コード例 #1
0
ファイル: btSliderConstraint.cpp プロジェクト: jinjoh/NOOR
void btSliderConstraint::solveConstraintInt(btRigidBody& rbA, btSolverBody& bodyA,btRigidBody& rbB, btSolverBody& bodyB)
{
    int i;
    // linear
    btVector3 velA;
	bodyA.getVelocityInLocalPointObsolete(m_relPosA,velA);
    btVector3 velB;
	bodyB.getVelocityInLocalPointObsolete(m_relPosB,velB);
    btVector3 vel = velA - velB;
	for(i = 0; i < 3; i++)
    {
		const btVector3& normal = m_jacLin[i].m_linearJointAxis;
		btScalar rel_vel = normal.dot(vel);
		// calculate positional error
		btScalar depth = m_depth[i];
		// get parameters
		btScalar softness = (i) ? m_softnessOrthoLin : (m_solveLinLim ? m_softnessLimLin : m_softnessDirLin);
		btScalar restitution = (i) ? m_restitutionOrthoLin : (m_solveLinLim ? m_restitutionLimLin : m_restitutionDirLin);
		btScalar damping = (i) ? m_dampingOrthoLin : (m_solveLinLim ? m_dampingLimLin : m_dampingDirLin);
		// calcutate and apply impulse
		btScalar normalImpulse = softness * (restitution * depth / m_timeStep - damping * rel_vel) * m_jacLinDiagABInv[i];
		btVector3 impulse_vector = normal * normalImpulse;
		
		//rbA.applyImpulse( impulse_vector, m_relPosA);
		//rbB.applyImpulse(-impulse_vector, m_relPosB);
		{
			btVector3 ftorqueAxis1 = m_relPosA.cross(normal);
			btVector3 ftorqueAxis2 = m_relPosB.cross(normal);
			bodyA.applyImpulse(normal*rbA.getInvMass(), rbA.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse);
			bodyB.applyImpulse(normal*rbB.getInvMass(), rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse);
		}



		if(m_poweredLinMotor && (!i))
		{ // apply linear motor
			if(m_accumulatedLinMotorImpulse < m_maxLinMotorForce)
			{
				btScalar desiredMotorVel = m_targetLinMotorVelocity;
				btScalar motor_relvel = desiredMotorVel + rel_vel;
				normalImpulse = -motor_relvel * m_jacLinDiagABInv[i];
				// clamp accumulated impulse
				btScalar new_acc = m_accumulatedLinMotorImpulse + btFabs(normalImpulse);
				if(new_acc  > m_maxLinMotorForce)
				{
					new_acc = m_maxLinMotorForce;
				}
				btScalar del = new_acc  - m_accumulatedLinMotorImpulse;
				if(normalImpulse < btScalar(0.0))
				{
					normalImpulse = -del;
				}
				else
				{
					normalImpulse = del;
				}
				m_accumulatedLinMotorImpulse = new_acc;
				// apply clamped impulse
				impulse_vector = normal * normalImpulse;
				//rbA.applyImpulse( impulse_vector, m_relPosA);
				//rbB.applyImpulse(-impulse_vector, m_relPosB);

				{
					btVector3 ftorqueAxis1 = m_relPosA.cross(normal);
					btVector3 ftorqueAxis2 = m_relPosB.cross(normal);
					bodyA.applyImpulse(normal*rbA.getInvMass(), rbA.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse);
					bodyB.applyImpulse(normal*rbB.getInvMass(), rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse);
				}



			}
		}
    }
	// angular 
	// get axes in world space
	btVector3 axisA =  m_calculatedTransformA.getBasis().getColumn(0);
	btVector3 axisB =  m_calculatedTransformB.getBasis().getColumn(0);

	btVector3 angVelA;
	bodyA.getAngularVelocity(angVelA);
	btVector3 angVelB;
	bodyB.getAngularVelocity(angVelB);

	btVector3 angVelAroundAxisA = axisA * axisA.dot(angVelA);
	btVector3 angVelAroundAxisB = axisB * axisB.dot(angVelB);

	btVector3 angAorthog = angVelA - angVelAroundAxisA;
	btVector3 angBorthog = angVelB - angVelAroundAxisB;
	btVector3 velrelOrthog = angAorthog-angBorthog;
	//solve orthogonal angular velocity correction
	btScalar len = velrelOrthog.length();
	btScalar orthorImpulseMag = 0.f;

