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- /*
- Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
- Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "btUniversalConstraint.h"
- #include "bullet/BulletDynamics/Dynamics/btRigidBody.h"
- #include "bullet/LinearMath/btTransformUtil.h"
- #define UNIV_EPS btScalar(0.01f)
- // constructor
- // anchor, axis1 and axis2 are in world coordinate system
- // axis1 must be orthogonal to axis2
- btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, const btVector3& anchor, const btVector3& axis1, const btVector3& axis2)
- : btGeneric6DofConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true),
- m_anchor(anchor),
- m_axis1(axis1),
- m_axis2(axis2)
- {
- // build frame basis
- // 6DOF constraint uses Euler angles and to define limits
- // it is assumed that rotational order is :
- // Z - first, allowed limits are (-PI,PI);
- // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number
- // used to prevent constraint from instability on poles;
- // new position of X, allowed limits are (-PI,PI);
- // So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs
- // Build the frame in world coordinate system first
- btVector3 zAxis = m_axis1.normalize();
- btVector3 yAxis = m_axis2.normalize();
- btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
- btTransform frameInW;
- frameInW.setIdentity();
- frameInW.getBasis().setValue( xAxis[0], yAxis[0], zAxis[0],
- xAxis[1], yAxis[1], zAxis[1],
- xAxis[2], yAxis[2], zAxis[2]);
- frameInW.setOrigin(anchor);
- // now get constraint frame in local coordinate systems
- m_frameInA = rbA.getCenterOfMassTransform().inverse() * frameInW;
- m_frameInB = rbB.getCenterOfMassTransform().inverse() * frameInW;
- // sei limits
- setLinearLowerLimit(btVector3(0., 0., 0.));
- setLinearUpperLimit(btVector3(0., 0., 0.));
- setAngularLowerLimit(btVector3(0.f, -SIMD_HALF_PI + UNIV_EPS, -SIMD_PI + UNIV_EPS));
- setAngularUpperLimit(btVector3(0.f, SIMD_HALF_PI - UNIV_EPS, SIMD_PI - UNIV_EPS));
- }
- void btUniversalConstraint::setAxis(const btVector3& axis1,const btVector3& axis2)
- {
- m_axis1 = axis1;
- m_axis2 = axis2;
- btVector3 zAxis = axis1.normalized();
- btVector3 yAxis = axis2.normalized();
- btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
- btTransform frameInW;
- frameInW.setIdentity();
- frameInW.getBasis().setValue( xAxis[0], yAxis[0], zAxis[0],
- xAxis[1], yAxis[1], zAxis[1],
- xAxis[2], yAxis[2], zAxis[2]);
- frameInW.setOrigin(m_anchor);
- // now get constraint frame in local coordinate systems
- m_frameInA = m_rbA.getCenterOfMassTransform().inverse() * frameInW;
- m_frameInB = m_rbB.getCenterOfMassTransform().inverse() * frameInW;
- calculateTransforms();
- }
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