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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. 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.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+/// 2009 March: b3Generic6DofConstraint refactored by Roman Ponomarev
+/// Added support for generic constraint solver through getInfo1/getInfo2 methods
+
+/*
+2007-09-09
+b3Generic6DofConstraint Refactored by Francisco Le?n
+email: projectileman@yahoo.com
+http://gimpact.sf.net
+*/
+
+
+#ifndef B3_GENERIC_6DOF_CONSTRAINT_H
+#define B3_GENERIC_6DOF_CONSTRAINT_H
+
+#include "Bullet3Common/b3Vector3.h"
+#include "b3JacobianEntry.h"
+#include "b3TypedConstraint.h"
+
+struct b3RigidBodyData;
+
+
+
+
+//! Rotation Limit structure for generic joints
+class b3RotationalLimitMotor
+{
+public:
+ //! limit_parameters
+ //!@{
+ b3Scalar m_loLimit;//!< joint limit
+ b3Scalar m_hiLimit;//!< joint limit
+ b3Scalar m_targetVelocity;//!< target motor velocity
+ b3Scalar m_maxMotorForce;//!< max force on motor
+ b3Scalar m_maxLimitForce;//!< max force on limit
+ b3Scalar m_damping;//!< Damping.
+ b3Scalar m_limitSoftness;//! Relaxation factor
+ b3Scalar m_normalCFM;//!< Constraint force mixing factor
+ b3Scalar m_stopERP;//!< Error tolerance factor when joint is at limit
+ b3Scalar m_stopCFM;//!< Constraint force mixing factor when joint is at limit
+ b3Scalar m_bounce;//!< restitution factor
+ bool m_enableMotor;
+
+ //!@}
+
+ //! temp_variables
+ //!@{
+ b3Scalar m_currentLimitError;//! How much is violated this limit
+ b3Scalar m_currentPosition; //! current value of angle
+ int m_currentLimit;//!< 0=free, 1=at lo limit, 2=at hi limit
+ b3Scalar m_accumulatedImpulse;
+ //!@}
+
+ b3RotationalLimitMotor()
+ {
+ m_accumulatedImpulse = 0.f;
+ m_targetVelocity = 0;
+ m_maxMotorForce = 0.1f;
+ m_maxLimitForce = 300.0f;
+ m_loLimit = 1.0f;
+ m_hiLimit = -1.0f;
+ m_normalCFM = 0.f;
+ m_stopERP = 0.2f;
+ m_stopCFM = 0.f;
+ m_bounce = 0.0f;
+ m_damping = 1.0f;
+ m_limitSoftness = 0.5f;
+ m_currentLimit = 0;
+ m_currentLimitError = 0;
+ m_enableMotor = false;
+ }
+
+ b3RotationalLimitMotor(const b3RotationalLimitMotor & limot)
+ {
+ m_targetVelocity = limot.m_targetVelocity;
+ m_maxMotorForce = limot.m_maxMotorForce;
+ m_limitSoftness = limot.m_limitSoftness;
+ m_loLimit = limot.m_loLimit;
+ m_hiLimit = limot.m_hiLimit;
+ m_normalCFM = limot.m_normalCFM;
+ m_stopERP = limot.m_stopERP;
+ m_stopCFM = limot.m_stopCFM;
+ m_bounce = limot.m_bounce;
+ m_currentLimit = limot.m_currentLimit;
+ m_currentLimitError = limot.m_currentLimitError;
+ m_enableMotor = limot.m_enableMotor;
+ }
+
+
+
+ //! Is limited
+ bool isLimited()
+ {
+ if(m_loLimit > m_hiLimit) return false;
+ return true;
+ }
+
+ //! Need apply correction
+ bool needApplyTorques()
+ {
+ if(m_currentLimit == 0 && m_enableMotor == false) return false;
+ return true;
+ }
+
+ //! calculates error
+ /*!
+ calculates m_currentLimit and m_currentLimitError.
