Bullet Collision Detection & Physics Library
btMultiBodyJointLimitConstraint.cpp
Go to the documentation of this file.
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
19#include "btMultiBody.h"
22
24 //:btMultiBodyConstraint(body,0,link,-1,2,true),
25 : btMultiBodyConstraint(body, body, link, body->getLink(link).m_parent, 2, true, MULTIBODY_CONSTRAINT_LIMIT),
26 m_lowerBound(lower),
27 m_upperBound(upper)
28{
29}
30
32{
33 // the data.m_jacobians never change, so may as well
34 // initialize them here
35
37
38 unsigned int offset = 6 + m_bodyA->getLink(m_linkA).m_dofOffset;
39
40 // row 0: the lower bound
41 jacobianA(0)[offset] = 1;
42 // row 1: the upper bound
43 //jacobianA(1)[offset] = -1;
44 jacobianB(1)[offset] = -1;
45
47}
48
50{
51}
52
54{
55 if (m_bodyA)
56 {
57 if (m_linkA < 0)
58 {
60 if (col)
61 return col->getIslandTag();
62 }
63 else
64 {
67 }
68 }
69 return -1;
70}
71
73{
74 if (m_bodyB)
75 {
76 if (m_linkB < 0)
77 {
79 if (col)
80 return col->getIslandTag();
81 }
82 else
83 {
86 }
87 }
88 return -1;
89}
90
93 const btContactSolverInfo& infoGlobal)
94{
95 // only positions need to be updated -- data.m_jacobians and force
96 // directions were set in the ctor and never change.
97
99 {
101 }
102
103 // row 0: the lower bound
104 setPosition(0, m_bodyA->getJointPos(m_linkA) - m_lowerBound); //multidof: this is joint-type dependent
105
106 // row 1: the upper bound
108
109 for (int row = 0; row < getNumRows(); row++)
110 {
111 btScalar penetration = getPosition(row);
112
113 //todo: consider adding some safety threshold here
114 if (penetration > 0)
115 {
116 continue;
117 }
118 btScalar direction = row ? -1 : 1;
119
120 btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
121 constraintRow.m_orgConstraint = this;
122 constraintRow.m_orgDofIndex = row;
123
124 constraintRow.m_multiBodyA = m_bodyA;
125 constraintRow.m_multiBodyB = m_bodyB;
126 const btScalar posError = 0; //why assume it's zero?
127 const btVector3 dummy(0, 0, 0);
128
129 btScalar rel_vel = fillMultiBodyConstraint(constraintRow, data, jacobianA(row), jacobianB(row), dummy, dummy, dummy, dummy, posError, infoGlobal, 0, m_maxAppliedImpulse);
130
131 {
132 //expect either prismatic or revolute joint type for now
135 {
137 {
138 constraintRow.m_contactNormal1.setZero();
139 constraintRow.m_contactNormal2.setZero();
141 constraintRow.m_relpos1CrossNormal = revoluteAxisInWorld;
142 constraintRow.m_relpos2CrossNormal = -revoluteAxisInWorld;
143
144 break;
145 }
147 {
149 constraintRow.m_contactNormal1 = prismaticAxisInWorld;
150 constraintRow.m_contactNormal2 = -prismaticAxisInWorld;
151 constraintRow.m_relpos1CrossNormal.setZero();
152 constraintRow.m_relpos2CrossNormal.setZero();
153
154 break;
155 }
156 default:
157 {
158 btAssert(0);
159 }
160 };
161 }
162
163 {
164 btScalar positionalError = 0.f;
165 btScalar velocityError = -rel_vel; // * damping;
166 btScalar erp = infoGlobal.m_erp2;
167 if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
168 {
169 erp = infoGlobal.m_erp;
170 }
171 if (penetration > 0)
172 {
173 positionalError = 0;
174 velocityError = -penetration / infoGlobal.m_timeStep;
175 }
176 else
177 {
178 positionalError = -penetration * erp / infoGlobal.m_timeStep;
179 }
180
181 btScalar penetrationImpulse = positionalError * constraintRow.m_jacDiagABInv;
182 btScalar velocityImpulse = velocityError * constraintRow.m_jacDiagABInv;
183 if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
184 {
185 //combine position and velocity into rhs
186 constraintRow.m_rhs = penetrationImpulse + velocityImpulse;
187 constraintRow.m_rhsPenetration = 0.f;
188 }
189 else
190 {
191 //split position and velocity into rhs and m_rhsPenetration
192 constraintRow.m_rhs = velocityImpulse;
193 constraintRow.m_rhsPenetration = penetrationImpulse;
194 }
195 }
196 }
197}
@ MULTIBODY_CONSTRAINT_LIMIT
btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)
Definition: btQuaternion.h:926
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
int getIslandTag() const
btScalar getPosition(int row) const
btScalar * jacobianA(int row)
void setPosition(int row, btScalar pos)
btScalar * jacobianB(int row)
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 createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)
btMultiBodyJointLimitConstraint(btMultiBody *body, int link, btScalar lower, btScalar upper)
This file was written by Erwin Coumans.
btScalar getJointPos(int i) const
const btMultibodyLink & getLink(int index) const
Definition: btMultiBody.h:114
const btMultiBodyLinkCollider * getBaseCollider() const
Definition: btMultiBody.h:128
btQuaternion getRotation() const
Return a quaternion representing the rotation.
Definition: btTransform.h:119
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82
void setZero()
Definition: btVector3.h:671
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
btMultiBodyConstraint * m_orgConstraint