	if (len > btScalar(0.00001))
	{
		btVector3 normal = velrelOrthog.normalized();
		btScalar denom = rbA.computeAngularImpulseDenominator(normal) + rbB.computeAngularImpulseDenominator(normal);
		//velrelOrthog *= (btScalar(1.)/denom) * m_dampingOrthoAng * m_softnessOrthoAng;
		orthorImpulseMag = (btScalar(1.)/denom) * m_dampingOrthoAng * m_softnessOrthoAng;
	}
	//solve angular positional correction
	btVector3 angularError = axisA.cross(axisB) *(btScalar(1.)/m_timeStep);
	btVector3 angularAxis = angularError;
	btScalar angularImpulseMag = 0;

	btScalar len2 = angularError.length();
	if (len2>btScalar(0.00001))
	{
		btVector3 normal2 = angularError.normalized();
		btScalar denom2 = rbA.computeAngularImpulseDenominator(normal2) + rbB.computeAngularImpulseDenominator(normal2);
		angularImpulseMag = (btScalar(1.)/denom2) * m_restitutionOrthoAng * m_softnessOrthoAng;
		angularError *= angularImpulseMag;
	}
	// apply impulse
	//rbA.applyTorqueImpulse(-velrelOrthog+angularError);
	//rbB.applyTorqueImpulse(velrelOrthog-angularError);

	bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*velrelOrthog,-orthorImpulseMag);
	bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*velrelOrthog,orthorImpulseMag);
	bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*angularAxis,angularImpulseMag);
	bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*angularAxis,-angularImpulseMag);


	btScalar impulseMag;
	//solve angular limits
	if(m_solveAngLim)
	{
		impulseMag = (angVelB - angVelA).dot(axisA) * m_dampingLimAng + m_angDepth * m_restitutionLimAng / m_timeStep;
		impulseMag *= m_kAngle * m_softnessLimAng;
	}
	else
	{
		impulseMag = (angVelB - angVelA).dot(axisA) * m_dampingDirAng + m_angDepth * m_restitutionDirAng / m_timeStep;
		impulseMag *= m_kAngle * m_softnessDirAng;
	}
	btVector3 impulse = axisA * impulseMag;
	//rbA.applyTorqueImpulse(impulse);
	//rbB.applyTorqueImpulse(-impulse);

	bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*axisA,impulseMag);
	bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*axisA,-impulseMag);



	//apply angular motor
	if(m_poweredAngMotor) 
	{
		if(m_accumulatedAngMotorImpulse < m_maxAngMotorForce)
		{
			btVector3 velrel = angVelAroundAxisA - angVelAroundAxisB;
			btScalar projRelVel = velrel.dot(axisA);

			btScalar desiredMotorVel = m_targetAngMotorVelocity;
			btScalar motor_relvel = desiredMotorVel - projRelVel;

			btScalar angImpulse = m_kAngle * motor_relvel;
			// clamp accumulated impulse
			btScalar new_acc = m_accumulatedAngMotorImpulse + btFabs(angImpulse);
			if(new_acc  > m_maxAngMotorForce)
			{
				new_acc = m_maxAngMotorForce;
			}
			btScalar del = new_acc  - m_accumulatedAngMotorImpulse;
			if(angImpulse < btScalar(0.0))
			{
				angImpulse = -del;
			}
			else
			{
				angImpulse = del;
			}
			m_accumulatedAngMotorImpulse = new_acc;
			// apply clamped impulse
			btVector3 motorImp = angImpulse * axisA;
			//rbA.applyTorqueImpulse(motorImp);
			//rbB.applyTorqueImpulse(-motorImp);

			bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*axisA,angImpulse);
			bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*axisA,-angImpulse);
		}
	}
}
コード例 #2
0
void    btHingeConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar    timeStep)
{

    ///for backwards compatibility during the transition to 'getInfo/getInfo2'
    if (m_useSolveConstraintObsolete)
    {

        btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin();
        btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin();

        btScalar tau = btScalar(0.3);