+ */
+ int testLimitValue(b3Scalar test_value);
+
+ //! apply the correction impulses for two bodies
+ b3Scalar solveAngularLimits(b3Scalar timeStep,b3Vector3& axis, b3Scalar jacDiagABInv,b3RigidBodyData * body0, b3RigidBodyData * body1);
+
+};
+
+
+
+class b3TranslationalLimitMotor
+{
+public:
+ b3Vector3 m_lowerLimit;//!< the constraint lower limits
+ b3Vector3 m_upperLimit;//!< the constraint upper limits
+ b3Vector3 m_accumulatedImpulse;
+ //! Linear_Limit_parameters
+ //!@{
+ b3Vector3 m_normalCFM;//!< Constraint force mixing factor
+ b3Vector3 m_stopERP;//!< Error tolerance factor when joint is at limit
+ b3Vector3 m_stopCFM;//!< Constraint force mixing factor when joint is at limit
+ b3Vector3 m_targetVelocity;//!< target motor velocity
+ b3Vector3 m_maxMotorForce;//!< max force on motor
+ b3Vector3 m_currentLimitError;//! How much is violated this limit
+ b3Vector3 m_currentLinearDiff;//! Current relative offset of constraint frames
+ b3Scalar m_limitSoftness;//!< Softness for linear limit
+ b3Scalar m_damping;//!< Damping for linear limit
+ b3Scalar m_restitution;//! Bounce parameter for linear limit
+ //!@}
+ bool m_enableMotor[3];
+ int m_currentLimit[3];//!< 0=free, 1=at lower limit, 2=at upper limit
+
+ b3TranslationalLimitMotor()
+ {
+ m_lowerLimit.setValue(0.f,0.f,0.f);
+ m_upperLimit.setValue(0.f,0.f,0.f);
+ m_accumulatedImpulse.setValue(0.f,0.f,0.f);
+ m_normalCFM.setValue(0.f, 0.f, 0.f);
+ m_stopERP.setValue(0.2f, 0.2f, 0.2f);
+ m_stopCFM.setValue(0.f, 0.f, 0.f);
+
+ m_limitSoftness = 0.7f;
+ m_damping = b3Scalar(1.0f);
+ m_restitution = b3Scalar(0.5f);
+ for(int i=0; i < 3; i++)
+ {
+ m_enableMotor[i] = false;
+ m_targetVelocity[i] = b3Scalar(0.f);
+ m_maxMotorForce[i] = b3Scalar(0.f);
+ }
+ }
+
+ b3TranslationalLimitMotor(const b3TranslationalLimitMotor & other )
+ {
+ m_lowerLimit = other.m_lowerLimit;
+ m_upperLimit = other.m_upperLimit;
+ m_accumulatedImpulse = other.m_accumulatedImpulse;
+
+ m_limitSoftness = other.m_limitSoftness ;
+ m_damping = other.m_damping;
+ m_restitution = other.m_restitution;
+ m_normalCFM = other.m_normalCFM;
+ m_stopERP = other.m_stopERP;
+ m_stopCFM = other.m_stopCFM;
+
+ for(int i=0; i < 3; i++)
+ {
+ m_enableMotor[i] = other.m_enableMotor[i];
+ m_targetVelocity[i] = other.m_targetVelocity[i];
+ m_maxMotorForce[i] = other.m_maxMotorForce[i];
+ }
+ }
+
+ //! Test limit
+ /*!
