|
Bullet Collision Detection & Physics Library
|
Go to the documentation of this file.
28 #define CONETWIST_USE_OBSOLETE_SOLVER false
29 #define CONETWIST_DEF_FIX_THRESH btScalar(.05f)
165 int srow = row * info->
rowskip;
177 int srow1 = srow + info->
rowskip;
205 J2[srow+0] = -ax1[0];
206 J2[srow+1] = -ax1[1];
207 J2[srow+2] = -ax1[2];
229 J2[srow+0] = -ax1[0];
230 J2[srow+1] = -ax1[1];
231 J2[srow+2] = -ax1[2];
276 btVector3 relPos = pivotBInW - pivotAInW;
290 for (
int i=0;i<3;i++)
333 for (
int i=0;i<3;i++)
339 rel_vel = normal.
dot(vel);
341 btScalar depth = -(pivotAInW - pivotBInW).
dot(normal);
342 btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv;
364 trACur, zerovec, omegaA, timeStep, trAPred);
367 trBCur, zerovec, omegaB, timeStep, trBPred);
387 btScalar kAxisAInv = 0, kAxisBInv = 0;
401 btVector3 avgAxis = kAxisAInv * axisA + kAxisBInv * axisB;
403 static bool bDoTorque =
true;
409 btScalar kInvCombined = kAxisAInv + kAxisBInv;
411 btVector3 impulse = (kAxisAInv * dOmegaA - kAxisBInv * dOmegaB) /
412 (kInvCombined * kInvCombined);
418 fMaxImpulse = fMaxImpulse/kAxisAInv;
422 if (newUnclampedMag > fMaxImpulse)
425 newUnclampedAccImpulse *= fMaxImpulse;
432 btVector3 impulseAxis = impulse / impulseMag;
453 btVector3 impulseAxis = impulse / impulseMag;
487 btVector3 impulseNoTwistCouple = impulse - impulseTwistCouple;
488 impulse = impulseNoTwistCouple;
491 impulseMag = impulse.
length();
492 btVector3 noTwistSwingAxis = impulse / impulseMag;
543 btVector3 b1Axis1(0,0,0),b1Axis2(0,0,0),b1Axis3(0,0,0);
559 swx = b2Axis1.
dot(b1Axis1);
560 swy = b2Axis1.dot(b1Axis2);
562 fact = (swy*swy + swx*swx) * thresh * thresh;
563 fact = fact / (fact +
btScalar(1.0));
570 swx = b2Axis1.
dot(b1Axis1);
571 swy = b2Axis1.dot(b1Axis3);
573 fact = (swy*swy + swx*swx) * thresh * thresh;
574 fact = fact / (fact +
btScalar(1.0));
580 btScalar EllipseAngle =
btFabs(swing1*swing1)* RMaxAngle1Sq +
btFabs(swing2*swing2) * RMaxAngle2Sq;
582 if (EllipseAngle > 1.0f)
587 m_swingAxis = b2Axis1.
cross(b1Axis2* b2Axis1.dot(b1Axis2) + b1Axis3* b2Axis1.
dot(b1Axis3));
589 btScalar swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f;
776 target[0] = x * ivA[0] + y * jvA[0] + z * kvA[0];
777 target[1] = x * ivA[1] + y * jvA[1] + z * kvA[1];
778 target[2] = x * ivA[2] + y * jvA[2] + z * kvA[2];
837 vSwingAxis =
btVector3(qCone.
x(), qCone.
y(), qCone.
z());
864 btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse);
867 btScalar swingLimit2 = (1 + surfaceSlope2) / norm;
868 swingLimit = sqrt(swingLimit2);
884 else if (swingAngle < 0)
909 btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse);
912 btScalar swingLimit2 = (1 + surfaceSlope2) / norm;
913 swingLimit = sqrt(swingLimit2);
918 btVector3 vSwingAxis(0, xEllipse, -yEllipse);
920 btVector3 vPointInConstraintSpace(fLength,0,0);
921 return quatRotate(qSwing, vPointInConstraintSpace);
935 qMinTwist = -(qTwist);
946 vTwistAxis =
btVector3(qMinTwist.
x(), qMinTwist.
y(), qMinTwist.
z());
1021 if (swingAngle > swingLimit*softness)
1022 swingAngle = swingLimit*softness;
1023 else if (swingAngle < -swingLimit*softness)
1024 swingAngle = -swingLimit*softness;
1058 if((axis >= 0) && (axis < 3))
1070 if((axis >= 0) && (axis < 3))
1095 if((axis >= 0) && (axis < 3))
1100 else if((axis >= 3) && (axis < 6))
1111 if((axis >= 0) && (axis < 3))
1116 else if((axis >= 3) && (axis < 6))
virtual void solveConstraintObsolete(btSolverBody &bodyA, btSolverBody &bodyB, btScalar timeStep)
internal method used by the constraint solver, don't use them directly
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
TypedConstraint is the baseclass for Bullet constraints and vehicles.
bool m_bNormalizedMotorStrength
The btRigidBody is the main class for rigid body objects.
const btRigidBody & getRigidBodyB() const
#define btAssertConstrParams(_par)
const btScalar & y() const
Return the y value.
