Changeset 2908 for code/branches/questsystem5/src/bullet/BulletDynamics
- Timestamp:
- Apr 8, 2009, 12:58:47 AM (16 years ago)
- Location:
- code/branches/questsystem5
- Files:
-
- 1 deleted
- 32 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/questsystem5
- Property svn:mergeinfo changed
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code/branches/questsystem5/src/bullet/BulletDynamics/CMakeLists.txt
r2907 r2908 36 36 ConstraintSolver/btTypedConstraint.h 37 37 38 Dynamics/btActionInterface.h39 38 Dynamics/btContinuousDynamicsWorld.h 40 39 Dynamics/btDiscreteDynamicsWorld.h -
code/branches/questsystem5/src/bullet/BulletDynamics/Character/btCharacterControllerInterface.h
r2907 r2908 18 18 19 19 #include "LinearMath/btVector3.h" 20 #include "BulletDynamics/Dynamics/btActionInterface.h"21 20 22 21 class btCollisionShape; … … 24 23 class btCollisionWorld; 25 24 26 class btCharacterControllerInterface : public btActionInterface25 class btCharacterControllerInterface 27 26 { 28 27 public: -
code/branches/questsystem5/src/bullet/BulletDynamics/Character/btKinematicCharacterController.cpp
r2907 r2908 23 23 #include "btKinematicCharacterController.h" 24 24 25 static btVector3 upAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) };26 27 25 ///@todo Interact with dynamic objects, 28 26 ///Ride kinematicly animated platforms properly … … 96 94 } 97 95 98 btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis) 99 { 100 m_upAxis = upAxis; 96 btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight) 97 { 101 98 m_addedMargin = 0.02f; 102 99 m_walkDirection.setValue(0,0,0); … … 105 102 m_stepHeight = stepHeight; 106 103 m_turnAngle = btScalar(0.0); 107 m_convexShape=convexShape; 104 m_convexShape=convexShape; 105 108 106 } 109 107 … … 112 110 } 113 111 112 114 113 btPairCachingGhostObject* btKinematicCharacterController::getGhostObject() 115 114 { … … 117 116 } 118 117 119 bool btKinematicCharacterController::recoverFromPenetration ( 118 bool btKinematicCharacterController::recoverFromPenetration (btCollisionWorld* collisionWorld) 120 119 { 121 120 … … 174 173 // phase 1: up 175 174 btTransform start, end; 176 m_targetPosition = m_currentPosition + upAxisDirection[m_upAxis] * m_stepHeight;175 m_targetPosition = m_currentPosition + btVector3 (btScalar(0.0), m_stepHeight, btScalar(0.0)); 177 176 178 177 start.setIdentity (); … … 180 179 181 180 /* FIXME: Handle penetration properly */ 182 start.setOrigin (m_currentPosition + upAxisDirection[m_upAxis] * btScalar(0.1f));181 start.setOrigin (m_currentPosition + btVector3(btScalar(0.0), btScalar(0.1), btScalar(0.0))); 183 182 end.setOrigin (m_targetPosition); 184 183 … … 345 344 346 345 // phase 3: down 347 btVector3 step_drop = upAxisDirection[m_upAxis] * m_currentStepOffset;348 btVector3 gravity_drop = upAxisDirection[m_upAxis] * m_stepHeight;346 btVector3 step_drop = btVector3(btScalar(0.0), m_currentStepOffset, btScalar(0.0)); 347 btVector3 gravity_drop = btVector3(btScalar(0.0), m_stepHeight, btScalar(0.0)); 349 348 m_targetPosition -= (step_drop + gravity_drop); 350 349 … … 391 390 392 391 393 void btKinematicCharacterController::preStep ( 392 void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld) 394 393 { 395 394 … … 414 413 } 415 414 416 void btKinematicCharacterController::playerStep ( 415 void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt) 417 416 { 418 417 btTransform xform; … … 470 469 return true; 471 470 } 472 473 474 void btKinematicCharacterController::debugDraw(btIDebugDraw* debugDrawer)475 {476 } -
code/branches/questsystem5/src/bullet/BulletDynamics/Character/btKinematicCharacterController.h
r2907 r2908 63 63 64 64 bool m_useGhostObjectSweepTest; 65 66 int m_upAxis;67 65 68 66 btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal); … … 70 68 btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal); 71 69 72 bool recoverFromPenetration ( 70 bool recoverFromPenetration (btCollisionWorld* collisionWorld); 73 71 void stepUp (btCollisionWorld* collisionWorld); 74 72 void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0)); … … 76 74 void stepDown (btCollisionWorld* collisionWorld, btScalar dt); 77 75 public: 78 btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight , int upAxis = 1);76 btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight); 79 77 ~btKinematicCharacterController (); 80 78 81 82 ///btActionInterface interface83 virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime)84 {85 preStep ( collisionWorld);86 playerStep (collisionWorld, deltaTime);87 }88 89 ///btActionInterface interface90 void debugDraw(btIDebugDraw* debugDrawer);91 92 void setUpAxis (int axis)93 {94 if (axis < 0)95 axis = 0;96 if (axis > 2)97 axis = 2;98 m_upAxis = axis;99 }100 101 79 virtual void setWalkDirection(const btVector3& walkDirection) 102 80 { … … 107 85 void warp (const btVector3& origin); 108 86 109 void preStep ( 110 void playerStep ( 87 void preStep ( btCollisionWorld* collisionWorld); 88 void playerStep (btCollisionWorld* collisionWorld, btScalar dt); 111 89 112 90 void setFallSpeed (btScalar fallSpeed); -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp
r2907 r2908 23 23 #include <new> 24 24 25 //-----------------------------------------------------------------------------26 27 #define CONETWIST_USE_OBSOLETE_SOLVER false28 #define CONETWIST_DEF_FIX_THRESH btScalar(.05f)29 30 //-----------------------------------------------------------------------------31 32 25 btConeTwistConstraint::btConeTwistConstraint() 33 :btTypedConstraint(CONETWIST_CONSTRAINT_TYPE), 34 m_useSolveConstraintObsolete(CONETWIST_USE_OBSOLETE_SOLVER) 26 :btTypedConstraint(CONETWIST_CONSTRAINT_TYPE) 35 27 { 36 28 } … … 40 32 const btTransform& rbAFrame,const btTransform& rbBFrame) 41 33 :btTypedConstraint(CONETWIST_CONSTRAINT_TYPE, rbA,rbB),m_rbAFrame(rbAFrame),m_rbBFrame(rbBFrame), 42 m_angularOnly(false), 43 m_useSolveConstraintObsolete(CONETWIST_USE_OBSOLETE_SOLVER) 44 { 45 init(); 34 m_angularOnly(false) 35 { 36 m_swingSpan1 = btScalar(1e30); 37 m_swingSpan2 = btScalar(1e30); 38 m_twistSpan = btScalar(1e30); 39 m_biasFactor = 0.3f; 40 m_relaxationFactor = 1.0f; 41 42 m_solveTwistLimit = false; 43 m_solveSwingLimit = false; 44 46 45 } 47 46 48 47 btConeTwistConstraint::btConeTwistConstraint(btRigidBody& rbA,const btTransform& rbAFrame) 49 48 :btTypedConstraint(CONETWIST_CONSTRAINT_TYPE,rbA),m_rbAFrame(rbAFrame), 50 m_angularOnly(false), 51 m_useSolveConstraintObsolete(CONETWIST_USE_OBSOLETE_SOLVER) 49 m_angularOnly(false) 52 50 { 53 51 m_rbBFrame = m_rbAFrame; 54 init();55 } 56 57 58 void btConeTwistConstraint::init() 59 { 60 m_angularOnly = false; 52 53 m_swingSpan1 = btScalar(1e30); 54 m_swingSpan2 = btScalar(1e30); 55 m_twistSpan = btScalar(1e30); 56 m_biasFactor = 0.3f; 57 m_relaxationFactor = 1.0f; 58 61 59 m_solveTwistLimit = false; 62 60 m_solveSwingLimit = false; 63 m_bMotorEnabled = false; 64 m_maxMotorImpulse = btScalar(-1); 65 66 setLimit(btScalar(1e30), btScalar(1e30), btScalar(1e30)); 67 m_damping = btScalar(0.01); 68 m_fixThresh = CONETWIST_DEF_FIX_THRESH; 69 } 70 71 72 //----------------------------------------------------------------------------- 73 74 void btConeTwistConstraint::getInfo1 (btConstraintInfo1* info) 75 { 76 if (m_useSolveConstraintObsolete) 77 { 78 info->m_numConstraintRows = 0; 79 info->nub = 0; 80 } 81 else 82 { 83 info->m_numConstraintRows = 3; 84 info->nub = 3; 85 calcAngleInfo2(); 86 if(m_solveSwingLimit) 87 { 88 info->m_numConstraintRows++; 89 info->nub--; 90 if((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh)) 91 { 92 info->m_numConstraintRows++; 93 info->nub--; 94 } 95 } 96 if(m_solveTwistLimit) 97 { 98 info->m_numConstraintRows++; 99 info->nub--; 100 } 101 } 102 } // btConeTwistConstraint::getInfo1() 103 104 //----------------------------------------------------------------------------- 105 106 void btConeTwistConstraint::getInfo2 (btConstraintInfo2* info) 107 { 108 btAssert(!m_useSolveConstraintObsolete); 109 //retrieve matrices 110 btTransform body0_trans; 111 body0_trans = m_rbA.getCenterOfMassTransform(); 112 btTransform body1_trans; 113 body1_trans = m_rbB.getCenterOfMassTransform(); 114 // set jacobian 115 info->m_J1linearAxis[0] = 1; 116 info->m_J1linearAxis[info->rowskip+1] = 1; 117 info->m_J1linearAxis[2*info->rowskip+2] = 1; 118 btVector3 a1 = body0_trans.getBasis() * m_rbAFrame.getOrigin(); 119 { 120 btVector3* angular0 = (btVector3*)(info->m_J1angularAxis); 121 btVector3* angular1 = (btVector3*)(info->m_J1angularAxis+info->rowskip); 122 btVector3* angular2 = (btVector3*)(info->m_J1angularAxis+2*info->rowskip); 123 btVector3 a1neg = -a1; 124 a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2); 125 } 126 btVector3 a2 = body1_trans.getBasis() * m_rbBFrame.getOrigin(); 127 { 128 btVector3* angular0 = (btVector3*)(info->m_J2angularAxis); 129 btVector3* angular1 = (btVector3*)(info->m_J2angularAxis+info->rowskip); 130 btVector3* angular2 = (btVector3*)(info->m_J2angularAxis+2*info->rowskip); 131 a2.getSkewSymmetricMatrix(angular0,angular1,angular2); 132 } 133 // set right hand side 134 btScalar k = info->fps * info->erp; 135 int j; 136 for (j=0; j<3; j++) 137 { 138 info->m_constraintError[j*info->rowskip] = k * (a2[j] + body1_trans.getOrigin()[j] - a1[j] - body0_trans.getOrigin()[j]); 139 info->m_lowerLimit[j*info->rowskip] = -SIMD_INFINITY; 140 info->m_upperLimit[j*info->rowskip] = SIMD_INFINITY; 141 } 142 int row = 3; 143 int srow = row * info->rowskip; 144 btVector3 ax1; 145 // angular limits 146 if(m_solveSwingLimit) 147 { 148 btScalar *J1 = info->m_J1angularAxis; 149 btScalar *J2 = info->m_J2angularAxis; 150 if((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh)) 151 { 152 btTransform trA = m_rbA.getCenterOfMassTransform()*m_rbAFrame; 153 btVector3 p = trA.getBasis().getColumn(1); 154 btVector3 q = trA.getBasis().getColumn(2); 155 int srow1 = srow + info->rowskip; 156 J1[srow+0] = p[0]; 157 J1[srow+1] = p[1]; 158 J1[srow+2] = p[2]; 159 J1[srow1+0] = q[0]; 160 J1[srow1+1] = q[1]; 161 J1[srow1+2] = q[2]; 162 J2[srow+0] = -p[0]; 163 J2[srow+1] = -p[1]; 164 J2[srow+2] = -p[2]; 165 J2[srow1+0] = -q[0]; 166 J2[srow1+1] = -q[1]; 167 J2[srow1+2] = -q[2]; 168 btScalar fact = info->fps * m_relaxationFactor; 169 info->m_constraintError[srow] = fact * m_swingAxis.dot(p); 170 info->m_constraintError[srow1] = fact * m_swingAxis.dot(q); 171 info->m_lowerLimit[srow] = -SIMD_INFINITY; 172 info->m_upperLimit[srow] = SIMD_INFINITY; 173 info->m_lowerLimit[srow1] = -SIMD_INFINITY; 174 info->m_upperLimit[srow1] = SIMD_INFINITY; 175 srow = srow1 + info->rowskip; 61 62 } 63 64 void btConeTwistConstraint::buildJacobian() 65 { 66 m_appliedImpulse = btScalar(0.); 67 68 //set bias, sign, clear accumulator 69 m_swingCorrection = btScalar(0.); 70 m_twistLimitSign = btScalar(0.); 71 m_solveTwistLimit = false; 72 m_solveSwingLimit = false; 73 m_accTwistLimitImpulse = btScalar(0.); 74 m_accSwingLimitImpulse = btScalar(0.); 75 76 if (!m_angularOnly) 77 { 78 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 79 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 80 btVector3 relPos = pivotBInW - pivotAInW; 81 82 btVector3 normal[3]; 83 if (relPos.length2() > SIMD_EPSILON) 84 { 85 normal[0] = relPos.normalized(); 176 86 } 177 87 else 178 88 { 179 ax1 = m_swingAxis * m_relaxationFactor * m_relaxationFactor; 180 J1[srow+0] = ax1[0]; 181 J1[srow+1] = ax1[1]; 182 J1[srow+2] = ax1[2]; 183 J2[srow+0] = -ax1[0]; 184 J2[srow+1] = -ax1[1]; 185 J2[srow+2] = -ax1[2]; 186 btScalar k = info->fps * m_biasFactor; 187 188 info->m_constraintError[srow] = k * m_swingCorrection; 189 info->cfm[srow] = 0.0f; 190 // m_swingCorrection is always positive or 0 191 info->m_lowerLimit[srow] = 0; 192 info->m_upperLimit[srow] = SIMD_INFINITY; 193 srow += info->rowskip; 194 } 195 } 196 if(m_solveTwistLimit) 197 { 198 ax1 = m_twistAxis * m_relaxationFactor * m_relaxationFactor; 199 btScalar *J1 = info->m_J1angularAxis; 200 btScalar *J2 = info->m_J2angularAxis; 201 J1[srow+0] = ax1[0]; 202 J1[srow+1] = ax1[1]; 203 J1[srow+2] = ax1[2]; 204 J2[srow+0] = -ax1[0]; 205 J2[srow+1] = -ax1[1]; 206 J2[srow+2] = -ax1[2]; 207 btScalar k = info->fps * m_biasFactor; 208 info->m_constraintError[srow] = k * m_twistCorrection; 209 info->cfm[srow] = 0.0f; 210 if(m_twistSpan > 0.0f) 211 { 212 213 if(m_twistCorrection > 0.0f) 214 { 215 info->m_lowerLimit[srow] = 0; 216 info->m_upperLimit[srow] = SIMD_INFINITY; 217 } 218 else 219 { 220 info->m_lowerLimit[srow] = -SIMD_INFINITY; 221 info->m_upperLimit[srow] = 0; 222 } 223 } 224 else 225 { 226 info->m_lowerLimit[srow] = -SIMD_INFINITY; 227 info->m_upperLimit[srow] = SIMD_INFINITY; 228 } 229 srow += info->rowskip; 230 } 231 } 232 233 //----------------------------------------------------------------------------- 234 235 void btConeTwistConstraint::buildJacobian() 236 { 237 if (m_useSolveConstraintObsolete) 238 { 239 m_appliedImpulse = btScalar(0.); 240 m_accTwistLimitImpulse = btScalar(0.); 241 m_accSwingLimitImpulse = btScalar(0.); 242 243 if (!m_angularOnly) 244 { 245 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 246 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 247 btVector3 relPos = pivotBInW - pivotAInW; 248 249 btVector3 normal[3]; 250 if (relPos.length2() > SIMD_EPSILON) 251 { 252 normal[0] = relPos.normalized(); 253 } 254 else 255 { 256 normal[0].setValue(btScalar(1.0),0,0); 257 } 258 259 btPlaneSpace1(normal[0], normal[1], normal[2]); 260 261 for (int i=0;i<3;i++) 262 { 263 new (&m_jac[i]) btJacobianEntry( 89 normal[0].setValue(btScalar(1.0),0,0); 90 } 91 92 btPlaneSpace1(normal[0], normal[1], normal[2]); 93 94 for (int i=0;i<3;i++) 95 { 96 new (&m_jac[i]) btJacobianEntry( 264 97 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 265 98 m_rbB.getCenterOfMassTransform().getBasis().transpose(), … … 271 104 m_rbB.getInvInertiaDiagLocal(), 272 105 m_rbB.getInvMass()); 273 } 274 } 275 276 calcAngleInfo2(); 277 } 278 } 279 280 //----------------------------------------------------------------------------- 281 282 void btConeTwistConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep) 283 { 284 if (m_useSolveConstraintObsolete) 285 { 286 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 287 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 288 289 btScalar tau = btScalar(0.3); 290 291 //linear part 292 if (!m_angularOnly) 293 { 294 btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 295 btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 296 297 btVector3 vel1; 298 bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1); 299 btVector3 vel2; 300 bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2); 301 btVector3 vel = vel1 - vel2; 302 303 for (int i=0;i<3;i++) 304 { 305 const btVector3& normal = m_jac[i].m_linearJointAxis; 306 btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal(); 307 308 btScalar rel_vel; 309 rel_vel = normal.dot(vel); 310 //positional error (zeroth order error) 311 btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal 312 btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv; 313 m_appliedImpulse += impulse; 314 315 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); 316 btVector3 ftorqueAxis2 = rel_pos2.cross(normal); 317 bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse); 318 bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse); 319 320 } 321 } 322 323 // apply motor 324 if (m_bMotorEnabled) 325 { 326 // compute current and predicted transforms 327 btTransform trACur = m_rbA.getCenterOfMassTransform(); 328 btTransform trBCur = m_rbB.getCenterOfMassTransform(); 329 btVector3 omegaA; bodyA.getAngularVelocity(omegaA); 330 btVector3 omegaB; bodyB.getAngularVelocity(omegaB); 331 btTransform trAPred; trAPred.setIdentity(); 332 btVector3 zerovec(0,0,0); 333 btTransformUtil::integrateTransform( 334 trACur, zerovec, omegaA, timeStep, trAPred); 335 btTransform trBPred; trBPred.setIdentity(); 336 btTransformUtil::integrateTransform( 337 trBCur, zerovec, omegaB, timeStep, trBPred); 338 339 // compute desired transforms in world 340 btTransform trPose(m_qTarget); 341 btTransform trABDes = m_rbBFrame * trPose * m_rbAFrame.inverse(); 342 btTransform trADes = trBPred * trABDes; 343 btTransform trBDes = trAPred * trABDes.inverse(); 344 345 // compute desired omegas in world 346 btVector3 omegaADes, omegaBDes; 347 348 btTransformUtil::calculateVelocity(trACur, trADes, timeStep, zerovec, omegaADes); 349 btTransformUtil::calculateVelocity(trBCur, trBDes, timeStep, zerovec, omegaBDes); 350 351 // compute delta omegas 352 btVector3 dOmegaA = omegaADes - omegaA; 353 btVector3 dOmegaB = omegaBDes - omegaB; 354 355 // compute weighted avg axis of dOmega (weighting based on inertias) 356 btVector3 axisA, axisB; 357 btScalar kAxisAInv = 0, kAxisBInv = 0; 358 359 if (dOmegaA.length2() > SIMD_EPSILON) 360 { 361 axisA = dOmegaA.normalized(); 362 kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(axisA); 363 } 364 365 if (dOmegaB.length2() > SIMD_EPSILON) 366 { 367 axisB = dOmegaB.normalized(); 368 kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(axisB); 369 } 370 371 btVector3 avgAxis = kAxisAInv * axisA + kAxisBInv * axisB; 372 373 static bool bDoTorque = true; 374 if (bDoTorque && avgAxis.length2() > SIMD_EPSILON) 375 { 376 avgAxis.normalize(); 377 kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(avgAxis); 378 kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(avgAxis); 379 btScalar kInvCombined = kAxisAInv + kAxisBInv; 380 381 btVector3 impulse = (kAxisAInv * dOmegaA - kAxisBInv * dOmegaB) / 382 (kInvCombined * kInvCombined); 383 384 if (m_maxMotorImpulse >= 0) 385 { 386 btScalar fMaxImpulse = m_maxMotorImpulse; 387 if (m_bNormalizedMotorStrength) 388 fMaxImpulse = fMaxImpulse/kAxisAInv; 389 390 btVector3 newUnclampedAccImpulse = m_accMotorImpulse + impulse; 391 btScalar newUnclampedMag = newUnclampedAccImpulse.length(); 392 if (newUnclampedMag > fMaxImpulse) 393 { 394 newUnclampedAccImpulse.normalize(); 395 newUnclampedAccImpulse *= fMaxImpulse; 396 impulse = newUnclampedAccImpulse - m_accMotorImpulse; 397 } 398 m_accMotorImpulse += impulse; 399 } 400 401 btScalar impulseMag = impulse.length(); 402 btVector3 impulseAxis = impulse / impulseMag; 403 404 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*impulseAxis, impulseMag); 405 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*impulseAxis, -impulseMag); 406 407 } 408 } 409 else // no motor: do a little damping 410 { 411 const btVector3& angVelA = getRigidBodyA().getAngularVelocity(); 412 const btVector3& angVelB = getRigidBodyB().getAngularVelocity(); 413 btVector3 relVel = angVelB - angVelA; 414 if (relVel.length2() > SIMD_EPSILON) 415 { 416 btVector3 relVelAxis = relVel.normalized(); 417 btScalar m_kDamping = btScalar(1.) / 418 (getRigidBodyA().computeAngularImpulseDenominator(relVelAxis) + 419 getRigidBodyB().computeAngularImpulseDenominator(relVelAxis)); 420 btVector3 impulse = m_damping * m_kDamping * relVel; 421 422 btScalar impulseMag = impulse.length(); 423 btVector3 impulseAxis = impulse / impulseMag; 424 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*impulseAxis, impulseMag); 425 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*impulseAxis, -impulseMag); 426 } 427 } 428 429 // joint limits 430 { 431 ///solve angular part 432 btVector3 angVelA; 433 bodyA.getAngularVelocity(angVelA); 434 btVector3 angVelB; 435 bodyB.getAngularVelocity(angVelB); 436 437 // solve swing limit 438 if (m_solveSwingLimit) 439 { 440 btScalar amplitude = m_swingLimitRatio * m_swingCorrection*m_biasFactor/timeStep; 441 btScalar relSwingVel = (angVelB - angVelA).dot(m_swingAxis); 442 if (relSwingVel > 0) 443 amplitude += m_swingLimitRatio * relSwingVel * m_relaxationFactor; 444 btScalar impulseMag = amplitude * m_kSwing; 445 446 // Clamp the accumulated impulse 447 btScalar temp = m_accSwingLimitImpulse; 448 m_accSwingLimitImpulse = btMax(m_accSwingLimitImpulse + impulseMag, btScalar(0.0) ); 449 impulseMag = m_accSwingLimitImpulse - temp; 450 451 btVector3 impulse = m_swingAxis * impulseMag; 452 453 // don't let cone response affect twist 454 // (this can happen since body A's twist doesn't match body B's AND we use an elliptical cone limit) 455 { 456 btVector3 impulseTwistCouple = impulse.dot(m_twistAxisA) * m_twistAxisA; 457 btVector3 impulseNoTwistCouple = impulse - impulseTwistCouple; 458 impulse = impulseNoTwistCouple; 459 } 460 461 impulseMag = impulse.length(); 462 btVector3 noTwistSwingAxis = impulse / impulseMag; 463 464 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*noTwistSwingAxis, impulseMag); 465 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*noTwistSwingAxis, -impulseMag); 466 } 467 468 469 // solve twist limit 470 if (m_solveTwistLimit) 471 { 472 btScalar amplitude = m_twistLimitRatio * m_twistCorrection*m_biasFactor/timeStep; 473 btScalar relTwistVel = (angVelB - angVelA).dot( m_twistAxis ); 474 if (relTwistVel > 0) // only damp when moving towards limit (m_twistAxis flipping is important) 475 amplitude += m_twistLimitRatio * relTwistVel * m_relaxationFactor; 476 btScalar impulseMag = amplitude * m_kTwist; 477 478 // Clamp the accumulated impulse 479 btScalar temp = m_accTwistLimitImpulse; 480 m_accTwistLimitImpulse = btMax(m_accTwistLimitImpulse + impulseMag, btScalar(0.0) ); 481 impulseMag = m_accTwistLimitImpulse - temp; 482 483 btVector3 impulse = m_twistAxis * impulseMag; 484 485 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*m_twistAxis,impulseMag); 486 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*m_twistAxis,-impulseMag); 487 } 488 } 489 } 490 491 } 492 493 //----------------------------------------------------------------------------- 494 495 void btConeTwistConstraint::updateRHS(btScalar timeStep) 496 { 497 (void)timeStep; 498 499 } 500 501 //----------------------------------------------------------------------------- 502 503 void btConeTwistConstraint::calcAngleInfo() 504 { 505 m_swingCorrection = btScalar(0.); 506 m_twistLimitSign = btScalar(0.); 507 m_solveTwistLimit = false; 508 m_solveSwingLimit = false; 106 } 107 } 509 108 510 109 btVector3 b1Axis1,b1Axis2,b1Axis3; … … 524 123 { 525 124 b1Axis2 = getRigidBodyA().getCenterOfMassTransform().getBasis() * this->m_rbAFrame.getBasis().getColumn(1); 125 // swing1 = btAtan2Fast( b2Axis1.dot(b1Axis2),b2Axis1.dot(b1Axis1) ); 526 126 swx = b2Axis1.dot(b1Axis1); 527 127 swy = b2Axis1.dot(b1Axis2); … … 530 130 fact = fact / (fact + btScalar(1.0)); 531 131 swing1 *= fact; 132 532 133 } 533 134 … … 535 136 { 536 137 b1Axis3 = getRigidBodyA().getCenterOfMassTransform().getBasis() * this->m_rbAFrame.getBasis().getColumn(2); 138 // swing2 = btAtan2Fast( b2Axis1.dot(b1Axis3),b2Axis1.dot(b1Axis1) ); 537 139 swx = b2Axis1.dot(b1Axis1); 538 140 swy = b2Axis1.dot(b1Axis3); … … 551 153 m_swingCorrection = EllipseAngle-1.0f; 552 154 m_solveSwingLimit = true; 155 553 156 // Calculate necessary axis & factors 554 157 m_swingAxis = b2Axis1.cross(b1Axis2* b2Axis1.dot(b1Axis2) + b1Axis3* b2Axis1.dot(b1Axis3)); 555 158 m_swingAxis.normalize(); 159 556 160 btScalar swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f; 557 161 m_swingAxis *= swingAxisSign; 162 163 m_kSwing = btScalar(1.) / (getRigidBodyA().computeAngularImpulseDenominator(m_swingAxis) + 164 getRigidBodyB().computeAngularImpulseDenominator(m_swingAxis)); 165 558 166 } 559 167 … … 565 173 btVector3 TwistRef = quatRotate(rotationArc,b2Axis2); 566 174 btScalar twist = btAtan2Fast( TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2) ); 567 m_twistAngle = twist; 568 569 // btScalar lockedFreeFactor = (m_twistSpan > btScalar(0.05f)) ? m_limitSoftness : btScalar(0.); 570 btScalar lockedFreeFactor = (m_twistSpan > btScalar(0.05f)) ? btScalar(1.0f) : btScalar(0.); 175 176 btScalar lockedFreeFactor = (m_twistSpan > btScalar(0.05f)) ? m_limitSoftness : btScalar(0.); 571 177 if (twist <= -m_twistSpan*lockedFreeFactor) 572 178 { 573 179 m_twistCorrection = -(twist + m_twistSpan); 574 180 m_solveTwistLimit = true; 181 575 182 m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; 576 183 m_twistAxis.normalize(); 577 184 m_twistAxis *= -1.0f; 578 } 579 else if (twist > m_twistSpan*lockedFreeFactor) 580 { 581 m_twistCorrection = (twist - m_twistSpan); 582 m_solveTwistLimit = true; 583 m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; 584 m_twistAxis.normalize(); 585 } 586 } 587 } // btConeTwistConstraint::calcAngleInfo() 588 589 590 static btVector3 vTwist(1,0,0); // twist axis in constraint's space 591 592 //----------------------------------------------------------------------------- 593 594 void btConeTwistConstraint::calcAngleInfo2() 595 { 596 m_swingCorrection = btScalar(0.); 597 m_twistLimitSign = btScalar(0.); 598 m_solveTwistLimit = false; 599 m_solveSwingLimit = false; 600 601 { 602 // compute rotation of A wrt B (in constraint space) 603 btQuaternion qA = getRigidBodyA().getCenterOfMassTransform().getRotation() * m_rbAFrame.getRotation(); 604 btQuaternion qB = getRigidBodyB().getCenterOfMassTransform().getRotation() * m_rbBFrame.getRotation(); 605 btQuaternion qAB = qB.inverse() * qA; 606 607 // split rotation into cone and twist 608 // (all this is done from B's perspective. Maybe I should be averaging axes...) 609 btVector3 vConeNoTwist = quatRotate(qAB, vTwist); vConeNoTwist.normalize(); 610 btQuaternion qABCone = shortestArcQuat(vTwist, vConeNoTwist); qABCone.normalize(); 611 btQuaternion qABTwist = qABCone.inverse() * qAB; qABTwist.normalize(); 612 613 if (m_swingSpan1 >= m_fixThresh && m_swingSpan2 >= m_fixThresh) 614 { 615 btScalar swingAngle, swingLimit = 0; btVector3 swingAxis; 616 computeConeLimitInfo(qABCone, swingAngle, swingAxis, swingLimit); 617 618 if (swingAngle > swingLimit * m_limitSoftness) 185 186 m_kTwist = btScalar(1.) / (getRigidBodyA().computeAngularImpulseDenominator(m_twistAxis) + 187 getRigidBodyB().computeAngularImpulseDenominator(m_twistAxis)); 188 189 } else 190 if (twist > m_twistSpan*lockedFreeFactor) 619 191 { 620 m_solveSwingLimit = true; 621 622 // compute limit ratio: 0->1, where 623 // 0 == beginning of soft limit 624 // 1 == hard/real limit 625 m_swingLimitRatio = 1.f; 626 if (swingAngle < swingLimit && m_limitSoftness < 1.f - SIMD_EPSILON) 627 { 628 m_swingLimitRatio = (swingAngle - swingLimit * m_limitSoftness)/ 629 (swingLimit - swingLimit * m_limitSoftness); 630 } 631 632 // swing correction tries to get back to soft limit 633 m_swingCorrection = swingAngle - (swingLimit * m_limitSoftness); 634 635 // adjustment of swing axis (based on ellipse normal) 636 adjustSwingAxisToUseEllipseNormal(swingAxis); 637 638 // Calculate necessary axis & factors 639 m_swingAxis = quatRotate(qB, -swingAxis); 640 641 m_twistAxisA.setValue(0,0,0); 642 643 m_kSwing = btScalar(1.) / 644 (getRigidBodyA().computeAngularImpulseDenominator(m_swingAxis) + 645 getRigidBodyB().computeAngularImpulseDenominator(m_swingAxis)); 192 m_twistCorrection = (twist - m_twistSpan); 193 m_solveTwistLimit = true; 194 195 m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; 196 m_twistAxis.normalize(); 197 198 m_kTwist = btScalar(1.) / (getRigidBodyA().computeAngularImpulseDenominator(m_twistAxis) + 199 getRigidBodyB().computeAngularImpulseDenominator(m_twistAxis)); 200 646 201 } 647 } 648 else 649 { 650 // you haven't set any limits; 651 // or you're trying to set at least one of the swing limits too small. (if so, do you really want a conetwist constraint?) 652 // anyway, we have either hinge or fixed joint 653 btVector3 ivA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(0); 654 btVector3 jvA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(1); 655 btVector3 kvA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 656 btVector3 ivB = getRigidBodyB().getCenterOfMassTransform().getBasis() * m_rbBFrame.getBasis().getColumn(0); 657 btVector3 target; 658 btScalar x = ivB.dot(ivA); 659 btScalar y = ivB.dot(jvA); 660 btScalar z = ivB.dot(kvA); 661 if((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh)) 662 { // fixed. We'll need to add one more row to constraint 663 if((!btFuzzyZero(y)) || (!(btFuzzyZero(z)))) 664 { 665 m_solveSwingLimit = true; 666 m_swingAxis = -ivB.cross(ivA); 667 } 668 } 669 else 670 { 671 if(m_swingSpan1 < m_fixThresh) 672 { // hinge around Y axis 673 if(!(btFuzzyZero(y))) 674 { 675 m_solveSwingLimit = true; 676 if(m_swingSpan2 >= m_fixThresh) 677 { 678 y = btScalar(0.f); 679 btScalar span2 = btAtan2(z, x); 680 if(span2 > m_swingSpan2) 681 { 682 x = btCos(m_swingSpan2); 683 z = btSin(m_swingSpan2); 684 } 685 else if(span2 < -m_swingSpan2) 686 { 687 x = btCos(m_swingSpan2); 688 z = -btSin(m_swingSpan2); 689 } 690 } 691 } 692 } 693 else 694 { // hinge around Z axis 695 if(!btFuzzyZero(z)) 696 { 697 m_solveSwingLimit = true; 698 if(m_swingSpan1 >= m_fixThresh) 699 { 700 z = btScalar(0.f); 701 btScalar span1 = btAtan2(y, x); 702 if(span1 > m_swingSpan1) 703 { 704 x = btCos(m_swingSpan1); 705 y = btSin(m_swingSpan1); 706 } 707 else if(span1 < -m_swingSpan1) 708 { 709 x = btCos(m_swingSpan1); 710 y = -btSin(m_swingSpan1); 711 } 712 } 713 } 714 } 715 target[0] = x * ivA[0] + y * jvA[0] + z * kvA[0]; 716 target[1] = x * ivA[1] + y * jvA[1] + z * kvA[1]; 717 target[2] = x * ivA[2] + y * jvA[2] + z * kvA[2]; 718 target.normalize(); 719 m_swingAxis = -ivB.cross(target); 720 m_swingCorrection = m_swingAxis.length(); 721 m_swingAxis.normalize(); 722 } 723 } 724 725 if (m_twistSpan >= btScalar(0.f)) 726 { 727 btVector3 twistAxis; 728 computeTwistLimitInfo(qABTwist, m_twistAngle, twistAxis); 729 730 if (m_twistAngle > m_twistSpan*m_limitSoftness) 731 { 732 m_solveTwistLimit = true; 733 734 m_twistLimitRatio = 1.f; 735 if (m_twistAngle < m_twistSpan && m_limitSoftness < 1.f - SIMD_EPSILON) 736 { 737 m_twistLimitRatio = (m_twistAngle - m_twistSpan * m_limitSoftness)/ 738 (m_twistSpan - m_twistSpan * m_limitSoftness); 739 } 740 741 // twist correction tries to get back to soft limit 742 m_twistCorrection = m_twistAngle - (m_twistSpan * m_limitSoftness); 743 744 m_twistAxis = quatRotate(qB, -twistAxis); 745 746 m_kTwist = btScalar(1.) / 747 (getRigidBodyA().computeAngularImpulseDenominator(m_twistAxis) + 748 getRigidBodyB().computeAngularImpulseDenominator(m_twistAxis)); 749 } 750 751 if (m_solveSwingLimit) 752 m_twistAxisA = quatRotate(qA, -twistAxis); 753 } 754 else 755 { 756 m_twistAngle = btScalar(0.f); 757 } 758 } 759 } // btConeTwistConstraint::calcAngleInfo2() 760 761 762 763 // given a cone rotation in constraint space, (pre: twist must already be removed) 764 // this method computes its corresponding swing angle and axis. 765 // more interestingly, it computes the cone/swing limit (angle) for this cone "pose". 766 void btConeTwistConstraint::computeConeLimitInfo(const btQuaternion& qCone, 767 btScalar& swingAngle, // out 768 btVector3& vSwingAxis, // out 769 btScalar& swingLimit) // out 770 { 771 swingAngle = qCone.getAngle(); 772 if (swingAngle > SIMD_EPSILON) 773 { 774 vSwingAxis = btVector3(qCone.x(), qCone.y(), qCone.z()); 775 vSwingAxis.normalize(); 776 if (fabs(vSwingAxis.x()) > SIMD_EPSILON) 777 { 778 // non-zero twist?! this should never happen. 779 int wtf = 0; wtf = wtf; 780 } 781 782 // Compute limit for given swing. tricky: 783 // Given a swing axis, we're looking for the intersection with the bounding cone ellipse. 784 // (Since we're dealing with angles, this ellipse is embedded on the surface of a sphere.) 785 786 // For starters, compute the direction from center to surface of ellipse. 787 // This is just the perpendicular (ie. rotate 2D vector by PI/2) of the swing axis. 788 // (vSwingAxis is the cone rotation (in z,y); change vars and rotate to (x,y) coords.) 789 btScalar xEllipse = vSwingAxis.y(); 790 btScalar yEllipse = -vSwingAxis.z(); 791 792 // Now, we use the slope of the vector (using x/yEllipse) and find the length 793 // of the line that intersects the ellipse: 794 // x^2 y^2 795 // --- + --- = 1, where a and b are semi-major axes 2 and 1 respectively (ie. the limits) 796 // a^2 b^2 797 // Do the math and it should be clear. 798 799 swingLimit = m_swingSpan1; // if xEllipse == 0, we have a pure vSwingAxis.z rotation: just use swingspan1 800 if (fabs(xEllipse) > SIMD_EPSILON) 801 { 802 btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse); 803 btScalar norm = 1 / (m_swingSpan2 * m_swingSpan2); 804 norm += surfaceSlope2 / (m_swingSpan1 * m_swingSpan1); 805 btScalar swingLimit2 = (1 + surfaceSlope2) / norm; 806 swingLimit = sqrt(swingLimit2); 807 } 808 809 // test! 810 /*swingLimit = m_swingSpan2; 811 if (fabs(vSwingAxis.z()) > SIMD_EPSILON) 812 { 813 btScalar mag_2 = m_swingSpan1*m_swingSpan1 + m_swingSpan2*m_swingSpan2; 814 btScalar sinphi = m_swingSpan2 / sqrt(mag_2); 815 btScalar phi = asin(sinphi); 816 btScalar theta = atan2(fabs(vSwingAxis.y()),fabs(vSwingAxis.z())); 817 btScalar alpha = 3.14159f - theta - phi; 818 btScalar sinalpha = sin(alpha); 819 swingLimit = m_swingSpan1 * sinphi/sinalpha; 820 }*/ 821 } 822 else if (swingAngle < 0) 823 { 824 // this should never happen! 