Esempio n. 1
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	dCustomInverseDynamicsEffector* AddLeg(DemoEntityManager* const scene, void* const rootNode, const dMatrix& matrix, dFloat partMass, dFloat limbLenght)
	{
		NewtonBody* const parent = NewtonInverseDynamicsGetBody(m_kinematicSolver, rootNode);

		dFloat inertiaScale = 4.0f;
		// make limb base
		dMatrix baseMatrix(dRollMatrix(dPi * 0.5f));
		dMatrix cylinderMatrix(baseMatrix * matrix);
		NewtonBody* const base = CreateCylinder(scene, cylinderMatrix, partMass, inertiaScale, 0.2f, 0.1f);
		dCustomInverseDynamics* const baseHinge = new dCustomInverseDynamics(cylinderMatrix, base, parent);
		baseHinge->SetJointTorque(1000.0f);
		baseHinge->SetTwistAngle(-0.5f * dPi, 0.5f * dPi);
		void* const baseHingeNode = NewtonInverseDynamicsAddChildNode(m_kinematicSolver, rootNode, baseHinge->GetJoint());

		//make limb forward arm
		dMatrix forwardArmMatrix(dPitchMatrix(-30.0f * dDegreeToRad));
		dVector forwardArmSize(limbLenght * 0.25f, limbLenght * 0.25f, limbLenght, 0.0f);
		forwardArmMatrix.m_posit += forwardArmMatrix.m_right.Scale(forwardArmSize.m_z * 0.5f);
		NewtonBody* const forwardArm = CreateBox(scene, forwardArmMatrix * matrix, forwardArmSize, partMass, inertiaScale);
		dMatrix forwardArmPivot(forwardArmMatrix);
		forwardArmPivot.m_posit -= forwardArmMatrix.m_right.Scale(forwardArmSize.m_z * 0.5f);
		dCustomInverseDynamics* const forwardArmHinge = new dCustomInverseDynamics(forwardArmPivot * matrix, forwardArm, base);
		forwardArmHinge->SetJointTorque(1000.0f);
		forwardArmHinge->SetTwistAngle(-0.5f * dPi, 0.5f * dPi);
		void* const forwardArmHingeNode = NewtonInverseDynamicsAddChildNode(m_kinematicSolver, baseHingeNode, forwardArmHinge->GetJoint());

		//make limb forward arm
		dMatrix armMatrix(dPitchMatrix(-90.0f * dDegreeToRad));
		dFloat armSize = limbLenght * 1.25f;
		armMatrix.m_posit += forwardArmMatrix.m_right.Scale(limbLenght);
		armMatrix.m_posit.m_y -= armSize * 0.5f;
		NewtonBody* const arm = CreateCapsule(scene, armMatrix * matrix, partMass, inertiaScale, armSize * 0.2f, armSize);
		dMatrix armPivot(armMatrix);
		armPivot.m_posit.m_y += armSize * 0.5f;
		dCustomInverseDynamics* const armHinge = new dCustomInverseDynamics(armPivot * matrix, arm, forwardArm);
		armHinge->SetJointTorque(1000.0f);
		armHinge->SetTwistAngle(-0.5f * dPi, 0.5f * dPi);
		void* const armHingeNode = NewtonInverseDynamicsAddChildNode(m_kinematicSolver, forwardArmHingeNode, armHinge->GetJoint());

		dMatrix effectorMatrix(dGetIdentityMatrix());
		effectorMatrix.m_posit = armPivot.m_posit;
		effectorMatrix.m_posit.m_y -= armSize;
		dHexapodEffector* const effector = new dHexapodEffector(m_kinematicSolver, armHingeNode, parent, effectorMatrix * matrix);
		effector->SetAsThreedof();
		effector->SetMaxLinearFriction(partMass * DEMO_GRAVITY * 10.0f);
		effector->SetMaxAngularFriction(partMass * DEMO_GRAVITY * 10.0f);

		return effector;
	}
Esempio n. 2
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int CreateCone (dVector* const points, dVector* const normals, int segments, dFloat radius, dFloat height, int maxPoints)
{
	dMatrix rotation (dPitchMatrix((-360.0f / segments) * 3.141592f/180.0f));
	dVector p0 (0.0, 0.0f, 0.0f, 0.0f);
	dVector p1 (0.0, radius, 0.0f, 0.0f);
	dVector q1 (height, 0.0f, 0.0f, 0.0f);

	dVector n (radius, height, 0.0f, 0.0f);
	n = n.Scale (1.0f / dSqrt (n.DotProduct3(n)));

	int count = 0;
	for (int i = 0; (i < segments) && (count < maxPoints); i ++) {
		dVector p2 (rotation.RotateVector(p1));

		normals[count] = dVector (-1.0f, 0.0f, 0.0f, 0.0f);
		points[count * 3 + 0] = p0;
		points[count * 3 + 1] = p1;
		points[count * 3 + 2] = p2;
		count ++;

		normals[count] = dVector (n.m_x, n.m_y, n.m_z, 0.0f);
		points[count * 3 + 0] = p1;
		points[count * 3 + 1] = q1;
		points[count * 3 + 2] = p2;
		count ++;

		n = rotation.RotateVector(n);
		p1 = p2;
	}
	return count;
}
Esempio n. 3
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dMatrix::dMatrix (dFloat pitch, dFloat yaw, dFloat roll, const dVector & location)
{
   dMatrix & me = *this;
   me = dPitchMatrix (pitch) * dYawMatrix (yaw) * dRollMatrix (roll);
   me.m_posit = location;
   me.m_posit.m_w = 1.0f;
}
Esempio n. 4
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 XXXX ()
 {
    dMatrix s;
    dFloat m = 2.0f;
    for (int i = 0; i < 3; i ++)
    {
       for (int j = 0; j < 3; j ++)
       {
          s[i][j] = m;
          m += (i + 1) + j;
       }
    }
    s.m_posit = dVector (1, 2, 3, 1);
    dMatrix matrix;
    dVector scale;
    dMatrix stretch;
    s.PolarDecomposition (matrix, scale, stretch);
    dMatrix s1 (matrix, scale, stretch);
    dMatrix xxx (dPitchMatrix (30.0f * 3.14159f / 180.0f) * dRollMatrix (30.0f * 3.14159f / 180.0f));
    dMatrix xxxx (GetIdentityMatrix());
    xxx[0] = xxx[0].Scale (-1.0f);
    dFloat mmm = (xxx[0] * xxx[1]) % xxx[2];
    xxxx[0][0] = 3.0f;
    xxxx[1][1] = 3.0f;
    xxxx[2][2] = 4.0f;
    dMatrix xxx2 (xxx * xxxx);
    mmm = (xxx2[0] * xxx2[1]) % xxx2[2];
    xxx2.PolarDecomposition (matrix, scale, stretch);
    s1 = dMatrix (matrix, scale, stretch);
    s1 = dMatrix (matrix, scale, stretch);
 }
Esempio n. 5
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void pyScene::Save (const char* name)
{
	dMatrix globalRotation (dPitchMatrix(3.14159265f * 0.5f) * dRollMatrix(3.14159265f * 0.5f));
	globalRotation = globalRotation.Inverse();
	m_scene->BakeTransform (globalRotation);
	m_scene->Serialize (name);
}
Esempio n. 6
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	// this calculate the desired position and orientation in the path
	dMatrix BuildMatrix (dFloat timestep)
	{
		dMatrix matrix (dPitchMatrix(-m_angle) * dRollMatrix(-m_angle));
		matrix.m_posit = m_origin;
		matrix.m_posit.m_z += radius * dSin (m_angle);
		matrix.m_posit.m_y += radius * dCos (m_angle);
		return matrix;
	}
Esempio n. 7
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dMatrix CustomDGRayCastCar::CalculateTireMatrix (int tireIndex) const
{
	const Tire& tire = m_tires[tireIndex];
	// calculate the rotation angle matrix
	dMatrix angleMatrix ( dPitchMatrix( tire.m_spinAngle ) );
	// get the tire body matrix
	dMatrix bodyMatrix;
	NewtonBodyGetMatrix (m_body0, &bodyMatrix[0][0]);
	return angleMatrix * CalculateSuspensionMatrix (tireIndex, tire.m_posit) * m_localFrame * bodyMatrix;
}
Esempio n. 8
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	virtual void Evaluate(dEffectorPose& output, dFloat timestep)
	{
		m_poseGenerator->Evaluate(output, timestep);

		dQuaternion rotation (dPitchMatrix(m_euler.m_x) * dYawMatrix(m_euler.m_y) * dRollMatrix(m_euler.m_z));
		for (dEffectorPose::dListNode* node = output.GetFirst(); node; node = node->GetNext()) {
			dEffectorTransform& transform = node->GetInfo();
			transform.m_rotation = transform.m_rotation * rotation;
			transform.m_posit = m_position + rotation.RotateVector(transform.m_posit);
		}
	}
Esempio n. 9
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Import::Import(const char* pathName, Interface* ip, ImpInterface* impip)
{
    // set the path for textures
    char* ptr = NULL;
    sprintf (m_path, "%s", pathName);
    for (int i = 0; m_path[i]; i ++) {
        if ((m_path[i] == '\\') || (m_path[i] == '/') ) {
            ptr = &m_path[i];
        }
    }
    *ptr = 0;


    m_ip = ip;
    m_impip = impip;
    m_succes = TRUE;
    MaterialCache materialCache (NewDefaultMultiMtl());

