24#define BTMBSLIDERCONSTRAINT_DIM 5
25#define EPSILON 0.000001
137 for (
int i = 0; i < 3; ++i)
154 for (
int i = 0; i <
numDim; i++)
const T & btMax(const T &a, const T &b)
@ MULTIBODY_CONSTRAINT_SLIDER
#define BTMBSLIDERCONSTRAINT_DIM
This file was written by Erwin Coumans.
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
void resize(int newsize, const T &fillData=T())
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.
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
btMatrix3x3 inverse() const
Return the inverse of the matrix.
btMatrix3x3 transpose() const
Return the transpose of the matrix.
btAlignedObjectArray< btScalar > m_data
btScalar m_maxAppliedImpulse
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)
btRigidBody * m_rigidBodyA
virtual ~btMultiBodySliderConstraint()
virtual void createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)
virtual void debugDraw(class btIDebugDraw *drawer)
btMultiBodySliderConstraint(btMultiBody *body, int link, btRigidBody *bodyB, const btVector3 &pivotInA, const btVector3 &pivotInB, const btMatrix3x3 &frameInA, const btMatrix3x3 &frameInB, const btVector3 &jointAxis)
virtual int getIslandIdB() const
virtual int getIslandIdA() const
virtual void finalizeMultiDof()
btRigidBody * m_rigidBodyB
btMatrix3x3 localFrameToWorld(int i, const btMatrix3x3 &local_frame) const
const btMultibodyLink & getLink(int index) const
const btMultiBodyLinkCollider * getBaseCollider() const
btVector3 localPosToWorld(int i, const btVector3 &local_pos) const
btVector3 localDirToWorld(int i, const btVector3 &local_dir) const
The btRigidBody is the main class for rigid body objects.
btQuaternion getOrientation() const
const btTransform & getCenterOfMassTransform() const
btVector3 can be used to represent 3D points and vectors.
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
btVector3 normalized() const
Return a normalized version of this vector.
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
btMultiBodyConstraint * m_orgConstraint
class btMultiBodyLinkCollider * m_collider