Bullet Collision Detection & Physics Library
btMultiBodyFixedConstraint.cpp
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
17
23
24#define BTMBFIXEDCONSTRAINT_DIM 6
25
26btMultiBodyFixedConstraint::btMultiBodyFixedConstraint(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB)
28 m_rigidBodyA(0),
29 m_rigidBodyB(bodyB),
30 m_pivotInA(pivotInA),
31 m_pivotInB(pivotInB),
32 m_frameInA(frameInA),
33 m_frameInB(frameInB)
34{
35 m_data.resize(BTMBFIXEDCONSTRAINT_DIM); //at least store the applied impulses
36}
37
38btMultiBodyFixedConstraint::btMultiBodyFixedConstraint(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB)
40 m_rigidBodyA(0),
41 m_rigidBodyB(0),
42 m_pivotInA(pivotInA),
43 m_pivotInB(pivotInB),
44 m_frameInA(frameInA),
45 m_frameInB(frameInB)
46{
47 m_data.resize(BTMBFIXEDCONSTRAINT_DIM); //at least store the applied impulses
48}
49
51{
52 //not implemented yet
53 btAssert(0);
54}
55
57{
58}
59
61{
62 if (m_rigidBodyA)
63 return m_rigidBodyA->getIslandTag();
64
65 if (m_bodyA)
66 {
67 if (m_linkA < 0)
68 {
70 if (col)
71 return col->getIslandTag();
72 }
73 else
74 {
77 }
78 }
79 return -1;
80}
81
83{
84 if (m_rigidBodyB)
85 return m_rigidBodyB->getIslandTag();
86 if (m_bodyB)
87 {
88 if (m_linkB < 0)
89 {
91 if (col)
92 return col->getIslandTag();
93 }
94 else
95 {
98 }
99 }
100 return -1;
101}
102
104{
105 int numDim = BTMBFIXEDCONSTRAINT_DIM;
106 for (int i = 0; i < numDim; i++)
107 {
108 btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
109 constraintRow.m_orgConstraint = this;
110 constraintRow.m_orgDofIndex = i;
111 constraintRow.m_relpos1CrossNormal.setValue(0, 0, 0);
112 constraintRow.m_contactNormal1.setValue(0, 0, 0);
113 constraintRow.m_relpos2CrossNormal.setValue(0, 0, 0);
114 constraintRow.m_contactNormal2.setValue(0, 0, 0);
115 constraintRow.m_angularComponentA.setValue(0, 0, 0);
116 constraintRow.m_angularComponentB.setValue(0, 0, 0);
117
118 constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
119 constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
120
121 // Convert local points back to world
122 btVector3 pivotAworld = m_pivotInA;
123 btMatrix3x3 frameAworld = m_frameInA;
124 if (m_rigidBodyA)
125 {
128 frameAworld = frameAworld.transpose() * btMatrix3x3(m_rigidBodyA->getOrientation());
129 }
130 else
131 {
132 if (m_bodyA)
133 {
134 pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
135 frameAworld = m_bodyA->localFrameToWorld(m_linkA, frameAworld);
136 }
137 }
138 btVector3 pivotBworld = m_pivotInB;
139 btMatrix3x3 frameBworld = m_frameInB;
140 if (m_rigidBodyB)
141 {
144 frameBworld = frameBworld.transpose() * btMatrix3x3(m_rigidBodyB->getOrientation());
145 }
146 else
147 {
148 if (m_bodyB)
149 {
150 pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
151 frameBworld = m_bodyB->localFrameToWorld(m_linkB, frameBworld);
152 }
153 }
154
155 btMatrix3x3 relRot = frameAworld.inverse() * frameBworld;
156 btVector3 angleDiff;
158
159 btVector3 constraintNormalLin(0, 0, 0);
160 btVector3 constraintNormalAng(0, 0, 0);
161 btScalar posError = 0.0;
162 if (i < 3)
163 {
164 constraintNormalLin[i] = 1;
165 posError = (pivotAworld - pivotBworld).dot(constraintNormalLin);
166 fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
167 constraintNormalLin, pivotAworld, pivotBworld,
168 posError,
169 infoGlobal,
171 }
172 else
173 { //i>=3
174 constraintNormalAng = frameAworld.getColumn(i % 3);
175 posError = angleDiff[i % 3];