+ - free means upper < lower,
+ - locked means upper == lower
+ - limited means upper > lower
+ - limitIndex: first 3 are linear, next 3 are angular
+ */
+ inline bool isLimited(int limitIndex)
+ {
+ return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]);
+ }
+ inline bool needApplyForce(int limitIndex)
+ {
+ if(m_currentLimit[limitIndex] == 0 && m_enableMotor[limitIndex] == false) return false;
+ return true;
+ }
+ int testLimitValue(int limitIndex, b3Scalar test_value);
+
+
+ b3Scalar solveLinearAxis(
+ b3Scalar timeStep,
+ b3Scalar jacDiagABInv,
+ b3RigidBodyData& body1,const b3Vector3 &pointInA,
+ b3RigidBodyData& body2,const b3Vector3 &pointInB,
+ int limit_index,
+ const b3Vector3 & axis_normal_on_a,
+ const b3Vector3 & anchorPos);
+
+
+};
+
+enum b36DofFlags
+{
+ B3_6DOF_FLAGS_CFM_NORM = 1,
+ B3_6DOF_FLAGS_CFM_STOP = 2,
+ B3_6DOF_FLAGS_ERP_STOP = 4
+};
+#define B3_6DOF_FLAGS_AXIS_SHIFT 3 // bits per axis
+
+
+/// b3Generic6DofConstraint between two rigidbodies each with a pivotpoint that descibes the axis location in local space
+/*!
+b3Generic6DofConstraint can leave any of the 6 degree of freedom 'free' or 'locked'.
+currently this limit supports rotational motors<br>
+<ul>
+<li> For Linear limits, use b3Generic6DofConstraint.setLinearUpperLimit, b3Generic6DofConstraint.setLinearLowerLimit. You can set the parameters with the b3TranslationalLimitMotor structure accsesible through the b3Generic6DofConstraint.getTranslationalLimitMotor method.
+At this moment translational motors are not supported. May be in the future. </li>
+
+<li> For Angular limits, use the b3RotationalLimitMotor structure for configuring the limit.
+This is accessible through b3Generic6DofConstraint.getLimitMotor method,
+This brings support for limit parameters and motors. </li>
+
+<li> Angulars limits have these possible ranges:
+<table border=1 >
+<tr>
+ <td><b>AXIS</b></td>
+ <td><b>MIN ANGLE</b></td>
+ <td><b>MAX ANGLE</b></td>
+</tr><tr>
+ <td>X</td>
+ <td>-PI</td>
+ <td>PI</td>
+</tr><tr>
+ <td>Y</td>
+ <td>-PI/2</td>
+ <td>PI/2</td>
+</tr><tr>
+ <td>Z</td>
+ <td>-PI</td>
+ <td>PI</td>
+</tr>
+</table>
+</li>
+</ul>
+
+*/
+B3_ATTRIBUTE_ALIGNED16(class) b3Generic6DofConstraint : public b3TypedConstraint
+{
+protected:
+
+ //! relative_frames
+ //!@{
+ b3Transform m_frameInA;//!< the constraint space w.r.t body A
+ b3Transform m_frameInB;//!< the constraint space w.r.t body B
+ //!@}
+
+ //! Jacobians
+ //!@{
+// b3JacobianEntry m_jacLinear[3];//!< 3 orthogonal linear constraints
+// b3JacobianEntry m_jacAng[3];//!< 3 orthogonal angular constraints
+ //!@}
+
+ //! Linear_Limit_parameters
+ //!@{
+ b3TranslationalLimitMotor m_linearLimits;
+ //!@}
+
+
+ //! hinge_parameters
+ //!@{
+ b3RotationalLimitMotor m_angularLimits[3];
+ //!@}
+
+
+protected:
+ //! temporal variables
+ //!@{
+ b3Transform m_calculatedTransformA;
+ b3Transform m_calculatedTransformB;
+ b3Vector3 m_calculatedAxisAngleDiff;
+ b3Vector3 m_calculatedAxis[3];
+ b3Vector3 m_calculatedLinearDiff;
+ b3Scalar m_timeStep;
+ b3Scalar m_factA;
+ b3Scalar m_factB;
+ bool m_hasStaticBody;
+
+ b3Vector3 m_AnchorPos; // point betwen pivots of bodies A and B to solve linear axes
+
+ bool m_useLinearReferenceFrameA;
+ bool m_useOffsetForConstraintFrame;
+
+ int m_flags;
+
+ //!@}
+
+ b3Generic6DofConstraint& operator=(b3Generic6DofConstraint& other)
+ {
+ b3Assert(0);
+ (void) other;
+ return *this;
+ }
+
+
+ int setAngularLimits(b3ConstraintInfo2 *info, int row_offset,const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB);
+
+ int setLinearLimits(b3ConstraintInfo2 *info, int row, const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB);
+
+
+ // tests linear limits
+ void calculateLinearInfo();
+
+ //! calcs the euler angles between the two bodies.
