// constructor
// anchor, axis1 and axis2 are in world coordinate system
// axis1 must be orthogonal to axis2
btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, const btVector3& anchor, const btVector3& axis1, const btVector3& axis2)
: btGeneric6DofConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true),
 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
	// 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 = m_axis1.normalize();
	btVector3 yAxis = m_axis2.normalize();
	btVector3 xAxis = yAxis.cross(zAxis); // 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.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., 0., 0.));
	setLinearUpperLimit(btVector3(0., 0., 0.));
	setAngularLowerLimit(btVector3(0.f, -SIMD_HALF_PI + UNIV_EPS, -SIMD_PI + UNIV_EPS));
	setAngularUpperLimit(btVector3(0.f,  SIMD_HALF_PI - UNIV_EPS,  SIMD_PI - UNIV_EPS));
}
// 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)
: btGeneric6DofSpringConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true),
 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
	// 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
	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.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));
	// 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));
	// enable suspension
	enableSpring(2, true);
	setStiffness(2, SIMD_PI * SIMD_PI * 4.f); // period 1 sec for 1 kilogramm weel :-)
	setDamping(2, 0.01f);
	setEquilibriumPoint();
}
Exemple #3
0
PhysicsInterface::JointObject Bullet::createBallAndSocketJoint(BodyObject firstBodyObject, BodyObject secondBodyObject,
                                                               const Vec3& globalAnchor, const Vec3& angularLimits)
{
    if (!firstBodyObject || !secondBodyObject || firstBodyObject == secondBodyObject)
    {
        LOG_ERROR << "Invalid bodies";
        return nullptr;
    }

    auto firstBody = reinterpret_cast<Body*>(firstBodyObject);
    auto secondBody = reinterpret_cast<Body*>(secondBodyObject);

    auto firstBodyTransform = btTransform();
    auto secondBodyTransform = btTransform();
    firstBody->bulletBody->getMotionState()->getWorldTransform(firstBodyTransform);
    secondBody->bulletBody->getMotionState()->getWorldTransform(secondBodyTransform);

    auto firstLocalAnchor =
        btTransform(btQuaternion::getIdentity(), firstBodyTransform.inverse() * toBullet(globalAnchor));
    auto secondLocalAnchor =
        btTransform(btQuaternion::getIdentity(), secondBodyTransform.inverse() * toBullet(globalAnchor));

    auto btConstraint = new btGeneric6DofConstraint(*firstBody->bulletBody, *secondBody->bulletBody, firstLocalAnchor,
                                                    secondLocalAnchor, true);

    if (angularLimits != Vec3::Zero)
    {
        btConstraint->setAngularLowerLimit(toBullet(-angularLimits));
        btConstraint->setAngularUpperLimit(toBullet(angularLimits));
    }

    joints_.append(new Joint(firstBody, secondBody, btConstraint));

    dynamicsWorld_->addConstraint(joints_.back()->bulletConstraint, true);

    return joints_.back();
}
Exemple #4
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void BConstraint::setAU(UT_Vector3 limit_ah)
{
	setAngularUpperLimit( get_bullet_V3(limit_ah) );
}
void ofxBulletJoint::setAngularUpperLimit( ofVec3f a_limit ) {
	setAngularUpperLimit( a_limit.x, a_limit.y, a_limit.z );
}