825 int wtf = 0; wtf = wtf; 826 } 827 } 828 829 btVector3 btConeTwistConstraint::GetPointForAngle(btScalar fAngleInRadians, btScalar fLength) const 830 { 831 // compute x/y in ellipse using cone angle (0 -> 2*PI along surface of cone) 832 btScalar xEllipse = btCos(fAngleInRadians); 833 btScalar yEllipse = btSin(fAngleInRadians); 834 835 // Use the slope of the vector (using x/yEllipse) and find the length 836 // of the line that intersects the ellipse: 837 // x^2 y^2 838 // --- + --- = 1, where a and b are semi-major axes 2 and 1 respectively (ie. the limits) 839 // a^2 b^2 840 // Do the math and it should be clear. 841 842 float swingLimit = m_swingSpan1; // if xEllipse == 0, just use axis b (1) 843 if (fabs(xEllipse) > SIMD_EPSILON) 844 { 845 btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse); 846 btScalar norm = 1 / (m_swingSpan2 * m_swingSpan2); 847 norm += surfaceSlope2 / (m_swingSpan1 * m_swingSpan1); 848 btScalar swingLimit2 = (1 + surfaceSlope2) / norm; 849 swingLimit = sqrt(swingLimit2); 850 } 851 852 // convert into point in constraint space: 853 // note: twist is x-axis, swing 1 and 2 are along the z and y axes respectively 854 btVector3 vSwingAxis(0, xEllipse, -yEllipse); 855 btQuaternion qSwing(vSwingAxis, swingLimit); 856 btVector3 vPointInConstraintSpace(fLength,0,0); 857 return quatRotate(qSwing, vPointInConstraintSpace); 858 } 859 860 // given a twist rotation in constraint space, (pre: cone must already be removed) 861 // this method computes its corresponding angle and axis. 862 void btConeTwistConstraint::computeTwistLimitInfo(const btQuaternion& qTwist, 863 btScalar& twistAngle, // out 864 btVector3& vTwistAxis) // out 865 { 866 btQuaternion qMinTwist = qTwist; 867 twistAngle = qTwist.getAngle(); 868 869 if (twistAngle > SIMD_PI) // long way around. flip quat and recalculate. 870 { 871 qMinTwist = operator-(qTwist); 872 twistAngle = qMinTwist.getAngle(); 873 } 874 if (twistAngle < 0) 875 { 876 // this should never happen 877 int wtf = 0; wtf = wtf; 878 } 879 880 vTwistAxis = btVector3(qMinTwist.x(), qMinTwist.y(), qMinTwist.z()); 881 if (twistAngle > SIMD_EPSILON) 882 vTwistAxis.normalize(); 883 } 884 885 886 void btConeTwistConstraint::adjustSwingAxisToUseEllipseNormal(btVector3& vSwingAxis) const 887 { 888 // the swing axis is computed as the "twist-free" cone rotation, 889 // but the cone limit is not circular, but elliptical (if swingspan1 != swingspan2). 890 // so, if we're outside the limits, the closest way back inside the cone isn't 891 // along the vector back to the center. better (and more stable) to use the ellipse normal. 892 893 // convert swing axis to direction from center to surface of ellipse 894 // (ie. rotate 2D vector by PI/2) 895 btScalar y = -vSwingAxis.z(); 896 btScalar z = vSwingAxis.y(); 897 898 // do the math... 899 if (fabs(z) > SIMD_EPSILON) // avoid division by 0. and we don't need an update if z == 0. 900 { 901 // compute gradient/normal of ellipse surface at current "point" 902 btScalar grad = y/z; 903 grad *= m_swingSpan2 / m_swingSpan1; 904 905 // adjust y/z to represent normal at point (instead of vector to point) 906 if (y > 0) 907 y = fabs(grad * z); 908 else 909 y = -fabs(grad * z); 910 911 // convert ellipse direction back to swing axis 912 vSwingAxis.setZ(-y); 913 vSwingAxis.setY( z); 914 vSwingAxis.normalize(); 915 } 916 } 917 918 919 920 void btConeTwistConstraint::setMotorTarget(const btQuaternion &q) 921 { 922 btTransform trACur = m_rbA.getCenterOfMassTransform(); 923 btTransform trBCur = m_rbB.getCenterOfMassTransform(); 924 btTransform trABCur = trBCur.inverse() * trACur; 925 btQuaternion qABCur = trABCur.getRotation(); 926 btTransform trConstraintCur = (trBCur * m_rbBFrame).inverse() * (trACur * m_rbAFrame); 927 btQuaternion qConstraintCur = trConstraintCur.getRotation(); 928 929 btQuaternion qConstraint = m_rbBFrame.getRotation().inverse() * q * m_rbAFrame.getRotation(); 930 setMotorTargetInConstraintSpace(qConstraint); 931 } 932 933 934 void btConeTwistConstraint::setMotorTargetInConstraintSpace(const btQuaternion &q) 935 { 936 m_qTarget = q; 937 938 // clamp motor target to within limits 939 { 940 btScalar softness = 1.f;//m_limitSoftness; 941 942 // split into twist and cone 943 btVector3 vTwisted = quatRotate(m_qTarget, vTwist); 944 btQuaternion qTargetCone = shortestArcQuat(vTwist, vTwisted); qTargetCone.normalize(); 945 btQuaternion qTargetTwist = qTargetCone.inverse() * m_qTarget; qTargetTwist.normalize(); 946 947 // clamp cone 948 if (m_swingSpan1 >= btScalar(0.05f) && m_swingSpan2 >= btScalar(0.05f)) 949 { 950 btScalar swingAngle, swingLimit; btVector3 swingAxis; 951 computeConeLimitInfo(qTargetCone, swingAngle, swingAxis, swingLimit); 952 953 if (fabs(swingAngle) > SIMD_EPSILON) 954 { 955 if (swingAngle > swingLimit*softness) 956 swingAngle = swingLimit*softness; 957 else if (swingAngle < -swingLimit*softness) 958 swingAngle = -swingLimit*softness; 959 qTargetCone = btQuaternion(swingAxis, swingAngle); 960 } 961 } 962 963 // clamp twist 964 if (m_twistSpan >= btScalar(0.05f)) 965 { 966 btScalar twistAngle; btVector3 twistAxis; 967 computeTwistLimitInfo(qTargetTwist, twistAngle, twistAxis); 968 969 if (fabs(twistAngle) > SIMD_EPSILON) 970 { 971 // eddy todo: limitSoftness used here??? 972 if (twistAngle > m_twistSpan*softness) 973 twistAngle = m_twistSpan*softness; 974 else if (twistAngle < -m_twistSpan*softness) 975 twistAngle = -m_twistSpan*softness; 976 qTargetTwist = btQuaternion(twistAxis, twistAngle); 977 } 978 } 979 980 m_qTarget = qTargetCone * qTargetTwist; 981 } 982 } 983 984 985 //----------------------------------------------------------------------------- 986 //----------------------------------------------------------------------------- 987 //----------------------------------------------------------------------------- 988 989 202 } 203 } 204 205 void btConeTwistConstraint::solveConstraint(btScalar timeStep) 206 { 207 208 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 209 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 210 211 btScalar tau = btScalar(0.3); 212 213 //linear part 214 if (!m_angularOnly) 215 { 216 btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 217 btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 218 219 btVector3 vel1 = m_rbA.getVelocityInLocalPoint(rel_pos1); 220 btVector3 vel2 = m_rbB.getVelocityInLocalPoint(rel_pos2); 221 btVector3 vel = vel1 - vel2; 222 223 for (int i=0;i<3;i++) 224 { 225 const btVector3& normal = m_jac[i].m_linearJointAxis; 226 btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal(); 227 228 btScalar rel_vel; 229 rel_vel = normal.dot(vel); 230 //positional error (zeroth order error) 231 btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal 232 btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv; 233 m_appliedImpulse += impulse; 234 btVector3 impulse_vector = normal * impulse; 235 m_rbA.applyImpulse(impulse_vector, pivotAInW - m_rbA.getCenterOfMassPosition()); 236 m_rbB.applyImpulse(-impulse_vector, pivotBInW - m_rbB.getCenterOfMassPosition()); 237 } 238 } 239 240 { 241 ///solve angular part 242 const btVector3& angVelA = getRigidBodyA().getAngularVelocity(); 243 const btVector3& angVelB = getRigidBodyB().getAngularVelocity(); 244 245 // solve swing limit 246 if (m_solveSwingLimit) 247 { 248 btScalar amplitude = ((angVelB - angVelA).dot( m_swingAxis )*m_relaxationFactor*m_relaxationFactor + m_swingCorrection*(btScalar(1.)/timeStep)*m_biasFactor); 249 btScalar impulseMag = amplitude * m_kSwing; 250 251 // Clamp the accumulated impulse 252 btScalar temp = m_accSwingLimitImpulse; 253 m_accSwingLimitImpulse = btMax(m_accSwingLimitImpulse + impulseMag, btScalar(0.0) ); 254 impulseMag = m_accSwingLimitImpulse - temp; 255 256 btVector3 impulse = m_swingAxis * impulseMag; 257 258 m_rbA.applyTorqueImpulse(impulse); 259 m_rbB.applyTorqueImpulse(-impulse); 260 261 } 262 263 // solve twist limit 264 if (m_solveTwistLimit) 265 { 266 btScalar amplitude = ((angVelB - angVelA).dot( m_twistAxis )*m_relaxationFactor*m_relaxationFactor + m_twistCorrection*(btScalar(1.)/timeStep)*m_biasFactor ); 267 btScalar impulseMag = amplitude * m_kTwist; 268 269 // Clamp the accumulated impulse 270 btScalar temp = m_accTwistLimitImpulse; 271 m_accTwistLimitImpulse = btMax(m_accTwistLimitImpulse + impulseMag, btScalar(0.0) ); 272 impulseMag = m_accTwistLimitImpulse - temp; 273 274 btVector3 impulse = m_twistAxis * impulseMag; 275 276 m_rbA.applyTorqueImpulse(impulse); 277 m_rbB.applyTorqueImpulse(-impulse); 278 279 } 280 281 } 282 283 } 284 285 void btConeTwistConstraint::updateRHS(btScalar timeStep) 286 { 287 (void)timeStep; 288 289 } -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h
r2907 r2908 43 43 btScalar m_relaxationFactor; 44 44 45 btScalar m_damping;46 47 45 btScalar m_swingSpan1; 48 46 btScalar m_swingSpan2; 49 47 btScalar m_twistSpan; 50 51 btScalar m_fixThresh;52 48 53 49 btVector3 m_swingAxis; … … 61 57 btScalar m_twistCorrection; 62 58 63 btScalar m_twistAngle;64 65 59 btScalar m_accSwingLimitImpulse; 66 60 btScalar m_accTwistLimitImpulse; … … 70 64 bool m_solveSwingLimit; 71 65 72 bool m_useSolveConstraintObsolete;73 74 // not yet used...75 btScalar m_swingLimitRatio;76 btScalar m_twistLimitRatio;77 btVector3 m_twistAxisA;78 79 // motor80 bool m_bMotorEnabled;81 bool m_bNormalizedMotorStrength;82 btQuaternion m_qTarget;83 btScalar m_maxMotorImpulse;84 btVector3 m_accMotorImpulse;85 66 86 67 public: … … 94 75 virtual void buildJacobian(); 95 76 96 virtual void getInfo1 (btConstraintInfo1* info); 97 98 virtual void getInfo2 (btConstraintInfo2* info); 99 100 101 virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep); 77 virtual void solveConstraint(btScalar timeStep); 102 78 103 79 void updateRHS(btScalar timeStep); … … 117 93 } 118 94 119 void setLimit(int limitIndex,btScalar limitValue) 120 { 121 switch (limitIndex) 122 { 123 case 3: 124 { 125 m_twistSpan = limitValue; 126 break; 127 } 128 case 4: 129 { 130 m_swingSpan2 = limitValue; 131 break; 132 } 133 case 5: 134 { 135 m_swingSpan1 = limitValue; 136 break; 137 } 138 default: 139 { 140 } 141 }; 142 } 143 144 void setLimit(btScalar _swingSpan1,btScalar _swingSpan2,btScalar _twistSpan, btScalar _softness = 1.f, btScalar _biasFactor = 0.3f, btScalar _relaxationFactor = 1.0f) 95 void setLimit(btScalar _swingSpan1,btScalar _swingSpan2,btScalar _twistSpan, btScalar _softness = 0.8f, btScalar _biasFactor = 0.3f, btScalar _relaxationFactor = 1.0f) 145 96 { 146 97 m_swingSpan1 = _swingSpan1; … … 171 122 } 172 123 173 void calcAngleInfo();174 void calcAngleInfo2();175 176 inline btScalar getSwingSpan1()177 {178 return m_swingSpan1;179 }180 inline btScalar getSwingSpan2()181 {182 return m_swingSpan2;183 }184 inline btScalar getTwistSpan()185 {186 return m_twistSpan;187 }188 inline btScalar getTwistAngle()189 {190 return m_twistAngle;191 }192 bool isPastSwingLimit() { return m_solveSwingLimit; }193 194 195 void setDamping(btScalar damping) { m_damping = damping; }196 197 void enableMotor(bool b) { m_bMotorEnabled = b; }198 void setMaxMotorImpulse(btScalar maxMotorImpulse) { m_maxMotorImpulse = maxMotorImpulse; m_bNormalizedMotorStrength = false; }199 void setMaxMotorImpulseNormalized(btScalar maxMotorImpulse) { m_maxMotorImpulse = maxMotorImpulse; m_bNormalizedMotorStrength = true; }200 201 btScalar getFixThresh() { return m_fixThresh; }202 void setFixThresh(btScalar fixThresh) { m_fixThresh = fixThresh; }203 204 // setMotorTarget:205 // q: the desired rotation of bodyA wrt bodyB.206 // note: if q violates the joint limits, the internal target is clamped to avoid conflicting impulses (very bad for stability)207 // note: don't forget to enableMotor()208 void setMotorTarget(const btQuaternion &q);209 210 // same as above, but q is the desired rotation of frameA wrt frameB in constraint space211 void setMotorTargetInConstraintSpace(const btQuaternion &q);212 213 btVector3 GetPointForAngle(btScalar fAngleInRadians, btScalar fLength) const;214 215 216 217 protected:218 void init();219 220 void computeConeLimitInfo(const btQuaternion& qCone, // in221 btScalar& swingAngle, btVector3& vSwingAxis, btScalar& swingLimit); // all outs222 223 void computeTwistLimitInfo(const btQuaternion& qTwist, // in224 btScalar& twistAngle, btVector3& vTwistAxis); // all outs225 226 void adjustSwingAxisToUseEllipseNormal(btVector3& vSwingAxis) const;227 124 }; 228 125 -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btContactConstraint.cpp
r2907 r2908 23 23 #include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" 24 24 25 #define ASSERT2 btAssert25 #define ASSERT2 assert 26 26 27 27 #define USE_INTERNAL_APPLY_IMPULSE 1 … … 53 53 54 54 55 55 btJacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(), 56 56 body2.getCenterOfMassTransform().getBasis().transpose(), 57 57 rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(), … … 115 115 116 116 btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData; 117 btAssert(cpd);117 assert(cpd); 118 118 btScalar distance = cpd->m_penetration; 119 119 btScalar positionalError = Kcor *-distance; … … 167 167 168 168 btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData; 169 btAssert(cpd);169 assert(cpd); 170 170 171 171 btScalar combinedFriction = cpd->m_friction; … … 256 256 257 257 btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData; 258 btAssert(cpd);258 assert(cpd); 259 259 260 260 btScalar combinedFriction = cpd->m_friction; … … 338 338 339 339 btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData; 340 btAssert(cpd);340 assert(cpd); 341 341 btScalar distance = cpd->m_penetration; 342 342 btScalar positionalError = Kcor *-distance; -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btContactSolverInfo.h
r2907 r2908 23 23 SOLVER_USE_WARMSTARTING = 4, 24 24 SOLVER_USE_FRICTION_WARMSTARTING = 8, 25 SOLVER_USE_2_FRICTION_DIRECTIONS = 16, 26 SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32, 27 SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64, 28 SOLVER_CACHE_FRIENDLY = 128, 29 SOLVER_SIMD = 256, //enabled for Windows, the solver innerloop is branchless SIMD, 40% faster than FPU/scalar version 30 SOLVER_CUDA = 512 //will be open sourced during Game Developers Conference 2009. Much faster. 25 SOLVER_CACHE_FRIENDLY = 16 31 26 }; 32 27 … … 45 40 btScalar m_erp;//used as Baumgarte factor 46 41 btScalar m_erp2;//used in Split Impulse 47 btScalar m_globalCfm;//constraint force mixing48 42 int m_splitImpulse; 49 43 btScalar m_splitImpulsePenetrationThreshold; … … 72 66 m_erp = btScalar(0.2); 73 67 m_erp2 = btScalar(0.1); 74 m_globalCfm = btScalar(0.); 75 m_sor = btScalar(1.); 68 m_sor = btScalar(1.3); 76 69 m_splitImpulse = false; 77 70 m_splitImpulsePenetrationThreshold = -0.02f; 78 71 m_linearSlop = btScalar(0.0); 79 72 m_warmstartingFactor=btScalar(0.85); 80 m_solverMode = SOLVER_ USE_WARMSTARTING | SOLVER_SIMD ;//SOLVER_RANDMIZE_ORDER73 m_solverMode = SOLVER_CACHE_FRIENDLY | SOLVER_RANDMIZE_ORDER | SOLVER_USE_WARMSTARTING; 81 74 m_restingContactRestitutionThreshold = 2;//resting contact lifetime threshold to disable restitution 82 75 } -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp
r2907 r2908 20 20 */ 21 21 22 22 23 #include "btGeneric6DofConstraint.h" 23 24 #include "BulletDynamics/Dynamics/btRigidBody.h" … … 26 27 27 28 28 #define D6_USE_OBSOLETE_METHOD false29 //-----------------------------------------------------------------------------30 31 btGeneric6DofConstraint::btGeneric6DofConstraint()32 :btTypedConstraint(D6_CONSTRAINT_TYPE),33 m_useLinearReferenceFrameA(true),34 m_useSolveConstraintObsolete(D6_USE_OBSOLETE_METHOD)35 {36 }37 38 //-----------------------------------------------------------------------------39 40 btGeneric6DofConstraint::btGeneric6DofConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB, bool useLinearReferenceFrameA)41 : btTypedConstraint(D6_CONSTRAINT_TYPE, rbA, rbB)42 , m_frameInA(frameInA)43 , m_frameInB(frameInB),44 m_useLinearReferenceFrameA(useLinearReferenceFrameA),45 m_useSolveConstraintObsolete(D6_USE_OBSOLETE_METHOD)46 {47 48 }49 //-----------------------------------------------------------------------------50 51 52 29 #define GENERIC_D6_DISABLE_WARMSTARTING 1 53 54 //-----------------------------------------------------------------------------55 30 56 31 btScalar btGetMatrixElem(const btMatrix3x3& mat, int index); … … 62 37 } 63 38 64 //-----------------------------------------------------------------------------65 66 39 ///MatrixToEulerXYZ from http://www.geometrictools.com/LibFoundation/Mathematics/Wm4Matrix3.inl.html 67 40 bool matrixToEulerXYZ(const btMatrix3x3& mat,btVector3& xyz); 68 41 bool matrixToEulerXYZ(const btMatrix3x3& mat,btVector3& xyz) 69 42 { 70 // // rot = cy*cz -cy*sz sy 71 // // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx 72 // // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy 73 // 74 75 btScalar fi = btGetMatrixElem(mat,2); 76 if (fi < btScalar(1.0f)) 77 { 78 if (fi > btScalar(-1.0f)) 43 // // rot = cy*cz -cy*sz sy 44 // // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx 45 // // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy 46 // 47 48 if (btGetMatrixElem(mat,2) < btScalar(1.0)) 79 49 { 80 xyz[0] = btAtan2(-btGetMatrixElem(mat,5),btGetMatrixElem(mat,8)); 81 xyz[1] = btAsin(btGetMatrixElem(mat,2)); 82 xyz[2] = btAtan2(-btGetMatrixElem(mat,1),btGetMatrixElem(mat,0)); 83 return true; 50 if (btGetMatrixElem(mat,2) > btScalar(-1.0)) 51 { 52 xyz[0] = btAtan2(-btGetMatrixElem(mat,5),btGetMatrixElem(mat,8)); 53 xyz[1] = btAsin(btGetMatrixElem(mat,2)); 54 xyz[2] = btAtan2(-btGetMatrixElem(mat,1),btGetMatrixElem(mat,0)); 55 return true; 56 } 57 else 58 { 59 // WARNING. Not unique. XA - ZA = -atan2(r10,r11) 60 xyz[0] = -btAtan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4)); 61 xyz[1] = -SIMD_HALF_PI; 62 xyz[2] = btScalar(0.0); 63 return false; 64 } 84 65 } 85 66 else 86 67 { 87 // WARNING. Not unique. XA - ZA = -atan2(r10,r11)88 xyz[0] = -btAtan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4));89 xyz[1] = -SIMD_HALF_PI;90 xyz[2] = btScalar(0.0);91 return false; 68 // WARNING. Not unique. XAngle + ZAngle = atan2(r10,r11) 69 xyz[0] = btAtan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4)); 70 xyz[1] = SIMD_HALF_PI; 71 xyz[2] = 0.0; 72 92 73 } 93 } 94 else 95 { 96 // WARNING. Not unique. XAngle + ZAngle = atan2(r10,r11) 97 xyz[0] = btAtan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4)); 98 xyz[1] = SIMD_HALF_PI; 99 xyz[2] = 0.0; 100 } 74 75 101 76 return false; 102 77 } 103 78 79 80 104 81 //////////////////////////// btRotationalLimitMotor //////////////////////////////////// 82 105 83 106 84 int btRotationalLimitMotor::testLimitValue(btScalar test_value) … … 127 105 m_currentLimit = 0;//Free from violation 128 106 return 0; 129 130 } 131 132 //----------------------------------------------------------------------------- 107 108 } 109 133 110 134 111 btScalar btRotationalLimitMotor::solveAngularLimits( 135 btScalar timeStep,btVector3& axis,btScalar jacDiagABInv,136 btRigidBody * body0, btSolverBody& bodyA, btRigidBody * body1, btSolverBody& bodyB)137 { 138 139 140 141 112 btScalar timeStep,btVector3& axis,btScalar jacDiagABInv, 113 btRigidBody * body0, btRigidBody * body1) 114 { 115 if (needApplyTorques()==false) return 0.0f; 116 117 btScalar target_velocity = m_targetVelocity; 118 btScalar maxMotorForce = m_maxMotorForce; 142 119 143 120 //current error correction 144 if (m_currentLimit!=0) 145 { 146 target_velocity = -m_ERP*m_currentLimitError/(timeStep); 147 maxMotorForce = m_maxLimitForce; 148 } 149 150 maxMotorForce *= timeStep; 151 152 // current velocity difference 153 154 btVector3 angVelA; 155 bodyA.getAngularVelocity(angVelA); 156 btVector3 angVelB; 157 bodyB.getAngularVelocity(angVelB); 158 159 btVector3 vel_diff; 160 vel_diff = angVelA-angVelB; 161 162 163 164 btScalar rel_vel = axis.dot(vel_diff); 121 if (m_currentLimit!=0) 122 { 123 target_velocity = -m_ERP*m_currentLimitError/(timeStep); 124 maxMotorForce = m_maxLimitForce; 125 } 126 127 maxMotorForce *= timeStep; 128 129 // current velocity difference 130 btVector3 vel_diff = body0->getAngularVelocity(); 131 if (body1) 132 { 133 vel_diff -= body1->getAngularVelocity(); 134 } 135 136 137 138 btScalar rel_vel = axis.dot(vel_diff); 165 139 166 140 // correction velocity 167 168 169 170 171 172 173 141 btScalar motor_relvel = m_limitSoftness*(target_velocity - m_damping*rel_vel); 142 143 144 if ( motor_relvel < SIMD_EPSILON && motor_relvel > -SIMD_EPSILON ) 145 { 146 return 0.0f;//no need for applying force 147 } 174 148 175 149 176 150 // correction impulse 177 151 btScalar unclippedMotorImpulse = (1+m_bounce)*motor_relvel*jacDiagABInv; 178 152 179 153 // clip correction impulse 180 181 182 183 184 185 186 187 188 189 190 154 btScalar clippedMotorImpulse; 155 156 ///@todo: should clip against accumulated impulse 157 if (unclippedMotorImpulse>0.0f) 158 { 159 clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce? maxMotorForce: unclippedMotorImpulse; 160 } 161 else 162 { 163 clippedMotorImpulse = unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce: unclippedMotorImpulse; 164 } 191 165 192 166 193 167 // sort with accumulated impulses 194 btScalar lo = btScalar(-1e30); 195 btScalar hi = btScalar(1e30); 196 197 btScalar oldaccumImpulse = m_accumulatedImpulse; 198 btScalar sum = oldaccumImpulse + clippedMotorImpulse; 199 m_accumulatedImpulse = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum; 200 201 clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse; 202 203 btVector3 motorImp = clippedMotorImpulse * axis; 204 205 //body0->applyTorqueImpulse(motorImp); 206 //body1->applyTorqueImpulse(-motorImp); 207 208 bodyA.applyImpulse(btVector3(0,0,0), body0->getInvInertiaTensorWorld()*axis,clippedMotorImpulse); 209 bodyB.applyImpulse(btVector3(0,0,0), body1->getInvInertiaTensorWorld()*axis,-clippedMotorImpulse); 210 211 212 return clippedMotorImpulse; 168 btScalar lo = btScalar(-1e30); 169 btScalar hi = btScalar(1e30); 170 171 btScalar oldaccumImpulse = m_accumulatedImpulse; 172 btScalar sum = oldaccumImpulse + clippedMotorImpulse; 173 m_accumulatedImpulse = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum; 174 175 clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse; 176 177 178 179 btVector3 motorImp = clippedMotorImpulse * axis; 180 181 182 body0->applyTorqueImpulse(motorImp); 183 if (body1) body1->applyTorqueImpulse(-motorImp); 184 185 return clippedMotorImpulse; 213 186 214 187 … … 217 190 //////////////////////////// End btRotationalLimitMotor //////////////////////////////////// 218 191 219 220 221 222 192 //////////////////////////// btTranslationalLimitMotor //////////////////////////////////// 223 224 225 int btTranslationalLimitMotor::testLimitValue(int limitIndex, btScalar test_value)226 {227 btScalar loLimit = m_lowerLimit[limitIndex];228 btScalar hiLimit = m_upperLimit[limitIndex];229 if(loLimit > hiLimit)230 {231 m_currentLimit[limitIndex] = 0;//Free from violation232 m_currentLimitError[limitIndex] = btScalar(0.f);233 return 0;234 }235 236 if (test_value < loLimit)237 {238 m_currentLimit[limitIndex] = 2;//low limit violation239 m_currentLimitError[limitIndex] = test_value - loLimit;240 return 2;241 }242 else if (test_value> hiLimit)243 {244 m_currentLimit[limitIndex] = 1;//High limit violation245 m_currentLimitError[limitIndex] = test_value - hiLimit;246 return 1;247 };248 249 m_currentLimit[limitIndex] = 0;//Free from violation250 m_currentLimitError[limitIndex] = btScalar(0.f);251 return 0;252 } // btTranslationalLimitMotor::testLimitValue()253 254 //-----------------------------------------------------------------------------255 256 193 btScalar btTranslationalLimitMotor::solveLinearAxis( 257 btScalar timeStep, 258 btScalar jacDiagABInv, 259 btRigidBody& body1,btSolverBody& bodyA,const btVector3 &pointInA, 260 btRigidBody& body2,btSolverBody& bodyB,const btVector3 &pointInB, 261 int limit_index, 262 const btVector3 & axis_normal_on_a, 263 const btVector3 & anchorPos) 264 { 265 266 ///find relative velocity 267 // btVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition(); 268 // btVector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition(); 269 btVector3 rel_pos1 = anchorPos - body1.getCenterOfMassPosition(); 270 btVector3 rel_pos2 = anchorPos - body2.getCenterOfMassPosition(); 271 272 btVector3 vel1; 273 bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1); 274 btVector3 vel2; 275 bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2); 276 btVector3 vel = vel1 - vel2; 277 278 btScalar rel_vel = axis_normal_on_a.dot(vel); 279 280 281 282 /// apply displacement correction 283 284 //positional error (zeroth order error) 285 btScalar depth = -(pointInA - pointInB).dot(axis_normal_on_a); 286 btScalar lo = btScalar(-1e30); 287 btScalar hi = btScalar(1e30); 288 289 btScalar minLimit = m_lowerLimit[limit_index]; 290 btScalar maxLimit = m_upperLimit[limit_index]; 291 292 //handle the limits 293 if (minLimit < maxLimit) 294 { 295 { 296 if (depth > maxLimit) 297 { 298 depth -= maxLimit; 299 lo = btScalar(0.); 300 301 } 302 else 303 { 304 if (depth < minLimit) 305 { 306 depth -= minLimit; 307 hi = btScalar(0.); 308 } 309 else 310 { 311 return 0.0f; 312 } 313 } 314 } 315 } 316 317 btScalar normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv; 318 319 320 321 322 btScalar oldNormalImpulse = m_accumulatedImpulse[limit_index]; 323 btScalar sum = oldNormalImpulse + normalImpulse; 324 m_accumulatedImpulse[limit_index] = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum; 325 normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse; 326 327 btVector3 impulse_vector = axis_normal_on_a * normalImpulse; 328 //body1.applyImpulse( impulse_vector, rel_pos1); 329 //body2.applyImpulse(-impulse_vector, rel_pos2); 330 331 btVector3 ftorqueAxis1 = rel_pos1.cross(axis_normal_on_a); 332 btVector3 ftorqueAxis2 = rel_pos2.cross(axis_normal_on_a); 333 bodyA.applyImpulse(axis_normal_on_a*body1.getInvMass(), body1.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse); 334 bodyB.applyImpulse(axis_normal_on_a*body2.getInvMass(), body2.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse); 335 336 337 338 339 return normalImpulse; 194 btScalar timeStep, 195 btScalar jacDiagABInv, 196 btRigidBody& body1,const btVector3 &pointInA, 197 btRigidBody& body2,const btVector3 &pointInB, 198 int limit_index, 199 const btVector3 & axis_normal_on_a, 200 const btVector3 & anchorPos) 201 { 202 203 ///find relative velocity 204 // btVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition(); 205 // btVector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition(); 206 btVector3 rel_pos1 = anchorPos - body1.getCenterOfMassPosition(); 207 btVector3 rel_pos2 = anchorPos - body2.getCenterOfMassPosition(); 208 209 btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); 210 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); 211 btVector3 vel = vel1 - vel2; 212 213 btScalar rel_vel = axis_normal_on_a.dot(vel); 214 215 216 217 /// apply displacement correction 218 219 //positional error (zeroth order error) 220 btScalar depth = -(pointInA - pointInB).dot(axis_normal_on_a); 221 btScalar lo = btScalar(-1e30); 222 btScalar hi = btScalar(1e30); 223 224 btScalar minLimit = m_lowerLimit[limit_index]; 225 btScalar maxLimit = m_upperLimit[limit_index]; 226 227 //handle the limits 228 if (minLimit < maxLimit) 229 { 230 { 231 if (depth > maxLimit) 232 { 233 depth -= maxLimit; 234 lo = btScalar(0.); 235 236 } 237 else 238 { 239 if (depth < minLimit) 240 { 241 depth -= minLimit; 242 hi = btScalar(0.); 243 } 244 else 245 { 246 return 0.0f; 247 } 248 } 249 } 250 } 251 252 btScalar normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv; 253 254 255 256 257 btScalar oldNormalImpulse = m_accumulatedImpulse[limit_index]; 258 btScalar sum = oldNormalImpulse + normalImpulse; 259 m_accumulatedImpulse[limit_index] = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum; 260 normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse; 261 262 btVector3 impulse_vector = axis_normal_on_a * normalImpulse; 263 body1.applyImpulse( impulse_vector, rel_pos1); 264 body2.applyImpulse(-impulse_vector, rel_pos2); 265 return normalImpulse; 340 266 } 341 267 342 268 //////////////////////////// btTranslationalLimitMotor //////////////////////////////////// 343 269 270 271 btGeneric6DofConstraint::btGeneric6DofConstraint() 272 :btTypedConstraint(D6_CONSTRAINT_TYPE), 273 m_useLinearReferenceFrameA(true) 274 { 275 } 276 277 btGeneric6DofConstraint::btGeneric6DofConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB, bool useLinearReferenceFrameA) 278 : btTypedConstraint(D6_CONSTRAINT_TYPE, rbA, rbB) 279 , m_frameInA(frameInA) 280 , m_frameInB(frameInB), 281 m_useLinearReferenceFrameA(useLinearReferenceFrameA) 282 { 283 284 } 285 286 287 288 289 344 290 void btGeneric6DofConstraint::calculateAngleInfo() 345 291 { 346 292 btMatrix3x3 relative_frame = m_calculatedTransformA.getBasis().inverse()*m_calculatedTransformB.getBasis(); 293 347 294 matrixToEulerXYZ(relative_frame,m_calculatedAxisAngleDiff); 295 296 297 348 298 // in euler angle mode we do not actually constrain the angular velocity 349 // along the axes axis[0] and axis[2] (although we do use axis[1]) : 350 // 351 // to get constrain w2-w1 along ...not 352 // ------ --------------------- ------ 353 // d(angle[0])/dt = 0 ax[1] x ax[2] ax[0] 354 // d(angle[1])/dt = 0 ax[1] 355 // d(angle[2])/dt = 0 ax[0] x ax[1] ax[2] 356 // 357 // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0. 358 // to prove the result for angle[0], write the expression for angle[0] from 359 // GetInfo1 then take the derivative. to prove this for angle[2] it is 360 // easier to take the euler rate expression for d(angle[2])/dt with respect 361 // to the components of w and set that to 0. 299 // along the axes axis[0] and axis[2] (although we do use axis[1]) : 300 // 301 // to get constrain w2-w1 along ...not 302 // ------ --------------------- ------ 303 // d(angle[0])/dt = 0 ax[1] x ax[2] ax[0] 304 // d(angle[1])/dt = 0 ax[1] 305 // d(angle[2])/dt = 0 ax[0] x ax[1] ax[2] 306 // 307 // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0. 308 // to prove the result for angle[0], write the expression for angle[0] from 309 // GetInfo1 then take the derivative. to prove this for angle[2] it is 310 // easier to take the euler rate expression for d(angle[2])/dt with respect 311 // to the components of w and set that to 0. 