Bullet Collision Detection & Physics Library
btMultiBodySliderConstraint.cpp
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
17 
23 
24 #define BTMBSLIDERCONSTRAINT_DIM 5
25 #define EPSILON 0.000001
26 
27 btMultiBodySliderConstraint::btMultiBodySliderConstraint(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB, const btVector3& jointAxis)
28  :btMultiBodyConstraint(body,0,link,-1,BTMBSLIDERCONSTRAINT_DIM,false),
29  m_rigidBodyA(0),
30  m_rigidBodyB(bodyB),
31  m_pivotInA(pivotInA),
32  m_pivotInB(pivotInB),
33  m_frameInA(frameInA),
34  m_frameInB(frameInB),
35  m_jointAxis(jointAxis)
36 {
37  m_data.resize(BTMBSLIDERCONSTRAINT_DIM);//at least store the applied impulses
38 }
39 
40 btMultiBodySliderConstraint::btMultiBodySliderConstraint(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB, const btVector3& jointAxis)
41  :btMultiBodyConstraint(bodyA,bodyB,linkA,linkB,BTMBSLIDERCONSTRAINT_DIM,false),
42  m_rigidBodyA(0),
43  m_rigidBodyB(0),
44  m_pivotInA(pivotInA),
45  m_pivotInB(pivotInB),
46  m_frameInA(frameInA),
47  m_frameInB(frameInB),
48  m_jointAxis(jointAxis)
49 {
50  m_data.resize(BTMBSLIDERCONSTRAINT_DIM);//at least store the applied impulses
51 }
52 
54 {
55  //not implemented yet
56  btAssert(0);
57 }
58 
60 {
61 }
62 
63 
65 {
66  if (m_rigidBodyA)
67  return m_rigidBodyA->getIslandTag();
68 
69  if (m_bodyA)
70  {
71  if (m_linkA < 0)
72  {
74  if (col)
75  return col->getIslandTag();
76  }
77  else
78  {
81  }
82  }
83  return -1;
84 }
85 
87 {
88  if (m_rigidBodyB)
89  return m_rigidBodyB->getIslandTag();
90  if (m_bodyB)
91  {
92  if (m_linkB < 0)
93  {
95  if (col)
96  return col->getIslandTag();
97  }
98  else
99  {
102  }
103  }
104  return -1;
105 }
107 {
108  // Convert local points back to world
109  btVector3 pivotAworld = m_pivotInA;
110  btMatrix3x3 frameAworld = m_frameInA;
111  btVector3 jointAxis = m_jointAxis;
112  if (m_rigidBodyA)
113  {
117 
118  } else if (m_bodyA) {
119  pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
120  frameAworld = m_bodyA->localFrameToWorld(m_linkA, m_frameInA);
122  }
123  btVector3 pivotBworld = m_pivotInB;
124  btMatrix3x3 frameBworld = m_frameInB;
125  if (m_rigidBodyB)
126  {
129 
130  } else if (m_bodyB) {
131  pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
132  frameBworld = m_bodyB->localFrameToWorld(m_linkB, m_frameInB);
133  }
134 
135  btVector3 constraintAxis[2];
136  for (int i = 0; i < 3; ++i)
137  {
138  constraintAxis[0] = frameAworld.getColumn(i).cross(jointAxis);
139  if (constraintAxis[0].safeNorm() > EPSILON)
140  {
141  constraintAxis[0] = constraintAxis[0].normalized();
142  constraintAxis[1] = jointAxis.cross(constraintAxis[0]);
143  constraintAxis[1] = constraintAxis[1].normalized();
144  break;
145  }
146  }
147 
148  btMatrix3x3 relRot = frameAworld.inverse()*frameBworld;
149  btVector3 angleDiff;
151 
152  int numDim = BTMBSLIDERCONSTRAINT_DIM;
153  for (int i=0;i<numDim;i++)
154  {
155  btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
156  constraintRow.m_orgConstraint = this;
157  constraintRow.m_orgDofIndex = i;
158  constraintRow.m_relpos1CrossNormal.setValue(0,0,0);
159  constraintRow.m_contactNormal1.setValue(0,0,0);
160  constraintRow.m_relpos2CrossNormal.setValue(0,0,0);
161  constraintRow.m_contactNormal2.setValue(0,0,0);
162  constraintRow.m_angularComponentA.setValue(0,0,0);
163  constraintRow.m_angularComponentB.setValue(0,0,0);
164 
165  constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
166  constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
167 
168  if (m_rigidBodyA)
169  {
170  constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
171  }
172  if (m_rigidBodyB)
173  {
174  constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
175  }
176 
177  btVector3 constraintNormalLin(0,0,0);
178  btVector3 constraintNormalAng(0,0,0);
179  btScalar posError = 0.0;
180  if (i < 2) {
181  constraintNormalLin = constraintAxis[i];
182  posError = (pivotAworld-pivotBworld).dot(constraintNormalLin);
