Esempio n. 1
0
 public override void GetInfo2(ConstraintInfo2 info)
 {
     if (m_useOffsetForConstraintFrame)
     {
         GetInfo2InternalUsingFrameOffset(info, m_rbA.GetCenterOfMassTransform(), m_rbB.GetCenterOfMassTransform(), m_rbA.GetAngularVelocity(), m_rbB.GetAngularVelocity());
     }
     else
     {
         GetInfo2Internal(info, m_rbA.GetCenterOfMassTransform(), m_rbB.GetCenterOfMassTransform(), m_rbA.GetAngularVelocity(), m_rbB.GetAngularVelocity());
     }
 }
 public static void PrintInfo2(StreamWriter writer, TypedConstraint constraint, ConstraintInfo2 info2)
 {
     if (writer != null)
     {
         writer.WriteLine(String.Format("getInfo2 [{0}] [{1}] [{2}] [{3}]", constraint.m_userConstraintId, constraint.GetObjectType(), (string)constraint.GetRigidBodyA().GetUserPointer(), (string)constraint.GetRigidBodyB().GetUserPointer()));
         writer.WriteLine(String.Format("numRows [{0}] fps[{1:0.00000000}] erp[{2:0.00000000}] findex[{3}] numIter[{4}]", info2.m_numRows, info2.fps, info2.erp, info2.findex, info2.m_numIterations));
         for (int i = 0; i < info2.m_numRows; ++i)
         {
             writer.WriteLine(String.Format("TypedConstraint[{0}]", i));
             writer.WriteLine("ContactNormal");
             MathUtil.PrintVector3(writer, info2.m_solverConstraints[i].m_contactNormal);
             writer.WriteLine("rel1pos1CrossNormal");
             MathUtil.PrintVector3(writer, info2.m_solverConstraints[i].m_relpos1CrossNormal);
             writer.WriteLine("rel1pos2CrossNormal");
             MathUtil.PrintVector3(writer, info2.m_solverConstraints[i].m_relpos2CrossNormal);
         }
     }
 }
 public virtual void GetInfo2(ConstraintInfo2 info)
 {
 }
        public void GetInfo2NonVirtual(ConstraintInfo2 info, IndexedMatrix transA, IndexedMatrix transB, IndexedVector3 linVelA, IndexedVector3 linVelB, float rbAinvMass, float rbBinvMass)
        {
            IndexedMatrix trA = GetCalculatedTransformA();
            IndexedMatrix trB = GetCalculatedTransformB();

            Debug.Assert(!m_useSolveConstraintObsolete);
            int i, s = 1;

            float signFact = m_useLinearReferenceFrameA ? 1.0f : -1.0f;

            // difference between frames in WCS
            IndexedVector3 ofs = trB._origin - trA._origin;
            // now get weight factors depending on masses
            float miA = rbAinvMass;
            float miB = rbBinvMass;
            bool  hasStaticBody = (miA < MathUtil.SIMD_EPSILON) || (miB < MathUtil.SIMD_EPSILON);
            float miS = miA + miB;
            float factA, factB;

            if (miS > 0.0f)
            {
                factA = miB / miS;
            }
            else
            {
                factA = 0.5f;
            }
            factB = 1.0f - factA;
            IndexedVector3 ax1 = IndexedVector3.Zero, p, q;
            IndexedVector3 ax1A = trA._basis.GetColumn(0);
            IndexedVector3 ax1B = trB._basis.GetColumn(0);

            if (m_useOffsetForConstraintFrame)
            {
                // get the desired direction of slider axis
                // as weighted sum of X-orthos of frameA and frameB in WCS
                ax1 = ax1A * factA + ax1B * factB;
                ax1.Normalize();
                // construct two orthos to slider axis
                TransformUtil.PlaneSpace1(ref ax1, out p, out q);
            }
            else
            {             // old way - use frameA
                ax1 = trA._basis.GetColumn(0);
                // get 2 orthos to slider axis (Y, Z)
                p = trA._basis.GetColumn(1);
                q = trA._basis.GetColumn(2);
            }
            // make rotations around these orthos equal
            // the slider axis should be the only unconstrained
            // rotational axis, the angular velocity of the two bodies perpendicular to
            // the slider axis should be equal. thus the constraint equations are
            //    p*w1 - p*w2 = 0
            //    q*w1 - q*w2 = 0
            // where p and q are unit vectors normal to the slider axis, and w1 and w2
            // are the angular velocity vectors of the two bodies.
            info.m_solverConstraints[0].m_relpos1CrossNormal = p;
            info.m_solverConstraints[s].m_relpos1CrossNormal = q;

            info.m_solverConstraints[0].m_relpos2CrossNormal = -p;
            info.m_solverConstraints[s].m_relpos2CrossNormal = -q;