312 362 313 btVector3 axis0 = m_calculatedTransformB.getBasis().getColumn(0); 363 314 btVector3 axis2 = m_calculatedTransformA.getBasis().getColumn(2); … … 367 318 m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]); 368 319 369 m_calculatedAxis[0].normalize(); 370 m_calculatedAxis[1].normalize(); 371 m_calculatedAxis[2].normalize(); 372 373 } 374 375 //----------------------------------------------------------------------------- 320 321 // if(m_debugDrawer) 322 // { 323 // 324 // char buff[300]; 325 // sprintf(buff,"\n X: %.2f ; Y: %.2f ; Z: %.2f ", 326 // m_calculatedAxisAngleDiff[0], 327 // m_calculatedAxisAngleDiff[1], 328 // m_calculatedAxisAngleDiff[2]); 329 // m_debugDrawer->reportErrorWarning(buff); 330 // } 331 332 } 376 333 377 334 void btGeneric6DofConstraint::calculateTransforms() 378 335 { 379 m_calculatedTransformA = m_rbA.getCenterOfMassTransform() * m_frameInA; 380 m_calculatedTransformB = m_rbB.getCenterOfMassTransform() * m_frameInB; 381 calculateLinearInfo(); 382 calculateAngleInfo(); 383 } 384 385 //----------------------------------------------------------------------------- 336 m_calculatedTransformA = m_rbA.getCenterOfMassTransform() * m_frameInA; 337 m_calculatedTransformB = m_rbB.getCenterOfMassTransform() * m_frameInB; 338 339 calculateAngleInfo(); 340 } 341 386 342 387 343 void btGeneric6DofConstraint::buildLinearJacobian( 388 389 390 { 391 344 btJacobianEntry & jacLinear,const btVector3 & normalWorld, 345 const btVector3 & pivotAInW,const btVector3 & pivotBInW) 346 { 347 new (&jacLinear) btJacobianEntry( 392 348 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 393 349 m_rbB.getCenterOfMassTransform().getBasis().transpose(), … … 399 355 m_rbB.getInvInertiaDiagLocal(), 400 356 m_rbB.getInvMass()); 401 } 402 403 //----------------------------------------------------------------------------- 357 358 } 404 359 405 360 void btGeneric6DofConstraint::buildAngularJacobian( 406 407 { 408 361 btJacobianEntry & jacAngular,const btVector3 & jointAxisW) 362 { 363 new (&jacAngular) btJacobianEntry(jointAxisW, 409 364 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 410 365 m_rbB.getCenterOfMassTransform().getBasis().transpose(), … … 414 369 } 415 370 416 //-----------------------------------------------------------------------------417 418 371 bool btGeneric6DofConstraint::testAngularLimitMotor(int axis_index) 419 372 { 420 btScalar angle = m_calculatedAxisAngleDiff[axis_index]; 421 //test limits 422 m_angularLimits[axis_index].testLimitValue(angle); 423 return m_angularLimits[axis_index].needApplyTorques(); 424 } 425 426 //----------------------------------------------------------------------------- 373 btScalar angle = m_calculatedAxisAngleDiff[axis_index]; 374 375 //test limits 376 m_angularLimits[axis_index].testLimitValue(angle); 377 return m_angularLimits[axis_index].needApplyTorques(); 378 } 427 379 428 380 void btGeneric6DofConstraint::buildJacobian() 429 381 { 430 if (m_useSolveConstraintObsolete) 431 { 432 433 // Clear accumulated impulses for the next simulation step 434 m_linearLimits.m_accumulatedImpulse.setValue(btScalar(0.), btScalar(0.), btScalar(0.)); 435 int i; 436 for(i = 0; i < 3; i++) 437 { 438 m_angularLimits[i].m_accumulatedImpulse = btScalar(0.); 439 } 440 //calculates transform 441 calculateTransforms(); 442 443 // const btVector3& pivotAInW = m_calculatedTransformA.getOrigin(); 444 // const btVector3& pivotBInW = m_calculatedTransformB.getOrigin(); 445 calcAnchorPos(); 446 btVector3 pivotAInW = m_AnchorPos; 447 btVector3 pivotBInW = m_AnchorPos; 448 449 // not used here 450 // btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 451 // btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 452 453 btVector3 normalWorld; 454 //linear part 455 for (i=0;i<3;i++) 456 { 457 if (m_linearLimits.isLimited(i)) 458 { 459 if (m_useLinearReferenceFrameA) 460 normalWorld = m_calculatedTransformA.getBasis().getColumn(i); 461 else 462 normalWorld = m_calculatedTransformB.getBasis().getColumn(i); 463 464 buildLinearJacobian( 465 m_jacLinear[i],normalWorld , 466 pivotAInW,pivotBInW); 467 468 } 469 } 470 471 // angular part 472 for (i=0;i<3;i++) 473 { 474 //calculates error angle 475 if (testAngularLimitMotor(i)) 476 { 477 normalWorld = this->getAxis(i); 478 // Create angular atom 479 buildAngularJacobian(m_jacAng[i],normalWorld); 480 } 481 } 482 483 } 484 } 485 486 //----------------------------------------------------------------------------- 487 488 void btGeneric6DofConstraint::getInfo1 (btConstraintInfo1* info) 489 { 490 if (m_useSolveConstraintObsolete) 491 { 492 info->m_numConstraintRows = 0; 493 info->nub = 0; 494 } else 495 { 496 //prepare constraint 497 calculateTransforms(); 498 info->m_numConstraintRows = 0; 499 info->nub = 6; 500 int i; 501 //test linear limits 502 for(i = 0; i < 3; i++) 503 { 504 if(m_linearLimits.needApplyForce(i)) 505 { 506 info->m_numConstraintRows++; 507 info->nub--; 508 } 509 } 510 //test angular limits 511 for (i=0;i<3 ;i++ ) 512 { 513 if(testAngularLimitMotor(i)) 514 { 515 info->m_numConstraintRows++; 516 info->nub--; 517 } 518 } 519 } 520 } 521 522 //----------------------------------------------------------------------------- 523 524 void btGeneric6DofConstraint::getInfo2 (btConstraintInfo2* info) 525 { 526 btAssert(!m_useSolveConstraintObsolete); 527 int row = setLinearLimits(info); 528 setAngularLimits(info, row); 529 } 530 531 //----------------------------------------------------------------------------- 532 533 int btGeneric6DofConstraint::setLinearLimits(btConstraintInfo2* info) 534 { 535 btGeneric6DofConstraint * d6constraint = this; 536 int row = 0; 537 //solve linear limits 538 btRotationalLimitMotor limot; 539 for (int i=0;i<3 ;i++ ) 540 { 541 if(m_linearLimits.needApplyForce(i)) 542 { // re-use rotational motor code 543 limot.m_bounce = btScalar(0.f); 544 limot.m_currentLimit = m_linearLimits.m_currentLimit[i]; 545 limot.m_currentLimitError = m_linearLimits.m_currentLimitError[i]; 546 limot.m_damping = m_linearLimits.m_damping; 547 limot.m_enableMotor = m_linearLimits.m_enableMotor[i]; 548 limot.m_ERP = m_linearLimits.m_restitution; 549 limot.m_hiLimit = m_linearLimits.m_upperLimit[i]; 550 limot.m_limitSoftness = m_linearLimits.m_limitSoftness; 551 limot.m_loLimit = m_linearLimits.m_lowerLimit[i]; 552 limot.m_maxLimitForce = btScalar(0.f); 553 limot.m_maxMotorForce = m_linearLimits.m_maxMotorForce[i]; 554 limot.m_targetVelocity = m_linearLimits.m_targetVelocity[i]; 555 btVector3 axis = m_calculatedTransformA.getBasis().getColumn(i); 556 row += get_limit_motor_info2(&limot, &m_rbA, &m_rbB, info, row, axis, 0); 557 } 558 } 559 return row; 560 } 561 562 //----------------------------------------------------------------------------- 563 564 int btGeneric6DofConstraint::setAngularLimits(btConstraintInfo2 *info, int row_offset) 565 { 566 btGeneric6DofConstraint * d6constraint = this; 567 int row = row_offset; 568 //solve angular limits 569 for (int i=0;i<3 ;i++ ) 570 { 571 if(d6constraint->getRotationalLimitMotor(i)->needApplyTorques()) 572 { 573 btVector3 axis = d6constraint->getAxis(i); 574 row += get_limit_motor_info2( 575 d6constraint->getRotationalLimitMotor(i), 576 &m_rbA, 577 &m_rbB, 578 info,row,axis,1); 579 } 580 } 581 582 return row; 583 } 584 585 //----------------------------------------------------------------------------- 586 587 void btGeneric6DofConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep) 588 { 589 if (m_useSolveConstraintObsolete) 590 { 591 592 593 m_timeStep = timeStep; 594 595 //calculateTransforms(); 596 597 int i; 598 599 // linear 600 601 btVector3 pointInA = m_calculatedTransformA.getOrigin(); 602 btVector3 pointInB = m_calculatedTransformB.getOrigin(); 603 604 btScalar jacDiagABInv; 605 btVector3 linear_axis; 606 for (i=0;i<3;i++) 607 { 608 if (m_linearLimits.isLimited(i)) 609 { 610 jacDiagABInv = btScalar(1.) / m_jacLinear[i].getDiagonal(); 611 612 if (m_useLinearReferenceFrameA) 613 linear_axis = m_calculatedTransformA.getBasis().getColumn(i); 614 else 615 linear_axis = m_calculatedTransformB.getBasis().getColumn(i); 616 617 m_linearLimits.solveLinearAxis( 618 m_timeStep, 619 jacDiagABInv, 620 m_rbA,bodyA,pointInA, 621 m_rbB,bodyB,pointInB, 622 i,linear_axis, m_AnchorPos); 623 624 } 625 } 626 627 // angular 628 btVector3 angular_axis; 629 btScalar angularJacDiagABInv; 630 for (i=0;i<3;i++) 631 { 632 if (m_angularLimits[i].needApplyTorques()) 633 { 634 635 // get axis 636 angular_axis = getAxis(i); 637 638 angularJacDiagABInv = btScalar(1.) / m_jacAng[i].getDiagonal(); 639 640 m_angularLimits[i].solveAngularLimits(m_timeStep,angular_axis,angularJacDiagABInv, &m_rbA,bodyA,&m_rbB,bodyB); 641 } 642 } 643 } 644 } 645 646 //----------------------------------------------------------------------------- 382 383 // Clear accumulated impulses for the next simulation step 384 m_linearLimits.m_accumulatedImpulse.setValue(btScalar(0.), btScalar(0.), btScalar(0.)); 385 int i; 386 for(i = 0; i < 3; i++) 387 { 388 m_angularLimits[i].m_accumulatedImpulse = btScalar(0.); 389 } 390 //calculates transform 391 calculateTransforms(); 392 393 // const btVector3& pivotAInW = m_calculatedTransformA.getOrigin(); 394 // const btVector3& pivotBInW = m_calculatedTransformB.getOrigin(); 395 calcAnchorPos(); 396 btVector3 pivotAInW = m_AnchorPos; 397 btVector3 pivotBInW = m_AnchorPos; 398 399 // not used here 400 // btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 401 // btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 402 403 btVector3 normalWorld; 404 //linear part 405 for (i=0;i<3;i++) 406 { 407 if (m_linearLimits.isLimited(i)) 408 { 409 if (m_useLinearReferenceFrameA) 410 normalWorld = m_calculatedTransformA.getBasis().getColumn(i); 411 else 412 normalWorld = m_calculatedTransformB.getBasis().getColumn(i); 413 414 buildLinearJacobian( 415 m_jacLinear[i],normalWorld , 416 pivotAInW,pivotBInW); 417 418 } 419 } 420 421 // angular part 422 for (i=0;i<3;i++) 423 { 424 //calculates error angle 425 if (testAngularLimitMotor(i)) 426 { 427 normalWorld = this->getAxis(i); 428 // Create angular atom 429 buildAngularJacobian(m_jacAng[i],normalWorld); 430 } 431 } 432 433 434 } 435 436 437 void btGeneric6DofConstraint::solveConstraint(btScalar timeStep) 438 { 439 m_timeStep = timeStep; 440 441 //calculateTransforms(); 442 443 int i; 444 445 // linear 446 447 btVector3 pointInA = m_calculatedTransformA.getOrigin(); 448 btVector3 pointInB = m_calculatedTransformB.getOrigin(); 449 450 btScalar jacDiagABInv; 451 btVector3 linear_axis; 452 for (i=0;i<3;i++) 453 { 454 if (m_linearLimits.isLimited(i)) 455 { 456 jacDiagABInv = btScalar(1.) / m_jacLinear[i].getDiagonal(); 457 458 if (m_useLinearReferenceFrameA) 459 linear_axis = m_calculatedTransformA.getBasis().getColumn(i); 460 else 461 linear_axis = m_calculatedTransformB.getBasis().getColumn(i); 462 463 m_linearLimits.solveLinearAxis( 464 m_timeStep, 465 jacDiagABInv, 466 m_rbA,pointInA, 467 m_rbB,pointInB, 468 i,linear_axis, m_AnchorPos); 469 470 } 471 } 472 473 // angular 474 btVector3 angular_axis; 475 btScalar angularJacDiagABInv; 476 for (i=0;i<3;i++) 477 { 478 if (m_angularLimits[i].needApplyTorques()) 479 { 480 481 // get axis 482 angular_axis = getAxis(i); 483 484 angularJacDiagABInv = btScalar(1.) / m_jacAng[i].getDiagonal(); 485 486 m_angularLimits[i].solveAngularLimits(m_timeStep,angular_axis,angularJacDiagABInv, &m_rbA,&m_rbB); 487 } 488 } 489 } 647 490 648 491 void btGeneric6DofConstraint::updateRHS(btScalar timeStep) 649 492 { 650 (void)timeStep; 651 652 } 653 654 //----------------------------------------------------------------------------- 493 (void)timeStep; 494 495 } 655 496 656 497 btVector3 btGeneric6DofConstraint::getAxis(int axis_index) const 657 498 { 658 return m_calculatedAxis[axis_index]; 659 } 660 661 //----------------------------------------------------------------------------- 499 return m_calculatedAxis[axis_index]; 500 } 662 501 663 502 btScalar btGeneric6DofConstraint::getAngle(int axis_index) const 664 503 { 665 return m_calculatedAxisAngleDiff[axis_index]; 666 } 667 668 //----------------------------------------------------------------------------- 504 return m_calculatedAxisAngleDiff[axis_index]; 505 } 669 506 670 507 void btGeneric6DofConstraint::calcAnchorPos(void) … … 687 524 } // btGeneric6DofConstraint::calcAnchorPos() 688 525 689 //-----------------------------------------------------------------------------690 691 void btGeneric6DofConstraint::calculateLinearInfo()692 {693 m_calculatedLinearDiff = m_calculatedTransformB.getOrigin() - m_calculatedTransformA.getOrigin();694 m_calculatedLinearDiff = m_calculatedTransformA.getBasis().inverse() * m_calculatedLinearDiff;695 for(int i = 0; i < 3; i++)696 {697 m_linearLimits.testLimitValue(i, m_calculatedLinearDiff[i]);698 }699 } // btGeneric6DofConstraint::calculateLinearInfo()700 701 //-----------------------------------------------------------------------------702 703 int btGeneric6DofConstraint::get_limit_motor_info2(704 btRotationalLimitMotor * limot,705 btRigidBody * body0, btRigidBody * body1,706 btConstraintInfo2 *info, int row, btVector3& ax1, int rotational)707 {708 int srow = row * info->rowskip;709 int powered = limot->m_enableMotor;710 int limit = limot->m_currentLimit;711 if (powered || limit)712 { // if the joint is powered, or has joint limits, add in the extra row713 btScalar *J1 = rotational ? info->m_J1angularAxis : info->m_J1linearAxis;714 btScalar *J2 = rotational ? info->m_J2angularAxis : 0;715 J1[srow+0] = ax1[0];716 J1[srow+1] = ax1[1];717 J1[srow+2] = ax1[2];718 if(rotational)719 {720 J2[srow+0] = -ax1[0];721 J2[srow+1] = -ax1[1];722 J2[srow+2] = -ax1[2];723 }724 if((!rotational) && limit)725 {726 btVector3 ltd; // Linear Torque Decoupling vector727 btVector3 c = m_calculatedTransformB.getOrigin() - body0->getCenterOfMassPosition();728 ltd = c.cross(ax1);729 info->m_J1angularAxis[srow+0] = ltd[0];730 info->m_J1angularAxis[srow+1] = ltd[1];731 info->m_J1angularAxis[srow+2] = ltd[2];732 733 c = m_calculatedTransformB.getOrigin() - body1->getCenterOfMassPosition();734 ltd = -c.cross(ax1);735 info->m_J2angularAxis[srow+0] = ltd[0];736 info->m_J2angularAxis[srow+1] = ltd[1];737 info->m_J2angularAxis[srow+2] = ltd[2];738 }739 // if we're limited low and high simultaneously, the joint motor is740 // ineffective741 if (limit && (limot->m_loLimit == limot->m_hiLimit)) powered = 0;742 info->m_constraintError[srow] = btScalar(0.f);743 if (powered)744 {745 info->cfm[srow] = 0.0f;746 if(!limit)747 {748 info->m_constraintError[srow] += limot->m_targetVelocity;749 info->m_lowerLimit[srow] = -limot->m_maxMotorForce;750 info->m_upperLimit[srow] = limot->m_maxMotorForce;751 }752 }753 if(limit)754 {755 btScalar k = info->fps * limot->m_ERP;756 if(!rotational)757 {758 info->m_constraintError[srow] += k * limot->m_currentLimitError;759 }760 else761 {762 info->m_constraintError[srow] += -k * limot->m_currentLimitError;763 }764 info->cfm[srow] = 0.0f;765 if (limot->m_loLimit == limot->m_hiLimit)766 { // limited low and high simultaneously767 info->m_lowerLimit[srow] = -SIMD_INFINITY;768 info->m_upperLimit[srow] = SIMD_INFINITY;769 }770 else771 {772 if (limit == 1)773 {774 info->m_lowerLimit[srow] = 0;775 info->m_upperLimit[srow] = SIMD_INFINITY;776 }777 else778 {779 info->m_lowerLimit[srow] = -SIMD_INFINITY;780 info->m_upperLimit[srow] = 0;781 }782 // deal with bounce783 if (limot->m_bounce > 0)784 {785 // calculate joint velocity786 btScalar vel;787 if (rotational)788 {789 vel = body0->getAngularVelocity().dot(ax1);790 if (body1)791 vel -= body1->getAngularVelocity().dot(ax1);792 }793 else794 {795 vel = body0->getLinearVelocity().dot(ax1);796 if (body1)797 vel -= body1->getLinearVelocity().dot(ax1);798 }799 // only apply bounce if the velocity is incoming, and if the800 // resulting c[] exceeds what we already have.801 if (limit == 1)802 {803 if (vel < 0)804 {805 btScalar newc = -limot->m_bounce* vel;806 if (newc > info->m_constraintError[srow])807 info->m_constraintError[srow] = newc;808 }809 }810 else811 {812 if (vel > 0)813 {814 btScalar newc = -limot->m_bounce * vel;815 if (newc < info->m_constraintError[srow])816 info->m_constraintError[srow] = newc;817 }818 }819 }820 }821 }822 return 1;823 }824 else return 0;825 }826 827 //-----------------------------------------------------------------------------828 //-----------------------------------------------------------------------------829 //----------------------------------------------------------------------------- -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h
r2907 r2908 29 29 30 30 class btRigidBody; 31 32 33 31 34 32 … … 95 93 bool isLimited() 96 94 { 97 if(m_loLimit >m_hiLimit) return false;95 if(m_loLimit>=m_hiLimit) return false; 98 96 return true; 99 97 } … … 113 111 114 112 //! apply the correction impulses for two bodies 115 btScalar solveAngularLimits(btScalar timeStep,btVector3& axis, btScalar jacDiagABInv,btRigidBody * body0, btSolverBody& bodyA,btRigidBody * body1,btSolverBody& bodyB); 113 btScalar solveAngularLimits(btScalar timeStep,btVector3& axis, btScalar jacDiagABInv,btRigidBody * body0, btRigidBody * body1); 114 116 115 117 116 }; … … 131 130 btScalar m_restitution;//! Bounce parameter for linear limit 132 131 //!@} 133 bool m_enableMotor[3];134 btVector3 m_targetVelocity;//!< target motor velocity135 btVector3 m_maxMotorForce;//!< max force on motor136 btVector3 m_currentLimitError;//! How much is violated this limit137 int m_currentLimit[3];//!< 0=free, 1=at lower limit, 2=at upper limit138 132 139 133 btTranslationalLimitMotor() … … 146 140 m_damping = btScalar(1.0f); 147 141 m_restitution = btScalar(0.5f); 148 for(int i=0; i < 3; i++)149 {150 m_enableMotor[i] = false;151 m_targetVelocity[i] = btScalar(0.f);152 m_maxMotorForce[i] = btScalar(0.f);153 }154 142 } 155 143 … … 163 151 m_damping = other.m_damping; 164 152 m_restitution = other.m_restitution; 165 for(int i=0; i < 3; i++)166 {167 m_enableMotor[i] = other.m_enableMotor[i];168 m_targetVelocity[i] = other.m_targetVelocity[i];169 m_maxMotorForce[i] = other.m_maxMotorForce[i];170 }171 153 } 172 154 … … 182 164 return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]); 183 165 } 184 inline bool needApplyForce(int limitIndex)185 {186 if(m_currentLimit[limitIndex] == 0 && m_enableMotor[limitIndex] == false) return false;187 return true;188 }189 int testLimitValue(int limitIndex, btScalar test_value);190 166 191 167 … … 193 169 btScalar timeStep, 194 170 btScalar jacDiagABInv, 195 btRigidBody& body1, btSolverBody& bodyA,const btVector3 &pointInA,196 btRigidBody& body2, btSolverBody& bodyB,const btVector3 &pointInB,171 btRigidBody& body1,const btVector3 &pointInA, 172 btRigidBody& body2,const btVector3 &pointInB, 197 173 int limit_index, 198 174 const btVector3 & axis_normal_on_a, … … 272 248 btVector3 m_calculatedAxisAngleDiff; 273 249 btVector3 m_calculatedAxis[3]; 274 btVector3 m_calculatedLinearDiff;275 250 276 251 btVector3 m_AnchorPos; // point betwen pivots of bodies A and B to solve linear axes … … 288 263 289 264 290 int setAngularLimits(btConstraintInfo2 *info, int row_offset);291 292 int setLinearLimits(btConstraintInfo2 *info);293 265 294 266 void buildLinearJacobian( … … 298 270 void buildAngularJacobian(btJacobianEntry & jacAngular,const btVector3 & jointAxisW); 299 271 300 // tests linear limits301 void calculateLinearInfo();302 272 303 273 //! calcs the euler angles between the two bodies. … … 307 277 308 278 public: 309 310 ///for backwards compatibility during the transition to 'getInfo/getInfo2'311 bool m_useSolveConstraintObsolete;312 313 279 btGeneric6DofConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA); 314 280 … … 365 331 virtual void buildJacobian(); 366 332 367 virtual void getInfo1 (btConstraintInfo1* info); 368 369 virtual void getInfo2 (btConstraintInfo2* info); 370 371 virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep); 333 virtual void solveConstraint(btScalar timeStep); 372 334 373 335 void updateRHS(btScalar timeStep); … … 471 433 virtual void calcAnchorPos(void); // overridable 472 434 473 int get_limit_motor_info2( btRotationalLimitMotor * limot,474 btRigidBody * body0, btRigidBody * body1,475 btConstraintInfo2 *info, int row, btVector3& ax1, int rotational);476 477 478 435 }; 479 436 -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btHingeConstraint.cpp
r2907 r2908 20 20 #include "LinearMath/btMinMax.h" 21 21 #include <new> 22 #include "btSolverBody.h"23 24 //-----------------------------------------------------------------------------25 26 #define HINGE_USE_OBSOLETE_SOLVER false27 28 //-----------------------------------------------------------------------------29 22 30 23 31 24 btHingeConstraint::btHingeConstraint() 32 25 : btTypedConstraint (HINGE_CONSTRAINT_TYPE), 33 m_enableAngularMotor(false), 34 m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), 35 m_useReferenceFrameA(false) 36 { 37 m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); 38 } 39 40 //----------------------------------------------------------------------------- 26 m_enableAngularMotor(false) 27 { 28 } 41 29 42 30 btHingeConstraint::btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB, 43 btVector3& axisInA,btVector3& axisInB , bool useReferenceFrameA)31 btVector3& axisInA,btVector3& axisInB) 44 32 :btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA,rbB), 45 33 m_angularOnly(false), 46 m_enableAngularMotor(false), 47 m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), 48 m_useReferenceFrameA(useReferenceFrameA) 34 m_enableAngularMotor(false) 49 35 { 50 36 m_rbAFrame.getOrigin() = pivotInA; … … 75 61 76 62 m_rbBFrame.getOrigin() = pivotInB; 77 m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(), axisInB.getX(),78 rbAxisB1.getY(),rbAxisB2.getY(), axisInB.getY(),79 rbAxisB1.getZ(),rbAxisB2.getZ(), axisInB.getZ() );63 m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(),-axisInB.getX(), 64 rbAxisB1.getY(),rbAxisB2.getY(),-axisInB.getY(), 65 rbAxisB1.getZ(),rbAxisB2.getZ(),-axisInB.getZ() ); 80 66 81 67 //start with free … … 86 72 m_limitSoftness = 0.9f; 87 73 m_solveLimit = false; 88 m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); 89 } 90 91 //----------------------------------------------------------------------------- 92 93 btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA, bool useReferenceFrameA) 94 :btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA), m_angularOnly(false), m_enableAngularMotor(false), 95 m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), 96 m_useReferenceFrameA(useReferenceFrameA) 74 75 } 76 77 78 79 btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA) 80 :btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA), m_angularOnly(false), m_enableAngularMotor(false) 97 81 { 98 82 … … 107 91 rbAxisA1.getZ(),rbAxisA2.getZ(),axisInA.getZ() ); 108 92 109 btVector3 axisInB = rbA.getCenterOfMassTransform().getBasis() * axisInA;93 btVector3 axisInB = rbA.getCenterOfMassTransform().getBasis() * -axisInA; 110 94 111 95 btQuaternion rotationArc = shortestArcQuat(axisInA,axisInB); … … 126 110 m_limitSoftness = 0.9f; 127 111 m_solveLimit = false; 128 m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); 129 } 130 131 //----------------------------------------------------------------------------- 112 } 132 113 133 114 btHingeConstraint::btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, 134 const btTransform& rbAFrame, const btTransform& rbBFrame , bool useReferenceFrameA)115 const btTransform& rbAFrame, const btTransform& rbBFrame) 135 116 :btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA,rbB),m_rbAFrame(rbAFrame),m_rbBFrame(rbBFrame), 136 117 m_angularOnly(false), 137 m_enableAngularMotor(false), 138 m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), 139 m_useReferenceFrameA(useReferenceFrameA) 140 { 118 m_enableAngularMotor(false) 119 { 120 // flip axis 121 m_rbBFrame.getBasis()[0][2] *= btScalar(-1.); 122 m_rbBFrame.getBasis()[1][2] *= btScalar(-1.); 123 m_rbBFrame.getBasis()[2][2] *= btScalar(-1.); 124 141 125 //start with free 142 126 m_lowerLimit = btScalar(1e30); … … 146 130 m_limitSoftness = 0.9f; 147 131 m_solveLimit = false; 148 m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f);149 132 } 150 133 151 //----------------------------------------------------------------------------- 152 153 btHingeConstraint::btHingeConstraint(btRigidBody& rbA, const btTransform& rbAFrame , bool useReferenceFrameA)134 135 136 btHingeConstraint::btHingeConstraint(btRigidBody& rbA, const btTransform& rbAFrame) 154 137 :btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA),m_rbAFrame(rbAFrame),m_rbBFrame(rbAFrame), 155 138 m_angularOnly(false), 156 m_enableAngularMotor(false), 157 m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), 158 m_useReferenceFrameA(useReferenceFrameA) 139 m_enableAngularMotor(false) 159 140 { 160 141 ///not providing rigidbody B means implicitly using worldspace for body B 142 143 // flip axis 144 m_rbBFrame.getBasis()[0][2] *= btScalar(-1.); 145 m_rbBFrame.getBasis()[1][2] *= btScalar(-1.); 146 m_rbBFrame.getBasis()[2][2] *= btScalar(-1.); 161 147 162 148 m_rbBFrame.getOrigin() = m_rbA.getCenterOfMassTransform()(m_rbAFrame.getOrigin()); … … 169 155 m_limitSoftness = 0.9f; 170 156 m_solveLimit = false; 171 m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); 172 } 173 174 //----------------------------------------------------------------------------- 157 } 175 158 176 159 void btHingeConstraint::buildJacobian() 177 160 { 178 if (m_useSolveConstraintObsolete) 161 m_appliedImpulse = btScalar(0.); 162 163 if (!m_angularOnly) 179 164 { 180 m_appliedImpulse = btScalar(0.); 181 182 if (!m_angularOnly) 183 { 184 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 185 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 186 btVector3 relPos = pivotBInW - pivotAInW; 187 188 btVector3 normal[3]; 189 if (relPos.length2() > SIMD_EPSILON) 190 { 191 normal[0] = relPos.normalized(); 192 } 193 else 194 { 195 normal[0].setValue(btScalar(1.0),0,0); 196 } 197 198 btPlaneSpace1(normal[0], normal[1], normal[2]); 199 200 for (int i=0;i<3;i++) 201 { 202 new (&m_jac[i]) btJacobianEntry( 165 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 166 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 167 btVector3 relPos = pivotBInW - pivotAInW; 168 169 btVector3 normal[3]; 170 if (relPos.length2() > SIMD_EPSILON) 171 { 172 normal[0] = relPos.normalized(); 173 } 174 else 175 { 176 normal[0].setValue(btScalar(1.0),0,0); 177 } 178 179 btPlaneSpace1(normal[0], normal[1], normal[2]); 180 181 for (int i=0;i<3;i++) 182 { 183 new (&m_jac[i]) btJacobianEntry( 203 184 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 204 185 m_rbB.getCenterOfMassTransform().getBasis().transpose(), … … 210 191 m_rbB.getInvInertiaDiagLocal(), 211 192 m_rbB.getInvMass()); 193 } 194 } 195 196 //calculate two perpendicular jointAxis, orthogonal to hingeAxis 197 //these two jointAxis require equal angular velocities for both bodies 198 199 //this is unused for now, it's a todo 200 btVector3 jointAxis0local; 201 btVector3 jointAxis1local; 202 203 btPlaneSpace1(m_rbAFrame.getBasis().getColumn(2),jointAxis0local,jointAxis1local); 204 205 getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 206 btVector3 jointAxis0 = getRigidBodyA().getCenterOfMassTransform().getBasis() * jointAxis0local; 207 btVector3 jointAxis1 = getRigidBodyA().getCenterOfMassTransform().getBasis() * jointAxis1local; 208 btVector3 hingeAxisWorld = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 209 210 new (&m_jacAng[0]) btJacobianEntry(jointAxis0, 211 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 212 m_rbB.getCenterOfMassTransform().getBasis().transpose(), 213 m_rbA.getInvInertiaDiagLocal(), 214 m_rbB.getInvInertiaDiagLocal()); 215 216 new (&m_jacAng[1]) btJacobianEntry(jointAxis1, 217 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 218 m_rbB.getCenterOfMassTransform().getBasis().transpose(), 219 m_rbA.getInvInertiaDiagLocal(), 220 m_rbB.getInvInertiaDiagLocal()); 221 222 new (&m_jacAng[2]) btJacobianEntry(hingeAxisWorld, 223 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 224 m_rbB.getCenterOfMassTransform().getBasis().transpose(), 225 m_rbA.getInvInertiaDiagLocal(), 226 m_rbB.getInvInertiaDiagLocal()); 227 228 229 // Compute limit information 230 btScalar hingeAngle = getHingeAngle(); 231 232 //set bias, sign, clear accumulator 233 m_correction = btScalar(0.); 234 m_limitSign = btScalar(0.); 235 m_solveLimit = false; 236 m_accLimitImpulse = btScalar(0.); 237 238 // if (m_lowerLimit < m_upperLimit) 239 if (m_lowerLimit <= m_upperLimit) 240 { 241 // if (hingeAngle <= m_lowerLimit*m_limitSoftness) 242 if (hingeAngle <= m_lowerLimit) 243 { 244 m_correction = (m_lowerLimit - hingeAngle); 245 m_limitSign = 1.0f; 246 m_solveLimit = true; 247 } 248 // else if (hingeAngle >= m_upperLimit*m_limitSoftness) 249 else if (hingeAngle >= m_upperLimit) 250 { 251 m_correction = m_upperLimit - hingeAngle; 252 m_limitSign = -1.0f; 253 m_solveLimit = true; 254 } 255 } 256 257 //Compute K = J*W*J' for hinge axis 258 btVector3 axisA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 259 m_kHinge = 1.0f / (getRigidBodyA().computeAngularImpulseDenominator(axisA) + 260 getRigidBodyB().computeAngularImpulseDenominator(axisA)); 261 262 } 263 264 void btHingeConstraint::solveConstraint(btScalar timeStep) 265 { 266 267 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 268 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 269 270 btScalar tau = btScalar(0.3); 271 272 //linear part 273 if (!m_angularOnly) 274 { 275 btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 276 btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 277 278 btVector3 vel1 = m_rbA.getVelocityInLocalPoint(rel_pos1); 279 btVector3 vel2 = m_rbB.getVelocityInLocalPoint(rel_pos2); 280 btVector3 vel = vel1 - vel2; 281 282 for (int i=0;i<3;i++) 283 { 284 const btVector3& normal = m_jac[i].m_linearJointAxis; 285 btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal(); 286 287 btScalar rel_vel; 288 rel_vel = normal.dot(vel); 289 //positional error (zeroth order error) 290 btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal 291 btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv; 292 m_appliedImpulse += impulse; 293 btVector3 impulse_vector = normal * impulse; 294 m_rbA.applyImpulse(impulse_vector, pivotAInW - m_rbA.getCenterOfMassPosition()); 295 m_rbB.applyImpulse(-impulse_vector, pivotBInW - m_rbB.getCenterOfMassPosition()); 296 } 297 } 298 299 300 { 301 ///solve angular part 302 303 // get axes in world space 304 btVector3 axisA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 305 btVector3 axisB = getRigidBodyB().getCenterOfMassTransform().getBasis() * m_rbBFrame.getBasis().getColumn(2); 306 307 const btVector3& angVelA = getRigidBodyA().getAngularVelocity(); 308 const btVector3& angVelB = getRigidBodyB().getAngularVelocity(); 309 310 btVector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA); 311 btVector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB); 312 313 btVector3 angAorthog = angVelA - angVelAroundHingeAxisA; 314 btVector3 angBorthog = angVelB - angVelAroundHingeAxisB; 315 btVector3 velrelOrthog = angAorthog-angBorthog; 316 { 317 //solve orthogonal angular velocity correction 318 btScalar relaxation = btScalar(1.); 319 btScalar len = velrelOrthog.length(); 320 if (len > btScalar(0.00001)) 321 { 322 btVector3 normal = velrelOrthog.normalized(); 323 btScalar denom = getRigidBodyA().computeAngularImpulseDenominator(normal) + 324 getRigidBodyB().computeAngularImpulseDenominator(normal); 325 // scale for mass and relaxation 326 velrelOrthog *= (btScalar(1.)/denom) * m_relaxationFactor; 212 327 } 213 } 214 215 //calculate two perpendicular jointAxis, orthogonal to hingeAxis 216 //these two jointAxis require equal angular velocities for both bodies 217 218 //this is unused for now, it's a todo 219 btVector3 jointAxis0local; 220 btVector3 jointAxis1local; 221 222 btPlaneSpace1(m_rbAFrame.getBasis().getColumn(2),jointAxis0local,jointAxis1local); 223 224 getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 225 btVector3 jointAxis0 = getRigidBodyA().getCenterOfMassTransform().getBasis() * jointAxis0local; 226 btVector3 jointAxis1 = getRigidBodyA().getCenterOfMassTransform().getBasis() * jointAxis1local; 227 btVector3 hingeAxisWorld = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 328 329 //solve angular positional correction 330 btVector3 angularError = -axisA.cross(axisB) *(btScalar(1.)/timeStep); 331 btScalar len2 = angularError.length(); 332 if (len2>btScalar(0.00001)) 333 { 334 btVector3 normal2 = angularError.normalized(); 335 btScalar denom2 = getRigidBodyA().computeAngularImpulseDenominator(normal2) + 336 getRigidBodyB().computeAngularImpulseDenominator(normal2); 337 angularError *= (btScalar(1.)/denom2) * relaxation; 338 } 339 340 m_rbA.applyTorqueImpulse(-velrelOrthog+angularError); 341 m_rbB.applyTorqueImpulse(velrelOrthog-angularError); 342 343 // solve limit 344 if (m_solveLimit) 345 { 346 btScalar amplitude = ( (angVelB - angVelA).dot( axisA )*m_relaxationFactor + m_correction* (btScalar(1.)