    SetSceneParameters();

    dFloat scale;
    scale = float (GetMasterScale(UNITS_METERS));
    dMatrix scaleMatrix (GetIdentityMatrix());
    scaleMatrix[0][0] = 1.0f / scale;
    scaleMatrix[1][1] = 1.0f / scale;
    scaleMatrix[2][2] = 1.0f / scale;
    dMatrix globalRotation (scaleMatrix * dPitchMatrix(3.14159265f * 0.5f) * dRollMatrix(3.14159265f * 0.5f));

    NewtonWorld* newton = NewtonCreate();
    dScene scene (newton);

    scene.Deserialize (pathName);
//	dScene::Iterator iter (scene);
//	for (iter.Begin(); iter; iter ++) {
//		dScene::dTreeNode* node = iter.GetNode();
//		dNodeInfo* info = scene.GetInfoFromNode(node);
//		if (info->GetTypeId() == dMeshNodeInfo::GetRttiType()) {
//			dMeshNodeInfo* mesh = (dMeshNodeInfo*) scene.GetInfoFromNode(node);
//			mesh->ConvertToTriangles();
//		}
//	}
    scene.BakeTransform (globalRotation);

    GeometryCache geometryCache;
    MaxNodeChache maxNodeCache;

    LoadMaterials (scene, materialCache);
    LoadGeometries (scene, geometryCache, materialCache);
    LoadNodes (scene, geometryCache, materialCache.m_multiMat, maxNodeCache);
    ApplyModifiers (scene, maxNodeCache);

    scene.CleanUp();
    NewtonDestroy(newton);
}
Esempio n. 10
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	dAnimationJoint* CreateChildNode(NewtonBody* const boneBody, dAnimationJoint* const parent, const dJointDefinition& definition) const
	{
		dMatrix matrix;
		NewtonBodyGetMatrix(boneBody, &matrix[0][0]);

		dJointDefinition::dFrameMatrix frameAngle(definition.m_frameBasics);
		dMatrix pinAndPivotInGlobalSpace(dPitchMatrix(frameAngle.m_pitch * dDegreeToRad) * dYawMatrix(frameAngle.m_yaw * dDegreeToRad) * dRollMatrix(frameAngle.m_roll * dDegreeToRad));
		pinAndPivotInGlobalSpace = pinAndPivotInGlobalSpace * matrix;

		//dMatrix bindMatrix(entity->GetParent()->CalculateGlobalMatrix((DemoEntity*)NewtonBodyGetUserData(parentBody)).Inverse());
		dMatrix bindMatrix(dGetIdentityMatrix());
		dAnimationJoint* const joint = new dAnimationRagdollJoint(definition.m_type, pinAndPivotInGlobalSpace, boneBody, bindMatrix, parent);
		return joint;
	}
Esempio n. 11
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void dSceneRender::DrawCylinder(int segments, dFloat radius, dFloat heigh)
{
	dVector q0 ( heigh / 2.0f, radius, 0.0f, 0.0f);
	dVector q1 (-heigh / 2.0f, radius, 0.0f, 0.0f);
	dMatrix rotation (dPitchMatrix(2.0f * 3.1614f/segments));
	dVector cap0[1024];
	dVector cap1[1024];
	dAssert (segments < sizeof (cap0)/sizeof (cap0[0]));
	cap0[segments] = q0;
	cap1[segments] = q1;
	for (int i = 0; i < segments; i ++) {
		cap0[i] = q0;
		cap1[i] = q1;
		q0 = rotation.RotateVector(q0);
		q1 = rotation.RotateVector(q1);
	}
	dVector normal0 ( 1.0f, 0.0f, 0.0f, 0.0f);
	dVector normal1 (-1.0f, 0.0f, 0.0f, 0.0f);

	BeginTriangle();	
	for (int i = 2; i < segments; i ++) {
		SubmitNormal(normal0);
		DrawTriangle(cap0[0], cap0[i-1], cap0[i]);

		SubmitNormal(normal1);
		DrawTriangle(cap1[0], cap1[i], cap1[i - 1]);
	}

	for (int i = 0; i < segments; i ++) {
		dVector p0 (cap0[i]);
		dVector p1 (cap0[i + 1]);
		dVector p2 (cap1[i + 1]);
		dVector p3 (cap1[i]);

		dVector normal ((p1 - p0) * (p2 - p0));
		normal = normal.Scale (1.0f / dSqrt(normal % normal));

		SubmitNormal(normal);
		DrawTriangle(p0, p2, p1);

		SubmitNormal(normal);
		DrawTriangle(p0, p3, p2);
	}
	End();	
}
Esempio n. 12
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void pyScene::Load (const char* name)
{
	m_scene->CleanUp();
	m_scene->Deserialize(name);

	dScene::Iterator iter (*m_scene);
	for (iter.Begin(); iter; iter ++) {
		dScene::dTreeNode* node = iter.GetNode();
		dNodeInfo* info = m_scene->GetInfoFromNode(node);
		if (info->GetTypeId() == dMeshNodeInfo::GetRttiType()) {
			dMeshNodeInfo* mesh = (dMeshNodeInfo*) m_scene->GetInfoFromNode(node);
			mesh->ConvertToTriangles();
		}
	}

	dMatrix globalRotation (dPitchMatrix(3.14159265f * 0.5f) * dRollMatrix(3.14159265f * 0.5f));
	m_scene->BakeTransform (globalRotation);
}
Esempio n. 13
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int CreateCylinder (dVector* const points, dVector* const normals, int segments, dFloat radius, dFloat height, int maxPoints)
{
	dMatrix rotation (dPitchMatrix((-360.0f / segments) * 3.141592f/180.0f));
	dVector p0 (0.0, 0.0f, 0.0f, 0.0f);
	dVector p1 (0.0, radius, 0.0f, 0.0f);

	dVector q0 (height, 0.0f, 0.0f, 0.0f);
	dVector q1 (height, radius, 0.0f, 0.0f);
	dVector n (0, 1.0f, 0.0f, 0.0f);

	int count = 0;
	for (int i = 0; (i < segments) && (count < maxPoints); i ++) {
		dVector p2 (rotation.RotateVector(p1));
		normals[count] = dVector (-1.0f, 0.0f, 0.0f, 0.0f);
		points[count * 3 + 0] = p0;
		points[count * 3 + 1] = p1;
		points[count * 3 + 2] = p2;
		count ++;

		dVector q2 (rotation.RotateVector(q1));
		normals[count] = dVector (1.0f, 0.0f, 0.0f, 0.0f);
		points[count * 3 + 0] = q0;
		points[count * 3 + 1] = q2;
		points[count * 3 + 2] = q1;
		count ++;

		normals[count] = n;
		points[count * 3 + 0] = p1;
		points[count * 3 + 1] = q1;
		points[count * 3 + 2] = p2;
		count ++;

		normals[count] = n;
		points[count * 3 + 0] = p2;
		points[count * 3 + 1] = q1;
		points[count * 3 + 2] = q2;
		count ++;

		n = rotation.RotateVector(n);
		p1 = p2;
		q1 = q2;
	}
	return count;
}
void dCustomCorkScrew::Debug(dDebugDisplay* const debugDisplay) const
{
	dCustomSlider::Debug(debugDisplay);

	if (m_options.m_option2) {
		dMatrix matrix0;
		dMatrix matrix1;
		CalculateGlobalMatrix(matrix0, matrix1);

