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-rw-r--r--thirdparty/bullet/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp29
1 files changed, 12 insertions, 17 deletions
diff --git a/thirdparty/bullet/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp b/thirdparty/bullet/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp
index 4be2aabe4d..6507e1a0a7 100644
--- a/thirdparty/bullet/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp
+++ b/thirdparty/bullet/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp
@@ -13,54 +13,49 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
-
#include "btHinge2Constraint.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "LinearMath/btTransformUtil.h"
-
-
// constructor
// anchor, axis1 and axis2 are in world coordinate system
// axis1 must be orthogonal to axis2
btHinge2Constraint::btHinge2Constraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2)
-: btGeneric6DofSpring2Constraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(),RO_XYZ),
- m_anchor(anchor),
- m_axis1(axis1),
- m_axis2(axis2)
+ : btGeneric6DofSpring2Constraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), RO_XYZ),
+ 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 = axis1.normalize();
btVector3 xAxis = axis2.normalize();
- btVector3 yAxis = zAxis.cross(xAxis); // we want right coordinate system
+ btVector3 yAxis = zAxis.cross(xAxis); // 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;
m_frameInB = rbB.getCenterOfMassTransform().inverse() * frameInW;
// sei limits
setLinearLowerLimit(btVector3(0.f, 0.f, -1.f));
- setLinearUpperLimit(btVector3(0.f, 0.f, 1.f));
+ setLinearUpperLimit(btVector3(0.f, 0.f, 1.f));
// like front wheels of a car
- setAngularLowerLimit(btVector3(1.f, 0.f, -SIMD_HALF_PI * 0.5f));
- setAngularUpperLimit(btVector3(-1.f, 0.f, SIMD_HALF_PI * 0.5f));
+ setAngularLowerLimit(btVector3(1.f, 0.f, -SIMD_HALF_PI * 0.5f));
+ setAngularUpperLimit(btVector3(-1.f, 0.f, SIMD_HALF_PI * 0.5f));
// enable suspension
enableSpring(2, true);
setStiffness(2, SIMD_PI * SIMD_PI * 4.f);
setDamping(2, 0.01f);
setEquilibriumPoint();
}
-