+ void calculateAngleInfo();
+
+
+
+public:
+
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3Generic6DofConstraint(int rbA, int rbB, const b3Transform& frameInA, const b3Transform& frameInB ,bool useLinearReferenceFrameA,const b3RigidBodyData* bodies);
+
+ //! Calcs global transform of the offsets
+ /*!
+ Calcs the global transform for the joint offset for body A an B, and also calcs the agle differences between the bodies.
+ \sa b3Generic6DofConstraint.getCalculatedTransformA , b3Generic6DofConstraint.getCalculatedTransformB, b3Generic6DofConstraint.calculateAngleInfo
+ */
+ void calculateTransforms(const b3Transform& transA,const b3Transform& transB,const b3RigidBodyData* bodies);
+
+ void calculateTransforms(const b3RigidBodyData* bodies);
+
+ //! Gets the global transform of the offset for body A
+ /*!
+ \sa b3Generic6DofConstraint.getFrameOffsetA, b3Generic6DofConstraint.getFrameOffsetB, b3Generic6DofConstraint.calculateAngleInfo.
+ */
+ const b3Transform & getCalculatedTransformA() const
+ {
+ return m_calculatedTransformA;
+ }
+
+ //! Gets the global transform of the offset for body B
+ /*!
+ \sa b3Generic6DofConstraint.getFrameOffsetA, b3Generic6DofConstraint.getFrameOffsetB, b3Generic6DofConstraint.calculateAngleInfo.
+ */
+ const b3Transform & getCalculatedTransformB() const
+ {
+ return m_calculatedTransformB;
+ }
+
+ const b3Transform & getFrameOffsetA() const
+ {
+ return m_frameInA;
+ }
+
+ const b3Transform & getFrameOffsetB() const
+ {
+ return m_frameInB;
+ }
+
+
+ b3Transform & getFrameOffsetA()
+ {
+ return m_frameInA;
+ }
+
+ b3Transform & getFrameOffsetB()
+ {
+ return m_frameInB;
+ }
+
+
+
+ virtual void getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies);
+
+ void getInfo1NonVirtual (b3ConstraintInfo1* info,const b3RigidBodyData* bodies);
+
+ virtual void getInfo2 (b3ConstraintInfo2* info,const b3RigidBodyData* bodies);
+
+ void getInfo2NonVirtual (b3ConstraintInfo2* info,const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB,const b3RigidBodyData* bodies);
+
+
+ void updateRHS(b3Scalar timeStep);
+
+ //! Get the rotation axis in global coordinates
+ b3Vector3 getAxis(int axis_index) const;
+
+ //! Get the relative Euler angle
+ /*!
+ \pre b3Generic6DofConstraint::calculateTransforms() must be called previously.
+ */
+ b3Scalar getAngle(int axis_index) const;
+
+ //! Get the relative position of the constraint pivot
+ /*!
+ \pre b3Generic6DofConstraint::calculateTransforms() must be called previously.
+ */
+ b3Scalar getRelativePivotPosition(int axis_index) const;
+
+ void setFrames(const b3Transform & frameA, const b3Transform & frameB, const b3RigidBodyData* bodies);
+
+ //! Test angular limit.
+ /*!
+ Calculates angular correction and returns true if limit needs to be corrected.
+ \pre b3Generic6DofConstraint::calculateTransforms() must be called previously.
