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authorOussama <o.boukhelf@gmail.com>2019-01-03 14:26:51 +0100
committerRĂ©mi Verschelde <rverschelde@gmail.com>2019-01-07 12:30:35 +0100
commit22b7c9dfa80d0f7abca40f061865c2ab3c136a74 (patch)
tree311cd3f22b012329160f9d43810aea429994af48 /thirdparty/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
parenta6722cf36251ddcb538e6ebed9fa4950342b68ba (diff)
Update Bullet to the latest commit 126b676
Diffstat (limited to 'thirdparty/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp')
-rw-r--r--thirdparty/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp43
1 files changed, 18 insertions, 25 deletions
diff --git a/thirdparty/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp b/thirdparty/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
index b009f41aec..42ed1fbb87 100644
--- a/thirdparty/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
+++ b/thirdparty/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
@@ -13,43 +13,38 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
-
#include "btUniversalConstraint.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "LinearMath/btTransformUtil.h"
-
-
#define UNIV_EPS btScalar(0.01f)
-
// constructor
// anchor, axis1 and axis2 are in world coordinate system
// axis1 must be orthogonal to axis2
btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, const btVector3& anchor, const btVector3& axis1, const btVector3& axis2)
-: btGeneric6DofConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true),
- m_anchor(anchor),
- m_axis1(axis1),
- m_axis2(axis2)
+ : btGeneric6DofConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true),
+ m_anchor(anchor),
+ m_axis1(axis1),
+ m_axis2(axis2)
{
// build frame basis
// 6DOF constraint uses Euler angles and to define limits
// it is assumed that rotational order is :
// Z - first, allowed limits are (-PI,PI);
- // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number
+ // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number
// used to prevent constraint from instability on poles;
// new position of X, allowed limits are (-PI,PI);
// So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs
// Build the frame in world coordinate system first
btVector3 zAxis = m_axis1.normalize();
btVector3 yAxis = m_axis2.normalize();
- btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
+ btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
btTransform frameInW;
frameInW.setIdentity();
- frameInW.getBasis().setValue( xAxis[0], yAxis[0], zAxis[0],
- xAxis[1], yAxis[1], zAxis[1],
- xAxis[2], yAxis[2], zAxis[2]);
+ frameInW.getBasis().setValue(xAxis[0], yAxis[0], zAxis[0],
+ xAxis[1], yAxis[1], zAxis[1],
+ xAxis[2], yAxis[2], zAxis[2]);
frameInW.setOrigin(anchor);
// now get constraint frame in local coordinate systems
m_frameInA = rbA.getCenterOfMassTransform().inverse() * frameInW;
@@ -58,30 +53,28 @@ btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB,
setLinearLowerLimit(btVector3(0., 0., 0.));
setLinearUpperLimit(btVector3(0., 0., 0.));
setAngularLowerLimit(btVector3(0.f, -SIMD_HALF_PI + UNIV_EPS, -SIMD_PI + UNIV_EPS));
- setAngularUpperLimit(btVector3(0.f, SIMD_HALF_PI - UNIV_EPS, SIMD_PI - UNIV_EPS));
+ setAngularUpperLimit(btVector3(0.f, SIMD_HALF_PI - UNIV_EPS, SIMD_PI - UNIV_EPS));
}
-void btUniversalConstraint::setAxis(const btVector3& axis1,const btVector3& axis2)
+void btUniversalConstraint::setAxis(const btVector3& axis1, const btVector3& axis2)
{
- m_axis1 = axis1;
- m_axis2 = axis2;
+ m_axis1 = axis1;
+ m_axis2 = axis2;
btVector3 zAxis = axis1.normalized();
btVector3 yAxis = axis2.normalized();
- btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
+ btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
btTransform frameInW;
frameInW.setIdentity();
- frameInW.getBasis().setValue( xAxis[0], yAxis[0], zAxis[0],
- xAxis[1], yAxis[1], zAxis[1],
- xAxis[2], yAxis[2], zAxis[2]);
+ frameInW.getBasis().setValue(xAxis[0], yAxis[0], zAxis[0],
+ xAxis[1], yAxis[1], zAxis[1],
+ xAxis[2], yAxis[2], zAxis[2]);
frameInW.setOrigin(m_anchor);
// now get constraint frame in local coordinate systems
m_frameInA = m_rbA.getCenterOfMassTransform().inverse() * frameInW;
m_frameInB = m_rbB.getCenterOfMassTransform().inverse() * frameInW;
- calculateTransforms();
+ calculateTransforms();
}
-
-