#include "b3FixedConstraint.h" #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h" #include "Bullet3Common/b3TransformUtil.h" #include 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]; } }