/timeStep)*m_biasFactor ) * m_limitSign; 347 348 btScalar impulseMag = amplitude * m_kHinge; 349 350 // Clamp the accumulated impulse 351 btScalar temp = m_accLimitImpulse; 352 m_accLimitImpulse = btMax(m_accLimitImpulse + impulseMag, btScalar(0) ); 353 impulseMag = m_accLimitImpulse - temp; 354 355 356 btVector3 impulse = axisA * impulseMag * m_limitSign; 357 m_rbA.applyTorqueImpulse(impulse); 358 m_rbB.applyTorqueImpulse(-impulse); 359 } 360 } 361 362 //apply motor 363 if (m_enableAngularMotor) 364 { 365 //todo: add limits too 366 btVector3 angularLimit(0,0,0); 367 368 btVector3 velrel = angVelAroundHingeAxisA - angVelAroundHingeAxisB; 369 btScalar projRelVel = velrel.dot(axisA); 370 371 btScalar desiredMotorVel = m_motorTargetVelocity; 372 btScalar motor_relvel = desiredMotorVel - projRelVel; 373 374 btScalar unclippedMotorImpulse = m_kHinge * motor_relvel;; 375 //todo: should clip against accumulated impulse 376 btScalar clippedMotorImpulse = unclippedMotorImpulse > m_maxMotorImpulse ? m_maxMotorImpulse : unclippedMotorImpulse; 377 clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse; 378 btVector3 motorImp = clippedMotorImpulse * axisA; 379 380 m_rbA.applyTorqueImpulse(motorImp+angularLimit); 381 m_rbB.applyTorqueImpulse(-motorImp-angularLimit); 228 382 229 new (&m_jacAng[0]) btJacobianEntry(jointAxis0, 230 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 231 m_rbB.getCenterOfMassTransform().getBasis().transpose(), 232 m_rbA.getInvInertiaDiagLocal(), 233 m_rbB.getInvInertiaDiagLocal()); 234 235 new (&m_jacAng[1]) btJacobianEntry(jointAxis1, 236 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 237 m_rbB.getCenterOfMassTransform().getBasis().transpose(), 238 m_rbA.getInvInertiaDiagLocal(), 239 m_rbB.getInvInertiaDiagLocal()); 240 241 new (&m_jacAng[2]) btJacobianEntry(hingeAxisWorld, 242 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 243 m_rbB.getCenterOfMassTransform().getBasis().transpose(), 244 m_rbA.getInvInertiaDiagLocal(), 245 m_rbB.getInvInertiaDiagLocal()); 246 247 // clear accumulator 248 m_accLimitImpulse = btScalar(0.); 249 250 // test angular limit 251 testLimit(); 252 253 //Compute K = J*W*J' for hinge axis 254 btVector3 axisA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 255 m_kHinge = 1.0f / (getRigidBodyA().computeAngularImpulseDenominator(axisA) + 256 getRigidBodyB().computeAngularImpulseDenominator(axisA)); 257 383 } 258 384 } 259 } 260 261 //----------------------------------------------------------------------------- 262 263 void btHingeConstraint::getInfo1(btConstraintInfo1* info) 264 { 265 if (m_useSolveConstraintObsolete) 266 { 267 info->m_numConstraintRows = 0; 268 info->nub = 0; 269 } 270 else 271 { 272 info->m_numConstraintRows = 5; // Fixed 3 linear + 2 angular 273 info->nub = 1; 274 //prepare constraint 275 testLimit(); 276 if(getSolveLimit() || getEnableAngularMotor()) 277 { 278 info->m_numConstraintRows++; // limit 3rd anguar as well 279 info->nub--; 280 } 281 } 282 } // btHingeConstraint::getInfo1 () 283 284 //----------------------------------------------------------------------------- 285 286 void btHingeConstraint::getInfo2 (btConstraintInfo2* info) 287 { 288 btAssert(!m_useSolveConstraintObsolete); 289 int i, s = info->rowskip; 290 // transforms in world space 291 btTransform trA = m_rbA.getCenterOfMassTransform()*m_rbAFrame; 292 btTransform trB = m_rbB.getCenterOfMassTransform()*m_rbBFrame; 293 // pivot point 294 btVector3 pivotAInW = trA.getOrigin(); 295 btVector3 pivotBInW = trB.getOrigin(); 296 // linear (all fixed) 297 info->m_J1linearAxis[0] = 1; 298 info->m_J1linearAxis[s + 1] = 1; 299 info->m_J1linearAxis[2 * s + 2] = 1; 300 btVector3 a1 = pivotAInW - m_rbA.getCenterOfMassTransform().getOrigin(); 301 { 302 btVector3* angular0 = (btVector3*)(info->m_J1angularAxis); 303 btVector3* angular1 = (btVector3*)(info->m_J1angularAxis + s); 304 btVector3* angular2 = (btVector3*)(info->m_J1angularAxis + 2 * s); 305 btVector3 a1neg = -a1; 306 a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2); 307 } 308 btVector3 a2 = pivotBInW - m_rbB.getCenterOfMassTransform().getOrigin(); 309 { 310 btVector3* angular0 = (btVector3*)(info->m_J2angularAxis); 311 btVector3* angular1 = (btVector3*)(info->m_J2angularAxis + s); 312 btVector3* angular2 = (btVector3*)(info->m_J2angularAxis + 2 * s); 313 a2.getSkewSymmetricMatrix(angular0,angular1,angular2); 314 } 315 // linear RHS 316 btScalar k = info->fps * info->erp; 317 for(i = 0; i < 3; i++) 318 { 319 info->m_constraintError[i * s] = k * (pivotBInW[i] - pivotAInW[i]); 320 } 321 // make rotations around X and Y equal 322 // the hinge axis should be the only unconstrained 323 // rotational axis, the angular velocity of the two bodies perpendicular to 324 // the hinge axis should be equal. thus the constraint equations are 325 // p*w1 - p*w2 = 0 326 // q*w1 - q*w2 = 0 327 // where p and q are unit vectors normal to the hinge axis, and w1 and w2 328 // are the angular velocity vectors of the two bodies. 329 // get hinge axis (Z) 330 btVector3 ax1 = trA.getBasis().getColumn(2); 331 // get 2 orthos to hinge axis (X, Y) 332 btVector3 p = trA.getBasis().getColumn(0); 333 btVector3 q = trA.getBasis().getColumn(1); 334 // set the two hinge angular rows 335 int s3 = 3 * info->rowskip; 336 int s4 = 4 * info->rowskip; 337 338 info->m_J1angularAxis[s3 + 0] = p[0]; 339 info->m_J1angularAxis[s3 + 1] = p[1]; 340 info->m_J1angularAxis[s3 + 2] = p[2]; 341 info->m_J1angularAxis[s4 + 0] = q[0]; 342 info->m_J1angularAxis[s4 + 1] = q[1]; 343 info->m_J1angularAxis[s4 + 2] = q[2]; 344 345 info->m_J2angularAxis[s3 + 0] = -p[0]; 346 info->m_J2angularAxis[s3 + 1] = -p[1]; 347 info->m_J2angularAxis[s3 + 2] = -p[2]; 348 info->m_J2angularAxis[s4 + 0] = -q[0]; 349 info->m_J2angularAxis[s4 + 1] = -q[1]; 350 info->m_J2angularAxis[s4 + 2] = -q[2]; 351 // compute the right hand side of the constraint equation. set relative 352 // body velocities along p and q to bring the hinge back into alignment. 353 // if ax1,ax2 are the unit length hinge axes as computed from body1 and 354 // body2, we need to rotate both bodies along the axis u = (ax1 x ax2). 355 // if `theta' is the angle between ax1 and ax2, we need an angular velocity 356 // along u to cover angle erp*theta in one step : 357 // |angular_velocity| = angle/time = erp*theta / stepsize 358 // = (erp*fps) * theta 359 // angular_velocity = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2| 360 // = (erp*fps) * theta * (ax1 x ax2) / sin(theta) 361 // ...as ax1 and ax2 are unit length. if theta is smallish, 362 // theta ~= sin(theta), so 363 // angular_velocity = (erp*fps) * (ax1 x ax2) 364 // ax1 x ax2 is in the plane space of ax1, so we project the angular 365 // velocity to p and q to find the right hand side. 366 btVector3 ax2 = trB.getBasis().getColumn(2); 367 btVector3 u = ax1.cross(ax2); 368 info->m_constraintError[s3] = k * u.dot(p); 369 info->m_constraintError[s4] = k * u.dot(q); 370 // check angular limits 371 int nrow = 4; // last filled row 372 int srow; 373 btScalar limit_err = btScalar(0.0); 374 int limit = 0; 375 if(getSolveLimit()) 376 { 377 limit_err = m_correction * m_referenceSign; 378 limit = (limit_err > btScalar(0.0)) ? 1 : 2; 379 } 380 // if the hinge has joint limits or motor, add in the extra row 381 int powered = 0; 382 if(getEnableAngularMotor()) 383 { 384 powered = 1; 385 } 386 if(limit || powered) 387 { 388 nrow++; 389 srow = nrow * info->rowskip; 390 info->m_J1angularAxis[srow+0] = ax1[0]; 391 info->m_J1angularAxis[srow+1] = ax1[1]; 392 info->m_J1angularAxis[srow+2] = ax1[2]; 393 394 info->m_J2angularAxis[srow+0] = -ax1[0]; 395 info->m_J2angularAxis[srow+1] = -ax1[1]; 396 info->m_J2angularAxis[srow+2] = -ax1[2]; 397 398 btScalar lostop = getLowerLimit(); 399 btScalar histop = getUpperLimit(); 400 if(limit && (lostop == histop)) 401 { // the joint motor is ineffective 402 powered = 0; 403 } 404 info->m_constraintError[srow] = btScalar(0.0f); 405 if(powered) 406 { 407 info->cfm[srow] = btScalar(0.0); 408 btScalar mot_fact = getMotorFactor(m_hingeAngle, lostop, histop, m_motorTargetVelocity, info->fps * info->erp); 409 info->m_constraintError[srow] += mot_fact * m_motorTargetVelocity * m_referenceSign; 410 info->m_lowerLimit[srow] = - m_maxMotorImpulse; 411 info->m_upperLimit[srow] = m_maxMotorImpulse; 412 } 413 if(limit) 414 { 415 k = info->fps * info->erp; 416 info->m_constraintError[srow] += k * limit_err; 417 info->cfm[srow] = btScalar(0.0); 418 if(lostop == histop) 419 { 420 // limited low and high simultaneously 421 info->m_lowerLimit[srow] = -SIMD_INFINITY; 422 info->m_upperLimit[srow] = SIMD_INFINITY; 423 } 424 else if(limit == 1) 425 { // low limit 426 info->m_lowerLimit[srow] = 0; 427 info->m_upperLimit[srow] = SIMD_INFINITY; 428 } 429 else 430 { // high limit 431 info->m_lowerLimit[srow] = -SIMD_INFINITY; 432 info->m_upperLimit[srow] = 0; 433 } 434 // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that) 435 btScalar bounce = m_relaxationFactor; 436 if(bounce > btScalar(0.0)) 437 { 438 btScalar vel = m_rbA.getAngularVelocity().dot(ax1); 439 vel -= m_rbB.getAngularVelocity().dot(ax1); 440 // only apply bounce if the velocity is incoming, and if the 441 // resulting c[] exceeds what we already have. 442 if(limit == 1) 443 { // low limit 444 if(vel < 0) 445 { 446 btScalar newc = -bounce * vel; 447 if(newc > info->m_constraintError[srow]) 448 { 449 info->m_constraintError[srow] = newc; 450 } 451 } 452 } 453 else 454 { // high limit - all those computations are reversed 455 if(vel > 0) 456 { 457 btScalar newc = -bounce * vel; 458 if(newc < info->m_constraintError[srow]) 459 { 460 info->m_constraintError[srow] = newc; 461 } 462 } 463 } 464 } 465 info->m_constraintError[srow] *= m_biasFactor; 466 } // if(limit) 467 } // if angular limit or powered 468 } 469 470 //----------------------------------------------------------------------------- 471 472 void btHingeConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep) 473 { 474 475 ///for backwards compatibility during the transition to 'getInfo/getInfo2' 476 if (m_useSolveConstraintObsolete) 477 { 478 479 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); 480 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); 481 482 btScalar tau = btScalar(0.3); 483 484 //linear part 485 if (!m_angularOnly) 486 { 487 btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 488 btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 489 490 btVector3 vel1,vel2; 491 bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1); 492 bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2); 493 btVector3 vel = vel1 - vel2; 494 495 for (int i=0;i<3;i++) 496 { 497 const btVector3& normal = m_jac[i].m_linearJointAxis; 498 btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal(); 499 500 btScalar rel_vel; 501 rel_vel = normal.dot(vel); 502 //positional error (zeroth order error) 503 btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal 504 btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv; 505 m_appliedImpulse += impulse; 506 btVector3 impulse_vector = normal * impulse; 507 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); 508 btVector3 ftorqueAxis2 = rel_pos2.cross(normal); 509 bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse); 510 bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse); 511 } 512 } 513 514 515 { 516 ///solve angular part 517 518 // get axes in world space 519 btVector3 axisA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); 520 btVector3 axisB = getRigidBodyB().getCenterOfMassTransform().getBasis() * m_rbBFrame.getBasis().getColumn(2); 521 522 btVector3 angVelA; 523 bodyA.getAngularVelocity(angVelA); 524 btVector3 angVelB; 525 bodyB.getAngularVelocity(angVelB); 526 527 btVector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA); 528 btVector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB); 529 530 btVector3 angAorthog = angVelA - angVelAroundHingeAxisA; 531 btVector3 angBorthog = angVelB - angVelAroundHingeAxisB; 532 btVector3 velrelOrthog = angAorthog-angBorthog; 533 { 534 535 536 //solve orthogonal angular velocity correction 537 btScalar relaxation = btScalar(1.); 538 btScalar len = velrelOrthog.length(); 539 if (len > btScalar(0.00001)) 540 { 541 btVector3 normal = velrelOrthog.normalized(); 542 btScalar denom = getRigidBodyA().computeAngularImpulseDenominator(normal) + 543 getRigidBodyB().computeAngularImpulseDenominator(normal); 544 // scale for mass and relaxation 545 //velrelOrthog *= (btScalar(1.)/denom) * m_relaxationFactor; 546 547 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*velrelOrthog,-(btScalar(1.)/denom)); 548 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*velrelOrthog,(btScalar(1.)/denom)); 549 550 } 551 552 //solve angular positional correction 553 btVector3 angularError = axisA.cross(axisB) *(btScalar(1.)/timeStep); 554 btScalar len2 = angularError.length(); 555 if (len2>btScalar(0.00001)) 556 { 557 btVector3 normal2 = angularError.normalized(); 558 btScalar denom2 = getRigidBodyA().computeAngularImpulseDenominator(normal2) + 559 getRigidBodyB().computeAngularImpulseDenominator(normal2); 560 //angularError *= (btScalar(1.)/denom2) * relaxation; 561 562 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*angularError,(btScalar(1.)/denom2)); 563 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*angularError,-(btScalar(1.)/denom2)); 564 565 } 566 567 568 569 570 571 // solve limit 572 if (m_solveLimit) 573 { 574 btScalar amplitude = ( (angVelB - angVelA).dot( axisA )*m_relaxationFactor + m_correction* (btScalar(1.)/timeStep)*m_biasFactor ) * m_limitSign; 575 576 btScalar impulseMag = amplitude * m_kHinge; 577 578 // Clamp the accumulated impulse 579 btScalar temp = m_accLimitImpulse; 580 m_accLimitImpulse = btMax(m_accLimitImpulse + impulseMag, btScalar(0) ); 581 impulseMag = m_accLimitImpulse - temp; 582 583 584 585 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*axisA,impulseMag * m_limitSign); 586 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*axisA,-(impulseMag * m_limitSign)); 587 588 } 589 } 590 591 //apply motor 592 if (m_enableAngularMotor) 593 { 594 //todo: add limits too 595 btVector3 angularLimit(0,0,0); 596 597 btVector3 velrel = angVelAroundHingeAxisA - angVelAroundHingeAxisB; 598 btScalar projRelVel = velrel.dot(axisA); 599 600 btScalar desiredMotorVel = m_motorTargetVelocity; 601 btScalar motor_relvel = desiredMotorVel - projRelVel; 602 603 btScalar unclippedMotorImpulse = m_kHinge * motor_relvel;; 604 //todo: should clip against accumulated impulse 605 btScalar clippedMotorImpulse = unclippedMotorImpulse > m_maxMotorImpulse ? m_maxMotorImpulse : unclippedMotorImpulse; 606 clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse; 607 btVector3 motorImp = clippedMotorImpulse * axisA; 608 609 bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*axisA,clippedMotorImpulse); 610 bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*axisA,-clippedMotorImpulse); 611 612 } 613 } 614 } 615 616 } 617 618 //----------------------------------------------------------------------------- 385 386 } 619 387 620 388 void btHingeConstraint::updateRHS(btScalar timeStep) … … 623 391 624 392 } 625 626 //-----------------------------------------------------------------------------627 393 628 394 btScalar btHingeConstraint::getHingeAngle() … … 631 397 const btVector3 refAxis1 = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(1); 632 398 const btVector3 swingAxis = getRigidBodyB().getCenterOfMassTransform().getBasis() * m_rbBFrame.getBasis().getColumn(1); 633 btScalar angle = btAtan2Fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1)); 634 return m_referenceSign * angle; 635 } 636 637 //----------------------------------------------------------------------------- 638 639 void btHingeConstraint::testLimit() 640 { 641 // Compute limit information 642 m_hingeAngle = getHingeAngle(); 643 m_correction = btScalar(0.); 644 m_limitSign = btScalar(0.); 645 m_solveLimit = false; 646 if (m_lowerLimit <= m_upperLimit) 647 { 648 if (m_hingeAngle <= m_lowerLimit) 649 { 650 m_correction = (m_lowerLimit - m_hingeAngle); 651 m_limitSign = 1.0f; 652 m_solveLimit = true; 653 } 654 else if (m_hingeAngle >= m_upperLimit) 655 { 656 m_correction = m_upperLimit - m_hingeAngle; 657 m_limitSign = -1.0f; 658 m_solveLimit = true; 659 } 660 } 661 return; 662 } // btHingeConstraint::testLimit() 663 664 //----------------------------------------------------------------------------- 665 //----------------------------------------------------------------------------- 666 //----------------------------------------------------------------------------- 399 400 return btAtan2Fast( swingAxis.dot(refAxis0), swingAxis.dot(refAxis1) ); 401 } 402 -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btHingeConstraint.h
r2907 r2908 54 54 55 55 btScalar m_accLimitImpulse; 56 btScalar m_hingeAngle;57 btScalar m_referenceSign;58 56 59 57 bool m_angularOnly; 60 58 bool m_enableAngularMotor; 61 59 bool m_solveLimit; 62 bool m_useSolveConstraintObsolete;63 bool m_useReferenceFrameA;64 60 65 61 66 62 public: 67 63 68 btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB, btVector3& axisInA,btVector3& axisInB , bool useReferenceFrameA = false);64 btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB, btVector3& axisInA,btVector3& axisInB); 69 65 70 btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA , bool useReferenceFrameA = false);66 btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA); 71 67 72 btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& rbAFrame, const btTransform& rbBFrame , bool useReferenceFrameA = false);68 btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& rbAFrame, const btTransform& rbBFrame); 73 69 74 btHingeConstraint(btRigidBody& rbA,const btTransform& rbAFrame , bool useReferenceFrameA = false);70 btHingeConstraint(btRigidBody& rbA,const btTransform& rbAFrame); 75 71 76 72 btHingeConstraint(); … … 78 74 virtual void buildJacobian(); 79 75 80 virtual void getInfo1 (btConstraintInfo1* info); 81 82 virtual void getInfo2 (btConstraintInfo2* info); 83 84 virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep); 76 virtual void solveConstraint(btScalar timeStep); 85 77 86 78 void updateRHS(btScalar timeStep); … … 95 87 } 96 88 97 btRigidBody& getRigidBodyA()98 {99 return m_rbA;100 }101 102 btRigidBody& getRigidBodyB()103 {104 return m_rbB;105 }106 107 89 void setAngularOnly(bool angularOnly) 108 90 { … … 141 123 btScalar getHingeAngle(); 142 124 143 void testLimit();144 145 125 146 126 const btTransform& getAFrame() { return m_rbAFrame; }; -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.cpp
r2907 r2908 22 22 23 23 btPoint2PointConstraint::btPoint2PointConstraint() 24 :btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE), 25 m_useSolveConstraintObsolete(false) 24 :btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE) 26 25 { 27 26 } 28 27 29 28 btPoint2PointConstraint::btPoint2PointConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB) 30 :btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE,rbA,rbB),m_pivotInA(pivotInA),m_pivotInB(pivotInB), 31 m_useSolveConstraintObsolete(false) 29 :btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE,rbA,rbB),m_pivotInA(pivotInA),m_pivotInB(pivotInB) 32 30 { 33 31 … … 36 34 37 35 btPoint2PointConstraint::btPoint2PointConstraint(btRigidBody& rbA,const btVector3& pivotInA) 38 :btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE,rbA),m_pivotInA(pivotInA),m_pivotInB(rbA.getCenterOfMassTransform()(pivotInA)), 39 m_useSolveConstraintObsolete(false) 36 :btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE,rbA),m_pivotInA(pivotInA),m_pivotInB(rbA.getCenterOfMassTransform()(pivotInA)) 40 37 { 41 38 … … 44 41 void btPoint2PointConstraint::buildJacobian() 45 42 { 46 ///we need it for both methods 43 m_appliedImpulse = btScalar(0.); 44 45 btVector3 normal(0,0,0); 46 47 for (int i=0;i<3;i++) 47 48 { 48 m_appliedImpulse = btScalar(0.); 49 50 btVector3 normal(0,0,0); 51 52 for (int i=0;i<3;i++) 53 { 54 normal[i] = 1; 55 new (&m_jac[i]) btJacobianEntry( 49 normal[i] = 1; 50 new (&m_jac[i]) btJacobianEntry( 56 51 m_rbA.getCenterOfMassTransform().getBasis().transpose(), 57 52 m_rbB.getCenterOfMassTransform().getBasis().transpose(), … … 64 59 m_rbB.getInvMass()); 65 60 normal[i] = 0; 66 }67 61 } 68 62 69 63 } 70 64 65 void btPoint2PointConstraint::solveConstraint(btScalar timeStep) 66 { 67 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA; 68 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB; 71 69 72 void btPoint2PointConstraint::getInfo1 (btConstraintInfo1* info)73 {74 if (m_useSolveConstraintObsolete)75 {76 info->m_numConstraintRows = 0;77 info->nub = 0;78 } else79 {80 info->m_numConstraintRows = 3;81 info->nub = 3;82 }83 }84 70 85 void btPoint2PointConstraint::getInfo2 (btConstraintInfo2* info) 86 { 87 btAssert(!m_useSolveConstraintObsolete); 71 btVector3 normal(0,0,0); 72 88 73 89 //retrieve matrices 90 btTransform body0_trans; 91 body0_trans = m_rbA.getCenterOfMassTransform(); 92 btTransform body1_trans; 93 body1_trans = m_rbB.getCenterOfMassTransform(); 74 // btVector3 angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity(); 75 // btVector3 angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity(); 94 76 95 // anchor points in global coordinates with respect to body PORs. 96 97 // set jacobian 98 info->m_J1linearAxis[0] = 1; 99 info->m_J1linearAxis[info->rowskip+1] = 1; 100 info->m_J1linearAxis[2*info->rowskip+2] = 1; 77 for (int i=0;i<3;i++) 78 { 79 normal[i] = 1; 80 btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal(); 101 81 102 btVector3 a1 = body0_trans.getBasis()*getPivotInA(); 103 { 104 btVector3* angular0 = (btVector3*)(info->m_J1angularAxis); 105 btVector3* angular1 = (btVector3*)(info->m_J1angularAxis+info->rowskip); 106 btVector3* angular2 = (btVector3*)(info->m_J1angularAxis+2*info->rowskip); 107 btVector3 a1neg = -a1; 108 a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2); 109 } 110 111 /*info->m_J2linearAxis[0] = -1; 112 info->m_J2linearAxis[s+1] = -1; 113 info->m_J2linearAxis[2*s+2] = -1; 82 btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 83 btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 84 //this jacobian entry could be re-used for all iterations 85 86 btVector3 vel1 = m_rbA.getVelocityInLocalPoint(rel_pos1); 87 btVector3 vel2 = m_rbB.getVelocityInLocalPoint(rel_pos2); 88 btVector3 vel = vel1 - vel2; 89 90 btScalar rel_vel; 91 rel_vel = normal.dot(vel); 92 93 /* 94 //velocity error (first order error) 95 btScalar rel_vel = m_jac[i].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA, 96 m_rbB.getLinearVelocity(),angvelB); 114 97 */ 115 98 116 btVector3 a2 = body1_trans.getBasis()*getPivotInB(); 117 118 { 119 btVector3 a2n = -a2; 120 btVector3* angular0 = (btVector3*)(info->m_J2angularAxis); 121 btVector3* angular1 = (btVector3*)(info->m_J2angularAxis+info->rowskip); 122 btVector3* angular2 = (btVector3*)(info->m_J2angularAxis+2*info->rowskip); 123 a2.getSkewSymmetricMatrix(angular0,angular1,angular2); 124 } 125 99 //positional error (zeroth order error) 100 btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal 101 102 btScalar impulse = depth*m_setting.m_tau/timeStep * jacDiagABInv - m_setting.m_damping * rel_vel * jacDiagABInv; 126 103 104 btScalar impulseClamp = m_setting.m_impulseClamp; 105 if (impulseClamp > 0) 106 { 107 if (impulse < -impulseClamp) 108 impulse = -impulseClamp; 109 if (impulse > impulseClamp) 110 impulse = impulseClamp; 111 } 127 112 128 // set right hand side 129 btScalar k = info->fps * info->erp; 130 int j; 131 132 for (j=0; j<3; j++) 133 { 134 info->m_constraintError[j*info->rowskip] = k * (a2[j] + body1_trans.getOrigin()[j] - a1[j] - body0_trans.getOrigin()[j]); 135 //printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]); 136 } 137 138 btScalar impulseClamp = m_setting.m_impulseClamp;// 139 for (j=0; j<3; j++) 140 { 141 if (m_setting.m_impulseClamp > 0) 142 { 143 info->m_lowerLimit[j*info->rowskip] = -impulseClamp; 144 info->m_upperLimit[j*info->rowskip] = impulseClamp; 145 } 146 } 147 148 } 149 150 151 void btPoint2PointConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep) 152 { 153 if (m_useSolveConstraintObsolete) 154 { 155 btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA; 156 btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB; 157 158 159 btVector3 normal(0,0,0); 113 m_appliedImpulse+=impulse; 114 btVector3 impulse_vector = normal * impulse; 115 m_rbA.applyImpulse(impulse_vector, pivotAInW - m_rbA.getCenterOfMassPosition()); 116 m_rbB.applyImpulse(-impulse_vector, pivotBInW - m_rbB.getCenterOfMassPosition()); 160 117 161 162 // btVector3 angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity(); 163 // btVector3 angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity(); 164 165 for (int i=0;i<3;i++) 166 { 167 normal[i] = 1; 168 btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal(); 169 170 btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); 171 btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); 172 //this jacobian entry could be re-used for all iterations 173 174 btVector3 vel1,vel2; 175 bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1); 176 bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2); 177 btVector3 vel = vel1 - vel2; 178 179 btScalar rel_vel; 180 rel_vel = normal.dot(vel); 181 182 /* 183 //velocity error (first order error) 184 btScalar rel_vel = m_jac[i].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA, 185 m_rbB.getLinearVelocity(),angvelB); 186 */ 187 188 //positional error (zeroth order error) 189 btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal 190 191 btScalar deltaImpulse = depth*m_setting.m_tau/timeStep * jacDiagABInv - m_setting.m_damping * rel_vel * jacDiagABInv; 192 193 btScalar impulseClamp = m_setting.m_impulseClamp; 194 195 const btScalar sum = btScalar(m_appliedImpulse) + deltaImpulse; 196 if (sum < -impulseClamp) 197 { 198 deltaImpulse = -impulseClamp-m_appliedImpulse; 199 m_appliedImpulse = -impulseClamp; 200 } 201 else if (sum > impulseClamp) 202 { 203 deltaImpulse = impulseClamp-m_appliedImpulse; 204 m_appliedImpulse = impulseClamp; 205 } 206 else 207 { 208 m_appliedImpulse = sum; 209 } 210 211 212 btVector3 impulse_vector = normal * deltaImpulse; 213 214 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); 215 btVector3 ftorqueAxis2 = rel_pos2.cross(normal); 216 bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,deltaImpulse); 217 bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-deltaImpulse); 218 219 220 normal[i] = 0; 221 } 118 normal[i] = 0; 222 119 } 223 120 } -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h
r2907 r2908 51 51 public: 52 52 53 ///for backwards compatibility during the transition to 'getInfo/getInfo2'54 bool m_useSolveConstraintObsolete;55 56 53 btConstraintSetting m_setting; 57 54 … … 64 61 virtual void buildJacobian(); 65 62 66 virtual void getInfo1 (btConstraintInfo1* info);67 63 68 virtual void getInfo2 (btConstraintInfo2* info); 69 70 71 virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep); 64 virtual void solveConstraint(btScalar timeStep); 72 65 73 66 void updateRHS(btScalar timeStep); -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
r2907 r2908 16 16 //#define COMPUTE_IMPULSE_DENOM 1 17 17 //It is not necessary (redundant) to refresh contact manifolds, this refresh has been moved to the collision algorithms. 18 //#define FORCE_REFESH_CONTACT_MANIFOLDS 1 18 19 19 20 #include "btSequentialImpulseConstraintSolver.h" … … 32 33 #include "btSolverBody.h" 33 34 #include "btSolverConstraint.h" 35 36 34 37 #include "LinearMath/btAlignedObjectArray.h" 35 #include <string.h> //for memset 38 39 40 int totalCpd = 0; 41 42 int gTotalContactPoints = 0; 43 44 struct btOrderIndex 45 { 46 int m_manifoldIndex; 47 int m_pointIndex; 48 }; 49 50 51 52 #define SEQUENTIAL_IMPULSE_MAX_SOLVER_POINTS 16384 53 static btOrderIndex gOrder[SEQUENTIAL_IMPULSE_MAX_SOLVER_POINTS]; 54 55 56 unsigned long btSequentialImpulseConstraintSolver::btRand2() 57 { 58 m_btSeed2 = (1664525L*m_btSeed2 + 1013904223L) & 0xffffffff; 59 return m_btSeed2; 60 } 61 62 63 64 //See ODE: adam's all-int straightforward(?) dRandInt (0..n-1) 65 int btSequentialImpulseConstraintSolver::btRandInt2 (int n) 66 { 67 // seems good; xor-fold and modulus 68 const unsigned long un = static_cast<unsigned long>(n); 69 unsigned long r = btRand2(); 70 71 // note: probably more aggressive than it needs to be -- might be 72 // able to get away without one or two of the innermost branches. 73 if (un <= 0x00010000UL) { 74 r ^= (r >> 16); 75 if (un <= 0x00000100UL) { 76 r ^= (r >> 8); 77 if (un <= 0x00000010UL) { 78 r ^= (r >> 4); 79 if (un <= 0x00000004UL) { 80 r ^= (r >> 2); 81 if (un <= 0x00000002UL) { 82 r ^= (r >> 1); 83 } 84 } 85 } 86 } 87 } 88 89 return (int) (r % un); 90 } 91 92 93 94 95 bool MyContactDestroyedCallback(void* userPersistentData); 96 bool MyContactDestroyedCallback(void* userPersistentData) 97 { 98 assert (userPersistentData); 99 btConstraintPersistentData* cpd = (btConstraintPersistentData*)userPersistentData; 100 btAlignedFree(cpd); 101 totalCpd--; 102 //printf("totalCpd = %i. DELETED Ptr %x\n",totalCpd,userPersistentData); 103 return true; 104 } 105 106 36 107 37 108 btSequentialImpulseConstraintSolver::btSequentialImpulseConstraintSolver() 38 109 :m_btSeed2(0) 39 110 { 40 111 gContactDestroyedCallback = &MyContactDestroyedCallback; 112 113 //initialize default friction/contact funcs 114 int i,j; 115 for (i=0;i<MAX_CONTACT_SOLVER_TYPES;i++) 116 for (j=0;j<MAX_CONTACT_SOLVER_TYPES;j++) 117 { 118 119 m_contactDispatch[i][j] = resolveSingleCollision; 120 m_frictionDispatch[i][j] = resolveSingleFriction; 121 } 41 122 } 42 123 43 124 btSequentialImpulseConstraintSolver::~btSequentialImpulseConstraintSolver() 44 125 { 45 } 46 47 #ifdef USE_SIMD 48 #include <emmintrin.h> 49 #define vec_splat(x, e) _mm_shuffle_ps(x, x, _MM_SHUFFLE(e,e,e,e)) 50 static inline __m128 _vmathVfDot3( __m128 vec0, __m128 vec1 ) 51 { 52 __m128 result = _mm_mul_ps( vec0, vec1); 53 return _mm_add_ps( vec_splat( result, 0 ), _mm_add_ps( vec_splat( result, 1 ), vec_splat( result, 2 ) ) ); 54 } 55 #endif//USE_SIMD 56 57 // Project Gauss Seidel or the equivalent Sequential Impulse 58 void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c) 59 { 60 #ifdef USE_SIMD 61 __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse); 62 __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit); 63 __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit); 64 __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhs), _mm_mul_ps(_mm_set1_ps(c.m_appliedImpulse),_mm_set1_ps(c.m_cfm))); 65 __m128 deltaVel1Dotn = _mm_add_ps(_vmathVfDot3(c.m_contactNormal.mVec128,body1.m_deltaLinearVelocity.mVec128), _vmathVfDot3(c.m_relpos1CrossNormal.mVec128,body1.m_deltaAngularVelocity.mVec128)); 66 __m128 deltaVel2Dotn = _mm_sub_ps(_vmathVfDot3(c.m_relpos2CrossNormal.mVec128,body2.m_deltaAngularVelocity.mVec128),_vmathVfDot3((c.m_contactNormal).mVec128,body2.m_deltaLinearVelocity.mVec128)); 67 deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv))); 68 deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv))); 69 btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse); 70 btSimdScalar resultLowerLess,resultUpperLess; 71 resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1); 72 resultUpperLess = _mm_cmplt_ps(sum,upperLimit1); 73 __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp); 74 deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) ); 75 c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) ); 76 __m128 upperMinApplied = _mm_sub_ps(upperLimit1,cpAppliedImp); 77 deltaImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, deltaImpulse), _mm_andnot_ps(resultUpperLess, upperMinApplied) ); 78 c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, c.m_appliedImpulse), _mm_andnot_ps(resultUpperLess, upperLimit1) ); 79 __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,_mm_set1_ps(body1.m_invMass)); 80 __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,_mm_set1_ps(body2.m_invMass)); 81 __m128 impulseMagnitude = deltaImpulse; 82 body1.m_deltaLinearVelocity.mVec128 = _mm_add_ps(body1.m_deltaLinearVelocity.mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude)); 83 body1.m_deltaAngularVelocity.mVec128 = _mm_add_ps(body1.m_deltaAngularVelocity.mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude)); 84 body2.m_deltaLinearVelocity.mVec128 = _mm_sub_ps(body2.m_deltaLinearVelocity.mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude)); 85 body2.m_deltaAngularVelocity.mVec128 = _mm_add_ps(body2.m_deltaAngularVelocity.mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude)); 86 #else 87 resolveSingleConstraintRowGeneric(body1,body2,c); 88 #endif 89 } 90 91 // Project Gauss Seidel or the equivalent Sequential Impulse 92 void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c) 93 { 94 btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm; 95 const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.m_deltaLinearVelocity) + c.m_relpos1CrossNormal.dot(body1.m_deltaAngularVelocity); 96 const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.m_deltaLinearVelocity) + c.m_relpos2CrossNormal.dot(body2.m_deltaAngularVelocity); 97 98 const btScalar delta_rel_vel = deltaVel1Dotn-deltaVel2Dotn; 99 deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv; 100 deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv; 101 102 const btScalar sum = btScalar(c.m_appliedImpulse) + deltaImpulse; 103 if (sum < c.m_lowerLimit) 104 { 105 deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse; 106 c.m_appliedImpulse = c.m_lowerLimit; 107 } 108 else if (sum > c.m_upperLimit) 109 { 110 deltaImpulse = c.m_upperLimit-c.m_appliedImpulse; 111 c.m_appliedImpulse = c.m_upperLimit; 112 } 113 else 114 { 115 c.m_appliedImpulse = sum; 116 } 117 if (body1.m_invMass) 118 body1.applyImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse); 119 if (body2.m_invMass) 120 body2.applyImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse); 121 } 122 123 void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimitSIMD(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c) 124 { 125 #ifdef USE_SIMD 126 __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse); 127 __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit); 128 __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit); 129 __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhs), _mm_mul_ps(_mm_set1_ps(c.m_appliedImpulse),_mm_set1_ps(c.m_cfm))); 130 __m128 deltaVel1Dotn = _mm_add_ps(_vmathVfDot3(c.m_contactNormal.mVec128,body1.m_deltaLinearVelocity.mVec128), _vmathVfDot3(c.m_relpos1CrossNormal.mVec128,body1.m_deltaAngularVelocity.mVec128)); 131 __m128 deltaVel2Dotn = _mm_sub_ps(_vmathVfDot3(c.m_relpos2CrossNormal.mVec128,body2.m_deltaAngularVelocity.mVec128),_vmathVfDot3((c.m_contactNormal).mVec128,body2.m_deltaLinearVelocity.mVec128)); 132 deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv))); 133 deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv))); 134 btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse); 135 btSimdScalar resultLowerLess,resultUpperLess; 136 resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1); 137 resultUpperLess = _mm_cmplt_ps(sum,upperLimit1); 138 __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp); 139 deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) ); 140 c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) ); 141 __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,_mm_set1_ps(body1.m_invMass)); 142 __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,_mm_set1_ps(body2.m_invMass)); 143 __m128 impulseMagnitude = deltaImpulse; 144 body1.m_deltaLinearVelocity.mVec128 = _mm_add_ps(body1.m_deltaLinearVelocity.mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude)); 145 body1.m_deltaAngularVelocity.mVec128 = _mm_add_ps(body1.m_deltaAngularVelocity.mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude)); 146 body2.m_deltaLinearVelocity.mVec128 = _mm_sub_ps(body2.m_deltaLinearVelocity.mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude)); 147 body2.m_deltaAngularVelocity.mVec128 = _mm_add_ps(body2.m_deltaAngularVelocity.mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude)); 148 #else 149 resolveSingleConstraintRowLowerLimit(body1,body2,c); 150 #endif 151 } 152 153 // Project Gauss Seidel or the equivalent Sequential Impulse 154 void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c) 155 { 156 btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm; 157 const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.m_deltaLinearVelocity) + c.m_relpos1CrossNormal.dot(body1.m_deltaAngularVelocity); 158 const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.m_deltaLinearVelocity) + c.m_relpos2CrossNormal.dot(body2.m_deltaAngularVelocity); 159 160 deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv; 161 deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv; 162 const btScalar sum = btScalar(c.m_appliedImpulse) + deltaImpulse; 163 if (sum < c.m_lowerLimit) 164 { 165 deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse; 166 c.m_appliedImpulse = c.m_lowerLimit; 167 } 168 else 169 { 170 c.m_appliedImpulse = sum; 171 } 172 if (body1.m_invMass) 173 body1.applyImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse); 174 if (body2.m_invMass) 175 body2.applyImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse); 176 } 177 178 179 180 unsigned long btSequentialImpulseConstraintSolver::btRand2() 181 { 182 m_btSeed2 = (1664525L*m_btSeed2 + 1013904223L) & 0xffffffff; 183 return m_btSeed2; 184 } 185 186 187 188 //See ODE: adam's all-int straightforward(?) dRandInt (0..n-1) 189 int btSequentialImpulseConstraintSolver::btRandInt2 (int n) 190 { 191 // seems good; xor-fold and modulus 192 const unsigned long un = static_cast<unsigned long>(n); 193 unsigned long r = btRand2(); 194 195 // note: probably more aggressive than it needs to be -- might be 196 // able to get away without one or two of the innermost branches. 