void CustomControlledBallAndSocket::SubmitConstraints (dFloat timestep, int threadIndex)
{
	dMatrix matrix0;
	dMatrix matrix1;

	// calculate the position of the pivot point and the Jacobian direction vectors, in global space. 
	CalculateGlobalMatrix (matrix0, matrix1);

	// Restrict the movement on the pivot point along all tree orthonormal direction
	NewtonUserJointAddLinearRow (m_joint, &matrix0.m_posit[0], &matrix1.m_posit[0], &matrix1.m_front[0]);
	NewtonUserJointAddLinearRow (m_joint, &matrix0.m_posit[0], &matrix1.m_posit[0], &matrix1.m_up[0]);
	NewtonUserJointAddLinearRow (m_joint, &matrix0.m_posit[0], &matrix1.m_posit[0], &matrix1.m_right[0]);

#if 0
	dVector euler0;
	dVector euler1;
	dMatrix localMatrix (matrix0 * matrix1.Inverse());
	localMatrix.GetEulerAngles(euler0, euler1);

	AngularIntegration pitchStep0 (AngularIntegration (euler0.m_x) - m_pitch);
	AngularIntegration pitchStep1 (AngularIntegration (euler1.m_x) - m_pitch);
	if (dAbs (pitchStep0.GetAngle()) > dAbs (pitchStep1.GetAngle())) {
		euler0 = euler1;
	}
	dVector euler (m_pitch.Update (euler0.m_x), m_yaw.Update (euler0.m_y), m_roll.Update (euler0.m_z), 0.0f);
	for (int i = 0; i < 3; i ++) {
		dFloat error = m_targetAngles[i] - euler[i];
		if (dAbs (error) > (0.125f * 3.14159213f / 180.0f) ) {
			dFloat angularStep = dSign(error) * m_angulaSpeed * timestep;
			if (angularStep > 0.0f) {
				if (angularStep > error) {
					angularStep = error * 0.5f;
				}
			} else {
				if (angularStep < error) {
					angularStep = error * 0.5f;
				}
			}
			euler[i] = euler[i] + angularStep;
		}
	}
	
	dMatrix p0y0r0 (dPitchMatrix(euler[0]) * dYawMatrix(euler[1]) * dRollMatrix(euler[2]));
	dMatrix baseMatrix (p0y0r0 * matrix1);
	dMatrix rotation (matrix0.Inverse() * baseMatrix);

	dQuaternion quat (rotation);
	if (quat.m_q0 > dFloat (0.99995f)) {
		dVector euler0;
		dVector euler1;
		rotation.GetEulerAngles(euler0, euler1);
		NewtonUserJointAddAngularRow(m_joint, euler0[0], &rotation[0][0]);
		NewtonUserJointAddAngularRow(m_joint, euler0[1], &rotation[1][0]);
		NewtonUserJointAddAngularRow(m_joint, euler0[2], &rotation[2][0]);
	} else {
		dMatrix basis (dGrammSchmidt (dVector (quat.m_q1, quat.m_q2, quat.m_q3, 0.0f)));
		NewtonUserJointAddAngularRow (m_joint, 2.0f * dAcos (quat.m_q0), &basis[0][0]);
		NewtonUserJointAddAngularRow (m_joint, 0.0f, &basis[1][0]); 
		NewtonUserJointAddAngularRow (m_joint, 0.0f, &basis[2][0]); 
	}
#else

	matrix1 = m_targetRotation * matrix1;

	dQuaternion localRotation(matrix1 * matrix0.Inverse());
	if (localRotation.DotProduct(m_targetRotation) < 0.0f) {
		localRotation.Scale(-1.0f);
	}

	dFloat angle = 2.0f * dAcos(localRotation.m_q0);
	dFloat angleStep = m_angulaSpeed * timestep;
	if (angleStep < angle) {
		dVector axis(dVector(localRotation.m_q1, localRotation.m_q2, localRotation.m_q3, 0.0f));
		axis = axis.Scale(1.0f / dSqrt(axis % axis));
//		localRotation = dQuaternion(axis, angleStep);
	}