176 fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
177 constraintNormalLin, pivotAworld, pivotBworld,
178 posError,
179 infoGlobal,
181 }
182 }
183}
184
186{
187 btTransform tr;
188 tr.setIdentity();
189
190 if (m_rigidBodyA)
191 {
193 tr.setOrigin(pivot);
194 drawer->drawTransform(tr, 0.1);
195 }
196 if (m_bodyA)
197 {
199 tr.setOrigin(pivotAworld);
200 drawer->drawTransform(tr, 0.1);
201 }
202 if (m_rigidBodyB)
203 {
204 // that ideally should draw the same frame
206 tr.setOrigin(pivot);
207 drawer->drawTransform(tr, 0.1);
208 }
209 if (m_bodyB)
210 {
212 tr.setOrigin(pivotBworld);
213 drawer->drawTransform(tr, 0.1);
214 }
215}
@ MULTIBODY_CONSTRAINT_FIXED
#define BTMBFIXEDCONSTRAINT_DIM
This file was written by Erwin Coumans.
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
Definition: btQuaternion.h:888
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
#define btAssert(x)
Definition: btScalar.h:153
void resize(int newsize, const T &fillData=T())
int getIslandTag() const
int getCompanionId() const
static bool matrixToEulerXYZ(const btMatrix3x3 &mat, btVector3 &xyz)
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations.
Definition: btIDebugDraw.h:27
virtual void drawTransform(const btTransform &transform, btScalar orthoLen)
Definition: btIDebugDraw.h:163
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition: btMatrix3x3.h:50
btMatrix3x3 inverse() const
Return the inverse of the matrix.
Definition: btMatrix3x3.h:1093
btMatrix3x3 transpose() const
Return the transpose of the matrix.
Definition: btMatrix3x3.h:1049
btVector3 getColumn(int i) const
Get a column of the matrix as a vector.
Definition: btMatrix3x3.h:142
btAlignedObjectArray< btScalar > m_data
btScalar fillMultiBodyConstraint(btMultiBodySolverConstraint &solverConstraint, btMultiBodyJacobianData &data, btScalar *jacOrgA, btScalar *jacOrgB, const btVector3 &constraintNormalAng, const btVector3 &constraintNormalLin, const btVector3 &posAworld, const btVector3 &posBworld, btScalar posError, const btContactSolverInfo &infoGlobal, btScalar lowerLimit, btScalar upperLimit, bool angConstraint=false, btScalar relaxation=1.f, bool isFriction=false, btScalar desiredVelocity=0, btScalar cfmSlip=0, btScalar damping=1.0)
virtual void debugDraw(class btIDebugDraw *drawer)
btMultiBodyFixedConstraint(btMultiBody *body, int link, btRigidBody *bodyB, const btVector3 &pivotInA, const btVector3 &pivotInB, const btMatrix3x3 &frameInA, const btMatrix3x3 &frameInB)
virtual void createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)
btMatrix3x3 localFrameToWorld(int i, const btMatrix3x3 &local_frame) const
const btMultibodyLink & getLink(int index) const
Definition: btMultiBody.h:114
const btMultiBodyLinkCollider * getBaseCollider() const
Definition: btMultiBody.h:128
btVector3 localPosToWorld(int i, const btVector3 &local_pos) const
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:60
btQuaternion getOrientation() const
const btTransform & getCenterOfMassTransform() const
Definition: btRigidBody.h:429
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:30
void setIdentity()
Set this transformation to the identity.
Definition: btTransform.h:167
void setOrigin(const btVector3 &origin)
Set the translational element.
Definition: btTransform.h:147
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:640
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
btMultiBodyConstraint * m_orgConstraint