197 if (un <= 0x00010000UL) { 198 r ^= (r >> 16); 199 if (un <= 0x00000100UL) { 200 r ^= (r >> 8); 201 if (un <= 0x00000010UL) { 202 r ^= (r >> 4); 203 if (un <= 0x00000004UL) { 204 r ^= (r >> 2); 205 if (un <= 0x00000002UL) { 206 r ^= (r >> 1); 207 } 208 } 209 } 210 } 211 } 212 213 return (int) (r % un); 214 } 215 216 217 218 void btSequentialImpulseConstraintSolver::initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject) 219 { 220 btRigidBody* rb = collisionObject? btRigidBody::upcast(collisionObject) : 0; 221 222 solverBody->m_deltaLinearVelocity.setValue(0.f,0.f,0.f); 223 solverBody->m_deltaAngularVelocity.setValue(0.f,0.f,0.f); 224 126 127 } 128 129 void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject); 130 void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject) 131 { 132 btRigidBody* rb = btRigidBody::upcast(collisionObject); 225 133 if (rb) 226 134 { 135 solverBody->m_angularVelocity = rb->getAngularVelocity() ; 136 solverBody->m_centerOfMassPosition = collisionObject->getWorldTransform().getOrigin(); 137 solverBody->m_friction = collisionObject->getFriction(); 227 138 solverBody->m_invMass = rb->getInvMass(); 139 solverBody->m_linearVelocity = rb->getLinearVelocity(); 228 140 solverBody->m_originalBody = rb; 229 141 solverBody->m_angularFactor = rb->getAngularFactor(); 230 142 } else 231 143 { 144 solverBody->m_angularVelocity.setValue(0,0,0); 145 solverBody->m_centerOfMassPosition = collisionObject->getWorldTransform().getOrigin(); 146 solverBody->m_friction = collisionObject->getFriction(); 232 147 solverBody->m_invMass = 0.f; 148 solverBody->m_linearVelocity.setValue(0,0,0); 233 149 solverBody->m_originalBody = 0; 234 150 solverBody->m_angularFactor = 1.f; 235 151 } 152 solverBody->m_pushVelocity.setValue(0.f,0.f,0.f); 153 solverBody->m_turnVelocity.setValue(0.f,0.f,0.f); 236 154 } 237 155 … … 239 157 int gNumSplitImpulseRecoveries = 0; 240 158 241 btScalar btSequentialImpulseConstraintSolver::restitutionCurve(btScalar rel_vel, btScalar restitution) 159 btScalar restitutionCurve(btScalar rel_vel, btScalar restitution); 160 btScalar restitutionCurve(btScalar rel_vel, btScalar restitution) 242 161 { 243 162 btScalar rest = restitution * -rel_vel; … … 246 165 247 166 248 249 void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection); 250 void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection) 251 { 252 if (colObj && colObj->hasAnisotropicFriction()) 253 { 254 // transform to local coordinates 255 btVector3 loc_lateral = frictionDirection * colObj->getWorldTransform().getBasis(); 256 const btVector3& friction_scaling = colObj->getAnisotropicFriction(); 257 //apply anisotropic friction 258 loc_lateral *= friction_scaling; 259 // ... and transform it back to global coordinates 260 frictionDirection = colObj->getWorldTransform().getBasis() * loc_lateral; 261 } 262 } 167 void resolveSplitPenetrationImpulseCacheFriendly( 168 btSolverBody& body1, 169 btSolverBody& body2, 170 const btSolverConstraint& contactConstraint, 171 const btContactSolverInfo& solverInfo); 172 173 //SIMD_FORCE_INLINE 174 void resolveSplitPenetrationImpulseCacheFriendly( 175 btSolverBody& body1, 176 btSolverBody& body2, 177 const btSolverConstraint& contactConstraint, 178 const btContactSolverInfo& solverInfo) 179 { 180 (void)solverInfo; 181 182 if (contactConstraint.m_penetration < solverInfo.m_splitImpulsePenetrationThreshold) 183 { 184 185 gNumSplitImpulseRecoveries++; 186 btScalar normalImpulse; 187 188 // Optimized version of projected relative velocity, use precomputed cross products with normal 189 // body1.getVelocityInLocalPoint(contactConstraint.m_rel_posA,vel1); 190 // body2.getVelocityInLocalPoint(contactConstraint.m_rel_posB,vel2); 191 // btVector3 vel = vel1 - vel2; 192 // btScalar rel_vel = contactConstraint.m_contactNormal.dot(vel); 193 194 btScalar rel_vel; 195 btScalar vel1Dotn = contactConstraint.m_contactNormal.dot(body1.m_pushVelocity) 196 + contactConstraint.m_relpos1CrossNormal.dot(body1.m_turnVelocity); 197 btScalar vel2Dotn = contactConstraint.m_contactNormal.dot(body2.m_pushVelocity) 198 + contactConstraint.m_relpos2CrossNormal.dot(body2.m_turnVelocity); 199 200 rel_vel = vel1Dotn-vel2Dotn; 201 202 203 btScalar positionalError = -contactConstraint.m_penetration * solverInfo.m_erp2/solverInfo.m_timeStep; 204 // btScalar positionalError = contactConstraint.m_penetration; 205 206 btScalar velocityError = contactConstraint.m_restitution - rel_vel;// * damping; 207 208 btScalar penetrationImpulse = positionalError * contactConstraint.m_jacDiagABInv; 209 btScalar velocityImpulse = velocityError * contactConstraint.m_jacDiagABInv; 210 normalImpulse = penetrationImpulse+velocityImpulse; 211 212 // See Erin Catto's GDC 2006 paper: Clamp the accumulated impulse 213 btScalar oldNormalImpulse = contactConstraint.m_appliedPushImpulse; 214 btScalar sum = oldNormalImpulse + normalImpulse; 215 contactConstraint.m_appliedPushImpulse = btScalar(0.) > sum ? btScalar(0.): sum; 216 217 normalImpulse = contactConstraint.m_appliedPushImpulse - oldNormalImpulse; 218 219 body1.internalApplyPushImpulse(contactConstraint.m_contactNormal*body1.m_invMass, contactConstraint.m_angularComponentA,normalImpulse); 220 221 body2.internalApplyPushImpulse(contactConstraint.m_contactNormal*body2.m_invMass, contactConstraint.m_angularComponentB,-normalImpulse); 222 223 } 224 225 } 226 227 228 //velocity + friction 229 //response between two dynamic objects with friction 230 231 btScalar resolveSingleCollisionCombinedCacheFriendly( 232 btSolverBody& body1, 233 btSolverBody& body2, 234 const btSolverConstraint& contactConstraint, 235 const btContactSolverInfo& solverInfo); 236 237 //SIMD_FORCE_INLINE 238 btScalar resolveSingleCollisionCombinedCacheFriendly( 239 btSolverBody& body1, 240 btSolverBody& body2, 241 const btSolverConstraint& contactConstraint, 242 const btContactSolverInfo& solverInfo) 243 { 244 (void)solverInfo; 245 246 btScalar normalImpulse; 247 248 { 249 250 251 // Optimized version of projected relative velocity, use precomputed cross products with normal 252 // body1.getVelocityInLocalPoint(contactConstraint.m_rel_posA,vel1); 253 // body2.getVelocityInLocalPoint(contactConstraint.m_rel_posB,vel2); 254 // btVector3 vel = vel1 - vel2; 255 // btScalar rel_vel = contactConstraint.m_contactNormal.dot(vel); 256 257 btScalar rel_vel; 258 btScalar vel1Dotn = contactConstraint.m_contactNormal.dot(body1.m_linearVelocity) 259 + contactConstraint.m_relpos1CrossNormal.dot(body1.m_angularVelocity); 260 btScalar vel2Dotn = contactConstraint.m_contactNormal.dot(body2.m_linearVelocity) 261 + contactConstraint.m_relpos2CrossNormal.dot(body2.m_angularVelocity); 262 263 rel_vel = vel1Dotn-vel2Dotn; 264 265 btScalar positionalError = 0.f; 266 if (!solverInfo.m_splitImpulse || (contactConstraint.m_penetration > solverInfo.m_splitImpulsePenetrationThreshold)) 267 { 268 positionalError = -contactConstraint.m_penetration * solverInfo.m_erp/solverInfo.m_timeStep; 269 } 270 271 btScalar velocityError = contactConstraint.m_restitution - rel_vel;// * damping; 272 273 btScalar penetrationImpulse = positionalError * contactConstraint.m_jacDiagABInv; 274 btScalar velocityImpulse = velocityError * contactConstraint.m_jacDiagABInv; 275 normalImpulse = penetrationImpulse+velocityImpulse; 276 277 278 // See Erin Catto's GDC 2006 paper: Clamp the accumulated impulse 279 btScalar oldNormalImpulse = contactConstraint.m_appliedImpulse; 280 btScalar sum = oldNormalImpulse + normalImpulse; 281 contactConstraint.m_appliedImpulse = btScalar(0.) > sum ? btScalar(0.): sum; 282 283 normalImpulse = contactConstraint.m_appliedImpulse - oldNormalImpulse; 284 285 body1.internalApplyImpulse(contactConstraint.m_contactNormal*body1.m_invMass, 286 contactConstraint.m_angularComponentA,normalImpulse); 287 288 body2.internalApplyImpulse(contactConstraint.m_contactNormal*body2.m_invMass, 289 contactConstraint.m_angularComponentB,-normalImpulse); 290 } 291 292 return normalImpulse; 293 } 294 295 296 #ifndef NO_FRICTION_TANGENTIALS 297 298 btScalar resolveSingleFrictionCacheFriendly( 299 btSolverBody& body1, 300 btSolverBody& body2, 301 const btSolverConstraint& contactConstraint, 302 const btContactSolverInfo& solverInfo, 303 btScalar appliedNormalImpulse); 304 305 //SIMD_FORCE_INLINE 306 btScalar resolveSingleFrictionCacheFriendly( 307 btSolverBody& body1, 308 btSolverBody& body2, 309 const btSolverConstraint& contactConstraint, 310 const btContactSolverInfo& solverInfo, 311 btScalar appliedNormalImpulse) 312 { 313 (void)solverInfo; 314 315 316 const btScalar combinedFriction = contactConstraint.m_friction; 317 318 const btScalar limit = appliedNormalImpulse * combinedFriction; 319 320 if (appliedNormalImpulse>btScalar(0.)) 321 //friction 322 { 323 324 btScalar j1; 325 { 326 327 btScalar rel_vel; 328 const btScalar vel1Dotn = contactConstraint.m_contactNormal.dot(body1.m_linearVelocity) 329 + contactConstraint.m_relpos1CrossNormal.dot(body1.m_angularVelocity); 330 const btScalar vel2Dotn = contactConstraint.m_contactNormal.dot(body2.m_linearVelocity) 331 + contactConstraint.m_relpos2CrossNormal.dot(body2.m_angularVelocity); 332 rel_vel = vel1Dotn-vel2Dotn; 333 334 // calculate j that moves us to zero relative velocity 335 j1 = -rel_vel * contactConstraint.m_jacDiagABInv; 336 #define CLAMP_ACCUMULATED_FRICTION_IMPULSE 1 337 #ifdef CLAMP_ACCUMULATED_FRICTION_IMPULSE 338 btScalar oldTangentImpulse = contactConstraint.m_appliedImpulse; 339 contactConstraint.m_appliedImpulse = oldTangentImpulse + j1; 340 341 if (limit < contactConstraint.m_appliedImpulse) 342 { 343 contactConstraint.m_appliedImpulse = limit; 344 } else 345 { 346 if (contactConstraint.m_appliedImpulse < -limit) 347 contactConstraint.m_appliedImpulse = -limit; 348 } 349 j1 = contactConstraint.m_appliedImpulse - oldTangentImpulse; 350 #else 351 if (limit < j1) 352 { 353 j1 = limit; 354 } else 355 { 356 if (j1 < -limit) 357 j1 = -limit; 358 } 359 360 #endif //CLAMP_ACCUMULATED_FRICTION_IMPULSE 361 362 //GEN_set_min(contactConstraint.m_appliedImpulse, limit); 363 //GEN_set_max(contactConstraint.m_appliedImpulse, -limit); 364 365 366 367 } 368 369 body1.internalApplyImpulse(contactConstraint.m_contactNormal*body1.m_invMass,contactConstraint.m_angularComponentA,j1); 370 371 body2.internalApplyImpulse(contactConstraint.m_contactNormal*body2.m_invMass,contactConstraint.m_angularComponentB,-j1); 372 373 } 374 return 0.f; 375 } 376 377 378 #else 379 380 //velocity + friction 381 //response between two dynamic objects with friction 382 btScalar resolveSingleFrictionCacheFriendly( 383 btSolverBody& body1, 384 btSolverBody& body2, 385 btSolverConstraint& contactConstraint, 386 const btContactSolverInfo& solverInfo) 387 { 388 389 btVector3 vel1; 390 btVector3 vel2; 391 btScalar normalImpulse(0.f); 392 393 { 394 const btVector3& normal = contactConstraint.m_contactNormal; 395 if (contactConstraint.m_penetration < 0.f) 396 return 0.f; 397 398 399 body1.getVelocityInLocalPoint(contactConstraint.m_rel_posA,vel1); 400 body2.getVelocityInLocalPoint(contactConstraint.m_rel_posB,vel2); 401 btVector3 vel = vel1 - vel2; 402 btScalar rel_vel; 403 rel_vel = normal.dot(vel); 404 405 btVector3 lat_vel = vel - normal * rel_vel; 406 btScalar lat_rel_vel = lat_vel.length2(); 407 408 btScalar combinedFriction = contactConstraint.m_friction; 409 const btVector3& rel_pos1 = contactConstraint.m_rel_posA; 410 const btVector3& rel_pos2 = contactConstraint.m_rel_posB; 411 412 413 if (lat_rel_vel > SIMD_EPSILON*SIMD_EPSILON) 414 { 415 lat_rel_vel = btSqrt(lat_rel_vel); 416 417 lat_vel /= lat_rel_vel; 418 btVector3 temp1 = body1.m_invInertiaWorld * rel_pos1.cross(lat_vel); 419 btVector3 temp2 = body2.m_invInertiaWorld * rel_pos2.cross(lat_vel); 420 btScalar friction_impulse = lat_rel_vel / 421 (body1.m_invMass + body2.m_invMass + lat_vel.dot(temp1.cross(rel_pos1) + temp2.cross(rel_pos2))); 422 btScalar normal_impulse = contactConstraint.m_appliedImpulse * combinedFriction; 423 424 GEN_set_min(friction_impulse, normal_impulse); 425 GEN_set_max(friction_impulse, -normal_impulse); 426 body1.applyImpulse(lat_vel * -friction_impulse, rel_pos1); 427 body2.applyImpulse(lat_vel * friction_impulse, rel_pos2); 428 } 429 } 430 431 return normalImpulse; 432 } 433 434 #endif //NO_FRICTION_TANGENTIALS 435 436 263 437 264 438 … … 266 440 btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation) 267 441 { 268 269 442 270 443 btRigidBody* body0=btRigidBody::upcast(colObj0); 271 444 btRigidBody* body1=btRigidBody::upcast(colObj1); 272 445 273 btSolverConstraint& solverConstraint = m_tmpSolverContactFrictionConstraintPool.expand(); 274 memset(&solverConstraint,0xff,sizeof(btSolverConstraint)); 446 btSolverConstraint& solverConstraint = m_tmpSolverFrictionConstraintPool.expand(); 275 447 solverConstraint.m_contactNormal = normalAxis; 276 448 277 449 solverConstraint.m_solverBodyIdA = solverBodyIdA; 278 450 solverConstraint.m_solverBodyIdB = solverBodyIdB; 451 solverConstraint.m_constraintType = btSolverConstraint::BT_SOLVER_FRICTION_1D; 279 452 solverConstraint.m_frictionIndex = frictionIndex; 280 453 … … 282 455 solverConstraint.m_originalContactPoint = 0; 283 456 284 solverConstraint.m_appliedImpulse = 0.f;285 //solverConstraint.m_appliedPushImpulse = 0.f;286 457 solverConstraint.m_appliedImpulse = btScalar(0.); 458 solverConstraint.m_appliedPushImpulse = 0.f; 459 solverConstraint.m_penetration = 0.f; 287 460 { 288 461 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); 289 462 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; 290 solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1 *body0->getAngularFactor(): btVector3(0,0,0);291 } 292 { 293 btVector3 ftorqueAxis1 = rel_pos2.cross( -solverConstraint.m_contactNormal);463 solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1 : btVector3(0,0,0); 464 } 465 { 466 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal); 294 467 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; 295 solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1 *body1->getAngularFactor(): btVector3(0,0,0);468 solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1 : btVector3(0,0,0); 296 469 } 297 470 … … 310 483 if (body1) 311 484 { 312 vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);485 vec = ( solverConstraint.m_angularComponentB).cross(rel_pos2); 313 486 denom1 = body1->getInvMass() + normalAxis.dot(vec); 314 487 } … … 319 492 solverConstraint.m_jacDiagABInv = denom; 320 493 321 #ifdef _USE_JACOBIAN322 solverConstraint.m_jac = btJacobianEntry (323 rel_pos1,rel_pos2,solverConstraint.m_contactNormal,324 body0->getInvInertiaDiagLocal(),325 body0->getInvMass(),326 body1->getInvInertiaDiagLocal(),327 body1->getInvMass());328 #endif //_USE_JACOBIAN329 330 331 {332 btScalar rel_vel;333 btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(body0?body0->getLinearVelocity():btVector3(0,0,0))334 + solverConstraint.m_relpos1CrossNormal.dot(body0?body0->getAngularVelocity():btVector3(0,0,0));335 btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(body1?body1->getLinearVelocity():btVector3(0,0,0))336 + solverConstraint.m_relpos2CrossNormal.dot(body1?body1->getAngularVelocity():btVector3(0,0,0));337 338 rel_vel = vel1Dotn+vel2Dotn;339 340 btScalar positionalError = 0.f;341 342 btSimdScalar velocityError = - rel_vel;343 btSimdScalar velocityImpulse = velocityError * btSimdScalar(solverConstraint.m_jacDiagABInv);344 solverConstraint.m_rhs = velocityImpulse;345 solverConstraint.m_cfm = 0.f;346 solverConstraint.m_lowerLimit = 0;347 solverConstraint.m_upperLimit = 1e10f;348 }349 350 494 return solverConstraint; 351 495 } 352 496 353 int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject& body) 354 { 355 int solverBodyIdA = -1; 356 357 if (body.getCompanionId() >= 0) 358 { 359 //body has already been converted 360 solverBodyIdA = body.getCompanionId(); 361 } else 362 { 363 btRigidBody* rb = btRigidBody::upcast(&body); 364 if (rb && rb->getInvMass()) 365 { 366 solverBodyIdA = m_tmpSolverBodyPool.size(); 367 btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); 368 initSolverBody(&solverBody,&body); 369 body.setCompanionId(solverBodyIdA); 370 } else 371 { 372 return 0;//assume first one is a fixed solver body 373 } 374 } 375 return solverBodyIdA; 376 } 377 #include <stdio.h> 378 379 380 381 void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal) 382 { 497 498 499 btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** /*bodies */,int /*numBodies */,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc) 500 { 501 BT_PROFILE("solveGroupCacheFriendlySetup"); 502 (void)stackAlloc; 503 (void)debugDrawer; 504 505 506 if (!(numConstraints + numManifolds)) 507 { 508 // printf("empty\n"); 509 return 0.f; 510 } 511 btPersistentManifold* manifold = 0; 383 512 btCollisionObject* colObj0=0,*colObj1=0; 384 513 385 colObj0 = (btCollisionObject*)manifold->getBody0(); 386 colObj1 = (btCollisionObject*)manifold->getBody1(); 387 388 int solverBodyIdA=-1; 389 int solverBodyIdB=-1; 390 391 if (manifold->getNumContacts()) 392 { 393 solverBodyIdA = getOrInitSolverBody(*colObj0); 394 solverBodyIdB = getOrInitSolverBody(*colObj1); 395 } 396 397 ///avoid collision response between two static objects 398 if (!solverBodyIdA && !solverBodyIdB) 399 return; 400 401 btVector3 rel_pos1; 402 btVector3 rel_pos2; 403 btScalar relaxation; 404 405 for (int j=0;j<manifold->getNumContacts();j++) 406 { 407 408 btManifoldPoint& cp = manifold->getContactPoint(j); 409 410 if (cp.getDistance() <= manifold->getContactProcessingThreshold()) 411 { 412 413 const btVector3& pos1 = cp.getPositionWorldOnA(); 414 const btVector3& pos2 = cp.getPositionWorldOnB(); 415 416 rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin(); 417 rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin(); 418 419 420 relaxation = 1.f; 421 btScalar rel_vel; 422 btVector3 vel; 423 424 int frictionIndex = m_tmpSolverContactConstraintPool.size(); 425 426 { 427 btSolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expand(); 428 btRigidBody* rb0 = btRigidBody::upcast(colObj0); 429 btRigidBody* rb1 = btRigidBody::upcast(colObj1); 430 431 solverConstraint.m_solverBodyIdA = solverBodyIdA; 432 solverConstraint.m_solverBodyIdB = solverBodyIdB; 433 434 solverConstraint.m_originalContactPoint = &cp; 435 436 btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB); 437 solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0); 438 btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB); 439 solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0); 440 { 441 #ifdef COMPUTE_IMPULSE_DENOM 442 btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB); 443 btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB); 444 #else 445 btVector3 vec; 446 btScalar denom0 = 0.f; 447 btScalar denom1 = 0.f; 448 if (rb0) 514 //btRigidBody* rb0=0,*rb1=0; 515 516 517 #ifdef FORCE_REFESH_CONTACT_MANIFOLDS 518 519 BEGIN_PROFILE("refreshManifolds"); 520 521 int i; 522 523 524 525 for (i=0;i<numManifolds;i++) 526 { 527 manifold = manifoldPtr[i]; 528 rb1 = (btRigidBody*)manifold->getBody1(); 529 rb0 = (btRigidBody*)manifold->getBody0(); 530 531 manifold->refreshContactPoints(rb0->getCenterOfMassTransform(),rb1->getCenterOfMassTransform()); 532 533 } 534 535 END_PROFILE("refreshManifolds"); 536 #endif //FORCE_REFESH_CONTACT_MANIFOLDS 537 538 539 540 541 542 //int sizeofSB = sizeof(btSolverBody); 543 //int sizeofSC = sizeof(btSolverConstraint); 544 545 546 //if (1) 547 { 548 //if m_stackAlloc, try to pack bodies/constraints to speed up solving 549 // btBlock* sablock; 550 // sablock = stackAlloc->beginBlock(); 551 552 // int memsize = 16; 553 // unsigned char* stackMemory = stackAlloc->allocate(memsize); 554 555 556 //todo: use stack allocator for this temp memory 557 // int minReservation = numManifolds*2; 558 559 //m_tmpSolverBodyPool.reserve(minReservation); 560 561 //don't convert all bodies, only the one we need so solver the constraints 562 /* 563 { 564 for (int i=0;i<numBodies;i++) 565 { 566 btRigidBody* rb = btRigidBody::upcast(bodies[i]); 567 if (rb && (rb->getIslandTag() >= 0)) 568 { 569 btAssert(rb->getCompanionId() < 0); 570 int solverBodyId = m_tmpSolverBodyPool.size(); 571 btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); 572 initSolverBody(&solverBody,rb); 573 rb->setCompanionId(solverBodyId); 574 } 575 } 576 } 577 */ 578 579 //m_tmpSolverConstraintPool.reserve(minReservation); 580 //m_tmpSolverFrictionConstraintPool.reserve(minReservation); 581 582 { 583 int i; 584 585 for (i=0;i<numManifolds;i++) 586 { 587 manifold = manifoldPtr[i]; 588 colObj0 = (btCollisionObject*)manifold->getBody0(); 589 colObj1 = (btCollisionObject*)manifold->getBody1(); 590 591 int solverBodyIdA=-1; 592 int solverBodyIdB=-1; 593 594 if (manifold->getNumContacts()) 595 { 596 597 598 599 if (colObj0->getIslandTag() >= 0) 449 600 { 450 vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); 451 denom0 = rb0->getInvMass() + cp.m_normalWorldOnB.dot(vec); 452 } 453 if (rb1) 454 { 455 vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2); 456 denom1 = rb1->getInvMass() + cp.m_normalWorldOnB.dot(vec); 457 } 458 #endif //COMPUTE_IMPULSE_DENOM 459 460 btScalar denom = relaxation/(denom0+denom1); 461 solverConstraint.m_jacDiagABInv = denom; 462 } 463 464 solverConstraint.m_contactNormal = cp.m_normalWorldOnB; 465 solverConstraint.m_relpos1CrossNormal = rel_pos1.cross(cp.m_normalWorldOnB); 466 solverConstraint.m_relpos2CrossNormal = rel_pos2.cross(-cp.m_normalWorldOnB); 467 468 469 btVector3 vel1 = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0); 470 btVector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); 471 472 vel = vel1 - vel2; 473 474 rel_vel = cp.m_normalWorldOnB.dot(vel); 475 476 btScalar penetration = cp.getDistance()+infoGlobal.m_linearSlop; 477 478 479 solverConstraint.m_friction = cp.m_combinedFriction; 480 481 btScalar restitution = 0.f; 482 483 if (cp.m_lifeTime>infoGlobal.m_restingContactRestitutionThreshold) 484 { 485 restitution = 0.f; 486 } else 487 { 488 restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution); 489 if (restitution <= btScalar(0.)) 490 { 491 restitution = 0.f; 492 }; 493 } 494 495 496 ///warm starting (or zero if disabled) 497 if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) 498 { 499 solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor; 500 if (rb0) 501 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse); 502 if (rb1) 503 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass(),-solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse); 504 } else 505 { 506 solverConstraint.m_appliedImpulse = 0.f; 507 } 508 509 // solverConstraint.m_appliedPushImpulse = 0.f; 510 511 { 512 btScalar rel_vel; 513 btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rb0?rb0->getLinearVelocity():btVector3(0,0,0)) 514 + solverConstraint.m_relpos1CrossNormal.dot(rb0?rb0->getAngularVelocity():btVector3(0,0,0)); 515 btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rb1?rb1->getLinearVelocity():btVector3(0,0,0)) 516 + solverConstraint.m_relpos2CrossNormal.dot(rb1?rb1->getAngularVelocity():btVector3(0,0,0)); 517 518 rel_vel = vel1Dotn+vel2Dotn; 519 520 btScalar positionalError = 0.f; 521 positionalError = -penetration * infoGlobal.m_erp/infoGlobal.m_timeStep; 522 btScalar velocityError = restitution - rel_vel;// * damping; 523 btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv; 524 btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv; 525 solverConstraint.m_rhs = penetrationImpulse+velocityImpulse; 526 solverConstraint.m_cfm = 0.f; 527 solverConstraint.m_lowerLimit = 0; 528 solverConstraint.m_upperLimit = 1e10f; 529 } 530 531 532 /////setup the friction constraints 533 534 535 536 if (1) 537 { 538 solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.size(); 539 if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized) 540 { 541 cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel; 542 btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2(); 543 if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON) 601 if (colObj0->getCompanionId() >= 0) 544 602 { 545 cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel); 546 applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); 547 applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); 548 addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 549 if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) 550 { 551 cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB); 552 cp.m_lateralFrictionDir2.normalize();//?? 553 applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2); 554 applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2); 555 addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 556 } 557 cp.m_lateralFrictionInitialized = true; 603 //body has already been converted 604 solverBodyIdA = colObj0->getCompanionId(); 558 605 } else 559 606 { 560 //re-calculate friction direction every frame, todo: check if this is really needed 561 btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2); 562 applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); 563 applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); 564 565 addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 566 if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) 567 { 568 applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2); 569 applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2); 570 addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 571 } 572 cp.m_lateralFrictionInitialized = true; 573 } 574 575 } else 576 { 577 addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 578 if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) 579 addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 580 } 581 582 if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) 583 { 584 { 585 btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex]; 586 if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) 587 { 588 frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor; 589 if (rb0) 590 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse); 591 if (rb1) 592 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass(),-frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse); 593 } else 594 { 595 frictionConstraint1.m_appliedImpulse = 0.f; 596 } 597 } 598 599 if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) 600 { 601 btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1]; 602 if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) 603 { 604 frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor; 605 if (rb0) 606 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint2.m_contactNormal*rb0->getInvMass(),frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse); 607 if (rb1) 608 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint2.m_contactNormal*rb1->getInvMass(),-frictionConstraint2.m_angularComponentB,-frictionConstraint2.m_appliedImpulse); 609 } else 610 { 611 frictionConstraint2.m_appliedImpulse = 0.f; 612 } 607 solverBodyIdA = m_tmpSolverBodyPool.size(); 608 btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); 609 initSolverBody(&solverBody,colObj0); 610 colObj0->setCompanionId(solverBodyIdA); 613 611 } 614 612 } else 615 613 { 616 btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex]; 617 frictionConstraint1.m_appliedImpulse = 0.f; 618 if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) 614 //create a static body 615 solverBodyIdA = m_tmpSolverBodyPool.size(); 616 btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); 617 initSolverBody(&solverBody,colObj0); 618 } 619 620 if (colObj1->getIslandTag() >= 0) 621 { 622 if (colObj1->getCompanionId() >= 0) 619 623 { 620 btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1]; 621 frictionConstraint2.m_appliedImpulse = 0.f; 624 solverBodyIdB = colObj1->getCompanionId(); 625 } else 626 { 627 solverBodyIdB = m_tmpSolverBodyPool.size(); 628 btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); 629 initSolverBody(&solverBody,colObj1); 630 colObj1->setCompanionId(solverBodyIdB); 622 631 } 632 } else 633 { 634 //create a static body 635 solverBodyIdB = m_tmpSolverBodyPool.size(); 636 btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); 637 initSolverBody(&solverBody,colObj1); 623 638 } 624 639 } 625 } 626 627 628 } 629 } 630 } 631 632 633 btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** /*bodies */,int /*numBodies */,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc) 634 { 635 BT_PROFILE("solveGroupCacheFriendlySetup"); 636 (void)stackAlloc; 637 (void)debugDrawer; 638 639 640 if (!(numConstraints + numManifolds)) 641 { 642 // printf("empty\n"); 643 return 0.f; 644 } 645 646 if (1) 640 641 btVector3 rel_pos1; 642 btVector3 rel_pos2; 643 btScalar relaxation; 644 645 for (int j=0;j<manifold->getNumContacts();j++) 646 { 647 648 btManifoldPoint& cp = manifold->getContactPoint(j); 649 650 if (cp.getDistance() <= btScalar(0.)) 