Bullet Collision Detection & Physics Library
btMultiBodySliderConstraint.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 BTMBSLIDERCONSTRAINT_DIM 5
25#define EPSILON 0.000001
26
29 m_rigidBodyA(0),
30 m_rigidBodyB(bodyB),
31 m_pivotInA(pivotInA),
32 m_pivotInB(pivotInB),
33 m_frameInA(frameInA),
34 m_frameInB(frameInB),
35 m_jointAxis(jointAxis)
36{
37 m_data.resize(BTMBSLIDERCONSTRAINT_DIM);//at least store the applied impulses
38}
39
42 m_rigidBodyA(0),
43 m_rigidBodyB(0),
44 m_pivotInA(pivotInA),
45 m_pivotInB(pivotInB),
46 m_frameInA(frameInA),
47 m_frameInB(frameInB),
48 m_jointAxis(jointAxis)
49{
50 m_data.resize(BTMBSLIDERCONSTRAINT_DIM);//at least store the applied impulses
51}
52
54{
55 //not implemented yet
56 btAssert(0);
57}
58
60{
61}
62
63
65{
66 if (m_rigidBodyA)
67 return m_rigidBodyA->getIslandTag();
68
69 if (m_bodyA)
70 {
72 if (col)
73 return col->getIslandTag();
74 for (int i=0;i<m_bodyA->getNumLinks();i++)
75 {
78 }
79 }
80 return -1;
81}
82
84{
85 if (m_rigidBodyB)
86 return m_rigidBodyB->getIslandTag();
87 if (m_bodyB)
88 {
90 if (col)
91 return col->getIslandTag();
92
93 for (int i=0;i<m_bodyB->getNumLinks();i++)
94 {
96 if (col)
97 return col->getIslandTag();
98 }
99 }
100 return -1;
101}
102
104{
105 // Convert local points back to world
109 if (m_rigidBodyA)
110 {
114
115 } else if (m_bodyA) {
119 }
122 if (m_rigidBodyB)
123 {
126
127 } else if (m_bodyB) {
130 }
131
133 for (int i = 0; i < 3; ++i)
134 {
135 constraintAxis[0] = frameAworld.getColumn(i).cross(jointAxis);
136 if (constraintAxis[0].safeNorm() > EPSILON)
137 {
141 break;
142 }
143 }
144
148
150 for (int i=0;i<numDim;i++)
151 {
154 constraintRow.m_orgDofIndex = i;
155 constraintRow.m_relpos1CrossNormal.setValue(0,0,0);
156 constraintRow.m_contactNormal1.setValue(0,0,0);
157 constraintRow.m_relpos2CrossNormal.setValue(0,0,0);
158 constraintRow.m_contactNormal2.setValue(0,0,0);
159 constraintRow.m_angularComponentA.setValue(0,0,0);
160 constraintRow.m_angularComponentB.setValue(0,0,0);
161
162 constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
163 constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
164
165 if (m_rigidBodyA)
166 {
167 constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
168 }
169 if (m_rigidBodyB)
170 {
171 constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
172 }
173
176 btScalar posError = 0.0;
177 if (i < 2) {
182 posError,
185 );
186 }
187 else { //i>=2
188 constraintNormalAng = frameAworld.getColumn(i%3);
189 posError = angleDiff[i%3];
192 posError,
195 );
196 }
197 }
198}
199
201{
203 tr.setIdentity();
204
205 if (m_rigidBodyA)
206 {
208 tr.setOrigin(pivot);
209 drawer->drawTransform(tr, 0.1);
210 }
211 if (m_bodyA)
212 {
214 tr.setOrigin(pivotAworld);
215 drawer->drawTransform(tr, 0.1);
216 }
217 if (m_rigidBodyB)
218 {
219 // that ideally should draw the same frame
221 tr.setOrigin(pivot);
222 drawer->drawTransform(tr, 0.1);
223 }
224 if (m_bodyB)
225 {
227 tr.setOrigin(pivotBworld);
228 drawer->drawTransform(tr, 0.1);
229 }
230}
#define EPSILON
const T & btMax(const T &a, const T &b)
Definition btMinMax.h:29
#define BTMBSLIDERCONSTRAINT_DIM
This file was written by Erwin Coumans.
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)
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.
btMatrix3x3 transpose() const
Return the transpose 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 createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)
virtual void debugDraw(class btIDebugDraw *drawer)
btMultiBodySliderConstraint(btMultiBody *body, int link, btRigidBody *bodyB, const btVector3 &pivotInA, const btVector3 &pivotInB, const btMatrix3x3 &frameInA, const btMatrix3x3 &frameInB, const btVector3 &jointAxis)
btVector3 localPosToWorld(int i, const btVector3 &vec) const
int getNumLinks() const
const btMultibodyLink & getLink(int index) const
const btMultiBodyLinkCollider * getBaseCollider() const
btVector3 localDirToWorld(int i, const btVector3 &vec) 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
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition btVector3.h:389
btVector3 normalized() const
Return a normalized version of this vector.
Definition btVector3.h:964
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...