		const int subdiv = 12;
		dVector arch[subdiv + 1];
		const dFloat radius = debugDisplay->m_debugScale;

		if ((m_maxAngle > 1.0e-3f) || (m_minAngle < -1.0e-3f)) {
			// show pitch angle limits
			dVector point(dFloat(0.0f), dFloat(radius), dFloat(0.0f), dFloat(0.0f));

			dFloat minAngle = m_minAngle;
			dFloat maxAngle = m_maxAngle;
			if ((maxAngle - minAngle) >= dPi * 2.0f) {
				minAngle = 0.0f;
				maxAngle = dPi * 2.0f;
			}

			dFloat angleStep = (maxAngle - minAngle) / subdiv;
			dFloat angle0 = minAngle;

			matrix1.m_posit = matrix0.m_posit;
			debugDisplay->SetColor(dVector(0.5f, 0.0f, 0.0f, 0.0f));
			for (int i = 0; i <= subdiv; i++) {
				arch[i] = matrix1.TransformVector(dPitchMatrix(angle0).RotateVector(point));
				debugDisplay->DrawLine(matrix1.m_posit, arch[i]);
				angle0 += angleStep;
			}

			for (int i = 0; i < subdiv; i++) {
				debugDisplay->DrawLine(arch[i], arch[i + 1]);
			}
		}
	}
}
Esempio n. 15
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	void PostUpdate(dFloat timestep, int threadIndex)
	{
		dMatrix matrixA;
		NewtonBodyGetMatrix(m_body, &matrixA[0][0]);

		dFloat speed = m_step * timestep * 60.0f; 
		m_pith = dMod (m_pith + speed, 3.1416f * 2.0f);
		m_yaw = dMod (m_yaw + speed, 3.1416f * 2.0f);
		m_roll = dMod (m_roll + speed, 3.1416f * 2.0f);

		dMatrix matrixB(dPitchMatrix(m_pith) * dYawMatrix(m_yaw) * dRollMatrix(m_roll));
		matrixB.m_posit = matrixA.m_posit;

		matrixB.m_posit.m_y = 5.0f;

		NewtonWorld* const world = NewtonBodyGetWorld(m_body);
		DemoEntityManager* const scene = (DemoEntityManager*) NewtonWorldGetUserData (world);

		m_castingVisualEntity->ResetMatrix(*scene, matrixB);

		NewtonCollision* const collisionA = NewtonBodyGetCollision(m_body);
		NewtonCollisionClosestPoint(world, collisionA, &matrixA[0][0], m_castingVisualEntity->m_castingShape, &matrixB[0][0], &m_castingVisualEntity->m_contact0[0], &m_castingVisualEntity->m_contact1[0], &m_castingVisualEntity->m_normal[0], 0);
	}
Esempio n. 16
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	void PostUpdate(dFloat timestep, int threadIndex)
	{
		dMatrix matrixA;
		NewtonBodyGetMatrix(m_body, &matrixA[0][0]);

		dFloat speed = m_step * timestep * 60.0f; 
		m_pith = dMod (m_pith + speed, dPi * 2.0f);
		m_yaw = dMod (m_yaw + speed, dPi * 2.0f);
		m_roll = dMod (m_roll + speed, dPi * 2.0f);

		dMatrix matrixB(dPitchMatrix(m_pith) * dYawMatrix(m_yaw) * dRollMatrix(m_roll));
		matrixB.m_posit = matrixA.m_posit;

		matrixB.m_posit.m_y = 5.0f;
		//matrixB.m_posit.m_y = 1.5f;

		NewtonWorld* const world = NewtonBodyGetWorld(m_body);
		DemoEntityManager* const scene = (DemoEntityManager*) NewtonWorldGetUserData (world);

		m_castingVisualEntity->ResetMatrix(*scene, matrixB);

		NewtonCollision* const collisionA = NewtonBodyGetCollision(m_body);

		int res = NewtonCollisionClosestPoint(world, collisionA, &matrixA[0][0], m_castingVisualEntity->m_castingShape, &matrixB[0][0], &m_castingVisualEntity->m_contact0[0], &m_castingVisualEntity->m_contact1[0], &m_castingVisualEntity->m_normal[0], 0);

		//just test the center of collisionB against collisionA to see if the point is inside or not:
		//int res = NewtonCollisionPointDistance(world, &matrixA.m_posit[0], collisionA, &matrixA[0][0], &m_castingVisualEntity->m_contact0[0], &m_castingVisualEntity->m_normal[0], 0);
		if (res == 0) {
			printf("Point Inside Body!\n");
			//dTrace(("Point Inside Body!\n"));
		}
		else
		{
			//printf("Point point outside Body!\n");
		}
	}
Esempio n. 17
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	//dAnimTakeData* LoadAnimation(dAnimIKController* const controller, const char* const animName)
	dAnimationKeyframesSequence* GetAnimationSequence(const char* const animName)
	{
		dTree<dAnimationKeyframesSequence*, dString>::dTreeNode* cachedAnimNode = m_animCache.Find(animName);
		if (!cachedAnimNode) {
			dScene scene(GetWorld());
			char pathName[2048];
			dGetWorkingFileName(animName, pathName);
			scene.Deserialize(pathName);

			dScene::dTreeNode* const animTakeNode = scene.FindChildByType(scene.GetRootNode(), dAnimationTake::GetRttiType());
			if (animTakeNode) {
				//dTree<dAnimimationKeyFramesTrack*, dString> map;
				//const dAnimPose& basePose = controller->GetBasePose();
				//dAnimTakeData* const animdata = new dAnimTakeData(basePose.GetCount());
				dAnimationKeyframesSequence* const animdata = new dAnimationKeyframesSequence();
				dAnimationTake* const animTake = (dAnimationTake*)scene.GetInfoFromNode(animTakeNode);
				animdata->SetPeriod(animTake->GetPeriod());

				cachedAnimNode = m_animCache.Insert(animdata, animName);

				//dList<dAnimimationKeyFramesTrack>& tracks = animdata->GetTracks();
				//dList<dAnimimationKeyFramesTrack>::dListNode* ptr = tracks.GetFirst();
				//dList<dAnimimationKeyFramesTrack>::dListNode* ptr = tracks.Append();
				//for (dAnimPose::dListNode* ptrNode = basePose.GetFirst(); ptrNode; ptrNode = ptrNode->GetNext()) {
				//	DemoEntity* const entity = (DemoEntity*)ptrNode->GetInfo().m_userData;
				//	map.Insert(&ptr->GetInfo(), entity->GetName());
				//	ptr = ptr->GetNext();
				//}

				dList<dAnimimationKeyFramesTrack>& tracks = animdata->GetTracks();
				for (void* link = scene.GetFirstChildLink(animTakeNode); link; link = scene.GetNextChildLink(animTakeNode, link)) {
					dScene::dTreeNode* const node = scene.GetNodeFromLink(link);
					dAnimationTrack* const srcTrack = (dAnimationTrack*)scene.GetInfoFromNode(node);

					if (srcTrack->IsType(dAnimationTrack::GetRttiType())) {
						//dTree<dAnimimationKeyFramesTrack*, dString>::dTreeNode* const ptrNode = map.Find(srcTrack->GetName());
						//dAssert(ptrNode);
						//dAnimTakeData::dAnimTakeTrack* const dstTrack = ptrNode->GetInfo();
						dAnimimationKeyFramesTrack* const dstTrack = &tracks.Append()->GetInfo();
						dstTrack->SetName(srcTrack->GetName());

						const dList<dAnimationTrack::dCurveValue>& rotations = srcTrack->GetRotations();
						dstTrack->m_rotation.Resize(rotations.GetCount());
						int index = 0;
						for (dList<dAnimationTrack::dCurveValue>::dListNode* node = rotations.GetFirst(); node; node = node->GetNext()) {
							dAnimationTrack::dCurveValue keyFrame(node->GetInfo());

							dMatrix matrix(dPitchMatrix(keyFrame.m_x) * dYawMatrix(keyFrame.m_y) * dRollMatrix(keyFrame.m_z));
							dQuaternion rot(matrix);
							dstTrack->m_rotation[index].m_rotation = rot;
							dstTrack->m_rotation[index].m_time = keyFrame.m_time;
							index++;
						}