183  fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
184  constraintNormalLin, pivotAworld, pivotBworld,
185  posError,
186  infoGlobal,
188  );
189  }
190  else { //i>=2
191  constraintNormalAng = frameAworld.getColumn(i%3);
192  posError = angleDiff[i%3];
193  fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
194  constraintNormalLin, pivotAworld, pivotBworld,
195  posError,
196  infoGlobal,
198  );
199  }
200  }
201 }
202 
204 {
205  btTransform tr;
206  tr.setIdentity();
207 
208  if (m_rigidBodyA)
209  {
211  tr.setOrigin(pivot);
212  drawer->drawTransform(tr, 0.1);
213  }
214  if (m_bodyA)
215  {
217  tr.setOrigin(pivotAworld);
218  drawer->drawTransform(tr, 0.1);
219  }
220  if (m_rigidBodyB)
221  {
222  // that ideally should draw the same frame
224  tr.setOrigin(pivot);
225  drawer->drawTransform(tr, 0.1);
226  }
227  if (m_bodyB)
228  {
230  tr.setOrigin(pivotBworld);
231  drawer->drawTransform(tr, 0.1);
232  }
233 }
btMatrix3x3 inverse() const
Return the inverse of the matrix.
Definition: btMatrix3x3.h:1075
void setOrigin(const btVector3 &origin)
Set the translational element.
Definition: btTransform.h:150
static bool matrixToEulerXYZ(const btMatrix3x3 &mat, btVector3 &xyz)
const btMultibodyLink & getLink(int index) const
Definition: btMultiBody.h:119
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:652
btMultiBodyConstraint * m_orgConstraint
void setIdentity()
Set this transformation to the identity.
Definition: btTransform.h:172
btMatrix3x3 localFrameToWorld(int i, const btMatrix3x3 &mat) const
#define btAssert(x)
Definition: btScalar.h:131
btVector3 localDirToWorld(int i, const btVector3 &vec) const
#define BTMBSLIDERCONSTRAINT_DIM
This file was written by Erwin Coumans.
btVector3 getColumn(int i) const
Get a column of the matrix as a vector.
Definition: btMatrix3x3.h:134
btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)
Definition: btQuaternion.h:937
const btTransform & getCenterOfMassTransform() const
Definition: btRigidBody.h:359
virtual void debugDraw(class btIDebugDraw *drawer)
btQuaternion getOrientation() const
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition: btVector3.h:389
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:29
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:62
btMultiBodySliderConstraint(btMultiBody *body, int link, btRigidBody *bodyB, const btVector3 &pivotInA, const btVector3 &pivotInB, const btMatrix3x3 &frameInA, const btMatrix3x3 &frameInB, const btVector3 &jointAxis)
btAlignedObjectArray< btScalar > m_data
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
int getCompanionId() const
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:34
virtual void createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)
int getIslandTag() const
btVector3 normalized() const
Return a normalized version of this vector.
Definition: btVector3.h:966
virtual void drawTransform(const btTransform &transform, btScalar orthoLen)
Definition: btIDebugDraw.h:166
void resize(int newsize, const T &fillData=T())
btMatrix3x3 transpose() const
Return the transpose of the matrix.
Definition: btMatrix3x3.h:1030
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition: btMatrix3x3.h:48
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
Definition: btQuaternion.h:898
const btMultiBodyLinkCollider * getBaseCollider() const
Definition: btMultiBody.h:134
btScalar fillMultiBodyConstraint(btMultiBodySolverConstraint &solverConstraint, btMultiBodyJacobianData &data, btScalar *jacOrgA, btScalar *jacOrgB, const btVector3 &constraintNormalAng, const btVector3 &constraintNormalLin, const btVector3 &posAworld, const btVector3 &posBworld, btScalar posError, const btContactSolverInfo &infoGlobal, btScalar lowerLimit, btScalar upperLimit, bool angConstraint=false, btScalar relaxation=1.f, bool isFriction=false, btScalar desiredVelocity=0, btScalar cfmSlip=0)
btVector3 localPosToWorld(int i, const btVector3 &vec) const
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292