651 { 652 653 const btVector3& pos1 = cp.getPositionWorldOnA(); 654 const btVector3& pos2 = cp.getPositionWorldOnB(); 655 656 rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin(); 657 rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin(); 658 659 660 relaxation = 1.f; 661 btScalar rel_vel; 662 btVector3 vel; 663 664 int frictionIndex = m_tmpSolverConstraintPool.size(); 665 666 { 667 btSolverConstraint& solverConstraint = m_tmpSolverConstraintPool.expand(); 668 btRigidBody* rb0 = btRigidBody::upcast(colObj0); 669 btRigidBody* rb1 = btRigidBody::upcast(colObj1); 670 671 solverConstraint.m_solverBodyIdA = solverBodyIdA; 672 solverConstraint.m_solverBodyIdB = solverBodyIdB; 673 solverConstraint.m_constraintType = btSolverConstraint::BT_SOLVER_CONTACT_1D; 674 675 solverConstraint.m_originalContactPoint = &cp; 676 677 btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB); 678 solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0 : btVector3(0,0,0); 679 btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB); 680 solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*torqueAxis1 : btVector3(0,0,0); 681 { 682 #ifdef COMPUTE_IMPULSE_DENOM 683 btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB); 684 btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB); 685 #else 686 btVector3 vec; 687 btScalar denom0 = 0.f; 688 btScalar denom1 = 0.f; 689 if (rb0) 690 { 691 vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); 692 denom0 = rb0->getInvMass() + cp.m_normalWorldOnB.dot(vec); 693 } 694 if (rb1) 695 { 696 vec = ( solverConstraint.m_angularComponentB).cross(rel_pos2); 697 denom1 = rb1->getInvMass() + cp.m_normalWorldOnB.dot(vec); 698 } 699 #endif //COMPUTE_IMPULSE_DENOM 700 701 btScalar denom = relaxation/(denom0+denom1); 702 solverConstraint.m_jacDiagABInv = denom; 703 } 704 705 solverConstraint.m_contactNormal = cp.m_normalWorldOnB; 706 solverConstraint.m_relpos1CrossNormal = rel_pos1.cross(cp.m_normalWorldOnB); 707 solverConstraint.m_relpos2CrossNormal = rel_pos2.cross(cp.m_normalWorldOnB); 708 709 710 btVector3 vel1 = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0); 711 btVector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); 712 713 vel = vel1 - vel2; 714 715 rel_vel = cp.m_normalWorldOnB.dot(vel); 716 717 solverConstraint.m_penetration = btMin(cp.getDistance()+infoGlobal.m_linearSlop,btScalar(0.)); 718 //solverConstraint.m_penetration = cp.getDistance(); 719 720 solverConstraint.m_friction = cp.m_combinedFriction; 721 722 723 if (cp.m_lifeTime>infoGlobal.m_restingContactRestitutionThreshold) 724 { 725 solverConstraint.m_restitution = 0.f; 726 } else 727 { 728 solverConstraint.m_restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution); 729 if (solverConstraint.m_restitution <= btScalar(0.)) 730 { 731 solverConstraint.m_restitution = 0.f; 732 }; 733 } 734 735 736 btScalar penVel = -solverConstraint.m_penetration/infoGlobal.m_timeStep; 737 738 739 740 if (solverConstraint.m_restitution > penVel) 741 { 742 solverConstraint.m_penetration = btScalar(0.); 743 } 744 745 746 747 ///warm starting (or zero if disabled) 748 if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) 749 { 750 solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor; 751 if (rb0) 752 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].internalApplyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse); 753 if (rb1) 754 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].internalApplyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass(),solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse); 755 } else 756 { 757 solverConstraint.m_appliedImpulse = 0.f; 758 } 759 760 solverConstraint.m_appliedPushImpulse = 0.f; 761 762 solverConstraint.m_frictionIndex = m_tmpSolverFrictionConstraintPool.size(); 763 if (!cp.m_lateralFrictionInitialized) 764 { 765 cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel; 766 btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2(); 767 if (lat_rel_vel > SIMD_EPSILON)//0.0f) 768 { 769 cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel); 770 addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 771 if(infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) 772 { 773 cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB); 774 cp.m_lateralFrictionDir2.normalize();//?? 775 addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 776 cp.m_lateralFrictionInitialized = true; 777 } 778 } else 779 { 780 //re-calculate friction direction every frame, todo: check if this is really needed 781 btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2); 782 addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 783 addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 784 if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) 785 { 786 cp.m_lateralFrictionInitialized = true; 787 } 788 } 789 790 } else 791 { 792 addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 793 if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) 794 addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 795 } 796 797 if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) 798 { 799 { 800 btSolverConstraint& frictionConstraint1 = m_tmpSolverFrictionConstraintPool[solverConstraint.m_frictionIndex]; 801 if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) 802 { 803 frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor; 804 if (rb0) 805 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].internalApplyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse); 806 if (rb1) 807 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].internalApplyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass(),frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse); 808 } else 809 { 810 frictionConstraint1.m_appliedImpulse = 0.f; 811 } 812 } 813 { 814 btSolverConstraint& frictionConstraint2 = m_tmpSolverFrictionConstraintPool[solverConstraint.m_frictionIndex+1]; 815 if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) 816 { 817 frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor; 818 if (rb0) 819 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].internalApplyImpulse(frictionConstraint2.m_contactNormal*rb0->getInvMass(),frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse); 820 if (rb1) 821 m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].internalApplyImpulse(frictionConstraint2.m_contactNormal*rb1->getInvMass(),frictionConstraint2.m_angularComponentB,-frictionConstraint2.m_appliedImpulse); 822 } else 823 { 824 frictionConstraint2.m_appliedImpulse = 0.f; 825 } 826 } 827 } 828 } 829 830 831 } 832 } 833 } 834 } 835 } 836 837 btContactSolverInfo info = infoGlobal; 838 647 839 { 648 840 int j; … … 653 845 } 654 846 } 655 656 btSolverBody& fixedBody = m_tmpSolverBodyPool.expand(); 657 initSolverBody(&fixedBody,0); 658 659 //btRigidBody* rb0=0,*rb1=0; 660 661 //if (1) 662 { 663 { 664 665 int totalNumRows = 0; 666 int i; 667 //calculate the total number of contraint rows 668 for (i=0;i<numConstraints;i++) 669 { 670 671 btTypedConstraint::btConstraintInfo1 info1; 672 constraints[i]->getInfo1(&info1); 673 totalNumRows += info1.m_numConstraintRows; 674 } 675 m_tmpSolverNonContactConstraintPool.resize(totalNumRows); 676 677 btTypedConstraint::btConstraintInfo1 info1; 678 info1.m_numConstraintRows = 0; 679 680 681 ///setup the btSolverConstraints 682 int currentRow = 0; 683 684 for (i=0;i<numConstraints;i++,currentRow+=info1.m_numConstraintRows) 685 { 686 constraints[i]->getInfo1(&info1); 687 if (info1.m_numConstraintRows) 688 { 689 btAssert(currentRow<totalNumRows); 690 691 btSolverConstraint* currentConstraintRow = &m_tmpSolverNonContactConstraintPool[currentRow]; 692 btTypedConstraint* constraint = constraints[i]; 693 694 695 696 btRigidBody& rbA = constraint->getRigidBodyA(); 697 btRigidBody& rbB = constraint->getRigidBodyB(); 698 699 int solverBodyIdA = getOrInitSolverBody(rbA); 700 int solverBodyIdB = getOrInitSolverBody(rbB); 701 702 btSolverBody* bodyAPtr = &m_tmpSolverBodyPool[solverBodyIdA]; 703 btSolverBody* bodyBPtr = &m_tmpSolverBodyPool[solverBodyIdB]; 704 705 int j; 706 for ( j=0;j<info1.m_numConstraintRows;j++) 707 { 708 memset(¤tConstraintRow[j],0,sizeof(btSolverConstraint)); 709 currentConstraintRow[j].m_lowerLimit = -FLT_MAX; 710 currentConstraintRow[j].m_upperLimit = FLT_MAX; 711 currentConstraintRow[j].m_appliedImpulse = 0.f; 712 currentConstraintRow[j].m_appliedPushImpulse = 0.f; 713 currentConstraintRow[j].m_solverBodyIdA = solverBodyIdA; 714 currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB; 715 } 716 717 bodyAPtr->m_deltaLinearVelocity.setValue(0.f,0.f,0.f); 718 bodyAPtr->m_deltaAngularVelocity.setValue(0.f,0.f,0.f); 719 bodyBPtr->m_deltaLinearVelocity.setValue(0.f,0.f,0.f); 720 bodyBPtr->m_deltaAngularVelocity.setValue(0.f,0.f,0.f); 721 722 723 724 btTypedConstraint::btConstraintInfo2 info2; 725 info2.fps = 1.f/infoGlobal.m_timeStep; 726 info2.erp = infoGlobal.m_erp; 727 info2.m_J1linearAxis = currentConstraintRow->m_contactNormal; 728 info2.m_J1angularAxis = currentConstraintRow->m_relpos1CrossNormal; 729 info2.m_J2linearAxis = 0; 730 info2.m_J2angularAxis = currentConstraintRow->m_relpos2CrossNormal; 731 info2.rowskip = sizeof(btSolverConstraint)/sizeof(btScalar);//check this 732 ///the size of btSolverConstraint needs be a multiple of btScalar 733 btAssert(info2.rowskip*sizeof(btScalar)== sizeof(btSolverConstraint)); 734 info2.m_constraintError = ¤tConstraintRow->m_rhs; 735 info2.cfm = ¤tConstraintRow->m_cfm; 736 info2.m_lowerLimit = ¤tConstraintRow->m_lowerLimit; 737 info2.m_upperLimit = ¤tConstraintRow->m_upperLimit; 738 constraints[i]->getInfo2(&info2); 739 740 ///finalize the constraint setup 741 for ( j=0;j<info1.m_numConstraintRows;j++) 742 { 743 btSolverConstraint& solverConstraint = currentConstraintRow[j]; 744 745 { 746 const btVector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; 747 solverConstraint.m_angularComponentA = constraint->getRigidBodyA().getInvInertiaTensorWorld()*ftorqueAxis1*constraint->getRigidBodyA().getAngularFactor(); 748 } 749 { 750 const btVector3& ftorqueAxis2 = solverConstraint.m_relpos2CrossNormal; 751 solverConstraint.m_angularComponentB = constraint->getRigidBodyB().getInvInertiaTensorWorld()*ftorqueAxis2*constraint->getRigidBodyB().getAngularFactor(); 752 } 753 754 { 755 btVector3 iMJlA = solverConstraint.m_contactNormal*rbA.getInvMass(); 756 btVector3 iMJaA = rbA.getInvInertiaTensorWorld()*solverConstraint.m_relpos1CrossNormal; 757 btVector3 iMJlB = solverConstraint.m_contactNormal*rbB.getInvMass();//sign of normal? 758 btVector3 iMJaB = rbB.getInvInertiaTensorWorld()*solverConstraint.m_relpos2CrossNormal; 759 760 btScalar sum = iMJlA.dot(solverConstraint.m_contactNormal); 761 sum += iMJaA.dot(solverConstraint.m_relpos1CrossNormal); 762 sum += iMJlB.dot(solverConstraint.m_contactNormal); 763 sum += iMJaB.dot(solverConstraint.m_relpos2CrossNormal); 764 765 solverConstraint.m_jacDiagABInv = btScalar(1.)/sum; 766 } 767 768 769 ///fix rhs 770 ///todo: add force/torque accelerators 771 { 772 btScalar rel_vel; 773 btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rbA.getLinearVelocity()) + solverConstraint.m_relpos1CrossNormal.dot(rbA.getAngularVelocity()); 774 btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rbB.getLinearVelocity()) + solverConstraint.m_relpos2CrossNormal.dot(rbB.getAngularVelocity()); 775 776 rel_vel = vel1Dotn+vel2Dotn; 777 778 btScalar restitution = 0.f; 779 btScalar positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2 780 btScalar velocityError = restitution - rel_vel;// * damping; 781 btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv; 782 btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv; 783 solverConstraint.m_rhs = penetrationImpulse+velocityImpulse; 784 solverConstraint.m_appliedImpulse = 0.f; 785 786 } 787 } 788 } 789 } 790 } 791 792 { 793 int i; 794 btPersistentManifold* manifold = 0; 795 btCollisionObject* colObj0=0,*colObj1=0; 796 797 798 for (i=0;i<numManifolds;i++) 799 { 800 manifold = manifoldPtr[i]; 801 convertContact(manifold,infoGlobal); 802 } 803 } 804 } 805 806 btContactSolverInfo info = infoGlobal; 807 808 809 810 int numConstraintPool = m_tmpSolverContactConstraintPool.size(); 811 int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size(); 847 848 849 850 int numConstraintPool = m_tmpSolverConstraintPool.size(); 851 int numFrictionPool = m_tmpSolverFrictionConstraintPool.size(); 812 852 813 853 ///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints … … 826 866 } 827 867 868 869 828 870 return 0.f; 829 871 … … 833 875 { 834 876 BT_PROFILE("solveGroupCacheFriendlyIterations"); 835 836 int numConstraintPool = m_tmpSolverContactConstraintPool.size(); 837 int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size(); 877 int numConstraintPool = m_tmpSolverConstraintPool.size(); 878 int numFrictionPool = m_tmpSolverFrictionConstraintPool.size(); 838 879 839 880 //should traverse the contacts random order... … … 863 904 } 864 905 865 if (infoGlobal.m_solverMode & SOLVER_SIMD) 866 { 867 ///solve all joint constraints, using SIMD, if available 868 for (j=0;j<m_tmpSolverNonContactConstraintPool.size();j++) 869 { 870 btSolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[j]; 871 resolveSingleConstraintRowGenericSIMD(m_tmpSolverBodyPool[constraint.m_solverBodyIdA],m_tmpSolverBodyPool[constraint.m_solverBodyIdB],constraint); 872 } 873 874 for (j=0;j<numConstraints;j++) 875 { 876 int bodyAid = getOrInitSolverBody(constraints[j]->getRigidBodyA()); 877 int bodyBid = getOrInitSolverBody(constraints[j]->getRigidBodyB()); 878 btSolverBody& bodyA = m_tmpSolverBodyPool[bodyAid]; 879 btSolverBody& bodyB = m_tmpSolverBodyPool[bodyBid]; 880 constraints[j]->solveConstraintObsolete(bodyA,bodyB,infoGlobal.m_timeStep); 881 } 882 883 ///solve all contact constraints using SIMD, if available 884 int numPoolConstraints = m_tmpSolverContactConstraintPool.size(); 906 for (j=0;j<numConstraints;j++) 907 { 908 btTypedConstraint* constraint = constraints[j]; 909 ///todo: use solver bodies, so we don't need to copy from/to btRigidBody 910 911 if ((constraint->getRigidBodyA().getIslandTag() >= 0) && (constraint->getRigidBodyA().getCompanionId() >= 0)) 912 { 913 m_tmpSolverBodyPool[constraint->getRigidBodyA().getCompanionId()].writebackVelocity(); 914 } 915 if ((constraint->getRigidBodyB().getIslandTag() >= 0) && (constraint->getRigidBodyB().getCompanionId() >= 0)) 916 { 917 m_tmpSolverBodyPool[constraint->getRigidBodyB().getCompanionId()].writebackVelocity(); 918 } 919 920 constraint->solveConstraint(infoGlobal.m_timeStep); 921 922 if ((constraint->getRigidBodyA().getIslandTag() >= 0) && (constraint->getRigidBodyA().getCompanionId() >= 0)) 923 { 924 m_tmpSolverBodyPool[constraint->getRigidBodyA().getCompanionId()].readVelocity(); 925 } 926 if ((constraint->getRigidBodyB().getIslandTag() >= 0) && (constraint->getRigidBodyB().getCompanionId() >= 0)) 927 { 928 m_tmpSolverBodyPool[constraint->getRigidBodyB().getCompanionId()].readVelocity(); 929 } 930 931 } 932 933 { 934 int numPoolConstraints = m_tmpSolverConstraintPool.size(); 885 935 for (j=0;j<numPoolConstraints;j++) 886 936 { 887 const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]]; 888 resolveSingleConstraintRowLowerLimitSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold); 889 890 } 891 ///solve all friction constraints, using SIMD, if available 892 int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size(); 893 for (j=0;j<numFrictionPoolConstraints;j++) 894 { 895 btSolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]]; 896 btScalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse; 897 898 if (totalImpulse>btScalar(0)) 937 938 const btSolverConstraint& solveManifold = m_tmpSolverConstraintPool[m_orderTmpConstraintPool[j]]; 939 resolveSingleCollisionCombinedCacheFriendly(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], 940 m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold,infoGlobal); 941 } 942 } 943 944 { 945 int numFrictionPoolConstraints = m_tmpSolverFrictionConstraintPool.size(); 946 947 for (j=0;j<numFrictionPoolConstraints;j++) 948 { 949 const btSolverConstraint& solveManifold = m_tmpSolverFrictionConstraintPool[m_orderFrictionConstraintPool[j]]; 950 btScalar totalImpulse = m_tmpSolverConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse+ 951 m_tmpSolverConstraintPool[solveManifold.m_frictionIndex].m_appliedPushImpulse; 952 953 resolveSingleFrictionCacheFriendly(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], 954 m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold,infoGlobal, 955 totalImpulse); 956 } 957 } 958 959 960 961 } 962 963 if (infoGlobal.m_splitImpulse) 964 { 965 966 for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++) 967 { 968 { 969 int numPoolConstraints = m_tmpSolverConstraintPool.size(); 970 int j; 971 for (j=0;j<numPoolConstraints;j++) 899 972 { 900 solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse);901 solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse; 902 903 resolveSingleConstraintRowGenericSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);973 const btSolverConstraint& solveManifold = m_tmpSolverConstraintPool[m_orderTmpConstraintPool[j]]; 974 975 resolveSplitPenetrationImpulseCacheFriendly(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], 976 m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold,infoGlobal); 904 977 } 905 978 } 906 } else 907 { 908 909 ///solve all joint constraints 910 for (j=0;j<m_tmpSolverNonContactConstraintPool.size();j++) 911 { 912 btSolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[j]; 913 resolveSingleConstraintRowGeneric(m_tmpSolverBodyPool[constraint.m_solverBodyIdA],m_tmpSolverBodyPool[constraint.m_solverBodyIdB],constraint); 914 } 915 916 for (j=0;j<numConstraints;j++) 917 { 918 int bodyAid = getOrInitSolverBody(constraints[j]->getRigidBodyA()); 919 int bodyBid = getOrInitSolverBody(constraints[j]->getRigidBodyB()); 920 btSolverBody& bodyA = m_tmpSolverBodyPool[bodyAid]; 921 btSolverBody& bodyB = m_tmpSolverBodyPool[bodyBid]; 922 923 constraints[j]->solveConstraintObsolete(bodyA,bodyB,infoGlobal.m_timeStep); 924 } 925 926 ///solve all contact constraints 927 int numPoolConstraints = m_tmpSolverContactConstraintPool.size(); 928 for (j=0;j<numPoolConstraints;j++) 929 { 930 const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]]; 931 resolveSingleConstraintRowLowerLimit(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold); 932 } 933 ///solve all friction constraints 934 int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size(); 935 for (j=0;j<numFrictionPoolConstraints;j++) 936 { 937 btSolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]]; 938 btScalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse; 939 940 if (totalImpulse>btScalar(0)) 941 { 942 solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse); 943 solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse; 944 945 resolveSingleConstraintRowGeneric(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA], m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold); 946 } 947 } 948 } 949 950 951 952 } 953 } 979 } 980 981 } 982 983 } 984 954 985 return 0.f; 955 986 } 956 987 957 988 958 959 /// btSequentialImpulseConstraintSolver Sequentially applies impulses 960 btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc,btDispatcher* /*dispatcher*/) 961 { 962 963 964 965 BT_PROFILE("solveGroup"); 966 //we only implement SOLVER_CACHE_FRIENDLY now 967 //you need to provide at least some bodies 968 btAssert(bodies); 969 btAssert(numBodies); 970 989 btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendly(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc) 990 { 971 991 int i; 972 992 … … 974 994 solveGroupCacheFriendlyIterations(bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc); 975 995 976 int numPoolConstraints = m_tmpSolverCon tactConstraintPool.size();996 int numPoolConstraints = m_tmpSolverConstraintPool.size(); 977 997 int j; 978 979 998 for (j=0;j<numPoolConstraints;j++) 980 999 { 981 982 const btSolverConstraint& solveManifold = m_tmpSolverCon tactConstraintPool[j];1000 1001 const btSolverConstraint& solveManifold = m_tmpSolverConstraintPool[j]; 983 1002 btManifoldPoint* pt = (btManifoldPoint*) solveManifold.m_originalContactPoint; 984 1003 btAssert(pt); … … 986 1005 if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) 987 1006 { 988 pt->m_appliedImpulseLateral1 = m_tmpSolver ContactFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;989 pt->m_appliedImpulseLateral2 = m_tmpSolver ContactFrictionConstraintPool[solveManifold.m_frictionIndex+1].m_appliedImpulse;1007 pt->m_appliedImpulseLateral1 = m_tmpSolverFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse; 1008 pt->m_appliedImpulseLateral2 = m_tmpSolverFrictionConstraintPool[solveManifold.m_frictionIndex+1].m_appliedImpulse; 990 1009 } 991 1010 992 1011 //do a callback here? 1012 993 1013 } 994 1014 … … 1002 1022 { 1003 1023 for ( i=0;i<m_tmpSolverBodyPool.size();i++) 1004 { 1005 m_tmpSolverBodyPool[i].writebackVelocity(); 1006 } 1007 } 1008 1024 { 1025 m_tmpSolverBodyPool[i].writebackVelocity(); 1026 } 1027 } 1028 1029 // printf("m_tmpSolverConstraintPool.size() = %i\n",m_tmpSolverConstraintPool.size()); 1030 1031 /* 1032 printf("m_tmpSolverBodyPool.size() = %i\n",m_tmpSolverBodyPool.size()); 1033 printf("m_tmpSolverConstraintPool.size() = %i\n",m_tmpSolverConstraintPool.size()); 1034 printf("m_tmpSolverFrictionConstraintPool.size() = %i\n",m_tmpSolverFrictionConstraintPool.size()); 1035 1036 1037 printf("m_tmpSolverBodyPool.capacity() = %i\n",m_tmpSolverBodyPool.capacity()); 1038 printf("m_tmpSolverConstraintPool.capacity() = %i\n",m_tmpSolverConstraintPool.capacity()); 1039 printf("m_tmpSolverFrictionConstraintPool.capacity() = %i\n",m_tmpSolverFrictionConstraintPool.capacity()); 1040 */ 1009 1041 1010 1042 m_tmpSolverBodyPool.resize(0); 1011 m_tmpSolverCon tactConstraintPool.resize(0);1012 m_tmpSolver NonContactConstraintPool.resize(0);1013 m_tmpSolverContactFrictionConstraintPool.resize(0); 1043 m_tmpSolverConstraintPool.resize(0); 1044 m_tmpSolverFrictionConstraintPool.resize(0); 1045 1014 1046 1015 1047 return 0.f; 1016 1048 } 1017 1049 1018 1019 1020 1021 1022 1023 1050 /// btSequentialImpulseConstraintSolver Sequentially applies impulses 1051 btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc,btDispatcher* /*dispatcher*/) 1052 { 1053 BT_PROFILE("solveGroup"); 1054 if (infoGlobal.m_solverMode & SOLVER_CACHE_FRIENDLY) 1055 { 1056 //you need to provide at least some bodies 1057 //btSimpleDynamicsWorld needs to switch off SOLVER_CACHE_FRIENDLY 1058 btAssert(bodies); 1059 btAssert(numBodies); 1060 return solveGroupCacheFriendly(bodies,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc); 1061 } 1062 1063 1064 1065 btContactSolverInfo info = infoGlobal; 1066 1067 int numiter = infoGlobal.m_numIterations; 1068 1069 int totalPoints = 0; 1070 1071 1072 { 1073 short j; 1074 for (j=0;j<numManifolds;j++) 1075 { 1076 btPersistentManifold* manifold = manifoldPtr[j]; 1077 prepareConstraints(manifold,info,debugDrawer); 1078 1079 for (short p=0;p<manifoldPtr[j]->getNumContacts();p++) 1080 { 1081 gOrder[totalPoints].m_manifoldIndex = j; 1082 gOrder[totalPoints].m_pointIndex = p; 1083 totalPoints++; 1084 } 1085 } 1086 } 1087 1088 { 1089 int j; 1090 for (j=0;j<numConstraints;j++) 1091 { 1092 btTypedConstraint* constraint = constraints[j]; 1093 constraint->buildJacobian(); 1094 } 1095 } 1096 1097 1098 //should traverse the contacts random order... 1099 int iteration; 1100 1101 { 1102 for ( iteration = 0;iteration<numiter;iteration++) 1103 { 1104 int j; 1105 if (infoGlobal.m_solverMode & SOLVER_RANDMIZE_ORDER) 1106 { 1107 if ((iteration & 7) == 0) { 1108 for (j=0; j<totalPoints; ++j) { 1109 btOrderIndex tmp = gOrder[j]; 1110 int swapi = btRandInt2(j+1); 1111 gOrder[j] = gOrder[swapi]; 1112 gOrder[swapi] = tmp; 1113 } 1114 } 1115 } 1116 1117 for (j=0;j<numConstraints;j++) 1118 { 1119 btTypedConstraint* constraint = constraints[j]; 1120 constraint->solveConstraint(info.m_timeStep); 1121 } 1122 1123 for (j=0;j<totalPoints;j++) 1124 { 1125 btPersistentManifold* manifold = manifoldPtr[gOrder[j].m_manifoldIndex]; 1126 solve( (btRigidBody*)manifold->getBody0(), 1127 (btRigidBody*)manifold->getBody1() 1128 ,manifold->getContactPoint(gOrder[j].m_pointIndex),info,iteration,debugDrawer); 1129 } 1130 1131 for (j=0;j<totalPoints;j++) 1132 { 1133 btPersistentManifold* manifold = manifoldPtr[gOrder[j].m_manifoldIndex]; 1134 solveFriction((btRigidBody*)manifold->getBody0(), 1135 (btRigidBody*)manifold->getBody1(),manifold->getContactPoint(gOrder[j].m_pointIndex),info,iteration,debugDrawer); 1136 } 1137 1138 } 1139 } 1140 1141 1142 1143 1144 return btScalar(0.); 1145 } 1146 1147 1148 1149 1150 1151 1152 1153 void btSequentialImpulseConstraintSolver::prepareConstraints(btPersistentManifold* manifoldPtr, const btContactSolverInfo& info,btIDebugDraw* debugDrawer) 1154 { 1155 1156 (void)debugDrawer; 1157 1158 btRigidBody* body0 = (btRigidBody*)manifoldPtr->getBody0(); 1159 btRigidBody* body1 = (btRigidBody*)manifoldPtr->getBody1(); 1160 1161 1162 //only necessary to refresh the manifold once (first iteration). The integration is done outside the loop 1163 { 1164 #ifdef FORCE_REFESH_CONTACT_MANIFOLDS 1165 manifoldPtr->refreshContactPoints(body0->getCenterOfMassTransform(),body1->getCenterOfMassTransform()); 1166 #endif //FORCE_REFESH_CONTACT_MANIFOLDS 1167 int numpoints = manifoldPtr->getNumContacts(); 1168 1169 gTotalContactPoints += numpoints; 1170 1171 1172 for (int i=0;i<numpoints ;i++) 1173 { 1174 btManifoldPoint& cp = manifoldPtr->getContactPoint(i); 1175 if (cp.getDistance() <= btScalar(0.)) 1176 { 1177 const btVector3& pos1 = cp.getPositionWorldOnA(); 1178 const btVector3& pos2 = cp.getPositionWorldOnB(); 1179 1180 btVector3 rel_pos1 = pos1 - body0->getCenterOfMassPosition(); 1181 btVector3 rel_pos2 = pos2 - body1->getCenterOfMassPosition(); 1182 1183 1184 //this jacobian entry is re-used for all iterations 1185 btJacobianEntry jac(body0->getCenterOfMassTransform().getBasis().transpose(), 1186 body1->getCenterOfMassTransform().getBasis().transpose(), 1187 rel_pos1,rel_pos2,cp.m_normalWorldOnB,body0->getInvInertiaDiagLocal(),body0->getInvMass(), 1188 body1->getInvInertiaDiagLocal(),body1->getInvMass()); 1189 1190 1191 btScalar jacDiagAB = jac.getDiagonal(); 1192 1193 btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData; 1194 if (cpd) 1195 { 1196 //might be invalid 1197 cpd->m_persistentLifeTime++; 1198 if (cpd->m_persistentLifeTime != cp.getLifeTime()) 1199 { 1200 //printf("Invalid: cpd->m_persistentLifeTime = %i cp.getLifeTime() = %i\n",cpd->m_persistentLifeTime,cp.getLifeTime()); 1201 new (cpd) btConstraintPersistentData; 1202 cpd->m_persistentLifeTime = cp.getLifeTime(); 1203 1204 } else 1205 { 1206 //printf("Persistent: cpd->m_persistentLifeTime = %i cp.getLifeTime() = %i\n",cpd->m_persistentLifeTime,cp.getLifeTime()); 1207 1208 } 1209 } else 1210 { 1211 1212 //todo: should this be in a pool? 1213 void* mem = btAlignedAlloc(sizeof(btConstraintPersistentData),16); 1214 cpd = new (mem)btConstraintPersistentData; 1215 assert(cpd); 1216 1217 totalCpd ++; 1218 //printf("totalCpd = %i Created Ptr %x\n",totalCpd,cpd); 1219 cp.m_userPersistentData = cpd; 1220 cpd->m_persistentLifeTime = cp.getLifeTime(); 1221 //printf("CREATED: %x . cpd->m_persistentLifeTime = %i cp.getLifeTime() = %i\n",cpd,cpd->m_persistentLifeTime,cp.getLifeTime()); 1222 1223 } 1224 assert(cpd); 1225 1226 cpd->m_jacDiagABInv = btScalar(1.) / jacDiagAB; 1227 1228 //Dependent on Rigidbody A and B types, fetch the contact/friction response func 1229 //perhaps do a similar thing for friction/restutution combiner funcs... 1230 1231 cpd->m_frictionSolverFunc = m_frictionDispatch[body0->m_frictionSolverType][body1->m_frictionSolverType]; 1232 cpd->m_contactSolverFunc = m_contactDispatch[body0->m_contactSolverType][body1->m_contactSolverType]; 1233 1234 btVector3 vel1 = body0->getVelocityInLocalPoint(rel_pos1); 1235 btVector3 vel2 = body1->getVelocityInLocalPoint(rel_pos2); 1236 btVector3 vel = vel1 - vel2; 1237 btScalar rel_vel; 1238 rel_vel = cp.m_normalWorldOnB.dot(vel); 1239 1240 btScalar combinedRestitution = cp.m_combinedRestitution; 1241 1242 cpd->m_penetration = cp.getDistance();///btScalar(info.m_numIterations); 1243 cpd->m_friction = cp.m_combinedFriction; 1244 if (cp.m_lifeTime>info.m_restingContactRestitutionThreshold) 1245 { 1246 cpd->m_restitution = 0.f; 1247 } else 1248 { 1249 cpd->m_restitution = restitutionCurve(rel_vel, combinedRestitution); 1250 if (cpd->m_restitution <= btScalar(0.)) 1251 { 1252 cpd->m_restitution = btScalar(0.0); 1253 }; 1254 } 1255 1256 //restitution and penetration work in same direction so 1257 //rel_vel 1258 1259 btScalar penVel = -cpd->m_penetration/info.m_timeStep; 1260 1261 if (cpd->m_restitution > penVel) 1262 { 1263 cpd->m_penetration = btScalar(0.); 1264 } 1265 1266 1267 btScalar relaxation = info.m_damping; 1268 if (info.m_solverMode & SOLVER_USE_WARMSTARTING) 1269 { 1270 cpd->m_appliedImpulse *= relaxation; 1271 } else 1272 { 1273 cpd->m_appliedImpulse =btScalar(0.); 1274 } 1275 1276 //for friction 1277 cpd->m_prevAppliedImpulse = cpd->m_appliedImpulse; 1278 1279 //re-calculate friction direction every frame, todo: check if this is really needed 1280 btPlaneSpace1(cp.m_normalWorldOnB,cpd->m_frictionWorldTangential0,cpd->m_frictionWorldTangential1); 1281 1282 1283 #define NO_FRICTION_WARMSTART 1 1284 1285 #ifdef NO_FRICTION_WARMSTART 1286 cpd->m_accumulatedTangentImpulse0 = btScalar(0.); 1287 cpd->m_accumulatedTangentImpulse1 = btScalar(0.); 1288 #endif //NO_FRICTION_WARMSTART 1289 btScalar denom0 = body0->computeImpulseDenominator(pos1,cpd->m_frictionWorldTangential0); 1290 btScalar denom1 = body1->computeImpulseDenominator(pos2,cpd->m_frictionWorldTangential0); 1291 btScalar denom = relaxation/(denom0+denom1); 1292 cpd->m_jacDiagABInvTangent0 = denom; 1293 1294 1295 denom0 = body0->computeImpulseDenominator(pos1,cpd->m_frictionWorldTangential1); 1296 denom1 = body1->computeImpulseDenominator(pos2,cpd->m_frictionWorldTangential1); 1297 denom = relaxation/(denom0+denom1); 1298 cpd->m_jacDiagABInvTangent1 = denom; 1299 1300 btVector3 totalImpulse = 1301 #ifndef NO_FRICTION_WARMSTART 1302 cpd->m_frictionWorldTangential0*cpd->m_accumulatedTangentImpulse0+ 1303 cpd->m_frictionWorldTangential1*cpd->m_accumulatedTangentImpulse1+ 1304 #endif //NO_FRICTION_WARMSTART 1305 cp.m_normalWorldOnB*cpd->m_appliedImpulse; 1306 1307 1308 1309 /// 1310 { 1311 btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB); 1312 cpd->m_angularComponentA = body0->getInvInertiaTensorWorld()*torqueAxis0; 1313 btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB); 1314 cpd->m_angularComponentB = body1->getInvInertiaTensorWorld()*torqueAxis1; 1315 } 1316 { 1317 btVector3 ftorqueAxis0 = rel_pos1.cross(cpd->m_frictionWorldTangential0); 1318 cpd->m_frictionAngularComponent0A = body0->getInvInertiaTensorWorld()*ftorqueAxis0; 1319 } 1320 { 1321 btVector3 ftorqueAxis1 = rel_pos1.cross(cpd->m_frictionWorldTangential1); 1322 cpd->m_frictionAngularComponent1A = body0->getInvInertiaTensorWorld()*ftorqueAxis1; 1323 } 1324 { 1325 btVector3 ftorqueAxis0 = rel_pos2.cross(cpd->m_frictionWorldTangential0); 1326 cpd->m_frictionAngularComponent0B = body1->getInvInertiaTensorWorld()*ftorqueAxis0; 1327 } 1328 { 1329 btVector3 ftorqueAxis1 = rel_pos2.cross(cpd->m_frictionWorldTangential1); 1330 cpd->m_frictionAngularComponent1B = body1->getInvInertiaTensorWorld()*ftorqueAxis1; 1331 } 1332 1333 /// 1334 1335 1336 1337 //apply previous frames impulse on both bodies 1338 body0->applyImpulse(totalImpulse, rel_pos1); 1339 body1->applyImpulse(-totalImpulse, rel_pos2); 1340 } 1341 1342 } 1343 } 1344 } 1345 1346 1347 btScalar btSequentialImpulseConstraintSolver::solveCombinedContactFriction(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer) 1348 { 1349 btScalar maxImpulse = btScalar(0.); 1350 1351 { 1352 1353 1354 { 1355 if (cp.getDistance() <= btScalar(0.)) 1356 { 1357 1358 1359 1360 { 1361 1362 //btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData; 1363 btScalar impulse = resolveSingleCollisionCombined( 1364 *body0,*body1, 1365 cp, 1366 info); 1367 1368 if (maxImpulse < impulse) 1369 maxImpulse = impulse; 1370 1371 } 1372 } 1373 } 1374 } 1375 return maxImpulse; 1376 } 1377 1378 1379 1380 btScalar btSequentialImpulseConstraintSolver::solve(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer) 1381 { 1382 1383 btScalar maxImpulse = btScalar(0.); 1384 1385 { 1386 1387 1388 { 1389 if (cp.getDistance() <= btScalar(0.)) 1390 { 1391 1392 1393 1394 { 1395 1396 btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData; 1397 btScalar impulse = cpd->m_contactSolverFunc( 1398 *body0,*body1, 1399 cp, 1400 info); 1401 1402 if (maxImpulse < impulse) 1403 maxImpulse = impulse; 1404 1405 } 1406 } 1407 } 1408 } 1409 return maxImpulse; 1410 } 1411 1412 btScalar btSequentialImpulseConstraintSolver::solveFriction(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer) 1413 { 1414 1415 (void)debugDrawer; 1416 (void)iter; 1417 1418 1419 { 1420 1421 1422 { 1423 1424 if (cp.getDistance() <= btScalar(0.)) 1425 { 1426 1427 btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData; 1428 cpd->m_frictionSolverFunc( 1429 *body0,*body1, 1430 cp, 1431 info); 1432 1433 1434 } 1435 } 1436 1437 1438 } 1439 return btScalar(0.); 1440 } 1024 1441 1025 1442 -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h