						for (int i = 0; i < rotations.GetCount() - 1; i++) {
							dFloat dot = dstTrack->m_rotation[i].m_rotation.DotProduct(dstTrack->m_rotation[i + 1].m_rotation);
							if (dot < 0.0f) {
								dstTrack->m_rotation[i + 1].m_rotation.m_x *= -1.0f;
								dstTrack->m_rotation[i + 1].m_rotation.m_y *= -1.0f;
								dstTrack->m_rotation[i + 1].m_rotation.m_z *= -1.0f;
								dstTrack->m_rotation[i + 1].m_rotation.m_w *= -1.0f;
							}
						}

						const dList<dAnimationTrack::dCurveValue>& positions = srcTrack->GetPositions();
						dstTrack->m_position.Resize(positions.GetCount());
						index = 0;
						for (dList<dAnimationTrack::dCurveValue>::dListNode* node = positions.GetFirst(); node; node = node->GetNext()) {
							dAnimationTrack::dCurveValue keyFrame(node->GetInfo());
							dstTrack->m_position[index].m_posit = dVector(keyFrame.m_x, keyFrame.m_y, keyFrame.m_z, dFloat(1.0f));
							dstTrack->m_position[index].m_time = keyFrame.m_time;
							index++;
						}
					}
				}
			}
		}
		dAssert(cachedAnimNode);
		return cachedAnimNode->GetInfo();
	}
Esempio n. 18
0
//dVector dMatrix::GetEulerAngles (dEulerAngleOrder order) const
void dMatrix::GetEulerAngles (dVector & euler0, dVector & euler1, dEulerAngleOrder order) const
{
   int a0 = (order >> 8) & 3;
   int a1 = (order >> 4) & 3;
   int a2 = (order >> 0) & 3;
   const dMatrix & matrix = *this;
   // Assuming the angles are in radians.
   if (matrix[a0][a2] > 0.99995f)
   {
      dFloat picth0 = 0.0f;
      dFloat yaw0 = -3.141592f * 0.5f;
      dFloat roll0 = - dAtan2 (matrix[a2][a1], matrix[a1][a1]);
      euler0[a0] = picth0;
      euler0[a1] = yaw0;
      euler0[a2] = roll0;
      euler1[a0] = picth0;
      euler1[a1] = yaw0;
      euler1[a2] = roll0;
   }
   else
      if (matrix[a0][a2] < -0.99995f)
      {
         dFloat picth0 = 0.0f;
         dFloat yaw0 = 3.141592f * 0.5f;
         dFloat roll0 = dAtan2 (matrix[a2][a1], matrix[a1][a1]);
         euler0[a0] = picth0;
         euler0[a1] = yaw0;
         euler0[a2] = roll0;
         euler1[a0] = picth0;
         euler1[a1] = yaw0;
         euler1[a2] = roll0;
      }
      else
      {
         //euler[a0] = -dAtan2(-matrix[a1][a2], matrix[a2][a2]);
         //euler[a1] = -dAsin ( matrix[a0][a2]);
         //euler[a2] = -dAtan2(-matrix[a0][a1], matrix[a0][a0]);
         dFloat yaw0 = -dAsin ( matrix[a0][a2]);
         dFloat yaw1 = 3.141592f - yaw0;
         dFloat sign0 = dSign (dCos (yaw0));
         dFloat sign1 = dSign (dCos (yaw1));
         dFloat picth0 = dAtan2 (matrix[a1][a2] * sign0, matrix[a2][a2] * sign0);
         dFloat picth1 = dAtan2 (matrix[a1][a2] * sign1, matrix[a2][a2] * sign1);
         dFloat roll0 = dAtan2 (matrix[a0][a1] * sign0, matrix[a0][a0] * sign0);
         dFloat roll1 = dAtan2 (matrix[a0][a1] * sign1, matrix[a0][a0] * sign1);
         if (yaw1 > 3.141592f)
            yaw1 -= 2.0f * 3.141592f;
         euler0[a0] = picth0;
         euler0[a1] = yaw0;
         euler0[a2] = roll0;
         euler1[a0] = picth1;
         euler1[a1] = yaw1;
         euler1[a2] = roll1;
      }
   euler0[3] = dFloat (0.0f);
   euler1[3] = dFloat (0.0f);
#ifdef _DEBUG
   if (order == m_pitchYawRoll)
   {
      dMatrix m0 (dPitchMatrix (euler0[0]) * dYawMatrix (euler0[1]) * dRollMatrix (euler0[2]));
      dMatrix m1 (dPitchMatrix (euler1[0]) * dYawMatrix (euler1[1]) * dRollMatrix (euler1[2]));
      for (int i = 0; i < 3; i ++)
      {
         for (int j = 0; j < 3; j ++)
         {
            dFloat error = dAbs (m0[i][j] - matrix[i][j]);
            dAssert (error < 5.0e-2f);
            error = dAbs (m1[i][j] - matrix[i][j]);
            dAssert (error < 5.0e-2f);
         }
      }
   }
#endif
}
Esempio n. 19
0
    StupidComplexOfConvexShapes (DemoEntityManager* const scene, int count)
        :DemoEntity (dGetIdentityMatrix(), NULL)
        ,m_rayP0(0.0f, 0.0f, 0.0f, 0.0f)
        ,m_rayP1(0.0f, 0.0f, 0.0f, 0.0f)
    {
        scene->Append(this);

        count = 40;
        //count = 1;
        const dFloat size = 0.5f;

        DemoMesh* gemetries[32];
        NewtonCollision* collisionArray[32];
        NewtonWorld* const world = scene->GetNewton();
        int materialID = NewtonMaterialGetDefaultGroupID(world);

        // create a pool of predefined convex mesh
        //		PrimitiveType selection[] = {_SPHERE_PRIMITIVE,	_BOX_PRIMITIVE,	_CAPSULE_PRIMITIVE, _CYLINDER_PRIMITIVE, _CONE_PRIMITIVE, _TAPERED_CAPSULE_PRIMITIVE, _TAPERED_CYLINDER_PRIMITIVE, _CHAMFER_CYLINDER_PRIMITIVE, _RANDOM_CONVEX_HULL_PRIMITIVE, _REGULAR_CONVEX_HULL_PRIMITIVE};
        PrimitiveType selection[] = {_SPHERE_PRIMITIVE};
        for (int i = 0; i < int (sizeof (collisionArray) / sizeof (collisionArray[0])); i ++) {
            int index = dRand() % (sizeof (selection) / sizeof (selection[0]));
            dVector shapeSize (size + RandomVariable (size / 2.0f), size + RandomVariable (size / 2.0f), size + RandomVariable (size / 2.0f), 0.0f);
            shapeSize = dVector(size, size, size, 0.0f);
            collisionArray[i] = CreateConvexCollision (world, dGetIdentityMatrix(), shapeSize, selection[index], materialID);
            gemetries[i] = new DemoMesh("geometry", collisionArray[i], "wood_4.tga", "wood_4.tga", "wood_1.tga");
        }

        // make a large complex of plane by adding lost of these shapes at a random location and oriention;
        NewtonCollision* const compound = NewtonCreateCompoundCollision (world, materialID);
        NewtonCompoundCollisionBeginAddRemove(compound);

        for (int i = 0 ; i < count; i ++) {
            for (int j = 0 ; j < count; j ++) {
                float pitch = RandomVariable (1.0f) * 2.0f * 3.1416f;
                float yaw = RandomVariable (1.0f) * 2.0f * 3.1416f;
                float roll = RandomVariable (1.0f) * 2.0f * 3.1416f;

                float x = size * (j - count / 2) + RandomVariable (size * 0.5f);
                float y = RandomVariable (size * 2.0f);
                float z = size * (i - count / 2) + RandomVariable (size * 0.5f);

                dMatrix matrix (dPitchMatrix (pitch) * dYawMatrix (yaw) * dRollMatrix (roll));
                matrix.m_posit = dVector (x, y, z, 1.0f);

                int index = dRand() % (sizeof (selection) / sizeof (selection[0]));
                DemoEntity* const entity = new DemoEntity(matrix, this);

                entity->SetMesh(gemetries[index], dGetIdentityMatrix());

                NewtonCollisionSetMatrix (collisionArray[index], &matrix[0][0]);
                NewtonCompoundCollisionAddSubCollision (compound, collisionArray[index]);
            }
        }
        NewtonCompoundCollisionEndAddRemove(compound);

        CreateSimpleBody (world, NULL, 0.0f, dGetIdentityMatrix(), compound, 0);

        // destroy all collision shapes after they are used
        NewtonDestroyCollision(compound);
        for (int i = 0; i < int (sizeof (collisionArray) / sizeof (collisionArray[0])); i ++) {
            gemetries[i]->Release();
            NewtonDestroyCollision(collisionArray[i]);
        }

