diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp')
| -rw-r--r-- | thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp | 108 | 
1 files changed, 108 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp new file mode 100644 index 0000000000..5e11e74935 --- /dev/null +++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp @@ -0,0 +1,108 @@ + +#include "b3FixedConstraint.h" +#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h" +#include "Bullet3Common/b3TransformUtil.h" +#include <new> + + +b3FixedConstraint::b3FixedConstraint(int rbA,int rbB, const b3Transform& frameInA,const b3Transform& frameInB) +:b3TypedConstraint(B3_FIXED_CONSTRAINT_TYPE,rbA,rbB) +{ +	m_pivotInA = frameInA.getOrigin(); +	m_pivotInB = frameInB.getOrigin(); +	m_relTargetAB = frameInA.getRotation()*frameInB.getRotation().inverse(); + +} + +b3FixedConstraint::~b3FixedConstraint () +{ +} + +	 +void b3FixedConstraint::getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies) +{ +	info->m_numConstraintRows = 6; +	info->nub = 6; +} + +void b3FixedConstraint::getInfo2 (b3ConstraintInfo2* info, const b3RigidBodyData* bodies) +{ +	//fix the 3 linear degrees of freedom + +	const b3Vector3& worldPosA = bodies[m_rbA].m_pos; +	const b3Quaternion& worldOrnA = bodies[m_rbA].m_quat; +	const b3Vector3& worldPosB= bodies[m_rbB].m_pos; +	const b3Quaternion& worldOrnB = bodies[m_rbB].m_quat; + +	info->m_J1linearAxis[0] = 1; +	info->m_J1linearAxis[info->rowskip+1] = 1; +	info->m_J1linearAxis[2*info->rowskip+2] = 1; + +	b3Vector3 a1 = b3QuatRotate(worldOrnA,m_pivotInA); +	{ +		b3Vector3* angular0 = (b3Vector3*)(info->m_J1angularAxis); +		b3Vector3* angular1 = (b3Vector3*)(info->m_J1angularAxis+info->rowskip); +		b3Vector3* angular2 = (b3Vector3*)(info->m_J1angularAxis+2*info->rowskip); +		b3Vector3 a1neg = -a1; +		a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2); +	} +     +	if (info->m_J2linearAxis) +	{ +		info->m_J2linearAxis[0] = -1; +		info->m_J2linearAxis[info->rowskip+1] = -1; +		info->m_J2linearAxis[2*info->rowskip+2] = -1; +	} +	 +	b3Vector3 a2 = b3QuatRotate(worldOrnB,m_pivotInB); +    +	{ +	//	b3Vector3 a2n = -a2; +		b3Vector3* angular0 = (b3Vector3*)(info->m_J2angularAxis); +		b3Vector3* angular1 = (b3Vector3*)(info->m_J2angularAxis+info->rowskip); +		b3Vector3* angular2 = (b3Vector3*)(info->m_J2angularAxis+2*info->rowskip); +		a2.getSkewSymmetricMatrix(angular0,angular1,angular2); +	} + +    // set right hand side for the linear dofs +	b3Scalar k = info->fps * info->erp; +	b3Vector3 linearError = k*(a2+worldPosB-a1-worldPosA); +    int j; +	for (j=0; j<3; j++) +    { +        info->m_constraintError[j*info->rowskip] = linearError[j]; +		//printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]); +    } + +		//fix the 3 angular degrees of freedom + +	int start_row = 3; +	int s = info->rowskip; +    int start_index = start_row * s; + +    // 3 rows to make body rotations equal +	info->m_J1angularAxis[start_index] = 1; +    info->m_J1angularAxis[start_index + s + 1] = 1; +    info->m_J1angularAxis[start_index + s*2+2] = 1; +    if ( info->m_J2angularAxis) +    { +        info->m_J2angularAxis[start_index] = -1; +        info->m_J2angularAxis[start_index + s+1] = -1; +        info->m_J2angularAxis[start_index + s*2+2] = -1; +    } + + +    // set right hand side for the angular dofs + +	b3Vector3 diff; +	b3Scalar angle; +	b3Quaternion qrelCur = worldOrnA *worldOrnB.inverse(); + +	b3TransformUtil::calculateDiffAxisAngleQuaternion(m_relTargetAB,qrelCur,diff,angle); +	diff*=-angle; +	for (j=0; j<3; j++) +    { +        info->m_constraintError[(3+j)*info->rowskip] = k * diff[j]; +    } + +}
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