        //linear part
        if (!m_angularOnly)
        {
            btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
            btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();

            btVector3 vel1,vel2;
            bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1);
            bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2);
            btVector3 vel = vel1 - vel2;

            for (int i=0;i<3;i++)
            {
                const btVector3& normal = m_jac[i].m_linearJointAxis;
                btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal();

                btScalar rel_vel;
                rel_vel = normal.dot(vel);
                //positional error (zeroth order error)
                btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
                btScalar impulse = depth*tau/timeStep  * jacDiagABInv -  rel_vel * jacDiagABInv;
                m_appliedImpulse += impulse;
                btVector3 impulse_vector = normal * impulse;
                btVector3 ftorqueAxis1 = rel_pos1.cross(normal);
                btVector3 ftorqueAxis2 = rel_pos2.cross(normal);
                bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse);
                bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse);
            }
        }


        {
            ///solve angular part

            // get axes in world space
            btVector3 axisA =  getRigidBodyA().getCenterOfMassTransform().getBasis() *  m_rbAFrame.getBasis().getColumn(2);
            btVector3 axisB =  getRigidBodyB().getCenterOfMassTransform().getBasis() *  m_rbBFrame.getBasis().getColumn(2);

            btVector3 angVelA;
            bodyA.getAngularVelocity(angVelA);
            btVector3 angVelB;
            bodyB.getAngularVelocity(angVelB);

            btVector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA);
            btVector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB);

            btVector3 angAorthog = angVelA - angVelAroundHingeAxisA;
            btVector3 angBorthog = angVelB - angVelAroundHingeAxisB;
            btVector3 velrelOrthog = angAorthog-angBorthog;
            {


                //solve orthogonal angular velocity correction
                btScalar len = velrelOrthog.length();
                if (len > btScalar(0.00001))
                {
                    btVector3 normal = velrelOrthog.normalized();
                    btScalar denom = getRigidBodyA().computeAngularImpulseDenominator(normal) +
                        getRigidBodyB().computeAngularImpulseDenominator(normal);
                    // scale for mass and relaxation
                    //velrelOrthog *= (btScalar(1.)/denom) * m_relaxationFactor;

                    bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*velrelOrthog,-(btScalar(1.)/denom));
                    bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*velrelOrthog,(btScalar(1.)/denom));

                }

                //solve angular positional correction
                btVector3 angularError =  axisA.cross(axisB) *(btScalar(1.)/timeStep);
                btScalar len2 = angularError.length();
                if (len2>btScalar(0.00001))
                {
                    btVector3 normal2 = angularError.normalized();
                    btScalar denom2 = getRigidBodyA().computeAngularImpulseDenominator(normal2) +
                            getRigidBodyB().computeAngularImpulseDenominator(normal2);
                    //angularError *= (btScalar(1.)/denom2) * relaxation;

                    bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*angularError,(btScalar(1.)/denom2));
                    bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*angularError,-(btScalar(1.)/denom2));

                }





                // solve limit
                if (m_solveLimit)
                {
                    btScalar amplitude = ( (angVelB - angVelA).dot( axisA )*m_relaxationFactor + m_correction* (btScalar(1.)/timeStep)*m_biasFactor  ) * m_limitSign;

                    btScalar impulseMag = amplitude * m_kHinge;

                    // Clamp the accumulated impulse
                    btScalar temp = m_accLimitImpulse;
                    m_accLimitImpulse = btMax(m_accLimitImpulse + impulseMag, btScalar(0) );
                    impulseMag = m_accLimitImpulse - temp;



                    bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*axisA,impulseMag * m_limitSign);
                    bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*axisA,-(impulseMag * m_limitSign));

                }
            }

            //apply motor
            if (m_enableAngularMotor)
            {
                //todo: add limits too
                btVector3 angularLimit(0,0,0);

                btVector3 velrel = angVelAroundHingeAxisA - angVelAroundHingeAxisB;
                btScalar projRelVel = velrel.dot(axisA);

                btScalar desiredMotorVel = m_motorTargetVelocity;
                btScalar motor_relvel = desiredMotorVel - projRelVel;

                btScalar unclippedMotorImpulse = m_kHinge * motor_relvel;;

