void CollisionInterfaceDemo::clientResetScene()
{
	objects[0].getWorldTransform().setOrigin(btVector3(0.0f,3.f,0.f));
	
	btQuaternion rotA(0.739f,-0.204f,0.587f,0.257f);
	rotA.normalize();

	objects[0].getWorldTransform().setRotation(rotA);

	objects[1].getWorldTransform().setOrigin(btVector3(0.0f,4.248f,0.f));
	
}
Beispiel #2
0
const Matrix Matrix::rotationOntoXAxis(const Vector &v, Matrix *inverse)
{
	Vector xAxis(1, 0, 0), yAxis(0, 1, 0);
	Vector u = v.normalized();
	
	// Project u onto the yz plane
	Vector uProj(0, u.y, u.z);
	uProj.normalize();
	// Get the sin and cos of the angle between uProj and the y axis (A)
	double cosA = uProj.dot(yAxis);
	double sinA = uProj.cross(yAxis).length();
	// Build a matrix that rotates around the x axis with angle A, thereby
	// rotating u into the xy plane. We need clockwise rotation if u.z is
	// positive, counterclockwise rotation otherwise.
	if (u.z > 0) {
		// Clockwise rotation: counterclockwise rotation with angle -A
		// cos(-A) = cos(A) but sin(-A) = -sin(A)
		sinA = -sinA;
	}
	Matrix rotA(Vector(1, 0, 0), Vector(0, cosA, -sinA), Vector(0, sinA, cosA));
	// Rotate u
	u = (rotA*u).normalized();
	
	// Get the sin and cos of the angle between u and the x axis (B)
	double cosB = u.dot(xAxis);
	double sinB = u.cross(xAxis).length();
	// Build a matrix that rotates around the z axis with angle B, thereby
	// rotating u onto the x axis. We need clockwise rotation if u.y is
	// positive, counterclockwise rotation otherwise.
	if (u.y > 0) {
		// Angle negation trick, see above
		sinB = -sinB;
	}
	Matrix rotB(Vector(cosB, -sinB, 0), Vector(sinB, cosB, 0), Vector(0, 0, 1));
	
	// Compute inverse if requested
	if (inverse) {
		Matrix invRotA(Vector(1, 0, 0), Vector(0, cosA, sinA), Vector(0, -sinA, cosA));
		Matrix invRotB(Vector(cosB, sinB, 0), Vector(-sinB, cosB, 0), Vector(0, 0, 1));
		*inverse = invRotA*invRotB;
	}
	
	return rotB*rotA;
}
//standard attributes
void sixdofConstraintNode::computeConstraint(const MPlug& plug, MDataBlock& data)
{
   // std::cout << "sixdofConstraintNode::computeConstraint" << std::endl;

    MObject thisObject(thisMObject());
    MPlug plgRigidBodyA(thisObject, ia_rigidBodyA);
    MPlug plgRigidBodyB(thisObject, ia_rigidBodyB);
    MObject update;
    //force evaluation of the rigidBody
    plgRigidBodyA.getValue(update);
    plgRigidBodyB.getValue(update);

    rigid_body_t::pointer  rigid_bodyA;
    if(plgRigidBodyA.isConnected()) {
        MPlugArray connections;
        plgRigidBodyA.connectedTo(connections, true, true);
        if(connections.length() != 0) {
            MFnDependencyNode fnNodeA(connections[0].node());
            if(fnNodeA.typeId() == boingRBNode::typeId) {
                boingRBNode *pRigidBodyNodeA = static_cast<boingRBNode*>(fnNodeA.userNode());
                rigid_bodyA = pRigidBodyNodeA->rigid_body();    
            } else {
                std::cout << "sixdofConstraintNode connected to a non-rigidbody node!" << std::endl;
            }
        }
    }

    rigid_body_t::pointer  rigid_bodyB;
        if(plgRigidBodyB.isConnected()) {
        MPlugArray connections;
        plgRigidBodyB.connectedTo(connections, true, true);
        if(connections.length() != 0) {
            MFnDependencyNode fnNodeB(connections[0].node());
            if(fnNodeB.typeId() == boingRBNode::typeId) {
                boingRBNode *pRigidBodyNodeB = static_cast<boingRBNode*>(fnNodeB.userNode());
                rigid_bodyB = pRigidBodyNodeB->rigid_body();    
            } else {
                std::cout << "sixdofConstraintNode connected to a non-rigidbody node!" << std::endl;
            }
        }
    }

        vec3f pivInA, pivInB;

        if((rigid_bodyA != NULL) && (rigid_bodyB != NULL))
        {
        constraint_t::pointer constraint = static_cast<constraint_t::pointer>(m_constraint);
        solver_t::remove_constraint(constraint);
                float3& mPivInA = data.inputValue(ia_pivotInA).asFloat3();
                float3& mPivInB = data.inputValue(ia_pivotInB).asFloat3();
                for(int i = 0; i < 3; i++)
                {
                        pivInA[i] = (float)mPivInA[i];
                        pivInB[i] = (float)mPivInB[i];
                }
                float3& mRotInA = data.inputValue(ia_rotationInA).asFloat3();
        MEulerRotation meulerA(deg2rad(mRotInA[0]), deg2rad(mRotInA[1]), deg2rad(mRotInA[2]));
        MQuaternion mquatA = meulerA.asQuaternion();
                quatf rotA((float)mquatA.w, (float)mquatA.x, (float)mquatA.y, (float)mquatA.z);
                float3& mRotInB = data.inputValue(ia_rotationInB).asFloat3();
        MEulerRotation meulerB(deg2rad(mRotInB[0]), deg2rad(mRotInB[1]), deg2rad(mRotInB[2]));
        MQuaternion mquatB = meulerB.asQuaternion();
                quatf rotB((float)mquatB.w, (float)mquatB.x, (float)mquatB.y, (float)mquatB.z);
        m_constraint = solver_t::create_sixdof_constraint(rigid_bodyA, pivInA, rotA, rigid_bodyB, pivInB, rotB);
        constraint = static_cast<constraint_t::pointer>(m_constraint);
        solver_t::add_constraint(constraint, data.inputValue(ia_disableCollide).asBool());
        }
    else if(rigid_bodyA != NULL) 
        {
        //not connected to a rigid body, put a default one
        constraint_t::pointer constraint = static_cast<constraint_t::pointer>(m_constraint);
        solver_t::remove_constraint(constraint);
                float3& mPivInA = data.inputValue(ia_pivotInA).asFloat3();
                for(int i = 0; i < 3; i++)
                {
                        pivInA[i] = (float)mPivInA[i];
                }
                float3& mRotInA = data.inputValue(ia_rotationInA).asFloat3();
        MEulerRotation meuler(deg2rad(mRotInA[0]), deg2rad(mRotInA[1]), deg2rad(mRotInA[2]));
        MQuaternion mquat = meuler.asQuaternion();
                quatf rotA((float)mquat.w, (float)mquat.x, (float)mquat.y, (float)mquat.z);
        m_constraint = solver_t::create_sixdof_constraint(rigid_bodyA, pivInA, rotA);
        constraint = static_cast<constraint_t::pointer>(m_constraint);
        solver_t::add_constraint(constraint, data.inputValue(ia_disableCollide).asBool());
    }


	if (m_constraint)
	{
		m_constraint->get_local_frameA(m_PivInA, m_RotInA);
		m_constraint->get_local_frameB(m_PivInB, m_RotInB);
	}
    data.outputValue(ca_constraint).set(true);
    data.setClean(plug);
}