        // now make and array of collision shapes for convex casting by mouse point click an drag
        CreateCastingShapes(scene, size * 2.0f);
    }
Esempio n. 20
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]);
        }
	}
}
Esempio n. 21
0
void RenderJointsDebugInfo (NewtonWorld* const world, dFloat size)
{
	glDisable(GL_TEXTURE_2D);
	glDisable (GL_LIGHTING);
	glBegin(GL_LINES);

	// this will go over the joint list twice, 
	for (NewtonBody* body = NewtonWorldGetFirstBody(world); body; body = NewtonWorldGetNextBody(world, body)) {	
		for (NewtonJoint* joint = NewtonBodyGetFirstJoint(body); joint; joint = NewtonBodyGetNextJoint(body, joint)) {
			NewtonJointRecord info;
			NewtonJointGetInfo (joint, &info);

			if (strcmp (info.m_descriptionType, "customJointNotInfo")) {

				// draw first frame
				dMatrix matrix0;
				NewtonBodyGetMatrix (info.m_attachBody_0, &matrix0[0][0]);
				matrix0 = dMatrix (&info.m_attachmenMatrix_0[0][0]) * matrix0;
				dVector o0 (matrix0.m_posit);

				dVector x (o0 + matrix0.RotateVector (dVector (size, 0.0f, 0.0f, 0.0f)));
				glColor3f (1.0f, 0.0f, 0.0f);
				glVertex3f (o0.m_x, o0.m_y, o0.m_z);
				glVertex3f (x.m_x, x.m_y, x.m_z);

				dVector y (o0 + matrix0.RotateVector (dVector (0.0f, size, 0.0f, 0.0f)));
				glColor3f (0.0f, 1.0f, 0.0f);
				glVertex3f (o0.m_x, o0.m_y, o0.m_z);
				glVertex3f (y.m_x, y.m_y, y.m_z);

				dVector z (o0 + matrix0.RotateVector (dVector (0.0f, 0.0f, size, 0.0f)));
				glColor3f (0.0f, 0.0f, 1.0f);
				glVertex3f (o0.m_x, o0.m_y, o0.m_z);
				glVertex3f (z.m_x, z.m_y, z.m_z);


				// draw second frame
				dMatrix matrix1 (dGetIdentityMatrix());
				if (info.m_attachBody_1) {
					NewtonBodyGetMatrix (info.m_attachBody_1, &matrix1[0][0]);
				}
				matrix1 = dMatrix (&info.m_attachmenMatrix_1[0][0]) * matrix1;
				dVector o1 (matrix1.m_posit);

				x = o1 + matrix1.RotateVector (dVector (size, 0.0f, 0.0f, 0.0f));
				glColor3f (1.0f, 0.0f, 0.0f);
				glVertex3f (o1.m_x, o1.m_y, o1.m_z);
				glVertex3f (x.m_x, x.m_y, x.m_z);

				y = o1 + matrix1.RotateVector (dVector (0.0f, size, 0.0f, 0.0f));
				glColor3f (0.0f, 1.0f, 0.0f);
				glVertex3f (o1.m_x, o1.m_y, o1.m_z);
				glVertex3f (y.m_x, y.m_y, y.m_z);

				z = o1 + matrix1.RotateVector (dVector (0.0f, 0.0f, size, 0.0f));
				glColor3f (0.0f, 0.0f, 1.0f);
				glVertex3f (o1.m_x, o1.m_y, o1.m_z);
				glVertex3f (z.m_x, z.m_y, z.m_z);

				if (!strcmp (info.m_descriptionType, "limitballsocket")) {
					// draw the cone limit of this joint
					int steps = 12;
					dMatrix coneMatrix (dRollMatrix(info.m_maxAngularDof[1]));
					dMatrix ratationStep (dPitchMatrix(2.0f * 3.14151693f / steps));

					dVector p0 (coneMatrix.RotateVector(dVector (size * 0.5f, 0.0f, 0.0f, 0.0f)));
					dVector q0 (matrix1.TransformVector(p0));

					glColor3f (1.0f, 1.0f, 0.0f);
					for (int i = 0; i < (steps + 1); i ++) {
						dVector p1 (ratationStep.RotateVector(p0));
						dVector q1 (matrix1.TransformVector(p1));

						glVertex3f (o0.m_x, o0.m_y, o0.m_z);
						glVertex3f (q0.m_x, q0.m_y, q0.m_z);
				
						glVertex3f (q0.m_x, q0.m_y, q0.m_z);
						glVertex3f (q1.m_x, q1.m_y, q1.m_z);

						p0 = p1;
						q0 = q1;
					}
				}
			}
		}
	}
	glEnd();
}
Esempio n. 22
0
void dSceneRender::DrawCone(int segments, dFloat radius, dFloat heigh)
{
	dVector q1 (-heigh / 2.0f, radius, 0.0f, 0.0f);
	dMatrix rotation (dPitchMatrix(2.0f * 3.1614f/segments));
	dVector cap[1024];
	dAssert (segments < sizeof (cap)/sizeof (cap[0]));
	cap[segments] = q1;
	for (int i = 0; i < segments; i ++) {
		cap[i] = q1;
		q1 = rotation.RotateVector(q1);
	}
	dVector normal1 (-1.0f, 0.0f, 0.0f, 0.0f);

	BeginTriangle();	
	for (int i = 2; i < segments; i ++) {
		SubmitNormal(normal1);
		DrawTriangle(cap[0], cap[i], cap[i - 1]);
	}

	dVector p0 ( heigh / 2.0f, 0.0f, 0.0f, 0.0f);
	for (int i = 0; i < segments; i ++) {
		dVector p1 (cap[i]);
		dVector p2 (cap[i + 1]);

		dVector normal ((p1 - p0) * (p2 - p0));
		normal = normal.Scale (1.0f / dSqrt(normal % normal));

		SubmitNormal(normal);
		DrawTriangle(p0, p1, p2);
	}
	End();	


/*
	{
		dVector p1 (-heigh / 2.0f, radius, 0.0f, 0.0f);
		dMatrix rotation (dPitchMatrix(2.0f * 3.1614f/segments));
		dVector cap[1024];
		dAssert (segments < sizeof (cap)/sizeof (cap[0]));
		cap[segments] = p1;
		for (int i = 0; i < segments; i ++) {
			cap[i] = p1;
			p1 = rotation.RotateVector(p1);
		}
		dVector normal1 (-1.0f, 0.0f, 0.0f, 0.0f);

		BeginLine();	
		DrawLine(cap[0], cap[0] + normal1);


		dVector p0 ( heigh / 2.0f, 0.0f, 0.0f, 0.0f);
		for (int i = 0; i < segments; i ++) {
			dVector p1 (cap[i]);
			dVector p2 (cap[i + 1]);

			dVector normal ((p1 - p0) * (p2 - p0));
			normal = normal.Scale (1.0f / dSqrt(normal % normal));

			DrawLine(p0, p0 + normal);
		}
		End();
	}
*/
}
Esempio n. 23
0
// create physics scene
void PuckSlide (DemoEntityManager* const scene)
{
	scene->CreateSkyBox();

	NewtonWorld* const world = scene->GetNewton();

	int	materialGroupIDs[SB_NUM_MATERIALS];

	// Create groups
	for (int i = 0; i < SB_NUM_MATERIALS; i++)
	{
		materialGroupIDs[i] = NewtonMaterialCreateGroupID(world);
	}
	
	// Setup the material data
	NewtonMaterialSetDefaultSoftness(world, materialGroupIDs[SBMaterial_WEIGHT], materialGroupIDs[SBMaterial_SURFACE], 0.15f);
	NewtonMaterialSetDefaultElasticity(world, materialGroupIDs[SBMaterial_WEIGHT], materialGroupIDs[SBMaterial_SURFACE], 0.30f);
	NewtonMaterialSetDefaultFriction(world, materialGroupIDs[SBMaterial_WEIGHT], materialGroupIDs[SBMaterial_SURFACE], 0.05f, 0.04f);


	// setup callbacks for collisions between two material groups
	NewtonMaterialSetCollisionCallback(world,materialGroupIDs[SBMaterial_WEIGHT],materialGroupIDs[SBMaterial_SURFACE],NULL,PhysicsNewton_CollisionPuckSurfaceCB);

