return true;
- }
- void GodotGrooveJoint2D::solve(real_t p_step) {
- // compute impulse
- Vector2 vr = relative_velocity(A, B, rA, rB);
- Vector2 j = mult_k(gbias - vr, k1, k2);
- Vector2 jOld = jn_acc;
- j += jOld;
- jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).limit_length(jn_max);
- j = jn_acc - jOld;
- if (dynamic_A) {
- A->apply_impulse(-j, rA);
- }
- if (dynamic_B) {
- B->apply_impulse(j, rB);
- }
- }
- GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
- GodotJoint2D(_arr, 2) {
- A = p_body_a;
- B = p_body_b;
- A_groove_1 = A->get_inv_transform().xform(p_a_groove1);
- A_groove_2 = A->get_inv_transform().xform(p_a_groove2);
- B_anchor = B->get_inv_transform().xform(p_b_anchor);
- A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal();
- A->add_constraint(this, 0);
- B->add_constraint(this, 1);
- }
- //////////////////////////////////////////////
- //////////////////////////////////////////////
- //////////////////////////////////////////////
- bool GodotDampedSpringJoint2D::setup(real_t p_step) {
- dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
- dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
- if (!dynamic_A && !dynamic_B) {
- return false;
- }
- rA = A->get_transform().basis_xform(anchor_A);
- rB = B->get_transform().basis_xform(anchor_B);
- Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
- real_t dist = delta.length();
- if (dist) {
- n = delta / dist;
- } else {
- n = Vector2();
- }
- real_t k = k_scalar(A, B, rA, rB, n);
- n_mass = 1.0f / k;
- target_vrn = 0.0f;
- v_coef = 1.0f - Math::exp(-damping * (p_step)*k);
- // Calculate spring force.
- real_t f_spring = (rest_length - dist) * stiffness;
- j = n * f_spring * (p_step);
- return true;
- }
- bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) {
- // Apply spring force.
- if (dynamic_A) {
- A->apply_impulse(-j, rA);
- }
- if (dynamic_B) {
- B->apply_impulse(j, rB);
- }
- return true;
- }
- void GodotDampedSpringJoint2D::solve(real_t p_step) {
- // compute relative velocity
- real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn;
- // compute velocity loss from drag
- // not 100% certain this is derived correctly, though it makes sense
- real_t v_damp = -vrn * v_coef;
- target_vrn = vrn + v_damp;
- Vector2 j_new = n * v_damp * n_mass;
- if (dynamic_A) {
- A->apply_impulse(-j_new, rA);
- }
- if (dynamic_B) {
- B->apply_impulse(j_new, rB);
- }
- }
- void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {
- switch (p_param) {
- case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
- rest_length = p_value;
- } break;
- case PhysicsServer2D::DAMPED_SPRING_DAMPING: {
- damping = p_value;
- } break;
- case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: {
- stiffness = p_value;
- } break;
- }
- }
- real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const {
- switch (p_param) {
- case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
- return rest_length;
- } break;
- case PhysicsServer2D::DAMPED_SPRING_DAMPING: {
- return damping;
- } break;
- case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: {
- return stiffness;
- } break;
- }
- ERR_FAIL_V(0);
- }
- GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
- GodotJoint2D(_arr, 2) {
- A = p_body_a;
- B = p_body_b;
- anchor_A = A->get_inv_transform().xform(p_anchor_a);
- anchor_B = B->get_inv_transform().xform(p_anchor_b);
- rest_length = p_anchor_a.distance_to(p_anchor_b);
- A->add_constraint(this, 0);
- B->add_constraint(this, 1);
- }
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