	dVector axis (matrix1.m_front * matrix1.m_front);
	dVector axis1 (matrix1.m_front * matrix1.m_front);
//dFloat sinAngle;
//dFloat cosAngle;
//CalculatePitchAngle (matrix0, matrix1, sinAngle, cosAngle);
//float xxxx = dAtan2(sinAngle, cosAngle);
//float xxxx1 = dAtan2(sinAngle, cosAngle);

	dQuaternion quat(localRotation);
	if (quat.m_q0 > dFloat(0.99995f)) {
//		dAssert (0);
/*
		dVector euler0;
		dVector euler1;
		rotation.GetEulerAngles(euler0, euler1);
		NewtonUserJointAddAngularRow(m_joint, euler0[0], &rotation[0][0]);
		NewtonUserJointAddAngularRow(m_joint, euler0[1], &rotation[1][0]);
		NewtonUserJointAddAngularRow(m_joint, euler0[2], &rotation[2][0]);
*/
	} else {
		dMatrix basis(dGrammSchmidt(dVector(quat.m_q1, quat.m_q2, quat.m_q3, 0.0f)));
		NewtonUserJointAddAngularRow(m_joint, -2.0f * dAcos(quat.m_q0), &basis[0][0]);
		NewtonUserJointAddAngularRow(m_joint, 0.0f, &basis[1][0]);
		NewtonUserJointAddAngularRow(m_joint, 0.0f, &basis[2][0]);
	}

#endif
}
Example #2
0
void Custom6DOF::SubmitConstraints (dFloat timestep, int threadIndex)
{
	dMatrix matrix0;
	dMatrix matrix1;

	// calculate the position of the pivot point and the Jacobian direction vectors, in global space. 
	CalculateGlobalMatrix (matrix0, matrix1);

	// add the linear limits
	const dVector& p0 = matrix0.m_posit;
	const dVector& p1 = matrix1.m_posit;
	dVector dp (p0 - p1);

	for (int i = 0; i < 3; i ++) {
		if ((m_minLinearLimits[i] == 0.0f) && (m_maxLinearLimits[i] == 0.0f)) {
			NewtonUserJointAddLinearRow (m_joint, &p0[0], &p1[0], &matrix0[i][0]);
			NewtonUserJointSetRowStiffness (m_joint, 1.0f);
		} else {
			// it is a limited linear dof, check if it pass the limits
			dFloat dist = dp.DotProduct3(matrix1[i]);
			if (dist > m_maxLinearLimits[i]) {
				dVector q1 (p1 + matrix1[i].Scale (m_maxLinearLimits[i]));

				// clamp the error, so the not too much energy is added when constraint violation occurs
				dFloat maxDist = (p0 - q1).DotProduct3(matrix1[i]);
				if (maxDist > D_6DOF_ANGULAR_MAX_LINEAR_CORRECTION) {
					q1 = p0 - matrix1[i].Scale(D_6DOF_ANGULAR_MAX_LINEAR_CORRECTION);
				}

				NewtonUserJointAddLinearRow (m_joint, &p0[0], &q1[0], &matrix0[i][0]);
				NewtonUserJointSetRowStiffness (m_joint, 1.0f);
				// allow the object to return but not to kick going forward
				NewtonUserJointSetRowMaximumFriction (m_joint, 0.0f);

			} else if (dist < m_minLinearLimits[i]) {
				dVector q1 (p1 + matrix1[i].Scale (m_minLinearLimits[i]));

				// clamp the error, so the not too much energy is added when constraint violation occurs
				dFloat maxDist = (p0 - q1).DotProduct3(matrix1[i]);
				if (maxDist < -D_6DOF_ANGULAR_MAX_LINEAR_CORRECTION) {
					q1 = p0 - matrix1[i].Scale(-D_6DOF_ANGULAR_MAX_LINEAR_CORRECTION);
				}

				NewtonUserJointAddLinearRow (m_joint, &p0[0], &q1[0], &matrix0[i][0]);
				NewtonUserJointSetRowStiffness (m_joint, 1.0f);
				// allow the object to return but not to kick going forward
				NewtonUserJointSetRowMinimumFriction (m_joint, 0.0f);
			}
		}
	}

	dVector euler0(0.0f);
	dVector euler1(0.0f);
	dMatrix localMatrix (matrix0 * matrix1.Inverse());
	localMatrix.GetEulerAngles(euler0, euler1);