	///////
	// Add table
	{
		dVector tableSize(TABLE_LENGTH, TABLE_HEIGHT, TABLE_WIDTH, 0.0f);

		// create the shape and visual mesh as a common data to be re used
		NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), tableSize, _BOX_PRIMITIVE, materialGroupIDs[SBMaterial_SURFACE]);

		DemoMesh* const geometry = new DemoMesh("cylinder_1", collision, "wood_3.tga", "wood_3.tga", "wood_3.tga");

		dMatrix matrix = dGetIdentityMatrix();
		matrix.m_posit.m_x = 0.0f;
		matrix.m_posit.m_z = 0.0f;
		matrix.m_posit.m_y = 0.0f;
		NewtonBody* const tableBody = CreateSimpleSolid (scene, geometry, 0.0, matrix, collision, materialGroupIDs[SBMaterial_SURFACE]);

		// this is deprecated, use NewtonBodySetMassProperties
		//NewtonBodySetMassMatrix(tableBody, 0.0f, 1.0f, 1.0f, 1.0f);
		NewtonBodySetMassProperties(tableBody, 0.0f, NewtonBodyGetCollision(tableBody));

		NewtonBodySetMaterialGroupID(tableBody, materialGroupIDs[SBMaterial_SURFACE]);

		// it is not wise to se static body to continuous collision mode
		//NewtonBodySetContinuousCollisionMode(tableBody, 1);

		// do not forget to release the assets	
		geometry->Release(); 

		// the collision need to be destroy, the body is using an instance no a reference
		NewtonDestroyCollision (collision);
	}
	///////

	// Add puck
	{
		new PuckEntity (scene, materialGroupIDs[SBMaterial_WEIGHT]);
	}

	// place camera into position
	dMatrix camMatrix (dPitchMatrix(20.0f * 3.1416f /180.0f));
	dQuaternion rot (camMatrix);
	dVector origin (CAMERA_Z, CAMERA_Y, CAMERA_X, 0.0f);
	scene->SetCameraMatrix(rot, origin);
}
Esempio n. 24
0
NewtonCollision* CreateConvexCollision (NewtonWorld* world, const dMatrix& srcMatrix, const dVector& originalSize, PrimitiveType type, int materialID__)
{
	dVector size (originalSize);

	NewtonCollision* collision = NULL;
	switch (type) 
	{
		case _NULL_PRIMITIVE:
		{
			collision = NewtonCreateNull (world); 
			break;
		}

		case _SPHERE_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateSphere (world, size.m_x * 0.5f, 0, NULL); 
			break;
		}

		case _BOX_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateBox (world, size.m_x, size.m_y, size.m_z, 0, NULL); 
			break;
		}


		case _CONE_PRIMITIVE:
		{
			dFloat r = size.m_x * 0.5f;
			dFloat h = size.m_y;

			// create the collision 
			collision = NewtonCreateCone (world, r, h, 0, NULL); 
			break;
		}

		case _CYLINDER_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateCylinder (world, size.m_x * 0.5f, size.m_y, 0, NULL); 
			break;
		}


		case _CAPSULE_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateCapsule (world, size.m_x * 0.5f, size.m_y, 0, NULL); 
			break;
		}

		case _TAPERED_CAPSULE_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateTaperedCapsule (world, size.m_x * 0.5f, size.m_z * 0.5f, size.m_y, 0, NULL); 
			break;
		}


		case _CHAMFER_CYLINDER_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateChamferCylinder (world, size.m_x * 0.5f, size.m_y, 0, NULL); 
			break;
		}

		case _TAPERED_CYLINDER_PRIMITIVE:
		{
			// create the collision 
			collision = NewtonCreateTaperedCylinder (world, size.m_x * 0.5f, size.m_z * 0.5f, size.m_y, 0, NULL); 
			break;
		}


		case _RANDOM_CONVEX_HULL_PRIMITIVE:
		{
			// Create a clouds of random point around the origin
			#define SAMPLE_COUNT 200
			dVector cloud [SAMPLE_COUNT];

			// make sure that at least the top and bottom are present
			cloud [0] = dVector ( size.m_x * 0.5f, 0.0f, 0.0f, 0.0f);
			cloud [1] = dVector (-size.m_x * 0.5f, 0.0f, 0.0f, 0.0f);
			cloud [2] = dVector ( 0.0f,  size.m_y * 0.5f, 0.0f, 0.0f); 
			cloud [3] = dVector ( 0.0f, -size.m_y * 0.5f, 0.0f, 0.0f);
			cloud [4] = dVector (0.0f, 0.0f,  size.m_z * 0.5f, 0.0f); 
			cloud [5] = dVector (0.0f, 0.0f, -size.m_z * 0.5f, 0.0f); 

			int count = 6;
			// populate the cloud with pseudo Gaussian random points
			for (int i = 6; i < SAMPLE_COUNT; i ++) {
				cloud [i].m_x = RandomVariable(size.m_x);
				cloud [i].m_y = RandomVariable(size.m_y);
				cloud [i].m_z = RandomVariable(size.m_z);
				count ++;
			}
			collision = NewtonCreateConvexHull (world, count, &cloud[0].m_x, sizeof (dVector), 0.01f, 0, NULL); 
			break;
		}

		case _REGULAR_CONVEX_HULL_PRIMITIVE:
		{
			// Create a clouds of random point around the origin
			#define STEPS_HULL 6
			//#define STEPS_HULL 3

			dVector cloud [STEPS_HULL * 4 + 256];
			int count = 0;
			dFloat radius = size.m_y;
			dFloat height = size.m_x * 0.999f;
			dFloat x = - height * 0.5f;
			dMatrix rotation (dPitchMatrix(2.0f * 3.141592f / STEPS_HULL));
			for (int i = 0; i < 4; i ++) {
				dFloat pad = ((i == 1) || (i == 2)) * 0.25f * radius;
				dVector p (x, 0.0f, radius + pad);
				x += 0.3333f * height;
				dMatrix acc (dGetIdentityMatrix());
				for (int j = 0; j < STEPS_HULL; j ++) {
					cloud[count] = acc.RotateVector(p);
					acc = acc * rotation;
					count ++;
				}
			}

			collision = NewtonCreateConvexHull (world, count, &cloud[0].m_x, sizeof (dVector), 0.02f, 0, NULL); 
			break;
		}

		case _COMPOUND_CONVEX_CRUZ_PRIMITIVE:
		{
			//dMatrix matrix (GetIdentityMatrix());
			dMatrix matrix (dPitchMatrix(15.0f * 3.1416f / 180.0f) * dYawMatrix(15.0f * 3.1416f / 180.0f) * dRollMatrix(15.0f * 3.1416f / 180.0f));
//			NewtonCollision* const collisionA = NewtonCreateBox (world, size.m_x, size.m_x * 0.25f, size.m_x * 0.25f, 0, &matrix[0][0]); 
//			NewtonCollision* const collisionB = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x, size.m_x * 0.25f, 0, &matrix[0][0]); 
//			NewtonCollision* const collisionC = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x * 0.25f, size.m_x, 0, &matrix[0][0]); 

matrix.m_posit = dVector (size.m_x * 0.5f, 0.0f, 0.0f, 1.0f);
NewtonCollision* const collisionA = NewtonCreateBox (world, size.m_x, size.m_x * 0.25f, size.m_x * 0.25f, 0, &matrix[0][0]); 
matrix.m_posit = dVector (0.0f, size.m_x * 0.5f, 0.0f, 1.0f);
NewtonCollision* const collisionB = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x, size.m_x * 0.25f, 0, &matrix[0][0]); 
matrix.m_posit = dVector (0.0f, 0.0f, size.m_x * 0.5f, 1.0f);
NewtonCollision* const collisionC = NewtonCreateBox (world, size.m_x * 0.25f, size.m_x * 0.25f, size.m_x, 0, &matrix[0][0]); 


			collision = NewtonCreateCompoundCollision (world, 0);

			NewtonCompoundCollisionBeginAddRemove(collision);

			NewtonCompoundCollisionAddSubCollision (collision, collisionA);
			NewtonCompoundCollisionAddSubCollision (collision, collisionB);
			NewtonCompoundCollisionAddSubCollision (collision, collisionC);

			NewtonCompoundCollisionEndAddRemove(collision);	