                // accumulated impulse clipping:
                btScalar fMaxImpulse = m_maxMotorImpulse;
                btScalar newAccImpulse = m_accMotorImpulse + unclippedMotorImpulse;
                btScalar clippedMotorImpulse = unclippedMotorImpulse;
                if (newAccImpulse > fMaxImpulse)
                {
                    newAccImpulse = fMaxImpulse;
                    clippedMotorImpulse = newAccImpulse - m_accMotorImpulse;
                }
                else if (newAccImpulse < -fMaxImpulse)
                {
                    newAccImpulse = -fMaxImpulse;
                    clippedMotorImpulse = newAccImpulse - m_accMotorImpulse;
                }
                m_accMotorImpulse += clippedMotorImpulse;

                bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*axisA,clippedMotorImpulse);
                bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*axisA,-clippedMotorImpulse);

            }
        }
    }

}
コード例 #3
0
void	btConeTwistConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar	timeStep)
{
	if (m_useSolveConstraintObsolete)
	{
		btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin();
		btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin();

		btScalar tau = btScalar(0.3);

		//linear part
		if (!m_angularOnly)
		{
			btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 
			btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();

			btVector3 vel1;
			bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1);
			btVector3 vel2;
			bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2);
			btVector3 vel = vel1 - vel2;

			for (int i=0;i<3;i++)
			{		
				const btVector3& normal = m_jac[i].m_linearJointAxis;
				btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal();

				btScalar rel_vel;
				rel_vel = normal.dot(vel);
				//positional error (zeroth order error)
				btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
				btScalar impulse = depth*tau/timeStep  * jacDiagABInv -  rel_vel * jacDiagABInv;
				m_appliedImpulse += impulse;
				
				btVector3 ftorqueAxis1 = rel_pos1.cross(normal);
				btVector3 ftorqueAxis2 = rel_pos2.cross(normal);
				bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse);
				bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse);
		
			}
		}

		// apply motor
		if (m_bMotorEnabled)
		{
			// compute current and predicted transforms
			btTransform trACur = m_rbA.getCenterOfMassTransform();
			btTransform trBCur = m_rbB.getCenterOfMassTransform();
			btVector3 omegaA; bodyA.getAngularVelocity(omegaA);
			btVector3 omegaB; bodyB.getAngularVelocity(omegaB);
			btTransform trAPred; trAPred.setIdentity(); 
			btVector3 zerovec(0,0,0);
			btTransformUtil::integrateTransform(
				trACur, zerovec, omegaA, timeStep, trAPred);
			btTransform trBPred; trBPred.setIdentity(); 
			btTransformUtil::integrateTransform(
				trBCur, zerovec, omegaB, timeStep, trBPred);

			// compute desired transforms in world
			btTransform trPose(m_qTarget);
			btTransform trABDes = m_rbBFrame * trPose * m_rbAFrame.inverse();
			btTransform trADes = trBPred * trABDes;
			btTransform trBDes = trAPred * trABDes.inverse();

			// compute desired omegas in world
			btVector3 omegaADes, omegaBDes;
			
			btTransformUtil::calculateVelocity(trACur, trADes, timeStep, zerovec, omegaADes);
			btTransformUtil::calculateVelocity(trBCur, trBDes, timeStep, zerovec, omegaBDes);

			// compute delta omegas
			btVector3 dOmegaA = omegaADes - omegaA;
			btVector3 dOmegaB = omegaBDes - omegaB;

			// compute weighted avg axis of dOmega (weighting based on inertias)
			btVector3 axisA, axisB;
			btScalar kAxisAInv = 0, kAxisBInv = 0;

			if (dOmegaA.length2() > SIMD_EPSILON)
			{
				axisA = dOmegaA.normalized();
				kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(axisA);
			}

			if (dOmegaB.length2() > SIMD_EPSILON)
			{
				axisB = dOmegaB.normalized();
				kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(axisB);
			}

			btVector3 avgAxis = kAxisAInv * axisA + kAxisBInv * axisB;

			static bool bDoTorque = true;
			if (bDoTorque && avgAxis.length2() > SIMD_EPSILON)
			{
				avgAxis.normalize();
				kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(avgAxis);
				kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(avgAxis);
				btScalar kInvCombined = kAxisAInv + kAxisBInv;

				btVector3 impulse = (kAxisAInv * dOmegaA - kAxisBInv * dOmegaB) /
									(kInvCombined * kInvCombined);

				if (m_maxMotorImpulse >= 0)
				{
					btScalar fMaxImpulse = m_maxMotorImpulse;
					if (m_bNormalizedMotorStrength)
						fMaxImpulse = fMaxImpulse/kAxisAInv;

