Bullet Collision Detection & Physics Library
btMultiBodySliderConstraint.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 BTMBSLIDERCONSTRAINT_DIM 5
25#define EPSILON 0.000001
26
27btMultiBodySliderConstraint::btMultiBodySliderConstraint(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB, const btVector3& jointAxis)
29 m_rigidBodyA(0),
30 m_rigidBodyB(bodyB),
31 m_pivotInA(pivotInA),
32 m_pivotInB(pivotInB),
33 m_frameInA(frameInA),
34 m_frameInB(frameInB),
35 m_jointAxis(jointAxis)
36{
37 m_data.resize(BTMBSLIDERCONSTRAINT_DIM); //at least store the applied impulses
38}
39
40btMultiBodySliderConstraint::btMultiBodySliderConstraint(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB, const btVector3& jointAxis)
42 m_rigidBodyA(0),
43 m_rigidBodyB(0),
44 m_pivotInA(pivotInA),
45 m_pivotInB(pivotInB),
46 m_frameInA(frameInA),
47 m_frameInB(frameInB),
48 m_jointAxis(jointAxis)
49{
50 m_data.resize(BTMBSLIDERCONSTRAINT_DIM); //at least store the applied impulses
51}
52
54{
55 //not implemented yet
56 btAssert(0);
57}
58
60{
61}
62
64{
65 if (m_rigidBodyA)
66 return m_rigidBodyA->getIslandTag();
67
68 if (m_bodyA)
69 {
70 if (m_linkA < 0)
71 {
73 if (col)
74 return col->getIslandTag();
75 }
76 else
77 {
80 }
81 }
82 return -1;
83}
84
86{
87 if (m_rigidBodyB)
88 return m_rigidBodyB->getIslandTag();
89 if (m_bodyB)
90 {
91 if (m_linkB < 0)
92 {
94 if (col)
95 return col->getIslandTag();
96 }
97 else
98 {
101 }
102 }
103 return -1;
104}
106{
107 // Convert local points back to world
108 btVector3 pivotAworld = m_pivotInA;
109 btMatrix3x3 frameAworld = m_frameInA;
110 btVector3 jointAxis = m_jointAxis;
111 if (m_rigidBodyA)
112 {
116 }
117 else if (m_bodyA)
118 {
119 pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
122 }
123 btVector3 pivotBworld = m_pivotInB;
124 btMatrix3x3 frameBworld = m_frameInB;
125 if (m_rigidBodyB)
126 {
129 }
130 else if (m_bodyB)
131 {
132 pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
134 }
135
136 btVector3 constraintAxis[2];
137 for (int i = 0; i < 3; ++i)
138 {
139 constraintAxis[0] = frameAworld.getColumn(i).cross(jointAxis);
140 if (constraintAxis[0].safeNorm() > EPSILON)
141 {
142 constraintAxis[0] = constraintAxis[0].normalized();
143 constraintAxis[1] = jointAxis.cross(constraintAxis[0]);
144 constraintAxis[1] = constraintAxis[1].normalized();
145 break;
146 }
147 }
148
149 btMatrix3x3 relRot = frameAworld.inverse() * frameBworld;
150 btVector3 angleDiff;
152
153 int numDim = BTMBSLIDERCONSTRAINT_DIM;
154 for (int i = 0; i < numDim; i++)
155 {
156 btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
157 constraintRow.m_orgConstraint = this;
158 constraintRow.m_orgDofIndex = i;
159 constraintRow.m_relpos1CrossNormal.setValue(0, 0, 0);
160 constraintRow.m_contactNormal1.setValue(0, 0, 0);
161 constraintRow.m_relpos2CrossNormal.setValue(0, 0, 0);
162 constraintRow.m_contactNormal2.setValue(0, 0, 0);
163 constraintRow.m_angularComponentA.setValue(0, 0, 0);
164 constraintRow.m_angularComponentB.setValue(0, 0, 0);
165
166 constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
167 constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
168
169 if (m_rigidBodyA)
170 {
172 }
173 if (m_rigidBodyB)
174 {
176 }
177
178 btVector3 constraintNormalLin(0, 0, 0);
179 btVector3 constraintNormalAng(0, 0, 0);
180 btScalar posError = 0.0;
181 if (i < 2)
182 {
183 constraintNormalLin = constraintAxis[i];
184 posError = (pivotAworld - pivotBworld).dot(constraintNormalLin);
185 fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
186 constraintNormalLin, pivotAworld, pivotBworld,
187 posError,
188 infoGlobal,
190 }
191 else
192 { //i>=2
193 constraintNormalAng = frameAworld.getColumn(i % 3);
194 posError = angleDiff[i % 3];
195 fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
196 constraintNormalLin, pivotAworld, pivotBworld,
197 posError,
198 infoGlobal,
200 }
201 }
202}
203
205{
206 btTransform tr;
207 tr.setIdentity();
208
209 if (m_rigidBodyA)
210 {
212 tr.setOrigin(pivot);
213 drawer->drawTransform(tr, 0.1);
214 }
215 if (m_bodyA)
216 {
218 tr.setOrigin(pivotAworld);
219 drawer->drawTransform(tr, 0.1);
220 }
221 if (m_rigidBodyB)
222 {
223 // that ideally should draw the same frame
225 tr.setOrigin(pivot);
226 drawer->drawTransform(tr, 0.1);
227 }
228 if (m_bodyB)
229 {
231 tr.setOrigin(pivotBworld);
232 drawer->drawTransform(tr, 0.1);
233 }
234}
@ 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.
Definition: btQuaternion.h:888
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
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 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)
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
btVector3 localDirToWorld(int i, const btVector3 &local_dir) 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
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition: btVector3.h:380
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:640
btVector3 normalized() const
Return a normalized version of this vector.
Definition: btVector3.h:949
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
btMultiBodyConstraint * m_orgConstraint