//bilateral constraint between two dynamic objects
void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
                      btRigidBody& body2, const btVector3& pos2,
                      btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep)
{
	(void)timeStep;
	(void)distance;


	btScalar normalLenSqr = normal.length2();
	btAssert(btFabs(normalLenSqr) < btScalar(1.1));
	if (normalLenSqr > btScalar(1.1))
	{
		impulse = btScalar(0.);
		return;
	}
	btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition(); 
	btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
	//this jacobian entry could be re-used for all iterations
	
	btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1);
	btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2);
	btVector3 vel = vel1 - vel2;
	

	   btJacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(),
		body2.getCenterOfMassTransform().getBasis().transpose(),
		rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(),
		body2.getInvInertiaDiagLocal(),body2.getInvMass());

	btScalar jacDiagAB = jac.getDiagonal();
	btScalar jacDiagABInv = btScalar(1.) / jacDiagAB;
	
	  btScalar rel_vel = jac.getRelativeVelocity(
		body1.getLinearVelocity(),
		body1.getCenterOfMassTransform().getBasis().transpose() * body1.getAngularVelocity(),
		body2.getLinearVelocity(),
		body2.getCenterOfMassTransform().getBasis().transpose() * body2.getAngularVelocity()); 
	btScalar a;
	a=jacDiagABInv;


	rel_vel = normal.dot(vel);
	
	//todo: move this into proper structure
	btScalar contactDamping = btScalar(0.2);

#ifdef ONLY_USE_LINEAR_MASS
	btScalar massTerm = btScalar(1.) / (body1.getInvMass() + body2.getInvMass());
	impulse = - contactDamping * rel_vel * massTerm;
#else	
	btScalar velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
	impulse = velocityImpulse;
#endif
}
    float get_angular_velocity()
    {
        btVector3 vel = rigid_body->getAngularVelocity();

        vec3f ang = xyzf_to_vec(vel);

        return ang.length();
    }
Пример #3
0
//bilateral constraint between two dynamic objects
void RaycastCar::resolveSingleBilateral(btRigidBody     & body1,
                                        const btVector3 & pos1,
                                        btRigidBody     & body2,
                                        const btVector3 & pos2,
                                        const btVector3 & normal,
                                        btScalar        & impulse)
{
    btScalar normalLenSqr = normal.length2();
    btAssert(btFabs(normalLenSqr) < btScalar(1.1f));
    if (normalLenSqr > btScalar(1.1f))
    {
        impulse = btScalar(0.0f);
        return;
    }
    btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition();
    btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
    btJacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(),
                        body2.getCenterOfMassTransform().getBasis().transpose(),
                        rel_pos1,
                        rel_pos2,
                        normal,
                        body1.getInvInertiaDiagLocal(),
                        body1.getInvMass(),
                        body2.getInvInertiaDiagLocal(),
                        body2.getInvMass());

    btScalar jacDiagAB = jac.getDiagonal();
    btScalar jacDiagABInv = btScalar(1.0f) / jacDiagAB;

    btScalar rel_vel = jac.getRelativeVelocity
                       (body1.getLinearVelocity(),
                        body1.getCenterOfMassTransform().getBasis().transpose()*body1.getAngularVelocity(),
                        body2.getLinearVelocity(),
                        body2.getCenterOfMassTransform().getBasis().transpose()*body2.getAngularVelocity());

    btScalar velocityImpulse = -1.0f * rel_vel * jacDiagABInv;
    impulse = velocityImpulse;
}
    ///milliseconds
    void tick(float ftime, CommonRigidBodyBase* bullet_scene)
    {
        kinematic_source s;
        s.pos = &remote_pos;
        s.rot = &remote_rot;

        bullet_scene->setKinematicSource(rigid_body, s);

        //should_hand_collide = false;

        if(time_elapsed_since_release_ms >= time_needed_since_release_to_recollide_ms && should_hand_collide)
        {
            make_collide_hands(bullet_scene);
        }

        if(!should_hand_collide)
        {
            make_no_collide_hands(bullet_scene);
        }

        time_elapsed_since_release_ms += ftime;

        //printf("%f timeelapsed\n", time_elapsed_since_release_ms);

        if(frame_wait_restore > 0)
        {
            frame_wait_restore--;

            if(frame_wait_restore == 0)
            {
                vec3f avg = {0,0,0};

                int n = 0;

                //if(history.size() > 0)
                //    history.pop_back();
                /*if(history.size() > 0)
                    history.pop_back();*/

                for(auto& i : history)
                {
                    //if(n == history.size() / 2)
                    //    break;

                    avg += i;

                    n++;
                }

                if(n > 0)
                    avg = avg / n;

                //if(n > 0)
                //    rigid_body->setLinearVelocity({avg.v[0], avg.v[1], avg.v[2]});

                //rigid_body->setLinearVelocity(bullet_scene->getBodyAvgVelocity(rigid_body));
            }
        }

        ///so the avg velocity is wrong, because it updates out of 'phase' with this function
        if(is_kinematic && last_world_id != bullet_scene->info.internal_step_id)
        {
            //rigid_body->saveKinematicState(1/60.f);

            btVector3 vel = rigid_body->getLinearVelocity();
            btVector3 angular = rigid_body->getAngularVelocity();

            //vec3f pos = get_pos();

            //printf("pos %f %f %f\n", pos.v[0], pos.v[1], pos.v[2]);

            avg_vel = avg_vel + (vec3f){vel.x(), vel.y(), vel.z()};

            avg_vel = avg_vel / 2.f;

            history.push_back({vel.x(), vel.y(), vel.z()});

            if(history.size() > max_history)
                history.pop_front();

            //angular_stability_history
            //printf("vel %f %f %f\n", vel.x(), vel.y(), vel.z());
        }

        angular_stability_history.push_back(get_scaled_angular_stability());

        if(angular_stability_history.size() > max_stability_history)
            angular_stability_history.pop_front();

        /*if(!is_kinematic)
        {
            history.clear();
        }*/

        if(is_kinematic && slide_timer < slide_time_ms && slide_towards_parent)
        {
            offset = offset * 0.95f + ideal_offset * 0.05f;
        }

        if(self_owned)
        {
            btTransform trans;
            rigid_body->getMotionState()->getWorldTransform(trans);

            vec3f pos = xyzf_to_vec(trans.getOrigin());
            quaternion qrot = convert_from_bullet_quaternion(trans.getRotation());

            ctr->set_pos(conv_implicit<cl_float4>(pos));
            ctr->set_rot_quat(qrot);
        }

        slide_timer += ftime;

        last_ftime = ftime;
        last_world_id = bullet_scene->info.internal_step_id;
    }
Пример #5
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);
		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);
			}
		}
    }
	// 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);
	//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;
			m_rbA.applyTorqueImpulse(motorImp);
			m_rbB.applyTorqueImpulse(-motorImp);
		}
	}
} // btSliderConstraint::solveConstraint()