					btVector3 newUnclampedAccImpulse = m_accMotorImpulse + impulse;
					btScalar  newUnclampedMag = newUnclampedAccImpulse.length();
					if (newUnclampedMag > fMaxImpulse)
					{
						newUnclampedAccImpulse.normalize();
						newUnclampedAccImpulse *= fMaxImpulse;
						impulse = newUnclampedAccImpulse - m_accMotorImpulse;
					}
					m_accMotorImpulse += impulse;
				}

				btScalar  impulseMag  = impulse.length();
				btVector3 impulseAxis =  impulse / impulseMag;

				bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*impulseAxis, impulseMag);
				bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*impulseAxis, -impulseMag);

			}
		}
		else if (m_damping > SIMD_EPSILON) // no motor: do a little damping
		{
			btVector3 angVelA; bodyA.getAngularVelocity(angVelA);
			btVector3 angVelB; bodyB.getAngularVelocity(angVelB);
			btVector3 relVel = angVelB - angVelA;
			if (relVel.length2() > SIMD_EPSILON)
			{
				btVector3 relVelAxis = relVel.normalized();
				btScalar m_kDamping =  btScalar(1.) /
					(getRigidBodyA().computeAngularImpulseDenominator(relVelAxis) +
					 getRigidBodyB().computeAngularImpulseDenominator(relVelAxis));
				btVector3 impulse = m_damping * m_kDamping * relVel;

				btScalar  impulseMag  = impulse.length();
				btVector3 impulseAxis = impulse / impulseMag;
				bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*impulseAxis, impulseMag);
				bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*impulseAxis, -impulseMag);
			}
		}

		// joint limits
		{
			///solve angular part
			btVector3 angVelA;
			bodyA.getAngularVelocity(angVelA);
			btVector3 angVelB;
			bodyB.getAngularVelocity(angVelB);

			// solve swing limit
			if (m_solveSwingLimit)
			{
				btScalar amplitude = m_swingLimitRatio * m_swingCorrection*m_biasFactor/timeStep;
				btScalar relSwingVel = (angVelB - angVelA).dot(m_swingAxis);
				if (relSwingVel > 0)
					amplitude += m_swingLimitRatio * relSwingVel * m_relaxationFactor;
				btScalar impulseMag = amplitude * m_kSwing;

				// Clamp the accumulated impulse
				btScalar temp = m_accSwingLimitImpulse;
				m_accSwingLimitImpulse = btMax(m_accSwingLimitImpulse + impulseMag, btScalar(0.0) );
				impulseMag = m_accSwingLimitImpulse - temp;

				btVector3 impulse = m_swingAxis * impulseMag;

				// don't let cone response affect twist
				// (this can happen since body A's twist doesn't match body B's AND we use an elliptical cone limit)
				{
					btVector3 impulseTwistCouple = impulse.dot(m_twistAxisA) * m_twistAxisA;
					btVector3 impulseNoTwistCouple = impulse - impulseTwistCouple;
					impulse = impulseNoTwistCouple;
				}

				impulseMag = impulse.length();
				btVector3 noTwistSwingAxis = impulse / impulseMag;

				bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*noTwistSwingAxis, impulseMag);
				bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*noTwistSwingAxis, -impulseMag);
			}


			// solve twist limit
			if (m_solveTwistLimit)
			{
				btScalar amplitude = m_twistLimitRatio * m_twistCorrection*m_biasFactor/timeStep;
				btScalar relTwistVel = (angVelB - angVelA).dot( m_twistAxis );
				if (relTwistVel > 0) // only damp when moving towards limit (m_twistAxis flipping is important)
					amplitude += m_twistLimitRatio * relTwistVel * m_relaxationFactor;
				btScalar impulseMag = amplitude * m_kTwist;

				// Clamp the accumulated impulse
				btScalar temp = m_accTwistLimitImpulse;
				m_accTwistLimitImpulse = btMax(m_accTwistLimitImpulse + impulseMag, btScalar(0.0) );
				impulseMag = m_accTwistLimitImpulse - temp;

				btVector3 impulse = m_twistAxis * impulseMag;

				bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*m_twistAxis,impulseMag);
				bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*m_twistAxis,-impulseMag);
			}		
		}
	}

}
コード例 #4
0
void    btPoint2PointConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar    timeStep)
{
    if (m_useSolveConstraintObsolete)
    {
        btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA;
        btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB;


        btVector3 normal(0,0,0);