r2907 r2908 24 24 25 25 26 27 ///The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (iterative LCP) method. 26 ///The btSequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses 27 ///The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com 28 ///Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP) 29 ///Applies impulses for combined restitution and penetration recovery and to simulate friction 28 30 class btSequentialImpulseConstraintSolver : public btConstraintSolver 29 31 { 30 protected:31 32 32 33 btAlignedObjectArray<btSolverBody> m_tmpSolverBodyPool; 33 btConstraintArray m_tmpSolverContactConstraintPool; 34 btConstraintArray m_tmpSolverNonContactConstraintPool; 35 btConstraintArray m_tmpSolverContactFrictionConstraintPool; 34 btAlignedObjectArray<btSolverConstraint> m_tmpSolverConstraintPool; 35 btAlignedObjectArray<btSolverConstraint> m_tmpSolverFrictionConstraintPool; 36 36 btAlignedObjectArray<int> m_orderTmpConstraintPool; 37 37 btAlignedObjectArray<int> m_orderFrictionConstraintPool; 38 38 39 40 protected: 41 btScalar solve(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer); 42 btScalar solveFriction(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer); 43 void prepareConstraints(btPersistentManifold* manifoldPtr, const btContactSolverInfo& info,btIDebugDraw* debugDrawer); 39 44 btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation); 45 46 ContactSolverFunc m_contactDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES]; 47 ContactSolverFunc m_frictionDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES]; 48 40 49 41 50 ///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction 42 51 unsigned long m_btSeed2; 43 52 44 void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject);45 btScalar restitutionCurve(btScalar rel_vel, btScalar restitution);46 47 void convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal);48 49 void resolveSplitPenetrationImpulseCacheFriendly(50 btSolverBody& body1,51 btSolverBody& body2,52 const btSolverConstraint& contactConstraint,53 const btContactSolverInfo& solverInfo);54 55 //internal method56 int getOrInitSolverBody(btCollisionObject& body);57 58 void resolveSingleConstraintRowGeneric(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);59 60 void resolveSingleConstraintRowGenericSIMD(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);61 62 void resolveSingleConstraintRowLowerLimit(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);63 64 void resolveSingleConstraintRowLowerLimitSIMD(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);65 66 53 public: 67 54 68 55 69 56 btSequentialImpulseConstraintSolver(); 57 58 ///Advanced: Override the default contact solving function for contacts, for certain types of rigidbody 59 ///See btRigidBody::m_contactSolverType and btRigidBody::m_frictionSolverType 60 void setContactSolverFunc(ContactSolverFunc func,int type0,int type1) 61 { 62 m_contactDispatch[type0][type1] = func; 63 } 64 65 ///Advanced: Override the default friction solving function for contacts, for certain types of rigidbody 66 ///See btRigidBody::m_contactSolverType and btRigidBody::m_frictionSolverType 67 void SetFrictionSolverFunc(ContactSolverFunc func,int type0,int type1) 68 { 69 m_frictionDispatch[type0][type1] = func; 70 } 71 70 72 virtual ~btSequentialImpulseConstraintSolver(); 73 74 virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,btDispatcher* dispatcher); 71 75 72 virtual btScalar solveGroup (btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,btDispatcher* dispatcher);73 76 virtual btScalar solveGroupCacheFriendly(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); 77 btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); 74 78 btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); 75 btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); 79 76 80 77 81 ///clear internal cached data and reset random seed 78 82 virtual void reset(); 83 84 btScalar solveCombinedContactFriction(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer); 85 86 79 87 80 88 unsigned long btRand2(); -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btSliderConstraint.cpp
r2907 r2908 69 69 btSliderConstraint::btSliderConstraint() 70 70 :btTypedConstraint(SLIDER_CONSTRAINT_TYPE), 71 m_useLinearReferenceFrameA(true), 72 m_useSolveConstraintObsolete(false) 73 // m_useSolveConstraintObsolete(true) 71 m_useLinearReferenceFrameA(true) 74 72 { 75 73 initParams(); … … 82 80 , m_frameInA(frameInA) 83 81 , m_frameInB(frameInB), 84 m_useLinearReferenceFrameA(useLinearReferenceFrameA), 85 m_useSolveConstraintObsolete(false) 86 // m_useSolveConstraintObsolete(true) 82 m_useLinearReferenceFrameA(useLinearReferenceFrameA) 87 83 { 88 84 initParams(); … … 93 89 void btSliderConstraint::buildJacobian() 94 90 { 95 if (!m_useSolveConstraintObsolete)96 {97 return;98 }99 91 if(m_useLinearReferenceFrameA) 100 92 { … … 164 156 //----------------------------------------------------------------------------- 165 157 166 void btSliderConstraint:: getInfo1(btConstraintInfo1* info)167 { 168 if (m_useSolveConstraintObsolete) 169 {170 info->m_numConstraintRows = 0;171 info->nub = 0;158 void btSliderConstraint::solveConstraint(btScalar timeStep) 159 { 160 m_timeStep = timeStep; 161 if(m_useLinearReferenceFrameA) 162 { 163 solveConstraintInt(m_rbA, m_rbB); 172 164 } 173 165 else 174 166 { 175 info->m_numConstraintRows = 4; // Fixed 2 linear + 2 angular 176 info->nub = 2; 177 //prepare constraint 178 calculateTransforms(); 179 testLinLimits(); 180 if(getSolveLinLimit() || getPoweredLinMotor()) 181 { 182 info->m_numConstraintRows++; // limit 3rd linear as well 183 info->nub--; 184 } 185 testAngLimits(); 186 if(getSolveAngLimit() || getPoweredAngMotor()) 187 { 188 info->m_numConstraintRows++; // limit 3rd angular as well 189 info->nub--; 190 } 191 } 192 } // btSliderConstraint::getInfo1() 193 194 //----------------------------------------------------------------------------- 195 196 void btSliderConstraint::getInfo2(btConstraintInfo2* info) 197 { 198 btAssert(!m_useSolveConstraintObsolete); 199 int i, s = info->rowskip; 200 const btTransform& trA = getCalculatedTransformA(); 201 const btTransform& trB = getCalculatedTransformB(); 202 btScalar signFact = m_useLinearReferenceFrameA ? btScalar(1.0f) : btScalar(-1.0f); 203 // make rotations around Y and Z equal 204 // the slider axis should be the only unconstrained 205 // rotational axis, the angular velocity of the two bodies perpendicular to 206 // the slider axis should be equal. thus the constraint equations are 207 // p*w1 - p*w2 = 0 208 // q*w1 - q*w2 = 0 209 // where p and q are unit vectors normal to the slider axis, and w1 and w2 210 // are the angular velocity vectors of the two bodies. 211 // get slider axis (X) 212 btVector3 ax1 = trA.getBasis().getColumn(0); 213 // get 2 orthos to slider axis (Y, Z) 214 btVector3 p = trA.getBasis().getColumn(1); 215 btVector3 q = trA.getBasis().getColumn(2); 216 // set the two slider rows 217 info->m_J1angularAxis[0] = p[0]; 218 info->m_J1angularAxis[1] = p[1]; 219 info->m_J1angularAxis[2] = p[2]; 220 info->m_J1angularAxis[s+0] = q[0]; 221 info->m_J1angularAxis[s+1] = q[1]; 222 info->m_J1angularAxis[s+2] = q[2]; 223 224 info->m_J2angularAxis[0] = -p[0]; 225 info->m_J2angularAxis[1] = -p[1]; 226 info->m_J2angularAxis[2] = -p[2]; 227 info->m_J2angularAxis[s+0] = -q[0]; 228 info->m_J2angularAxis[s+1] = -q[1]; 229 info->m_J2angularAxis[s+2] = -q[2]; 230 // compute the right hand side of the constraint equation. set relative 231 // body velocities along p and q to bring the slider back into alignment. 232 // if ax1,ax2 are the unit length slider axes as computed from body1 and 233 // body2, we need to rotate both bodies along the axis u = (ax1 x ax2). 234 // if "theta" is the angle between ax1 and ax2, we need an angular velocity 235 // along u to cover angle erp*theta in one step : 236 // |angular_velocity| = angle/time = erp*theta / stepsize 237 // = (erp*fps) * theta 238 // angular_velocity = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2| 239 // = (erp*fps) * theta * (ax1 x ax2) / sin(theta) 240 // ...as ax1 and ax2 are unit length. if theta is smallish, 241 // theta ~= sin(theta), so 242 // angular_velocity = (erp*fps) * (ax1 x ax2) 243 // ax1 x ax2 is in the plane space of ax1, so we project the angular 244 // velocity to p and q to find the right hand side. 245 btScalar k = info->fps * info->erp * getSoftnessOrthoAng(); 246 btVector3 ax2 = trB.getBasis().getColumn(0); 247 btVector3 u = ax1.cross(ax2); 248 info->m_constraintError[0] = k * u.dot(p); 249 info->m_constraintError[s] = k * u.dot(q); 250 // pull out pos and R for both bodies. also get the connection 251 // vector c = pos2-pos1. 252 // next two rows. we want: vel2 = vel1 + w1 x c ... but this would 253 // result in three equations, so we project along the planespace vectors 254 // so that sliding along the slider axis is disregarded. for symmetry we 255 // also consider rotation around center of mass of two bodies (factA and factB). 256 btTransform bodyA_trans = m_rbA.getCenterOfMassTransform(); 257 btTransform bodyB_trans = m_rbB.getCenterOfMassTransform(); 258 int s2 = 2 * s, s3 = 3 * s; 259 btVector3 c; 260 btScalar miA = m_rbA.getInvMass(); 261 btScalar miB = m_rbB.getInvMass(); 262 btScalar miS = miA + miB; 263 btScalar factA, factB; 264 if(miS > btScalar(0.f)) 265 { 266 factA = miB / miS; 267 } 268 else 269 { 270 factA = btScalar(0.5f); 271 } 272 if(factA > 0.99f) factA = 0.99f; 273 if(factA < 0.01f) factA = 0.01f; 274 factB = btScalar(1.0f) - factA; 275 c = bodyB_trans.getOrigin() - bodyA_trans.getOrigin(); 276 btVector3 tmp = c.cross(p); 277 for (i=0; i<3; i++) info->m_J1angularAxis[s2+i] = factA*tmp[i]; 278 for (i=0; i<3; i++) info->m_J2angularAxis[s2+i] = factB*tmp[i]; 279 tmp = c.cross(q); 280 for (i=0; i<3; i++) info->m_J1angularAxis[s3+i] = factA*tmp[i]; 281 for (i=0; i<3; i++) info->m_J2angularAxis[s3+i] = factB*tmp[i]; 282 283 for (i=0; i<3; i++) info->m_J1linearAxis[s2+i] = p[i]; 284 for (i=0; i<3; i++) info->m_J1linearAxis[s3+i] = q[i]; 285 // compute two elements of right hand side. we want to align the offset 286 // point (in body 2's frame) with the center of body 1. 287 btVector3 ofs; // offset point in global coordinates 288 ofs = trB.getOrigin() - trA.getOrigin(); 289 k = info->fps * info->erp * getSoftnessOrthoLin(); 290 info->m_constraintError[s2] = k * p.dot(ofs); 291 info->m_constraintError[s3] = k * q.dot(ofs); 292 int nrow = 3; // last filled row 293 int srow; 294 // check linear limits linear 295 btScalar limit_err = btScalar(0.0); 296 int limit = 0; 297 if(getSolveLinLimit()) 298 { 299 limit_err = getLinDepth() * signFact; 300 limit = (limit_err > btScalar(0.0)) ? 2 : 1; 301 } 302 int powered = 0; 303 if(getPoweredLinMotor()) 304 { 305 powered = 1; 306 } 307 // if the slider has joint limits or motor, add in the extra row 308 if (limit || powered) 309 { 310 nrow++; 311 srow = nrow * info->rowskip; 312 info->m_J1linearAxis[srow+0] = ax1[0]; 313 info->m_J1linearAxis[srow+1] = ax1[1]; 314 info->m_J1linearAxis[srow+2] = ax1[2]; 315 // linear torque decoupling step: 316 // 317 // we have to be careful that the linear constraint forces (+/- ax1) applied to the two bodies 318 // do not create a torque couple. in other words, the points that the 319 // constraint force is applied at must lie along the same ax1 axis. 320 // a torque couple will result in limited slider-jointed free 321 // bodies from gaining angular momentum. 322 // the solution used here is to apply the constraint forces at the center of mass of the two bodies 323 btVector3 ltd; // Linear Torque Decoupling vector (a torque) 324 // c = btScalar(0.5) * c; 325 ltd = c.cross(ax1); 326 info->m_J1angularAxis[srow+0] = factA*ltd[0]; 327 info->m_J1angularAxis[srow+1] = factA*ltd[1]; 328 info->m_J1angularAxis[srow+2] = factA*ltd[2]; 329 info->m_J2angularAxis[srow+0] = factB*ltd[0]; 330 info->m_J2angularAxis[srow+1] = factB*ltd[1]; 331 info->m_J2angularAxis[srow+2] = factB*ltd[2]; 332 // right-hand part 333 btScalar lostop = getLowerLinLimit(); 334 btScalar histop = getUpperLinLimit(); 335 if(limit && (lostop == histop)) 336 { // the joint motor is ineffective 337 powered = 0; 338 } 339 info->m_constraintError[srow] = 0.; 340 info->m_lowerLimit[srow] = 0.; 341 info->m_upperLimit[srow] = 0.; 342 if(powered) 343 { 344 info->cfm[nrow] = btScalar(0.0); 345 btScalar tag_vel = getTargetLinMotorVelocity(); 346 btScalar mot_fact = getMotorFactor(m_linPos, m_lowerLinLimit, m_upperLinLimit, tag_vel, info->fps * info->erp); 347 // info->m_constraintError[srow] += mot_fact * getTargetLinMotorVelocity(); 348 info->m_constraintError[srow] -= signFact * mot_fact * getTargetLinMotorVelocity(); 349 info->m_lowerLimit[srow] += -getMaxLinMotorForce() * info->fps; 350 info->m_upperLimit[srow] += getMaxLinMotorForce() * info->fps; 351 } 352 if(limit) 353 { 354 k = info->fps * info->erp; 355 info->m_constraintError[srow] += k * limit_err; 356 info->cfm[srow] = btScalar(0.0); // stop_cfm; 357 if(lostop == histop) 358 { // limited low and high simultaneously 359 info->m_lowerLimit[srow] = -SIMD_INFINITY; 360 info->m_upperLimit[srow] = SIMD_INFINITY; 361 } 362 else if(limit == 1) 363 { // low limit 364 info->m_lowerLimit[srow] = -SIMD_INFINITY; 365 info->m_upperLimit[srow] = 0; 366 } 367 else 368 { // high limit 369 info->m_lowerLimit[srow] = 0; 370 info->m_upperLimit[srow] = SIMD_INFINITY; 371 } 372 // bounce (we'll use slider parameter abs(1.0 - m_dampingLimLin) for that) 373 btScalar bounce = btFabs(btScalar(1.0) - getDampingLimLin()); 374 if(bounce > btScalar(0.0)) 375 { 376 btScalar vel = m_rbA.getLinearVelocity().dot(ax1); 377 vel -= m_rbB.getLinearVelocity().dot(ax1); 378 vel *= signFact; 379 // only apply bounce if the velocity is incoming, and if the 380 // resulting c[] exceeds what we already have. 381 if(limit == 1) 382 { // low limit 383 if(vel < 0) 384 { 385 btScalar newc = -bounce * vel; 386 if (newc > info->m_constraintError[srow]) 387 { 388 info->m_constraintError[srow] = newc; 389 } 390 } 391 } 392 else 393 { // high limit - all those computations are reversed 394 if(vel > 0) 395 { 396 btScalar newc = -bounce * vel; 397 if(newc < info->m_constraintError[srow]) 398 { 399 info->m_constraintError[srow] = newc; 400 } 401 } 402 } 403 } 404 info->m_constraintError[srow] *= getSoftnessLimLin(); 405 } // if(limit) 406 } // if linear limit 407 // check angular limits 408 limit_err = btScalar(0.0); 409 limit = 0; 410 if(getSolveAngLimit()) 411 { 412 limit_err = getAngDepth(); 413 limit = (limit_err > btScalar(0.0)) ? 1 : 2; 414 } 415 // if the slider has joint limits, add in the extra row 416 powered = 0; 417 if(getPoweredAngMotor()) 418 { 419 powered = 1; 420 } 421 if(limit || powered) 422 { 423 nrow++; 424 srow = nrow * info->rowskip; 425 info->m_J1angularAxis[srow+0] = ax1[0]; 426 info->m_J1angularAxis[srow+1] = ax1[1]; 427 info->m_J1angularAxis[srow+2] = ax1[2]; 428 429 info->m_J2angularAxis[srow+0] = -ax1[0]; 430 info->m_J2angularAxis[srow+1] = -ax1[1]; 431 info->m_J2angularAxis[srow+2] = -ax1[2]; 432 433 btScalar lostop = getLowerAngLimit(); 434 btScalar histop = getUpperAngLimit(); 435 if(limit && (lostop == histop)) 436 { // the joint motor is ineffective 437 powered = 0; 438 } 439 if(powered) 440 { 441 info->cfm[srow] = btScalar(0.0); 442 btScalar mot_fact = getMotorFactor(m_angPos, m_lowerAngLimit, m_upperAngLimit, getTargetAngMotorVelocity(), info->fps * info->erp); 443 info->m_constraintError[srow] = mot_fact * getTargetAngMotorVelocity(); 444 info->m_lowerLimit[srow] = -getMaxAngMotorForce() * info->fps; 445 info->m_upperLimit[srow] = getMaxAngMotorForce() * info->fps; 446 } 447 if(limit) 448 { 449 k = info->fps * info->erp; 450 info->m_constraintError[srow] += k * limit_err; 451 info->cfm[srow] = btScalar(0.0); // stop_cfm; 452 if(lostop == histop) 453 { 454 // limited low and high simultaneously 455 info->m_lowerLimit[srow] = -SIMD_INFINITY; 456 info->m_upperLimit[srow] = SIMD_INFINITY; 457 } 458 else if(limit == 1) 459 { // low limit 460 info->m_lowerLimit[srow] = 0; 461 info->m_upperLimit[srow] = SIMD_INFINITY; 462 } 463 else 464 { // high limit 465 info->m_lowerLimit[srow] = -SIMD_INFINITY; 466 info->m_upperLimit[srow] = 0; 467 } 468 // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that) 469 btScalar bounce = btFabs(btScalar(1.0) - getDampingLimAng()); 470 if(bounce > btScalar(0.0)) 471 { 472 btScalar vel = m_rbA.getAngularVelocity().dot(ax1); 473 vel -= m_rbB.getAngularVelocity().dot(ax1); 474 // only apply bounce if the velocity is incoming, and if the 475 // resulting c[] exceeds what we already have. 476 if(limit == 1) 477 { // low limit 478 if(vel < 0) 479 { 480 btScalar newc = -bounce * vel; 481 if(newc > info->m_constraintError[srow]) 482 { 483 info->m_constraintError[srow] = newc; 484 } 485 } 486 } 487 else 488 { // high limit - all those computations are reversed 489 if(vel > 0) 490 { 491 btScalar newc = -bounce * vel; 492 if(newc < info->m_constraintError[srow]) 493 { 494 info->m_constraintError[srow] = newc; 495 } 496 } 497 } 498 } 499 info->m_constraintError[srow] *= getSoftnessLimAng(); 500 } // if(limit) 501 } // if angular limit or powered 502 } // btSliderConstraint::getInfo2() 503 504 //----------------------------------------------------------------------------- 505 506 void btSliderConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep) 507 { 508 if (m_useSolveConstraintObsolete) 509 { 510 m_timeStep = timeStep; 511 if(m_useLinearReferenceFrameA) 512 { 513 solveConstraintInt(m_rbA,bodyA, m_rbB,bodyB); 514 } 515 else 516 { 517 solveConstraintInt(m_rbB,bodyB, m_rbA,bodyA); 518 } 167 solveConstraintInt(m_rbB, m_rbA); 519 168 } 520 169 } // btSliderConstraint::solveConstraint() … … 522 171 //----------------------------------------------------------------------------- 523 172 524 void btSliderConstraint::solveConstraintInt(btRigidBody& rbA, bt SolverBody& bodyA,btRigidBody& rbB, btSolverBody& bodyB)173 void btSliderConstraint::solveConstraintInt(btRigidBody& rbA, btRigidBody& rbB) 525 174 { 526 175 int i; 527 176 // linear 528 btVector3 velA; 529 bodyA.getVelocityInLocalPointObsolete(m_relPosA,velA); 530 btVector3 velB; 531 bodyB.getVelocityInLocalPointObsolete(m_relPosB,velB); 177 btVector3 velA = rbA.getVelocityInLocalPoint(m_relPosA); 178 btVector3 velB = rbB.getVelocityInLocalPoint(m_relPosB); 532 179 btVector3 vel = velA - velB; 533 180 for(i = 0; i < 3; i++) … … 544 191 btScalar normalImpulse = softness * (restitution * depth / m_timeStep - damping * rel_vel) * m_jacLinDiagABInv[i]; 545 192 btVector3 impulse_vector = normal * normalImpulse; 546 547 //rbA.applyImpulse( impulse_vector, m_relPosA); 548 //rbB.applyImpulse(-impulse_vector, m_relPosB); 549 { 550 btVector3 ftorqueAxis1 = m_relPosA.cross(normal); 551 btVector3 ftorqueAxis2 = m_relPosB.cross(normal); 552 bodyA.applyImpulse(normal*rbA.getInvMass(), rbA.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse); 553 bodyB.applyImpulse(normal*rbB.getInvMass(), rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse); 554 } 555 556 557 193 rbA.applyImpulse( impulse_vector, m_relPosA); 194 rbB.applyImpulse(-impulse_vector, m_relPosB); 558 195 if(m_poweredLinMotor && (!i)) 559 196 { // apply linear motor … … 581 218 // apply clamped impulse 582 219 impulse_vector = normal * normalImpulse; 583 //rbA.applyImpulse( impulse_vector, m_relPosA); 584 //rbB.applyImpulse(-impulse_vector, m_relPosB); 585 586 { 587 btVector3 ftorqueAxis1 = m_relPosA.cross(normal); 588 btVector3 ftorqueAxis2 = m_relPosB.cross(normal); 589 bodyA.applyImpulse(normal*rbA.getInvMass(), rbA.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse); 590 bodyB.applyImpulse(normal*rbB.getInvMass(), rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse); 591 } 592 593 594 220 rbA.applyImpulse( impulse_vector, m_relPosA); 221 rbB.applyImpulse(-impulse_vector, m_relPosB); 595 222 } 596 223 } … … 601 228 btVector3 axisB = m_calculatedTransformB.getBasis().getColumn(0); 602 229 603 btVector3 angVelA; 604 bodyA.getAngularVelocity(angVelA); 605 btVector3 angVelB; 606 bodyB.getAngularVelocity(angVelB); 230 const btVector3& angVelA = rbA.getAngularVelocity(); 231 const btVector3& angVelB = rbB.getAngularVelocity(); 607 232 608 233 btVector3 angVelAroundAxisA = axisA * axisA.dot(angVelA); … … 614 239 //solve orthogonal angular velocity correction 615 240 btScalar len = velrelOrthog.length(); 616 btScalar orthorImpulseMag = 0.f;617 618 241 if (len > btScalar(0.00001)) 619 242 { 620 243 btVector3 normal = velrelOrthog.normalized(); 621 244 btScalar denom = rbA.computeAngularImpulseDenominator(normal) + rbB.computeAngularImpulseDenominator(normal); 622 //velrelOrthog *= (btScalar(1.)/denom) * m_dampingOrthoAng * m_softnessOrthoAng; 623 orthorImpulseMag = (btScalar(1.)/denom) * m_dampingOrthoAng * m_softnessOrthoAng; 245 velrelOrthog *= (btScalar(1.)/denom) * m_dampingOrthoAng * m_softnessOrthoAng; 624 246 } 625 247 //solve angular positional correction 626 248 btVector3 angularError = axisA.cross(axisB) *(btScalar(1.)/m_timeStep); 627 btVector3 angularAxis = angularError;628 btScalar angularImpulseMag = 0;629 630 249 btScalar len2 = angularError.length(); 631 250 if (len2>btScalar(0.00001)) … … 633 252 btVector3 normal2 = angularError.normalized(); 634 253 btScalar denom2 = rbA.computeAngularImpulseDenominator(normal2) + rbB.computeAngularImpulseDenominator(normal2); 635 angularImpulseMag = (btScalar(1.)/denom2) * m_restitutionOrthoAng * m_softnessOrthoAng; 636 angularError *= angularImpulseMag; 254 angularError *= (btScalar(1.)/denom2) * m_restitutionOrthoAng * m_softnessOrthoAng; 637 255 } 638 256 // apply impulse 639 //rbA.applyTorqueImpulse(-velrelOrthog+angularError); 640 //rbB.applyTorqueImpulse(velrelOrthog-angularError); 641 642 bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*velrelOrthog,-orthorImpulseMag); 643 bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*velrelOrthog,orthorImpulseMag); 644 bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*angularAxis,angularImpulseMag); 645 bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*angularAxis,-angularImpulseMag); 646 647 257 rbA.applyTorqueImpulse(-velrelOrthog+angularError); 258 rbB.applyTorqueImpulse(velrelOrthog-angularError); 648 259 btScalar impulseMag; 649 260 //solve angular limits … … 659 270 } 660 271 btVector3 impulse = axisA * impulseMag; 661 //rbA.applyTorqueImpulse(impulse); 662 //rbB.applyTorqueImpulse(-impulse); 663 664 bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*axisA,impulseMag); 665 bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*axisA,-impulseMag); 666 667 668 272 rbA.applyTorqueImpulse(impulse); 273 rbB.applyTorqueImpulse(-impulse); 669 274 //apply angular motor 670 275 if(m_poweredAngMotor) … … 697 302 // apply clamped impulse 698 303 btVector3 motorImp = angImpulse * axisA; 699 //rbA.applyTorqueImpulse(motorImp); 700 //rbB.applyTorqueImpulse(-motorImp); 701 702 bodyA.applyImpulse(btVector3(0,0,0), rbA.getInvInertiaTensorWorld()*axisA,angImpulse); 703 bodyB.applyImpulse(btVector3(0,0,0), rbB.getInvInertiaTensorWorld()*axisA,-angImpulse); 304 m_rbA.applyTorqueImpulse(motorImp); 305 m_rbB.applyTorqueImpulse(-motorImp); 704 306 } 705 307 } … … 711 313 712 314 void btSliderConstraint::calculateTransforms(void){ 713 if(m_useLinearReferenceFrameA || (!m_useSolveConstraintObsolete))315 if(m_useLinearReferenceFrameA) 714 316 { 715 317 m_calculatedTransformA = m_rbA.getCenterOfMassTransform() * m_frameInA; … … 724 326 m_realPivotBInW = m_calculatedTransformB.getOrigin(); 725 327 m_sliderAxis = m_calculatedTransformA.getBasis().getColumn(0); // along X 726 if(m_useLinearReferenceFrameA || m_useSolveConstraintObsolete) 727 { 728 m_delta = m_realPivotBInW - m_realPivotAInW; 729 } 730 else 731 { 732 m_delta = m_realPivotAInW - m_realPivotBInW; 733 } 328 m_delta = m_realPivotBInW - m_realPivotAInW; 734 329 m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis; 735 330 btVector3 normalWorld; … … 773 368 774 369 //----------------------------------------------------------------------------- 370 775 371 776 372 void btSliderConstraint::testAngLimits(void) … … 784 380 const btVector3 axisB0 = m_calculatedTransformB.getBasis().getColumn(1); 785 381 btScalar rot = btAtan2Fast(axisB0.dot(axisA1), axisB0.dot(axisA0)); 786 m_angPos = rot;787 382 if(rot < m_lowerAngLimit) 788 383 { … … 797 392 } 798 393 } // btSliderConstraint::testAngLimits() 394 799 395 800 396 //----------------------------------------------------------------------------- 397 398 801 399 802 400 btVector3 btSliderConstraint::getAncorInA(void) -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btSliderConstraint.h
r2907 r2908 47 47 { 48 48 protected: 49 ///for backwards compatibility during the transition to 'getInfo/getInfo2'50 bool m_useSolveConstraintObsolete;51 49 btTransform m_frameInA; 52 50 btTransform m_frameInB; … … 107 105 108 106 btScalar m_linPos; 109 btScalar m_angPos;110 107 111 108 btScalar m_angDepth; … … 130 127 // overrides 131 128 virtual void buildJacobian(); 132 virtual void getInfo1 (btConstraintInfo1* info); 133 134 virtual void getInfo2 (btConstraintInfo2* info); 135 136 virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep); 137 138 129 virtual void solveConstraint(btScalar timeStep); 139 130 // access 140 131 const btRigidBody& getRigidBodyA() const { return m_rbA; } … … 204 195 btScalar getMaxAngMotorForce() { return m_maxAngMotorForce; } 205 196 btScalar getLinearPos() { return m_linPos; } 206 207 197 208 198 // access for ODE solver … … 213 203 // internal 214 204 void buildJacobianInt(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB); 215 void solveConstraintInt(btRigidBody& rbA, bt SolverBody& bodyA,btRigidBody& rbB, btSolverBody& bodyB);205 void solveConstraintInt(btRigidBody& rbA, btRigidBody& rbB); 216 206 // shared code used by ODE solver 217 207 void calculateTransforms(void); 218 208 void testLinLimits(void); 219 void testLinLimits2(btConstraintInfo2* info);220 209 void testAngLimits(void); 221 210 // access for PE Solver -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btSolverBody.h
r2907 r2908 24 24 #include "LinearMath/btTransformUtil.h" 25 25 26 ///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision27 #ifdef BT_USE_SSE28 #define USE_SIMD 129 #endif //30 31 32 #ifdef USE_SIMD33 34 struct btSimdScalar35 {36 SIMD_FORCE_INLINE btSimdScalar()37 {38 39 }40 41 SIMD_FORCE_INLINE btSimdScalar(float fl)42 :m_vec128 (_mm_set1_ps(fl))43 {44 }45 46 SIMD_FORCE_INLINE btSimdScalar(__m128 v128)47 :m_vec128(v128)48 {49 }50 union51 {52 __m128 m_vec128;53 float m_floats[4];54 int m_ints[4];55 btScalar m_unusedPadding;56 };57 SIMD_FORCE_INLINE __m128 get128()58 {59 return m_vec128;60 }61 62 SIMD_FORCE_INLINE const __m128 get128() const63 {64 return m_vec128;65 }66 67 SIMD_FORCE_INLINE void set128(__m128 v128)68 {69 m_vec128 = v128;70 }71 72 SIMD_FORCE_INLINE operator __m128()73 {74 return m_vec128;75 }76 SIMD_FORCE_INLINE operator const __m128() const77 {78 return m_vec128;79 }80 81 SIMD_FORCE_INLINE operator float() const82 {83 return m_floats[0];84 }85 86 };87 88 ///@brief Return the elementwise product of two btSimdScalar89 SIMD_FORCE_INLINE btSimdScalar90 operator*(const btSimdScalar& v1, const btSimdScalar& v2)91 {92 return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));93 }94 95 ///@brief Return the elementwise product of two btSimdScalar96 SIMD_FORCE_INLINE btSimdScalar97 operator+(const btSimdScalar& v1, const btSimdScalar& v2)98 {99 return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));100 }101 102 103 #else104 #define btSimdScalar btScalar105 #endif106 26 107 27 ///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance. … … 109 29 { 110 30 BT_DECLARE_ALIGNED_ALLOCATOR(); 111 btVector3 m_deltaLinearVelocity; 112 btVector3 m_deltaAngularVelocity; 113 btScalar m_angularFactor; 114 btScalar m_invMass; 115 btScalar m_friction; 31 32 btMatrix3x3 m_worldInvInertiaTensor; 33 34 btVector3 m_angularVelocity; 35 btVector3 m_linearVelocity; 36 btVector3 m_centerOfMassPosition; 37 btVector3 m_pushVelocity; 38 btVector3 m_turnVelocity; 39 40 float m_angularFactor; 41 float m_invMass; 42 float m_friction; 116 43 btRigidBody* m_originalBody; 117 btVector3 m_pushVelocity;118 //btVector3 m_turnVelocity;119 120 44 121 SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const 45 46 SIMD_FORCE_INLINE void getVelocityInLocalPoint(const btVector3& rel_pos, btVector3& velocity ) const 122 47 { 123 if (m_originalBody) 124 velocity = m_originalBody->getLinearVelocity()+m_deltaLinearVelocity + (m_originalBody->getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos); 125 else 126 velocity.setValue(0,0,0); 48 velocity = m_linearVelocity + m_angularVelocity.cross(rel_pos); 127 49 } 128 50 129 SIMD_FORCE_INLINE void getAngularVelocity(btVector3& angVel) const 51 //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position 52 SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) 130 53 { 131 if (m_originalBody) 132 angVel = m_originalBody->getAngularVelocity()+m_deltaAngularVelocity; 133 else 134 angVel.setValue(0,0,0); 54 if (m_invMass) 55 { 56 m_linearVelocity += linearComponent*impulseMagnitude; 57 m_angularVelocity += angularComponent*(impulseMagnitude*m_angularFactor); 58 } 135 59 } 136 137 138 //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position 139 SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude) 60 61 SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) 140 62 { 141 //if (m_invMass)63 if (m_invMass) 142 64 { 143 m_ deltaLinearVelocity += linearComponent*impulseMagnitude;144 m_ deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);65 m_pushVelocity += linearComponent*impulseMagnitude; 66 m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor); 145 67 } 146 68 } 147 69 148 149 /*150 70 151 71 void writebackVelocity() … … 153 73 if (m_invMass) 154 74 { 155 m_originalBody->setLinearVelocity(m_ originalBody->getLinearVelocity()+ m_deltaLinearVelocity);156 m_originalBody->setAngularVelocity(m_ originalBody->getAngularVelocity()+m_deltaAngularVelocity);75 m_originalBody->setLinearVelocity(m_linearVelocity); 76 m_originalBody->setAngularVelocity(m_angularVelocity); 157 77 158 78 //m_originalBody->setCompanionId(-1); 159 79 } 160 80 } 161 */81 162 82 163 void writebackVelocity(btScalar timeStep =0)83 void writebackVelocity(btScalar timeStep) 164 84 { 165 85 if (m_invMass) 166 86 { 167 m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+m_deltaLinearVelocity); 168 m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity); 87 m_originalBody->setLinearVelocity(m_linearVelocity); 88 m_originalBody->setAngularVelocity(m_angularVelocity); 89 90 //correct the position/orientation based on push/turn recovery 91 btTransform newTransform; 92 btTransformUtil::integrateTransform(m_originalBody->getWorldTransform(),m_pushVelocity,m_turnVelocity,timeStep,newTransform); 93 m_originalBody->setWorldTransform(newTransform); 94 169 95 //m_originalBody->setCompanionId(-1); 170 96 } 171 97 } 98 99 void readVelocity() 100 { 101 if (m_invMass) 102 { 103 m_linearVelocity = m_originalBody->getLinearVelocity(); 104 m_angularVelocity = m_originalBody->getAngularVelocity(); 105 } 106 } 107 172 108 173 109 -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btSolverConstraint.h
