Bullet Collision Detection & Physics Library
btMultiBodyFixedConstraint.cpp
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
17
23
24#define BTMBFIXEDCONSTRAINT_DIM 6
25
28 m_rigidBodyA(0),
29 m_rigidBodyB(bodyB),
30 m_pivotInA(pivotInA),
31 m_pivotInB(pivotInB),
32 m_frameInA(frameInA),
33 m_frameInB(frameInB)
34{
35 m_data.resize(BTMBFIXEDCONSTRAINT_DIM);//at least store the applied impulses
36}
37
40 m_rigidBodyA(0),
41 m_rigidBodyB(0),
42 m_pivotInA(pivotInA),
43 m_pivotInB(pivotInB),
44 m_frameInA(frameInA),
45 m_frameInB(frameInB)
46{
47 m_data.resize(BTMBFIXEDCONSTRAINT_DIM);//at least store the applied impulses
48}
49
51{
52 //not implemented yet
53 btAssert(0);
54}
55
57{
58}
59
60
62{
63 if (m_rigidBodyA)
64 return m_rigidBodyA->getIslandTag();
65
66 if (m_bodyA)
67 {
69 if (col)
70 return col->getIslandTag();
71 for (int i=0;i<m_bodyA->getNumLinks();i++)
72 {
75 }
76 }
77 return -1;
78}
79
81{
82 if (m_rigidBodyB)
83 return m_rigidBodyB->getIslandTag();
84 if (m_bodyB)
85 {
87 if (col)
88 return col->getIslandTag();
89
90 for (int i=0;i<m_bodyB->getNumLinks();i++)
91 {
93 if (col)
94 return col->getIslandTag();
95 }
96 }
97 return -1;
98}
99
101{
103 for (int i=0;i<numDim;i++)
104 {
107 constraintRow.m_orgDofIndex = i;
108 constraintRow.m_relpos1CrossNormal.setValue(0,0,0);
109 constraintRow.m_contactNormal1.setValue(0,0,0);
110 constraintRow.m_relpos2CrossNormal.setValue(0,0,0);
111 constraintRow.m_contactNormal2.setValue(0,0,0);
112 constraintRow.m_angularComponentA.setValue(0,0,0);
113 constraintRow.m_angularComponentB.setValue(0,0,0);
114
115 constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
116 constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
117
118 // Convert local points back to world
121 if (m_rigidBodyA)
122 {
123
124 constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
127
128 } else
129 {
130 if (m_bodyA) {
133 }
134 }
137 if (m_rigidBodyB)
138 {
139 constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
142
143 } else
144 {
145 if (m_bodyB) {
148 }
149 }
150
154
157 btScalar posError = 0.0;
158 if (i < 3) {
159 constraintNormalLin[i] = -1;
163 posError,
166 );
167 }
168 else { //i>=3
169 constraintNormalAng = frameAworld.getColumn(i%3);
170 posError = angleDiff[i%3];
173 posError,
176 );
177 }
178 }
179}
180
182{
184 tr.setIdentity();
185
186 if (m_rigidBodyA)
187 {
189 tr.setOrigin(pivot);
190 drawer->drawTransform(tr, 0.1);
191 }
192 if (m_bodyA)
193 {
195 tr.setOrigin(pivotAworld);
196 drawer->drawTransform(tr, 0.1);
197 }
198 if (m_rigidBodyB)
199 {
200 // that ideally should draw the same frame
202 tr.setOrigin(pivot);
203 drawer->drawTransform(tr, 0.1);
204 }
205 if (m_bodyB)
206 {
208 tr.setOrigin(pivotBworld);
209 drawer->drawTransform(tr, 0.1);
210 }
211}
const T & btMax(const T &a, const T &b)
Definition btMinMax.h:29
#define BTMBFIXEDCONSTRAINT_DIM
This file was written by Erwin Coumans.
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:292
#define btAssert(x)
Definition btScalar.h:131
void resize(int newsize, const T &fillData=T())
static bool matrixToEulerXYZ(const btMatrix3x3 &mat, btVector3 &xyz)
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations.
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition btMatrix3x3.h:48
btMatrix3x3 inverse() const
Return the inverse of the matrix.
btAlignedObjectArray< btScalar > m_data
btScalar fillMultiBodyConstraint(btMultiBodySolverConstraint &solverConstraint, btMultiBodyJacobianData &data, btScalar *jacOrgA, btScalar *jacOrgB, const btVector3 &constraintNormalAng, const btVector3 &constraintNormalLin, const btVector3 &posAworld, const btVector3 &posBworld, btScalar posError, const btContactSolverInfo &infoGlobal, btScalar lowerLimit, btScalar upperLimit, bool angConstraint=false, btScalar relaxation=1.f, bool isFriction=false, btScalar desiredVelocity=0, btScalar cfmSlip=0)
virtual void debugDraw(class btIDebugDraw *drawer)
btMultiBodyFixedConstraint(btMultiBody *body, int link, btRigidBody *bodyB, const btVector3 &pivotInA, const btVector3 &pivotInB, const btMatrix3x3 &frameInA, const btMatrix3x3 &frameInB)
virtual void createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)
btVector3 localPosToWorld(int i, const btVector3 &vec) const
int getNumLinks() const
const btMultibodyLink & getLink(int index) const
const btMultiBodyLinkCollider * getBaseCollider() const
btMatrix3x3 localFrameToWorld(int i, const btMatrix3x3 &mat) const
The btRigidBody is the main class for rigid body objects.
Definition btRigidBody.h:63
btQuaternion getOrientation() const
const btTransform & getCenterOfMassTransform() const
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:34
void setIdentity()
Set this transformation to the identity.
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:84
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...