			NewtonDestroyCollision(collisionA);
			NewtonDestroyCollision(collisionB);
			NewtonDestroyCollision(collisionC);
			break;
		}

		default: dAssert (0);
	}


	dMatrix matrix (srcMatrix);
	matrix.m_front = matrix.m_front.Scale (1.0f / dSqrt (matrix.m_front % matrix.m_front));
	matrix.m_right = matrix.m_front * matrix.m_up;
	matrix.m_right = matrix.m_right.Scale (1.0f / dSqrt (matrix.m_right % matrix.m_right));
	matrix.m_up = matrix.m_right * matrix.m_front;
	NewtonCollisionSetMatrix(collision, &matrix[0][0]);

	return collision;
}
static void MakeFunnyCompound (DemoEntityManager* const scene, const dVector& origin)
{
	NewtonWorld* const world = scene->GetNewton();

	// create an empty compound collision
	NewtonCollision* const compound = NewtonCreateCompoundCollision (world, 0);
	
	
#if 1
	NewtonCompoundCollisionBeginAddRemove(compound);	

	// add a bunch of convex collision at random position and orientation over the surface of a big sphere
	float radio = 5.0f;
	for (int i = 0 ; i < 300; i ++) {
		NewtonCollision* collision = NULL;

		float pitch = RandomVariable (1.0f) * 2.0f * 3.1416f;
		float yaw = RandomVariable (1.0f) * 2.0f * 3.1416f;
		float roll = RandomVariable (1.0f) * 2.0f * 3.1416f;

		float x = RandomVariable (0.5f);
		float y = RandomVariable (0.5f);
		float z = RandomVariable (0.5f);
		if ((x == 0.0f) && (y == 0.0f) && (z == 0.0f)){
			x = 0.1f;
		}
		dVector p (x, y, z, 1.0f) ;
		p = p.Scale (radio / dSqrt (p % p));

		dMatrix matrix (dPitchMatrix (pitch) * dYawMatrix (yaw) * dRollMatrix (roll));
		matrix.m_posit = p;
		int r = dRand();	
		switch ((r >>2) & 3) 
		{
			case 0:
			{
				collision = NewtonCreateSphere(world, 0.5, 0, &matrix[0][0]) ;
				break; 
			}

			case 1:
			{
				collision = NewtonCreateCapsule(world, 0.3f, 0.2f, 0.5f, 0, &matrix[0][0]) ;
				break; 
			}

			case 2:
			{
				collision = NewtonCreateCylinder(world, 0.25, 0.5, 0.25, 0, &matrix[0][0]) ;
				break; 
			}

			case 3:
			{
				collision = NewtonCreateCone(world, 0.25, 0.25, 0, &matrix[0][0]) ;
				break; 
			}
		}

		dAssert (collision);
		// we can set a collision id, and use data per sub collision 
		NewtonCollisionSetUserID(collision, i);
		NewtonCollisionSetUserData(collision, (void*) i);

		// add this new collision 
		NewtonCompoundCollisionAddSubCollision (compound, collision);
		NewtonDestroyCollision(collision);
	}
	// finish adding shapes
	NewtonCompoundCollisionEndAddRemove(compound);	

	{
		// remove the first 10 shapes
		// test remove shape form a compound
		NewtonCompoundCollisionBeginAddRemove(compound);	
		void* node = NewtonCompoundCollisionGetFirstNode(compound);
		for (int i = 0; i < 10; i ++) {
			//NewtonCollision* const collision = NewtonCompoundCollisionGetCollisionFromNode(compound, node);
			void* const nextNode = NewtonCompoundCollisionGetNextNode(compound, node);
			NewtonCompoundCollisionRemoveSubCollision(compound, node);
			node = nextNode;
		}
		// finish remove 

		void* handle1 = NewtonCompoundCollisionGetNodeByIndex (compound, 30);
		void* handle2 = NewtonCompoundCollisionGetNodeByIndex (compound, 100);
		NewtonCollision* const shape1 = NewtonCompoundCollisionGetCollisionFromNode (compound, handle1);
		NewtonCollision* const shape2 = NewtonCompoundCollisionGetCollisionFromNode (compound, handle2);

		NewtonCollision* const copyShape1 = NewtonCollisionCreateInstance (shape1);
		NewtonCollision* const copyShape2 = NewtonCollisionCreateInstance (shape2);

		// you can also remove shape by their index
		NewtonCompoundCollisionRemoveSubCollisionByIndex (compound, 30);	
		NewtonCompoundCollisionRemoveSubCollisionByIndex (compound, 100);	

		handle1 = NewtonCompoundCollisionAddSubCollision (compound, copyShape1);
		handle2 = NewtonCompoundCollisionAddSubCollision (compound, copyShape2);
		NewtonDestroyCollision(copyShape1);
		NewtonDestroyCollision(copyShape2);

		NewtonCompoundCollisionEndAddRemove(compound);	
	}

	{
		// show how to modify the children of a compound collision
		NewtonCompoundCollisionBeginAddRemove(compound);	
		for (void* node = NewtonCompoundCollisionGetFirstNode(compound); node; node = NewtonCompoundCollisionGetNextNode(compound, node)) { 
			NewtonCollision* const collision = NewtonCompoundCollisionGetCollisionFromNode(compound, node);
			// you can scale, change the matrix, change the inertia, do anything you want with the change
			NewtonCollisionSetUserData(collision, NULL);
		}
		NewtonCompoundCollisionEndAddRemove(compound);	
	}

//	NewtonCollisionSetScale(compound, 0.5f, 0.25f, 0.125f);

#else 

	//test Yeside compound shape shape
	//	- Rotation="1.5708 -0 0" Translation="0 0 0.024399" Size="0.021 0.096" Pos="0 0 0.115947"
	//	- Rotation="1.5708 -0 0" Translation="0 0 0.056366" Size="0.195 0.024" Pos="0 0 0.147914"
	//	- Rotation="1.5708 -0 0" Translation="0 0 -0.056366" Size="0.0065 0.07 Pos="0 0 0.035182"

	NewtonCompoundCollisionBeginAddRemove(compound);	

	NewtonCollision* collision;
	dMatrix offsetMatrix (dPitchMatrix(1.5708f));
	offsetMatrix.m_posit.m_z = 0.115947f;
	collision = NewtonCreateCylinder (world, 0.021f, 0.096f, 0, &offsetMatrix[0][0]) ;
	NewtonCompoundCollisionAddSubCollision (compound, collision);
	NewtonDestroyCollision(collision);

	offsetMatrix.m_posit.m_z = 0.035182f;
	collision = NewtonCreateCylinder (world, 0.0065f, 0.07f, 0, &offsetMatrix[0][0]) ;
	NewtonCompoundCollisionAddSubCollision (compound, collision);
	NewtonDestroyCollision(collision);

	offsetMatrix.m_posit.m_z = 0.147914f;
	collision = NewtonCreateCylinder (world, 0.195f, 0.024f, 0, &offsetMatrix[0][0]) ;
	NewtonCompoundCollisionAddSubCollision (compound, collision);
	NewtonDestroyCollision(collision);

	NewtonCompoundCollisionEndAddRemove(compound);	

#endif



	// for now we will simple make simple Box,  make a visual Mesh
	DemoMesh* const visualMesh = new DemoMesh ("big ball", compound, "metal_30.tga", "metal_30.tga", "metal_30.tga");

	int instaceCount = 2;
	dMatrix matrix (dGetIdentityMatrix());
	matrix.m_posit = origin;
	for (int ix = 0; ix < instaceCount; ix ++) {
		for (int iz = 0; iz < instaceCount; iz ++) {
			dFloat y = origin.m_y;
			dFloat x = origin.m_x + (ix - instaceCount/2) * 15.0f;
			dFloat z = origin.m_z + (iz - instaceCount/2) * 15.0f;
			matrix.m_posit = FindFloor (world, dVector (x, y + 10.0f, z, 0.0f), 20.0f); ;
			matrix.m_posit.m_y += 15.0f;
			CreateSimpleSolid (scene, visualMesh, 10.0f, matrix, compound, 0);
		}
	}
	visualMesh->Release();

	NewtonDestroyCollision(compound);
}
void dCustomBallAndSocket::Debug(dDebugDisplay* const debugDisplay) const
{
	dMatrix matrix0;
	dMatrix matrix1;

	dCustomJoint::Debug(debugDisplay);