	AngularIntegration pitchStep0 (AngularIntegration (euler0.m_x) - m_pitch);
	AngularIntegration pitchStep1 (AngularIntegration (euler1.m_x) - m_pitch);
	if (dAbs (pitchStep0.GetAngle()) > dAbs (pitchStep1.GetAngle())) {
		euler0 = euler1;
	}

	dVector euler (m_pitch.Update (euler0.m_x), m_yaw.Update (euler0.m_y), m_roll.Update (euler0.m_z), 0.0f);

//dTrace (("(%f %f %f) (%f %f %f)\n", m_pitch.m_angle * 180.0f / 3.141592f, m_yaw.m_angle * 180.0f / 3.141592f, m_roll.m_angle * 180.0f / 3.141592f,  euler0.m_x * 180.0f / 3.141592f, euler0.m_y * 180.0f / 3.141592f, euler0.m_z * 180.0f / 3.141592f));

	bool limitViolation = false;
	for (int i = 0; i < 3; i ++) {
		if (euler[i] < m_minAngularLimits[i]) {
			limitViolation = true;
			euler[i] = m_minAngularLimits[i];
		} else if (euler[i] > m_maxAngularLimits[i]) {
			limitViolation = true;
			euler[i] = m_maxAngularLimits[i];
		}
	}

	if (limitViolation) {
		//dMatrix pyr (dPitchMatrix(m_pitch.m_angle) * dYawMatrix(m_yaw.m_angle) * dRollMatrix(m_roll.m_angle));
		dMatrix p0y0r0 (dPitchMatrix(euler[0]) * dYawMatrix(euler[1]) * dRollMatrix(euler[2]));
		dMatrix baseMatrix (p0y0r0 * matrix1);
        dMatrix rotation (matrix0.Inverse() * baseMatrix);

        dQuaternion quat (rotation);
        if (quat.m_q0 > dFloat (0.99995f)) {
			//dVector p0 (matrix0[3] + baseMatrix[1].Scale (MIN_JOINT_PIN_LENGTH));
			//dVector p1 (matrix0[3] + baseMatrix[1].Scale (MIN_JOINT_PIN_LENGTH));
			//NewtonUserJointAddLinearRow (m_joint, &p0[0], &p1[0], &baseMatrix[2][0]);
			//NewtonUserJointSetRowMinimumFriction(m_joint, 0.0f);

			//dVector q0 (matrix0[3] + baseMatrix[0].Scale (MIN_JOINT_PIN_LENGTH));
			//NewtonUserJointAddLinearRow (m_joint, &q0[0], &q0[0], &baseMatrix[1][0]);
			//NewtonUserJointAddLinearRow (m_joint, &q0[0], &q0[0], &baseMatrix[2][0]);

        } else {
            dMatrix basis (dGrammSchmidt (dVector (quat.m_q1, quat.m_q2, quat.m_q3, 0.0f)));

			dVector q0 (matrix0[3] + basis[1].Scale (MIN_JOINT_PIN_LENGTH));
			dVector q1 (matrix0[3] + rotation.RotateVector(basis[1].Scale (MIN_JOINT_PIN_LENGTH)));
			NewtonUserJointAddLinearRow (m_joint, &q0[0], &q1[0], &basis[2][0]);
			NewtonUserJointSetRowMinimumFriction(m_joint, 0.0f);

			//dVector q0 (matrix0[3] + basis[0].Scale (MIN_JOINT_PIN_LENGTH));
			//NewtonUserJointAddLinearRow (m_joint, &q0[0], &q0[0], &basis[1][0]);
			//NewtonUserJointAddLinearRow (m_joint, &q0[0], &q0[0], &basis[2][0]);
        }
	}
}
AngularIntegration AngularIntegration::operator- (const AngularIntegration& angle) const {
    dFloat sin_da = angle.m_sin_angle * m_cos_angle - angle.m_cos_angle * m_sin_angle;
    dFloat cos_da = angle.m_cos_angle * m_cos_angle + angle.m_sin_angle * m_sin_angle;
    return AngularIntegration(dAtan2(sin_da, cos_da));
}