예제 #1
0
void btSliderConstraint::buildJacobianInt(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB)
{
	//calculate transforms
    m_calculatedTransformA = rbA.getCenterOfMassTransform() * frameInA;
    m_calculatedTransformB = rbB.getCenterOfMassTransform() * frameInB;
	m_realPivotAInW = m_calculatedTransformA.getOrigin();
	m_realPivotBInW = m_calculatedTransformB.getOrigin();
	m_sliderAxis = m_calculatedTransformA.getBasis().getColumn(0); // along X
	m_delta = m_realPivotBInW - m_realPivotAInW;
	m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis;
	m_relPosA = m_projPivotInW - rbA.getCenterOfMassPosition();
	m_relPosB = m_realPivotBInW - rbB.getCenterOfMassPosition();
    btVector3 normalWorld;
    int i;
    //linear part
    for(i = 0; i < 3; i++)
    {
		normalWorld = m_calculatedTransformA.getBasis().getColumn(i);
		new (&m_jacLin[i]) btJacobianEntry(
			rbA.getCenterOfMassTransform().getBasis().transpose(),
			rbB.getCenterOfMassTransform().getBasis().transpose(),
			m_relPosA,
			m_relPosB,
			normalWorld,
			rbA.getInvInertiaDiagLocal(),
			rbA.getInvMass(),
			rbB.getInvInertiaDiagLocal(),
			rbB.getInvMass()
			);
		m_jacLinDiagABInv[i] = btScalar(1.) / m_jacLin[i].getDiagonal();
		m_depth[i] = m_delta.dot(normalWorld);
    }
	testLinLimits();
    // angular part
    for(i = 0; i < 3; i++)
    {
		normalWorld = m_calculatedTransformA.getBasis().getColumn(i);
		new (&m_jacAng[i])	btJacobianEntry(
			normalWorld,
            rbA.getCenterOfMassTransform().getBasis().transpose(),
            rbB.getCenterOfMassTransform().getBasis().transpose(),
            rbA.getInvInertiaDiagLocal(),
            rbB.getInvInertiaDiagLocal()
			);
	}
	testAngLimits();
	btVector3 axisA = m_calculatedTransformA.getBasis().getColumn(0);
	m_kAngle = btScalar(1.0 )/ (rbA.computeAngularImpulseDenominator(axisA) + rbB.computeAngularImpulseDenominator(axisA));
	// clear accumulator for motors
	m_accumulatedLinMotorImpulse = btScalar(0.0);
	m_accumulatedAngMotorImpulse = btScalar(0.0);
}
예제 #2
0
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);
		}
	}
}
예제 #3
0
void btSliderConstraint::buildJacobianInt(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB)
{
	//calculate transforms
    m_calculatedTransformA = rbA.getCenterOfMassTransform() * frameInA;
    m_calculatedTransformB = rbB.getCenterOfMassTransform() * frameInB;
	m_realPivotAInW = m_calculatedTransformA.getOrigin();
	m_realPivotBInW = m_calculatedTransformB.getOrigin();
	m_sliderAxis = m_calculatedTransformA.getBasis().getColumn(0); // along X
	m_delta = m_realPivotBInW - m_realPivotAInW;
	m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis;
	m_relPosA = m_projPivotInW - rbA.getCenterOfMassPosition();
	m_relPosB = m_realPivotBInW - rbB.getCenterOfMassPosition();
    btVector3 normalWorld;
    int i;
    //linear part
    for(i = 0; i < 3; i++)
    {
		normalWorld = m_calculatedTransformA.getBasis().getColumn(i);
		new (&m_jacLin[i]) btJacobianEntry(
			rbA.getCenterOfMassTransform().getBasis().transpose(),
			rbB.getCenterOfMassTransform().getBasis().transpose(),
			m_relPosA,
			m_relPosB,
			normalWorld,
			rbA.getInvInertiaDiagLocal(),