r2907 r2908 20 20 #include "LinearMath/btVector3.h" 21 21 #include "LinearMath/btMatrix3x3.h" 22 #include "btJacobianEntry.h"23 22 24 23 //#define NO_FRICTION_TANGENTIALS 1 25 #include "btSolverBody.h"26 27 24 28 25 ///1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and friction constraints. … … 31 28 BT_DECLARE_ALIGNED_ALLOCATOR(); 32 29 33 btVector3 34 btVector3 30 btVector3 m_relpos1CrossNormal; 31 btVector3 m_contactNormal; 35 32 36 btVector3 37 //btVector3 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal33 btVector3 m_relpos2CrossNormal; 34 btVector3 m_angularComponentA; 38 35 39 btVector3 m_angularComponentA; 40 btVector3 m_angularComponentB; 36 btVector3 m_angularComponentB; 37 38 mutable btScalar m_appliedPushImpulse; 41 39 42 mutable btS imdScalar m_appliedPushImpulse;43 mutable btSimdScalar m_appliedImpulse;44 40 mutable btScalar m_appliedImpulse; 41 int m_solverBodyIdA; 42 int m_solverBodyIdB; 45 43 46 44 btScalar m_friction; 45 btScalar m_restitution; 47 46 btScalar m_jacDiagABInv; 48 union 49 { 50 int m_numConsecutiveRowsPerKernel; 51 btScalar m_unusedPadding0; 52 }; 47 btScalar m_penetration; 48 53 49 54 union55 {56 int m_frictionIndex;57 btScalar m_unusedPadding1;58 };59 union60 {61 int m_solverBodyIdA;62 btScalar m_unusedPadding2;63 };64 union65 {66 int m_solverBodyIdB;67 btScalar m_unusedPadding3;68 };69 50 70 union 71 { 72 void* m_originalContactPoint; 73 btScalar m_unusedPadding4; 74 }; 51 int m_constraintType; 52 int m_frictionIndex; 53 void* m_originalContactPoint; 54 int m_unusedPadding[1]; 75 55 76 btScalar m_rhs;77 btScalar m_cfm;78 btScalar m_lowerLimit;79 btScalar m_upperLimit;80 56 81 57 enum btSolverConstraintType … … 86 62 }; 87 63 88 typedef btAlignedObjectArray<btSolverConstraint> btConstraintArray; 64 65 66 89 67 90 68 -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btTypedConstraint.cpp
r2907 r2908 20 20 static btRigidBody s_fixed(0, 0,0); 21 21 22 #define DEFAULT_DEBUGDRAW_SIZE btScalar(0.3f)23 24 22 btTypedConstraint::btTypedConstraint(btTypedConstraintType type) 25 23 :m_userConstraintType(-1), … … 28 26 m_rbA(s_fixed), 29 27 m_rbB(s_fixed), 30 m_appliedImpulse(btScalar(0.)), 31 m_dbgDrawSize(DEFAULT_DEBUGDRAW_SIZE) 28 m_appliedImpulse(btScalar(0.)) 32 29 { 33 30 s_fixed.setMassProps(btScalar(0.),btVector3(btScalar(0.),btScalar(0.),btScalar(0.))); … … 39 36 m_rbA(rbA), 40 37 m_rbB(s_fixed), 41 m_appliedImpulse(btScalar(0.)), 42 m_dbgDrawSize(DEFAULT_DEBUGDRAW_SIZE) 38 m_appliedImpulse(btScalar(0.)) 43 39 { 44 40 s_fixed.setMassProps(btScalar(0.),btVector3(btScalar(0.),btScalar(0.),btScalar(0.))); … … 53 49 m_rbA(rbA), 54 50 m_rbB(rbB), 55 m_appliedImpulse(btScalar(0.)), 56 m_dbgDrawSize(DEFAULT_DEBUGDRAW_SIZE) 51 m_appliedImpulse(btScalar(0.)) 57 52 { 58 53 s_fixed.setMassProps(btScalar(0.),btVector3(btScalar(0.),btScalar(0.),btScalar(0.))); … … 60 55 } 61 56 62 63 //-----------------------------------------------------------------------------64 65 btScalar btTypedConstraint::getMotorFactor(btScalar pos, btScalar lowLim, btScalar uppLim, btScalar vel, btScalar timeFact)66 {67 if(lowLim > uppLim)68 {69 return btScalar(1.0f);70 }71 else if(lowLim == uppLim)72 {73 return btScalar(0.0f);74 }75 btScalar lim_fact = btScalar(1.0f);76 btScalar delta_max = vel / timeFact;77 if(delta_max < btScalar(0.0f))78 {79 if((pos >= lowLim) && (pos < (lowLim - delta_max)))80 {81 lim_fact = (lowLim - pos) / delta_max;82 }83 else if(pos < lowLim)84 {85 lim_fact = btScalar(0.0f);86 }87 else88 {89 lim_fact = btScalar(1.0f);90 }91 }92 else if(delta_max > btScalar(0.0f))93 {94 if((pos <= uppLim) && (pos > (uppLim - delta_max)))95 {96 lim_fact = (uppLim - pos) / delta_max;97 }98 else if(pos > uppLim)99 {100 lim_fact = btScalar(0.0f);101 }102 else103 {104 lim_fact = btScalar(1.0f);105 }106 }107 else108 {109 lim_fact = btScalar(0.0f);110 }111 return lim_fact;112 } // btTypedConstraint::getMotorFactor()113 114 -
code/branches/questsystem5/src/bullet/BulletDynamics/ConstraintSolver/btTypedConstraint.h
r2907 r2908 19 19 class btRigidBody; 20 20 #include "LinearMath/btScalar.h" 21 #include "btSolverConstraint.h"22 struct btSolverBody;23 24 25 26 21 27 22 enum btTypedConstraintType … … 31 26 CONETWIST_CONSTRAINT_TYPE, 32 27 D6_CONSTRAINT_TYPE, 28 VEHICLE_CONSTRAINT_TYPE, 33 29 SLIDER_CONSTRAINT_TYPE 34 30 }; … … 53 49 btRigidBody& m_rbB; 54 50 btScalar m_appliedImpulse; 55 btScalar m_dbgDrawSize;56 51 57 52 … … 61 56 virtual ~btTypedConstraint() {}; 62 57 btTypedConstraint(btTypedConstraintType type, btRigidBody& rbA); 58 63 59 btTypedConstraint(btTypedConstraintType type, btRigidBody& rbA,btRigidBody& rbB); 64 65 struct btConstraintInfo1 {66 int m_numConstraintRows,nub;67 };68 69 struct btConstraintInfo2 {70 // integrator parameters: frames per second (1/stepsize), default error71 // reduction parameter (0..1).72 btScalar fps,erp;73 74 // for the first and second body, pointers to two (linear and angular)75 // n*3 jacobian sub matrices, stored by rows. these matrices will have76 // been initialized to 0 on entry. if the second body is zero then the77 // J2xx pointers may be 0.78 btScalar *m_J1linearAxis,*m_J1angularAxis,*m_J2linearAxis,*m_J2angularAxis;79 80 // elements to jump from one row to the next in J's81 int rowskip;82 83 // right hand sides of the equation J*v = c + cfm * lambda. cfm is the84 // "constraint force mixing" vector. c is set to zero on entry, cfm is85 // set to a constant value (typically very small or zero) value on entry.86 btScalar *m_constraintError,*cfm;87 88 // lo and hi limits for variables (set to -/+ infinity on entry).89 btScalar *m_lowerLimit,*m_upperLimit;90 91 // findex vector for variables. see the LCP solver interface for a92 // description of what this does. this is set to -1 on entry.93 // note that the returned indexes are relative to the first index of94 // the constraint.95 int *findex;96 };97 98 60 99 61 virtual void buildJacobian() = 0; 100 62 101 virtual void setupSolverConstraint(btConstraintArray& ca, int solverBodyA,int solverBodyB, btScalar timeStep) 102 { 103 } 104 virtual void getInfo1 (btConstraintInfo1* info)=0; 63 virtual void solveConstraint(btScalar timeStep) = 0; 105 64 106 virtual void getInfo2 (btConstraintInfo2* info)=0;107 108 virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep) = 0;109 110 btScalar getMotorFactor(btScalar pos, btScalar lowLim, btScalar uppLim, btScalar vel, btScalar timeFact);111 112 65 const btRigidBody& getRigidBodyA() const 113 66 { … … 142 95 m_userConstraintId = uid; 143 96 } 144 97 145 98 int getUserConstraintId() const 146 99 { … … 162 115 return m_constraintType; 163 116 } 164 165 void setDbgDrawSize(btScalar dbgDrawSize) 166 { 167 m_dbgDrawSize = dbgDrawSize; 168 } 169 btScalar getDbgDrawSize() 170 { 171 return m_dbgDrawSize; 172 } 173 117 174 118 }; 175 119 -
code/branches/questsystem5/src/bullet/BulletDynamics/Dynamics/Bullet-C-API.cpp
r2907 r2908 111 111 { 112 112 btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world); 113 btAssert(dynamicsWorld);113 assert(dynamicsWorld); 114 114 dynamicsWorld->stepSimulation(timeStep); 115 115 } … … 118 118 { 119 119 btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world); 120 btAssert(dynamicsWorld);121 btRigidBody* body = reinterpret_cast< btRigidBody* >(object); 122 btAssert(body);120 assert(dynamicsWorld); 121 btRigidBody* body = reinterpret_cast< btRigidBody* >(object); 122 assert(body); 123 123 124 124 dynamicsWorld->addRigidBody(body); … … 128 128 { 129 129 btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world); 130 btAssert(dynamicsWorld);131 btRigidBody* body = reinterpret_cast< btRigidBody* >(object); 132 btAssert(body);130 assert(dynamicsWorld); 131 btRigidBody* body = reinterpret_cast< btRigidBody* >(object); 132 assert(body); 133 133 134 134 dynamicsWorld->removeRigidBody(body); … … 143 143 btVector3 localInertia(0,0,0); 144 144 btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape); 145 btAssert(shape);145 assert(shape); 146 146 if (mass) 147 147 { … … 159 159 { 160 160 btRigidBody* body = reinterpret_cast< btRigidBody* >(cbody); 161 btAssert(body);161 assert(body); 162 162 btAlignedFree( body); 163 163 } … … 263 263 { 264 264 btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape); 265 btAssert(shape);265 assert(shape); 266 266 btAlignedFree(shape); 267 267 } … … 269 269 { 270 270 btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape); 271 btAssert(shape);271 assert(shape); 272 272 btVector3 scaling(cscaling[0],cscaling[1],cscaling[2]); 273 273 shape->setLocalScaling(scaling); -
code/branches/questsystem5/src/bullet/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp
r2907 r2908 91 91 92 92 ///update vehicle simulation 93 updateActions(timeStep); 93 updateVehicles(timeStep); 94 94 95 95 96 updateActivationState( timeStep ); -
code/branches/questsystem5/src/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
r2907 r2908 30 30 #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" 31 31 #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" 32 #include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h"33 #include "BulletDynamics/ConstraintSolver/btHingeConstraint.h"34 #include "BulletDynamics/ConstraintSolver/btConeTwistConstraint.h"35 #include "BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h"36 #include "BulletDynamics/ConstraintSolver/btSliderConstraint.h"37 32 38 33 //for debug rendering … … 52 47 53 48 54 #include "BulletDynamics/Dynamics/btActionInterface.h" 49 50 //vehicle 51 #include "BulletDynamics/Vehicle/btRaycastVehicle.h" 52 #include "BulletDynamics/Vehicle/btVehicleRaycaster.h" 53 #include "BulletDynamics/Vehicle/btWheelInfo.h" 54 //character 55 #include "BulletDynamics/Character/btCharacterControllerInterface.h" 56 57 #include "LinearMath/btIDebugDraw.h" 55 58 #include "LinearMath/btQuickprof.h" 56 59 #include "LinearMath/btMotionState.h" … … 111 114 if (body) 112 115 { 116 btTransform predictedTrans; 113 117 if (body->getActivationState() != ISLAND_SLEEPING) 114 118 { … … 145 149 } 146 150 } 147 bool drawConstraints = false;148 if (getDebugDrawer())149 {150 int mode = getDebugDrawer()->getDebugMode();151 if(mode & (btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits))152 {153 drawConstraints = true;154 }155 }156 if(drawConstraints)157 {158 for(int i = getNumConstraints()-1; i>=0 ;i--)159 {160 btTypedConstraint* constraint = getConstraint(i);161 debugDrawConstraint(constraint);162 }163 }164 165 151 166 152 … … 205 191 } 206 192 207 if (getDebugDrawer() && getDebugDrawer()->getDebugMode()) 208 { 209 for (i=0;i<m_actions.size();i++) 210 { 211 m_actions[i]->debugDraw(m_debugDrawer); 193 for ( i=0;i<this->m_vehicles.size();i++) 194 { 195 for (int v=0;v<m_vehicles[i]->getNumWheels();v++) 196 { 197 btVector3 wheelColor(0,255,255); 198 if (m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_isInContact) 199 { 200 wheelColor.setValue(0,0,255); 201 } else 202 { 203 wheelColor.setValue(255,0,255); 204 } 205 206 btVector3 wheelPosWS = m_vehicles[i]->getWheelInfo(v).m_worldTransform.getOrigin(); 207 208 btVector3 axle = btVector3( 209 m_vehicles[i]->getWheelInfo(v).m_worldTransform.getBasis()[0][m_vehicles[i]->getRightAxis()], 210 m_vehicles[i]->getWheelInfo(v).m_worldTransform.getBasis()[1][m_vehicles[i]->getRightAxis()], 211 m_vehicles[i]->getWheelInfo(v).m_worldTransform.getBasis()[2][m_vehicles[i]->getRightAxis()]); 212 213 214 //m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_wheelAxleWS 215 //debug wheels (cylinders) 216 m_debugDrawer->drawLine(wheelPosWS,wheelPosWS+axle,wheelColor); 217 m_debugDrawer->drawLine(wheelPosWS,m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_contactPointWS,wheelColor); 218 212 219 } 213 220 } … … 281 288 } 282 289 } 283 /* 290 284 291 if (getDebugDrawer() && getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawWireframe) 285 292 { … … 293 300 } 294 301 } 295 */296 297 302 298 303 } … … 335 340 if (getDebugDrawer()) 336 341 { 337 btIDebugDraw* debugDrawer = getDebugDrawer (); 338 gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0; 342 gDisableDeactivation = (getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0; 339 343 } 340 344 if (numSimulationSubSteps) … … 400 404 401 405 ///update vehicle simulation 402 updateActions(timeStep); 403 406 updateVehicles(timeStep); 407 408 updateCharacters(timeStep); 409 404 410 updateActivationState( timeStep ); 405 411 … … 465 471 466 472 467 void btDiscreteDynamicsWorld::updateActions(btScalar timeStep) 468 { 469 BT_PROFILE("updateActions"); 470 471 for ( int i=0;i<m_actions.size();i++) 472 { 473 m_actions[i]->updateAction( this, timeStep); 474 } 475 } 473 void btDiscreteDynamicsWorld::updateVehicles(btScalar timeStep) 474 { 475 BT_PROFILE("updateVehicles"); 476 477 for ( int i=0;i<m_vehicles.size();i++) 478 { 479 btRaycastVehicle* vehicle = m_vehicles[i]; 480 vehicle->updateVehicle( timeStep); 481 } 482 } 483 484 void btDiscreteDynamicsWorld::updateCharacters(btScalar timeStep) 485 { 486 BT_PROFILE("updateCharacters"); 487 488 for ( int i=0;i<m_characters.size();i++) 489 { 490 btCharacterControllerInterface* character = m_characters[i]; 491 character->preStep (this); 492 character->playerStep (this,timeStep); 493 } 494 } 495 476 496 477 497 … … 530 550 } 531 551 532 void btDiscreteDynamicsWorld::addAction(btActionInterface* action) 533 { 534 m_actions.push_back(action); 535 } 536 537 void btDiscreteDynamicsWorld::removeAction(btActionInterface* action) 538 { 539 m_actions.remove(action); 540 } 541 542 543 void btDiscreteDynamicsWorld::addVehicle(btActionInterface* vehicle) 544 { 545 addAction(vehicle); 546 } 547 548 void btDiscreteDynamicsWorld::removeVehicle(btActionInterface* vehicle) 549 { 550 removeAction(vehicle); 551 } 552 553 void btDiscreteDynamicsWorld::addCharacter(btActionInterface* character) 554 { 555 addAction(character); 556 } 557 558 void btDiscreteDynamicsWorld::removeCharacter(btActionInterface* character) 559 { 560 removeAction(character); 552 void btDiscreteDynamicsWorld::addVehicle(btRaycastVehicle* vehicle) 553 { 554 m_vehicles.push_back(vehicle); 555 } 556 557 void btDiscreteDynamicsWorld::removeVehicle(btRaycastVehicle* vehicle) 558 { 559 m_vehicles.remove(vehicle); 560 } 561 562 void btDiscreteDynamicsWorld::addCharacter(btCharacterControllerInterface* character) 563 { 564 m_characters.push_back(character); 565 } 566 567 void btDiscreteDynamicsWorld::removeCharacter(btCharacterControllerInterface* character) 568 { 569 m_characters.remove(character); 561 570 } 562 571 … … 634 643 if (islandId<0) 635 644 { 636 if (numManifolds + m_numConstraints) 637 { 638 ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id 639 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); 640 } 645 ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id 646 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); 641 647 } else 642 648 { … … 684 690 } 685 691 686 // btAssert(0);692 // assert(0); 687 693 688 694 … … 748 754 btScalar m_allowedPenetration; 749 755 btOverlappingPairCache* m_pairCache; 750 btDispatcher* m_dispatcher;751 756 752 757 753 758 public: 754 btClosestNotMeConvexResultCallback (btCollisionObject* me,const btVector3& fromA,const btVector3& toA,btOverlappingPairCache* pairCache ,btDispatcher* dispatcher) :759 btClosestNotMeConvexResultCallback (btCollisionObject* me,const btVector3& fromA,const btVector3& toA,btOverlappingPairCache* pairCache) : 755 760 btCollisionWorld::ClosestConvexResultCallback(fromA,toA), 756 761 m_allowedPenetration(0.0f), 757 762 m_me(me), 758 m_pairCache(pairCache), 759 m_dispatcher(dispatcher) 763 m_pairCache(pairCache) 760 764 { 761 765 } … … 792 796 return false; 793 797 794 btCollisionObject* otherObj = (btCollisionObject*) proxy0->m_clientObject; 795 796 //call needsResponse, see http://code.google.com/p/bullet/issues/detail?id=179 797 if (m_dispatcher->needsResponse(m_me,otherObj)) 798 { 799 ///don't do CCD when there are already contact points (touching contact/penetration) 800 btAlignedObjectArray<btPersistentManifold*> manifoldArray; 801 btBroadphasePair* collisionPair = m_pairCache->findPair(m_me->getBroadphaseHandle(),proxy0); 802 if (collisionPair) 803 { 804 if (collisionPair->m_algorithm) 805 { 806 manifoldArray.resize(0); 807 collisionPair->m_algorithm->getAllContactManifolds(manifoldArray); 808 for (int j=0;j<manifoldArray.size();j++) 809 { 810 btPersistentManifold* manifold = manifoldArray[j]; 811 if (manifold->getNumContacts()>0) 812 return false; 813 } 798 ///don't do CCD when there are already contact points (touching contact/penetration) 799 btAlignedObjectArray<btPersistentManifold*> manifoldArray; 800 btBroadphasePair* collisionPair = m_pairCache->findPair(m_me->getBroadphaseHandle(),proxy0); 801 if (collisionPair) 802 { 803 if (collisionPair->m_algorithm) 804 { 805 manifoldArray.resize(0); 806 collisionPair->m_algorithm->getAllContactManifolds(manifoldArray); 807 for (int j=0;j<manifoldArray.size();j++) 808 { 809 btPersistentManifold* manifold = manifoldArray[j]; 810 if (manifold->getNumContacts()>0) 811 return false; 814 812 } 815 813 } … … 849 847 gNumClampedCcdMotions++; 850 848 851 btClosestNotMeConvexResultCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache() ,getDispatcher());849 btClosestNotMeConvexResultCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache()); 852 850 btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape()); 853 851 btSphereShape tmpSphere(body->getCcdSweptSphereRadius());//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape()); … … 1190 1188 1191 1189 1192 void btDiscreteDynamicsWorld::debugDrawConstraint(btTypedConstraint* constraint)1193 {1194 bool drawFrames = (getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawConstraints) != 0;1195 bool drawLimits = (getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawConstraintLimits) != 0;1196 btScalar dbgDrawSize = constraint->getDbgDrawSize();1197 if(dbgDrawSize <= btScalar(0.f))1198 {1199 return;1200 }1201 1202 switch(constraint->getConstraintType())1203 {1204 case POINT2POINT_CONSTRAINT_TYPE:1205 {1206 btPoint2PointConstraint* p2pC = (btPoint2PointConstraint*)constraint;1207 btTransform tr;1208 tr.setIdentity();1209 btVector3 pivot = p2pC->getPivotInA();1210 pivot = p2pC->getRigidBodyA().getCenterOfMassTransform() * pivot;1211 tr.setOrigin(pivot);1212 getDebugDrawer()->drawTransform(tr, dbgDrawSize);1213 // that ideally should draw the same frame1214 pivot = p2pC->getPivotInB();1215 pivot = p2pC->getRigidBodyB().getCenterOfMassTransform() * pivot;1216 tr.setOrigin(pivot);1217 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1218 }1219 break;1220 case HINGE_CONSTRAINT_TYPE:1221 {1222 btHingeConstraint* pHinge = (btHingeConstraint*)constraint;1223 btTransform tr = pHinge->getRigidBodyA().getCenterOfMassTransform() * pHinge->getAFrame();1224 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1225 tr = pHinge->getRigidBodyB().getCenterOfMassTransform() * pHinge->getBFrame();1226 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1227 btScalar minAng = pHinge->getLowerLimit();1228 btScalar maxAng = pHinge->getUpperLimit();1229 if(minAng == maxAng)1230 {1231 break;1232 }1233 bool drawSect = true;1234 if(minAng > maxAng)1235 {1236 minAng = btScalar(0.f);1237 maxAng = SIMD_2_PI;1238 drawSect = false;1239 }1240 if(drawLimits)1241 {1242 btVector3& center = tr.getOrigin();1243 btVector3 normal = tr.getBasis().getColumn(2);1244 btVector3 axis = tr.getBasis().getColumn(0);1245 getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, minAng, maxAng, btVector3(0,0,0), drawSect);1246 }1247 }1248 break;1249 case CONETWIST_CONSTRAINT_TYPE:1250 {1251 btConeTwistConstraint* pCT = (btConeTwistConstraint*)constraint;1252 btTransform tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame();1253 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1254 tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame();1255 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1256 if(drawLimits)1257 {1258 //const btScalar length = btScalar(5);1259 const btScalar length = dbgDrawSize;1260 static int nSegments = 8*4;1261 btScalar fAngleInRadians = btScalar(2.*3.1415926) * (btScalar)(nSegments-1)/btScalar(nSegments);1262 btVector3 pPrev = pCT->GetPointForAngle(fAngleInRadians, length);1263 pPrev = tr * pPrev;1264 for (int i=0; i<nSegments; i++)1265 {1266 fAngleInRadians = btScalar(2.*3.1415926) * (btScalar)i/btScalar(nSegments);1267 btVector3 pCur = pCT->GetPointForAngle(fAngleInRadians, length);1268 pCur = tr * pCur;1269 getDebugDrawer()->drawLine(pPrev, pCur, btVector3(0,0,0));1270 1271 if (i%(nSegments/8) == 0)1272 getDebugDrawer()->drawLine(tr.getOrigin(), pCur, btVector3(0,0,0));1273 1274 pPrev = pCur;1275 }1276 btScalar tws = pCT->getTwistSpan();1277 btScalar twa = pCT->getTwistAngle();1278 bool useFrameB = (pCT->getRigidBodyB().getInvMass() > btScalar(0.f));1279 if(useFrameB)1280 {1281 tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame();1282 }1283 else1284 {1285 tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame();1286 }1287 btVector3 pivot = tr.getOrigin();1288 btVector3 normal = tr.getBasis().getColumn(0);1289 btVector3 axis1 = tr.getBasis().getColumn(1);1290 getDebugDrawer()->drawArc(pivot, normal, axis1, dbgDrawSize, dbgDrawSize, -twa-tws, -twa+tws, btVector3(0,0,0), true);1291 1292 }1293 }1294 break;1295 case D6_CONSTRAINT_TYPE:1296 {1297 btGeneric6DofConstraint* p6DOF = (btGeneric6DofConstraint*)constraint;1298 btTransform tr = p6DOF->getCalculatedTransformA();1299 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1300 tr = p6DOF->getCalculatedTransformB();1301 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1302 if(drawLimits)1303 {1304 tr = p6DOF->getCalculatedTransformA();1305 const btVector3& center = p6DOF->getCalculatedTransformB().getOrigin();1306 btVector3 up = tr.getBasis().getColumn(2);1307 btVector3 axis = tr.getBasis().getColumn(0);1308 btScalar minTh = p6DOF->getRotationalLimitMotor(1)->m_loLimit;1309 btScalar maxTh = p6DOF->getRotationalLimitMotor(1)->m_hiLimit;1310 btScalar minPs = p6DOF->getRotationalLimitMotor(2)->m_loLimit;1311 btScalar maxPs = p6DOF->getRotationalLimitMotor(2)->m_hiLimit;1312 getDebugDrawer()->drawSpherePatch(center, up, axis, dbgDrawSize * btScalar(.9f), minTh, maxTh, minPs, maxPs, btVector3(0,0,0));1313 axis = tr.getBasis().getColumn(1);1314 btScalar ay = p6DOF->getAngle(1);1315 btScalar az = p6DOF->getAngle(2);1316 btScalar cy = btCos(ay);1317 btScalar sy = btSin(ay);1318 btScalar cz = btCos(az);1319 btScalar sz = btSin(az);1320 btVector3 ref;1321 ref[0] = cy*cz*axis[0] + cy*sz*axis[1] - sy*axis[2];1322 ref[1] = -sz*axis[0] + cz*axis[1];1323 ref[2] = cz*sy*axis[0] + sz*sy*axis[1] + cy*axis[2];1324 tr = p6DOF->getCalculatedTransformB();1325 btVector3 normal = -tr.getBasis().getColumn(0);1326 btScalar minFi = p6DOF->getRotationalLimitMotor(0)->m_loLimit;1327 btScalar maxFi = p6DOF->getRotationalLimitMotor(0)->m_hiLimit;1328 if(minFi > maxFi)1329 {1330 getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, -SIMD_PI, SIMD_PI, btVector3(0,0,0), false);1331 }1332 else if(minFi < maxFi)1333 {1334 getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, minFi, maxFi, btVector3(0,0,0), true);1335 }1336 tr = p6DOF->getCalculatedTransformA();1337 btVector3 bbMin = p6DOF->getTranslationalLimitMotor()->m_lowerLimit;1338 btVector3 bbMax = p6DOF->getTranslationalLimitMotor()->m_upperLimit;1339 getDebugDrawer()->drawBox(bbMin, bbMax, tr, btVector3(0,0,0));1340 }1341 }1342 break;1343 case SLIDER_CONSTRAINT_TYPE:1344 {1345 btSliderConstraint* pSlider = (btSliderConstraint*)constraint;1346 btTransform tr = pSlider->getCalculatedTransformA();1347 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1348 tr = pSlider->getCalculatedTransformB();1349 if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);1350 if(drawLimits)1351 {1352 btTransform tr = pSlider->getCalculatedTransformA();1353 btVector3 li_min = tr * btVector3(pSlider->getLowerLinLimit(), 0.f, 0.f);1354 btVector3 li_max = tr * btVector3(pSlider->getUpperLinLimit(), 0.f, 0.f);1355 getDebugDrawer()->drawLine(li_min, li_max, btVector3(0, 0, 0));1356 btVector3 normal = tr.getBasis().getColumn(0);1357 btVector3 axis = tr.getBasis().getColumn(1);1358 btScalar a_min = pSlider->getLowerAngLimit();1359 btScalar a_max = pSlider->getUpperAngLimit();1360 const btVector3& center = pSlider->getCalculatedTransformB().getOrigin();1361 getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, a_min, a_max, btVector3(0,0,0), true);1362 }1363 }1364 break;1365 default :1366 break;1367 }1368 return;1369 } // btDiscreteDynamicsWorld::debugDrawConstraint()1370 1371 1372 1373 1374 1375 1190 void btDiscreteDynamicsWorld::setConstraintSolver(btConstraintSolver* solver) 1376 1191 { … … 1401 1216 return m_constraints[index]; 1402 1217 } 1403 1404 -
code/branches/questsystem5/src/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
r2907 r2908 24 24 class btSimulationIslandManager; 25 25 class btTypedConstraint; 26 class btActionInterface;27 26 27 28 class btRaycastVehicle; 29 class btCharacterControllerInterface; 28 30 class btIDebugDraw; 29 31 #include "LinearMath/btAlignedObjectArray.h" … … 51 53 bool m_ownsConstraintSolver; 52 54 53 btAlignedObjectArray<btActionInterface*> m_actions;54 55 56 btAlignedObjectArray<btRaycastVehicle*> m_vehicles; 57 58 btAlignedObjectArray<btCharacterControllerInterface*> m_characters; 59 60 55 61 int m_profileTimings; 56 62 … … 65 71 void updateActivationState(btScalar timeStep); 66 72 67 void updateActions(btScalar timeStep); 73 void updateVehicles(btScalar timeStep); 74 75 void updateCharacters(btScalar timeStep); 68 76 69 77 void startProfiling(btScalar timeStep); … … 98 106 virtual void removeConstraint(btTypedConstraint* constraint); 99 107 100 virtual void add Action(btActionInterface*);108 virtual void addVehicle(btRaycastVehicle* vehicle); 101 109 102 virtual void remove Action(btActionInterface*);110 virtual void removeVehicle(btRaycastVehicle* vehicle); 103 111 112 virtual void addCharacter(btCharacterControllerInterface* character); 113 114 virtual void removeCharacter(btCharacterControllerInterface* character); 115 116 104 117 btSimulationIslandManager* getSimulationIslandManager() 105 118 { … … 118 131 119 132 virtual void setGravity(const btVector3& gravity); 120 121 133 virtual btVector3 getGravity () const; 122 134 … … 128 140 129 141 void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color); 130 131 void debugDrawConstraint(btTypedConstraint* constraint);132 142 133 143 virtual void debugDrawWorld(); … … 160 170 } 161 171 162 ///obsolete, use updateActions instead163 virtual void updateVehicles(btScalar timeStep)164 {165 updateActions(timeStep);166 }167 168 ///obsolete, use addAction instead169 virtual void addVehicle(btActionInterface* vehicle);170 ///obsolete, use removeAction instead171 virtual void removeVehicle(btActionInterface* vehicle);172 ///obsolete, use addAction instead173 virtual void addCharacter(btActionInterface* character);174 ///obsolete, use removeAction instead175 virtual void removeCharacter(btActionInterface* character);176 177 172 }; 178 173 -
code/branches/questsystem5/src/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h
r2907 r2908 21 21 22 22 class btTypedConstraint; 23 class bt ActionInterface;23 class btRaycastVehicle; 24 24 class btConstraintSolver; 25 25 class btDynamicsWorld; 26 26 class btCharacterControllerInterface; 27 27 28 28 /// Type for the callback for each tick … … 73 73 virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;} 74 74 75 virtual void add Action(btActionInterface* action) = 0;75 virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;} 76 76 77 virtual void removeAction(btActionInterface* action) = 0; 77 virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;} 78 79 virtual void addCharacter(btCharacterControllerInterface* character) {(void)character;} 80 81 virtual void removeCharacter(btCharacterControllerInterface* character) {(void)character;} 82 78 83 79 84 //once a rigidbody is added to the dynamics world, it will get this gravity assigned … … 125 130 126 131 127 ///obsolete, use addAction instead.128 virtual void addVehicle(btActionInterface* vehicle) {(void)vehicle;}129 ///obsolete, use removeAction instead130 virtual void removeVehicle(btActionInterface* vehicle) {(void)vehicle;}131 ///obsolete, use addAction instead.132 virtual void addCharacter(btActionInterface* character) {(void)character;}133 ///obsolete, use removeAction instead134 virtual void removeCharacter(btActionInterface* character) {(void)character;}135 136 137 132 }; 138 133 -
code/branches/questsystem5/src/bullet/BulletDynamics/Dynamics/btRigidBody.cpp
r2907 r2908 47 47 m_angularFactor = btScalar(1.); 48 48 m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); 49 m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));50 49 m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); 51 50 m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)), … … 126 125 m_gravity = acceleration * (btScalar(1.0) / m_inverseMass); 127 126 } 128 m_gravity_acceleration = acceleration;129 127 } 130 128 -
code/branches/questsystem5/src/bullet/BulletDynamics/Dynamics/btRigidBody.h
r2907 r2908 49 49 50 50 btVector3 m_gravity; 51 btVector3 m_gravity_acceleration;52 51 btVector3 m_invInertiaLocal; 53 52 btVector3 m_totalForce; … … 183 182 const btVector3& getGravity() const 184 183 { 185 return m_gravity _acceleration;184 return m_gravity; 186 185 } 187 186 … … 233 232 m_totalForce += force; 234 233 } 235 236 const btVector3& getTotalForce()237 {238 return m_totalForce;239 };240 241 const btVector3& getTotalTorque()242 {243 return m_totalTorque;244 };245 234 246 const btVector3& getInvInertiaDiagLocal() const235 const btVector3& getInvInertiaDiagLocal() 247 236 { 248 237 return m_invInertiaLocal; -
code/branches/questsystem5/src/bullet/BulletDynamics/Vehicle/btRaycastVehicle.cpp
r2907 r2908 20 20 #include "btWheelInfo.h" 21 21 #include "LinearMath/btMinMax.h" 22 #include "LinearMath/btIDebugDraw.h" 22 23 23 24 #include "BulletDynamics/ConstraintSolver/btContactConstraint.h" 24 25 … … 26 27 27 28 btRaycastVehicle::btRaycastVehicle(const btVehicleTuning& tuning,btRigidBody* chassis, btVehicleRaycaster* raycaster ) 28 :m_vehicleRaycaster(raycaster), 29 : btTypedConstraint(VEHICLE_CONSTRAINT_TYPE), 30 m_vehicleRaycaster(raycaster), 29 31 m_pitchControl(btScalar(0.)) 30 32 { … … 86 88 const btTransform& btRaycastVehicle::getWheelTransformWS( int wheelIndex ) const 87 89 { 88 btAssert(wheelIndex < getNumWheels());90 assert(wheelIndex < getNumWheels()); 89 91 const btWheelInfo& wheel = m_wheelInfo[wheelIndex]; 90 92 return wheel.m_worldTransform; … … 174 176 btVehicleRaycaster::btVehicleRaycasterResult rayResults; 175 177 176 btAssert(m_vehicleRaycaster);178 assert(m_vehicleRaycaster); 177 179 178 180 void* object = m_vehicleRaycaster->castRay(source,target,rayResults); … … 358 360 void btRaycastVehicle::setSteeringValue(btScalar steering,int wheel) 359 361 { 360 btAssert(wheel>=0 && wheel < getNumWheels());362 assert(wheel>=0 && wheel < getNumWheels()); 361 363 362 364 btWheelInfo& wheelInfo = getWheelInfo(wheel); … … 374 376 void btRaycastVehicle::applyEngineForce(btScalar force, int wheel) 375 377 { 376 btAssert(wheel>=0 && wheel < getNumWheels());378 assert(wheel>=0 && wheel < getNumWheels()); 377 379 btWheelInfo& wheelInfo = getWheelInfo(wheel); 378 380 wheelInfo.m_engineForce = force; … … 703 705 704 706 705 706 void btRaycastVehicle::debugDraw(btIDebugDraw* debugDrawer)707 {708 709 for (int v=0;v<this->getNumWheels();v++)710 {711 btVector3 wheelColor(0,255,255);712 if (getWheelInfo(v).m_raycastInfo.m_isInContact)713 {714 wheelColor.setValue(0,0,255);715 } else716 {717 wheelColor.setValue(255,0,255);718 }719 720 btVector3 wheelPosWS = getWheelInfo(v).m_worldTransform.getOrigin();721 722 btVector3 axle = btVector3(723 getWheelInfo(v).m_worldTransform.getBasis()[0][getRightAxis()],724 getWheelInfo(v).m_worldTransform.getBasis()[1][getRightAxis()],725 getWheelInfo(v).m_worldTransform.getBasis()[2][getRightAxis()]);726 727 //debug wheels (cylinders)728 debugDrawer->drawLine(wheelPosWS,wheelPosWS+axle,wheelColor);729 debugDrawer->drawLine(wheelPosWS,getWheelInfo(v).m_raycastInfo.m_contactPointWS,wheelColor);730 731 }732 }733 734 735 707 void* btDefaultVehicleRaycaster::castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result) 736 708 { … … 756 728 return 0; 757 729 } 758 -
code/branches/questsystem5/src/bullet/BulletDynamics/Vehicle/btRaycastVehicle.h
r2907 r2908 18 18 #include "LinearMath/btAlignedObjectArray.h" 19 19 #include "btWheelInfo.h" 20 #include "BulletDynamics/Dynamics/btActionInterface.h"21 20 22 21 class btVehicleTuning; 23 22 24 23 ///rayCast vehicle, very special constraint that turn a rigidbody into a vehicle. 25 class btRaycastVehicle : public bt ActionInterface24 class btRaycastVehicle : public btTypedConstraint 26 25 { 27 26 … … 75 74 virtual ~btRaycastVehicle() ; 76 75 77 78 ///btActionInterface interface 79 virtual void updateAction( btCollisionWorld* collisionWorld, btScalar step) 80 { 81 updateVehicle(step); 82 } 83 84 85 ///btActionInterface interface 86 void debugDraw(btIDebugDraw* debugDrawer); 87 76 88 77 const btTransform& getChassisWorldTransform() const; 89 78 … … 91 80 92 81 virtual void updateVehicle(btScalar step); 93 94 82 95 83 void resetSuspension(); 96 84 … … 188 176 } 189 177 178 virtual void buildJacobian() 179 { 180 //not yet 181 } 182 183 virtual void solveConstraint(btScalar timeStep) 184 { 185 (void)timeStep; 186 //not yet 187 } 190 188 191 189
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