    //    btVector3 angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity();
    //    btVector3 angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity();

        for (int i=0;i<3;i++)
        {
            normal[i] = 1;
            btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal();

            btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
            btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
            //this jacobian entry could be re-used for all iterations

            btVector3 vel1,vel2;
            bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1);
            bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2);
            btVector3 vel = vel1 - vel2;

            btScalar rel_vel;
            rel_vel = normal.dot(vel);

        /*
            //velocity error (first order error)
            btScalar rel_vel = m_jac[i].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
                                                            m_rbB.getLinearVelocity(),angvelB);
        */

            //positional error (zeroth order error)
            btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal

            btScalar deltaImpulse = depth*m_setting.m_tau/timeStep  * jacDiagABInv -  m_setting.m_damping * rel_vel * jacDiagABInv;

            btScalar impulseClamp = m_setting.m_impulseClamp;

            const btScalar sum = btScalar(m_appliedImpulse) + deltaImpulse;
            if (sum < -impulseClamp)
            {
                deltaImpulse = -impulseClamp-m_appliedImpulse;
                m_appliedImpulse = -impulseClamp;
            }
            else if (sum > impulseClamp)
            {
                deltaImpulse = impulseClamp-m_appliedImpulse;
                m_appliedImpulse = impulseClamp;
            }
            else
            {
                m_appliedImpulse = sum;
            }


            btVector3 impulse_vector = normal * deltaImpulse;

            btVector3 ftorqueAxis1 = rel_pos1.cross(normal);
            btVector3 ftorqueAxis2 = rel_pos2.cross(normal);
            bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,deltaImpulse);
            bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-deltaImpulse);


            normal[i] = 0;
        }
    }
}
コード例 #5
0
btScalar btTranslationalLimitMotor::solveLinearAxis(
	btScalar timeStep,
	btScalar jacDiagABInv,
	btRigidBody& body1,btSolverBody& bodyA,const btVector3 &pointInA,
	btRigidBody& body2,btSolverBody& bodyB,const btVector3 &pointInB,
	int limit_index,
	const btVector3 & axis_normal_on_a,
	const btVector3 & anchorPos)
{

	///find relative velocity
	//    btVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition();
	//    btVector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition();
	btVector3 rel_pos1 = anchorPos - body1.getCenterOfMassPosition();
	btVector3 rel_pos2 = anchorPos - body2.getCenterOfMassPosition();

	btVector3 vel1;
	bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1);
	btVector3 vel2;
	bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2);
	btVector3 vel = vel1 - vel2;

	btScalar rel_vel = axis_normal_on_a.dot(vel);



	/// apply displacement correction

	//positional error (zeroth order error)
	btScalar depth = -(pointInA - pointInB).dot(axis_normal_on_a);
	btScalar	lo = btScalar(-1e30);
	btScalar	hi = btScalar(1e30);

	btScalar minLimit = m_lowerLimit[limit_index];
	btScalar maxLimit = m_upperLimit[limit_index];

	//handle the limits
	if (minLimit < maxLimit)
	{
		{
			if (depth > maxLimit)
			{
				depth -= maxLimit;
				lo = btScalar(0.);

			}
			else
			{
				if (depth < minLimit)
				{
					depth -= minLimit;
					hi = btScalar(0.);
				}
				else
				{
					return 0.0f;
				}
			}
		}
	}

	btScalar normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv;




	btScalar oldNormalImpulse = m_accumulatedImpulse[limit_index];
	btScalar sum = oldNormalImpulse + normalImpulse;
	m_accumulatedImpulse[limit_index] = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum;
	normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;

	btVector3 impulse_vector = axis_normal_on_a * normalImpulse;
	//body1.applyImpulse( impulse_vector, rel_pos1);
	//body2.applyImpulse(-impulse_vector, rel_pos2);

	btVector3 ftorqueAxis1 = rel_pos1.cross(axis_normal_on_a);
	btVector3 ftorqueAxis2 = rel_pos2.cross(axis_normal_on_a);
	bodyA.applyImpulse(axis_normal_on_a*body1.getInvMass(), body1.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse);
	bodyB.applyImpulse(axis_normal_on_a*body2.getInvMass(), body2.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse);




	return normalImpulse;
}