	CalculateGlobalMatrix(matrix0, matrix1);

	const dVector& coneDir0 = matrix0.m_front;
	const dVector& coneDir1 = matrix1.m_front;
	dFloat cosAngleCos = coneDir0.DotProduct3(coneDir1);
	dMatrix coneRotation(dGetIdentityMatrix());
	if (cosAngleCos < 0.9999f) {
		dVector lateralDir(coneDir1.CrossProduct(coneDir0));
		dFloat mag2 = lateralDir.DotProduct3(lateralDir);
		//dAssert(mag2 > 1.0e-4f);
		if (mag2 > 1.0e-4f) {
			lateralDir = lateralDir.Scale(1.0f / dSqrt(mag2));
			coneRotation = dMatrix(dQuaternion(lateralDir, dAcos(dClamp(cosAngleCos, dFloat(-1.0f), dFloat(1.0f)))), matrix1.m_posit);
		} else {
			lateralDir = matrix0.m_up.Scale(-1.0f);
			coneRotation = dMatrix(dQuaternion(matrix0.m_up, 180 * dDegreeToRad), matrix1.m_posit);
		}
	} else if (cosAngleCos < -0.9999f) {
		coneRotation[0][0] = -1.0f;
		coneRotation[1][1] = -1.0f;
	}

	const int subdiv = 18;
	const dFloat radius = debugDisplay->m_debugScale;
	dVector arch[subdiv + 1];

	// show twist angle limits
	if (m_options.m_option0 && ((m_maxTwistAngle - m_minTwistAngle) > dFloat(1.0e-3f))) {
		dMatrix pitchMatrix(matrix1 * coneRotation);
		pitchMatrix.m_posit = matrix1.m_posit;

		dVector point(dFloat(0.0f), dFloat(radius), dFloat(0.0f), dFloat(0.0f));

		dFloat angleStep = dMin (m_maxTwistAngle - m_minTwistAngle, dFloat (2.0f * dPi)) / subdiv;
		dFloat angle0 = m_minTwistAngle;

		debugDisplay->SetColor(dVector(0.6f, 0.2f, 0.0f, 0.0f));
		for (int i = 0; i <= subdiv; i++) {
			arch[i] = pitchMatrix.TransformVector(dPitchMatrix(angle0).RotateVector(point));
			debugDisplay->DrawLine(pitchMatrix.m_posit, arch[i]);
			angle0 += angleStep;
		}

		for (int i = 0; i < subdiv; i++) {
			debugDisplay->DrawLine(arch[i], arch[i + 1]);
		}
	}

	// show cone angle limits
	if (m_options.m_option2) {
		dVector point(radius * dCos(m_maxConeAngle), radius * dSin(m_maxConeAngle), 0.0f, 0.0f);
		dFloat angleStep = dPi * 2.0f / subdiv;
		dFloat angle0 = 0.0f;
		debugDisplay->SetColor(dVector(0.3f, 0.8f, 0.0f, 0.0f));

		for (int i = 0; i <= subdiv; i++) {
			dVector conePoint(dPitchMatrix(angle0).RotateVector(point));
			dVector p(matrix1.TransformVector(conePoint));
			arch[i] = p;
			debugDisplay->DrawLine(matrix1.m_posit, p);
			angle0 += angleStep;
		}

		for (int i = 0; i < subdiv; i++) {
			debugDisplay->DrawLine(arch[i], arch[i + 1]);
		}
	}
}
void CustomPlayerController::Init(dFloat mass, dFloat outerRadius, dFloat innerRadius, dFloat height, dFloat stairStep, const dMatrix& localAxis)
{
	dAssert (stairStep >= 0.0f);
	dAssert (innerRadius >= 0.0f);
	dAssert (outerRadius >= innerRadius);
	dAssert (height >= stairStep);
	dAssert (localAxis[0].m_w == dFloat (0.0f));
	dAssert (localAxis[1].m_w == dFloat (0.0f));

	CustomPlayerControllerManager* const manager = (CustomPlayerControllerManager*) GetManager();
	NewtonWorld* const world = manager->GetWorld();

	SetRestrainingDistance (0.0f);

	m_outerRadio = outerRadius;
	m_innerRadio = innerRadius;
	m_height = height;
	m_stairStep = stairStep;
	SetClimbSlope(45.0f * 3.1416f/ 180.0f);
	m_upVector = localAxis[0];
	m_frontVector = localAxis[1];

	m_groundPlane = dVector (0.0f, 0.0f, 0.0f, 0.0f);
	m_groundVelocity = dVector (0.0f, 0.0f, 0.0f, 0.0f);

	const int steps = 12;
	dVector convexPoints[2][steps];

	// create an inner thin cylinder
	dFloat shapeHigh = height;
	dAssert (shapeHigh > 0.0f);
	dVector p0 (0.0f, m_innerRadio, 0.0f, 0.0f);
	dVector p1 (shapeHigh, m_innerRadio, 0.0f, 0.0f);
	for (int i = 0; i < steps; i ++) {
		dMatrix rotation (dPitchMatrix (i * 2.0f * 3.141592f / steps));
		convexPoints[0][i] = localAxis.RotateVector(rotation.RotateVector(p0));
		convexPoints[1][i] = localAxis.RotateVector(rotation.RotateVector(p1));
	}
	NewtonCollision* const supportShape = NewtonCreateConvexHull(world, steps * 2, &convexPoints[0][0].m_x, sizeof (dVector), 0.0f, 0, NULL); 

	// create the outer thick cylinder
	dMatrix outerShapeMatrix (localAxis);
	dFloat capsuleHigh = m_height - stairStep;
	dAssert (capsuleHigh > 0.0f);
	m_sphereCastOrigin = capsuleHigh * 0.5f + stairStep;
	outerShapeMatrix.m_posit = outerShapeMatrix[0].Scale(m_sphereCastOrigin);
	outerShapeMatrix.m_posit.m_w = 1.0f;
	NewtonCollision* const bodyCapsule = NewtonCreateCapsule(world, 0.25f, 0.5f, 0, &outerShapeMatrix[0][0]);
	NewtonCollisionSetScale(bodyCapsule, capsuleHigh, m_outerRadio * 4.0f, m_outerRadio * 4.0f);

	// compound collision player controller
	NewtonCollision* const playerShape = NewtonCreateCompoundCollision(world, 0);
	NewtonCompoundCollisionBeginAddRemove(playerShape);	
	NewtonCompoundCollisionAddSubCollision (playerShape, supportShape);
	NewtonCompoundCollisionAddSubCollision (playerShape, bodyCapsule);
	NewtonCompoundCollisionEndAddRemove (playerShape);	

	// create the kinematic body
	dMatrix locationMatrix (dGetIdentityMatrix());
	m_body = NewtonCreateKinematicBody(world, playerShape, &locationMatrix[0][0]);

	// players must have weight, otherwise they are infinitely strong when they collide
	NewtonCollision* const shape = NewtonBodyGetCollision(m_body);
	NewtonBodySetMassProperties(m_body, mass, shape);

	// make the body collidable with other dynamics bodies, by default
	NewtonBodySetCollidable (m_body, true);

	dFloat castHigh = capsuleHigh * 0.4f;
	dFloat castRadio = (m_innerRadio * 0.5f > 0.05f) ? m_innerRadio * 0.5f : 0.05f;

	dVector q0 (0.0f, castRadio, 0.0f, 0.0f);
	dVector q1 (castHigh, castRadio, 0.0f, 0.0f);
	for (int i = 0; i < steps; i ++) {
		dMatrix rotation (dPitchMatrix (i * 2.0f * 3.141592f / steps));
		convexPoints[0][i] = localAxis.RotateVector(rotation.RotateVector(q0));
		convexPoints[1][i] = localAxis.RotateVector(rotation.RotateVector(q1));
	}
	m_castingShape = NewtonCreateConvexHull(world, steps * 2, &convexPoints[0][0].m_x, sizeof (dVector), 0.0f, 0, NULL); 


	m_supportShape = NewtonCompoundCollisionGetCollisionFromNode (shape, NewtonCompoundCollisionGetNodeByIndex (shape, 0));
	m_upperBodyShape = NewtonCompoundCollisionGetCollisionFromNode (shape, NewtonCompoundCollisionGetNodeByIndex (shape, 1));

	NewtonDestroyCollision (bodyCapsule);
	NewtonDestroyCollision (supportShape);
	NewtonDestroyCollision (playerShape);

	m_isJumping = false;
}
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
}
void CustomControlledBallAndSocket::UpdateTargetMatrix ()
{
	m_targetRotation = dPitchMatrix(m_targetAngles[0]) * dYawMatrix(m_targetAngles[1]) * dRollMatrix(m_targetAngles[2]);
}