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
void btPlaneSpace1(const T &n, T &p, T &q)
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
btScalar length() const
Return the length of the vector.
virtual btScalar getParam(int num, int axis=-1) const
return the local value of parameter
btScalar getAngle() const
Return the angle [0, 2Pi] of rotation represented by this quaternion.
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define CONETWIST_DEF_FIX_THRESH
btScalar m_swingCorrection
@ BT_CONETWIST_FLAGS_ANG_CFM
void setZ(btScalar _z)
Set the z value.
Jacobian entry is an abstraction that allows to describe constraints it can be used in combination wi...
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
btQuaternion inverse() const
Return the inverse of this quaternion.
@ CONETWIST_CONSTRAINT_TYPE
void internalGetAngularVelocity(btVector3 &angVel) const
btScalar * m_J2angularAxis
btScalar dot(const btVector3 &v) const
Return the dot product.
btScalar * m_J2linearAxis
void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
btScalar computeAngularImpulseDenominator(const btVector3 &axis, const btMatrix3x3 &invInertiaWorld)
btQuaternion & normalize()
Normalize the quaternion Such that x^2 + y^2 + z^2 +w^2 = 1.
const btTransform & getCenterOfMassTransform() const
btVector3 GetPointForAngle(btScalar fAngleInRadians, btScalar fLength) const
const T & btMax(const T &a, const T &b)
const btScalar & y() const
Return the y value.
btVector3 m_accMotorImpulse
void internalGetVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
const btVector3 & getInvInertiaDiagLocal() const
btScalar m_twistLimitRatio
btScalar m_twistCorrection
btScalar btSin(btScalar x)
void calcAngleInfo2(const btTransform &transA, const btTransform &transB, const btMatrix3x3 &invInertiaWorldA, const btMatrix3x3 &invInertiaWorldB)
btScalar m_accTwistLimitImpulse
btScalar btFabs(btScalar x)
btScalar m_twistLimitSign
btQuaternion shortestArcQuat(const btVector3 &v0, const btVector3 &v1)
#define CONETWIST_USE_OBSOLETE_SOLVER
void adjustSwingAxisToUseEllipseNormal(btVector3 &vSwingAxis) const
void computeConeLimitInfo(const btQuaternion &qCone, btScalar &swingAngle, btVector3 &vSwingAxis, btScalar &swingLimit)
btScalar m_maxMotorImpulse
btScalar btCos(btScalar x)
void setY(btScalar _y)
Set the y value.
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
void setMotorTarget(const btQuaternion &q)
btScalar * m_constraintError
btMatrix3x3 transpose() const
Return the transpose of the matrix.
btScalar getInvMass() const
void setMotorTargetInConstraintSpace(const btQuaternion &q)
btVector3 getColumn(int i) const
Get a column of the matrix as a vector.
btScalar getDiagonal() const
btVector3 can be used to represent 3D points and vectors.
virtual void getInfo1(btConstraintInfo1 *info)
internal method used by the constraint solver, don't use them directly
void computeTwistLimitInfo(const btQuaternion &qTwist, btScalar &twistAngle, btVector3 &vTwistAxis)
const btRigidBody & getRigidBodyA() const
bool btFuzzyZero(btScalar x)
btScalar m_appliedImpulse
const btScalar & x() const
Return the x value.
btScalar m_swingLimitRatio
void setLimit(int limitIndex, btScalar limitValue)
#define SIMD_FORCE_INLINE
@ BT_CONETWIST_FLAGS_LIN_CFM
const btScalar & x() const
Return the x value.
btConeTwistConstraint(btRigidBody &rbA, btRigidBody &rbB, const btTransform &rbAFrame, const btTransform &rbBFrame)
virtual void getInfo2(btConstraintInfo2 *info)
internal method used by the constraint solver, don't use them directly
void updateRHS(btScalar timeStep)
virtual void setFrames(const btTransform &frameA, const btTransform &frameB)
const btMatrix3x3 & getInvInertiaTensorWorld() const
void getInfo1NonVirtual(btConstraintInfo1 *info)
@ BT_CONETWIST_FLAGS_LIN_ERP
const btVector3 & getCenterOfMassPosition() const
void getInfo2NonVirtual(btConstraintInfo2 *info, const btTransform &transA, const btTransform &transB, const btMatrix3x3 &invInertiaWorldA, const btMatrix3x3 &invInertiaWorldB)
btScalar btAtan2(btScalar x, btScalar y)
btScalar m_accSwingLimitImpulse
btScalar * m_J1angularAxis
static btVector3 vTwist(1, 0, 0)
const btScalar & z() const
Return the z value.
void getSkewSymmetricMatrix(btVector3 *v0, btVector3 *v1, btVector3 *v2) const
btScalar btAtan2Fast(btScalar y, btScalar x)
btVector3 m_linearJointAxis
virtual void setParam(int num, btScalar value, int axis=-1)
override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0...
bool m_useSolveConstraintObsolete
btScalar m_relaxationFactor
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
btVector3 normalized() const
Return a normalized version of this vector.
btScalar * m_J1linearAxis
virtual void buildJacobian()
internal method used by the constraint solver, don't use them directly
const btScalar & z() const
Return the z value.
btScalar computeAngularImpulseDenominator(const btVector3 &axis) const
btScalar length2() const
Return the length of the vector squared.
btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)