+ */
+ bool testAngularLimitMotor(int axis_index);
+
+ void setLinearLowerLimit(const b3Vector3& linearLower)
+ {
+ m_linearLimits.m_lowerLimit = linearLower;
+ }
+
+ void getLinearLowerLimit(b3Vector3& linearLower)
+ {
+ linearLower = m_linearLimits.m_lowerLimit;
+ }
+
+ void setLinearUpperLimit(const b3Vector3& linearUpper)
+ {
+ m_linearLimits.m_upperLimit = linearUpper;
+ }
+
+ void getLinearUpperLimit(b3Vector3& linearUpper)
+ {
+ linearUpper = m_linearLimits.m_upperLimit;
+ }
+
+ void setAngularLowerLimit(const b3Vector3& angularLower)
+ {
+ for(int i = 0; i < 3; i++)
+ m_angularLimits[i].m_loLimit = b3NormalizeAngle(angularLower[i]);
+ }
+
+ void getAngularLowerLimit(b3Vector3& angularLower)
+ {
+ for(int i = 0; i < 3; i++)
+ angularLower[i] = m_angularLimits[i].m_loLimit;
+ }
+
+ void setAngularUpperLimit(const b3Vector3& angularUpper)
+ {
+ for(int i = 0; i < 3; i++)
+ m_angularLimits[i].m_hiLimit = b3NormalizeAngle(angularUpper[i]);
+ }
+
+ void getAngularUpperLimit(b3Vector3& angularUpper)
+ {
+ for(int i = 0; i < 3; i++)
+ angularUpper[i] = m_angularLimits[i].m_hiLimit;
+ }
+
+ //! Retrieves the angular limit informacion
+ b3RotationalLimitMotor * getRotationalLimitMotor(int index)
+ {
+ return &m_angularLimits[index];
+ }
+
+ //! Retrieves the limit informacion
+ b3TranslationalLimitMotor * getTranslationalLimitMotor()
+ {
+ return &m_linearLimits;
+ }
+
+ //first 3 are linear, next 3 are angular
+ void setLimit(int axis, b3Scalar lo, b3Scalar hi)
+ {
+ if(axis<3)
+ {
+ m_linearLimits.m_lowerLimit[axis] = lo;
+ m_linearLimits.m_upperLimit[axis] = hi;
+ }
+ else
+ {
+ lo = b3NormalizeAngle(lo);
+ hi = b3NormalizeAngle(hi);
+ m_angularLimits[axis-3].m_loLimit = lo;
+ m_angularLimits[axis-3].m_hiLimit = hi;
+ }
+ }
+
+ //! Test limit
+ /*!
+ - free means upper < lower,
+ - locked means upper == lower
+ - limited means upper > lower
+ - limitIndex: first 3 are linear, next 3 are angular
+ */
+ bool isLimited(int limitIndex)
+ {
+ if(limitIndex<3)
+ {
+ return m_linearLimits.isLimited(limitIndex);
+
+ }
+ return m_angularLimits[limitIndex-3].isLimited();
+ }
+
+ virtual void calcAnchorPos(const b3RigidBodyData* bodies); // overridable
+
+ int get_limit_motor_info2( b3RotationalLimitMotor * limot,
+ const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB,
+ b3ConstraintInfo2 *info, int row, b3Vector3& ax1, int rotational, int rotAllowed = false);
+
+ // access for UseFrameOffset
+ bool getUseFrameOffset() { return m_useOffsetForConstraintFrame; }
+ void setUseFrameOffset(bool frameOffsetOnOff) { m_useOffsetForConstraintFrame = frameOffsetOnOff; }
+
+ ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
+ ///If no axis is provided, it uses the default axis for this constraint.
+ virtual void setParam(int num, b3Scalar value, int axis = -1);
+ ///return the local value of parameter
+ virtual b3Scalar getParam(int num, int axis = -1) const;
+
+ void setAxis( const b3Vector3& axis1, const b3Vector3& axis2,const b3RigidBodyData* bodies);
+
+
+
+
+};
+
+
+
+
+
+#endif //B3_GENERIC_6DOF_CONSTRAINT_H