			rbA.getInvMass(),
			rbB.getInvInertiaDiagLocal(),
			rbB.getInvMass()
			);
		m_jacLinDiagABInv[i] = btScalar(1.) / m_jacLin[i].getDiagonal();
		m_depth[i] = m_delta.dot(normalWorld);
    }
	m_solveLinLim = false;
	if(m_lowerLinLimit <= m_upperLinLimit)
	{
		if(m_depth[0] > m_upperLinLimit)
		{
			m_depth[0] -= m_upperLinLimit;
			m_solveLinLim = true;
		}
		else if(m_depth[0] < m_lowerLinLimit)
		{
			m_depth[0] -= m_lowerLinLimit;
			m_solveLinLim = true;
		}
		else
		{
			m_depth[0] = btScalar(0.);
		}
	}
	else
	{
		m_depth[0] = btScalar(0.);
	}
    // angular part
    for(i = 0; i < 3; i++)
    {
		normalWorld = m_calculatedTransformA.getBasis().getColumn(i);
		new (&m_jacAng[i])	btJacobianEntry(
			normalWorld,
            rbA.getCenterOfMassTransform().getBasis().transpose(),
            rbB.getCenterOfMassTransform().getBasis().transpose(),
            rbA.getInvInertiaDiagLocal(),
            rbB.getInvInertiaDiagLocal()
			);
	}
	m_angDepth = btScalar(0.);
	m_solveAngLim = false;
	if(m_lowerAngLimit <= m_upperAngLimit)
	{
		const btVector3 axisA0 = m_calculatedTransformA.getBasis().getColumn(1);
		const btVector3 axisA1 = m_calculatedTransformA.getBasis().getColumn(2);
		const btVector3 axisB0 = m_calculatedTransformB.getBasis().getColumn(1);
		btScalar rot = btAtan2Fast(axisB0.dot(axisA1), axisB0.dot(axisA0));  
		if(rot < m_lowerAngLimit)
		{
			m_angDepth = rot - m_lowerAngLimit;
			m_solveAngLim = true;
		} 
		else if(rot > m_upperAngLimit)
		{
			m_angDepth = rot - m_upperAngLimit;
			m_solveAngLim = true;
		}
	}
	btVector3 axisA = m_calculatedTransformA.getBasis().getColumn(0);
	m_kAngle = btScalar(1.0 )/ (rbA.computeAngularImpulseDenominator(axisA) + rbB.computeAngularImpulseDenominator(axisA));
} // btSliderConstraint::buildJacobianInt()
예제 #4
0
void btSliderConstraint::solveConstraintInt(btRigidBody& rbA, btRigidBody& rbB)
{
    int i;
    // linear
    btVector3 velA = rbA.getVelocityInLocalPoint(m_relPosA);
    btVector3 velB = rbB.getVelocityInLocalPoint(m_relPosB);
    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);
    }
	// angular 
	// get axes in world space
	btVector3 axisA =  m_calculatedTransformA.getBasis().getColumn(0);
	btVector3 axisB =  m_calculatedTransformB.getBasis().getColumn(0);

	const btVector3& angVelA = rbA.getAngularVelocity();
	const btVector3& angVelB = rbB.getAngularVelocity();

	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();
	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;
	}
	//solve angular positional correction
	btVector3 angularError = axisA.cross(axisB) *(btScalar(1.)/m_timeStep);
	btScalar len2 = angularError.length();
	if (len2>btScalar(0.00001))
	{
		btVector3 normal2 = angularError.normalized();
		btScalar denom2 = rbA.computeAngularImpulseDenominator(normal2) + rbB.computeAngularImpulseDenominator(normal2);
		angularError *= (btScalar(1.)/denom2) * m_restitutionOrthoAng * m_softnessOrthoAng;
	}
	// apply impulse
	rbA.applyTorqueImpulse(-velrelOrthog+angularError);
	rbB.applyTorqueImpulse(velrelOrthog-angularError);
	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);
} // btSliderConstraint::solveConstraint()