            // compute the right hand side of the constraint equation. set relative
            // body velocities along p and q to bring the slider back into alignment.
            // if ax1A,ax1B are the unit length slider axes as computed from bodyA and
            // bodyB, we need to rotate both bodies along the axis u = (ax1 x ax2).
            // if "theta" is the angle between ax1 and ax2, we need an angular velocity
            // along u to cover angle erp*theta in one step :
            //   |angular_velocity| = angle/time = erp*theta / stepsize
            //                      = (erp*fps) * theta
            //    angular_velocity  = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2|
            //                      = (erp*fps) * theta * (ax1 x ax2) / sin(theta)
            // ...as ax1 and ax2 are unit length. if theta is smallish,
            // theta ~= sin(theta), so
            //    angular_velocity  = (erp*fps) * (ax1 x ax2)
            // ax1 x ax2 is in the plane space of ax1, so we project the angular
            // velocity to p and q to find the right hand side.
            //	float k = info.fps * info.erp * getSoftnessOrthoAng();
            float currERP = ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_ERP_ORTANG) != 0) ? m_softnessOrthoAng : m_softnessOrthoAng * info.erp;
            float k       = info.fps * currERP;

            IndexedVector3 u = IndexedVector3.Cross(ax1A, ax1B);

            info.m_solverConstraints[0].m_rhs = k * IndexedVector3.Dot(u, p);
            info.m_solverConstraints[s].m_rhs = k * IndexedVector3.Dot(u, q);
            if ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_CFM_ORTANG) != 0)
            {
                info.m_solverConstraints[0].m_cfm = m_cfmOrthoAng;
                info.m_solverConstraints[s].m_cfm = m_cfmOrthoAng;
            }

            int   nrow = 1;           // last filled row
            int   srow = nrow;
            float limit_err;
            int   limit;
            bool  powered;

            // next two rows.
            // we want: velA + wA x relA == velB + wB x relB ... but this would
            // result in three equations, so we project along two orthos to the slider axis

            IndexedMatrix bodyA_trans = transA;
            IndexedMatrix bodyB_trans = transB;

            nrow++;
            int s2 = nrow * s;

            nrow++;
            int            s3 = nrow * s;
            IndexedVector3 tmpA = IndexedVector3.Zero, tmpB = IndexedVector3.Zero, relA = IndexedVector3.Zero, relB = IndexedVector3.Zero, c = IndexedVector3.Zero;

            if (m_useOffsetForConstraintFrame)
            {
                // get vector from bodyB to frameB in WCS
                relB = trB._origin - bodyB_trans._origin;
                // get its projection to slider axis
                IndexedVector3 projB = ax1 * IndexedVector3.Dot(relB, ax1);
                // get vector directed from bodyB to slider axis (and orthogonal to it)
                IndexedVector3 orthoB = relB - projB;
                // same for bodyA
                relA = trA._origin - bodyA_trans._origin;
                IndexedVector3 projA  = ax1 * IndexedVector3.Dot(relA, ax1);
                IndexedVector3 orthoA = relA - projA;
                // get desired offset between frames A and B along slider axis
                float sliderOffs = m_linPos - m_depth.X;
                // desired vector from projection of center of bodyA to projection of center of bodyB to slider axis
                IndexedVector3 totalDist = projA + ax1 * sliderOffs - projB;
                // get offset vectors relA and relB
                relA = orthoA + totalDist * factA;
                relB = orthoB - totalDist * factB;
                // now choose average ortho to slider axis
                p = orthoB * factA + orthoA * factB;
                float len2 = p.LengthSquared();
                if (len2 > MathUtil.SIMD_EPSILON)
                {
                    p.Normalize();
                }
                else
                {
                    p = trA._basis.GetColumn(1);
                }
                // make one more ortho
                q = IndexedVector3.Cross(ax1, p);
                // fill two rows
                tmpA = IndexedVector3.Cross(relA, p);
                tmpB = IndexedVector3.Cross(relB, p);

                info.m_solverConstraints[s2].m_relpos1CrossNormal = tmpA;
                info.m_solverConstraints[s2].m_relpos2CrossNormal = -tmpB;

                tmpA = IndexedVector3.Cross(relA, q);
                tmpB = IndexedVector3.Cross(relB, q);

                if (hasStaticBody && GetSolveAngLimit())
                {                 // to make constraint between static and dynamic objects more rigid
                    // remove wA (or wB) from equation if angular limit is hit
                    tmpB *= factB;
                    tmpA *= factA;
                }
                info.m_solverConstraints[s3].m_relpos1CrossNormal = tmpA;
                info.m_solverConstraints[s3].m_relpos2CrossNormal = -tmpB;
                info.m_solverConstraints[s2].m_contactNormal      = p;
                info.m_solverConstraints[s3].m_contactNormal      = q;
            }
            else
            {
                // old way - maybe incorrect if bodies are not on the slider axis
                // see discussion "Bug in slider constraint" http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4024&start=0
                IndexedVector3 tmp = IndexedVector3.Cross(c, p);

                info.m_solverConstraints[s2].m_relpos1CrossNormal = factA * tmp;
                info.m_solverConstraints[s2].m_relpos2CrossNormal = factB * tmp;

                tmp = IndexedVector3.Cross(c, q);
                info.m_solverConstraints[s3].m_relpos1CrossNormal = factA * tmp;
                info.m_solverConstraints[s3].m_relpos2CrossNormal = factB * tmp;

                info.m_solverConstraints[s2].m_contactNormal = p;
                info.m_solverConstraints[s3].m_contactNormal = q;
            }
            // compute two elements of right hand side

            //	k = info.fps * info.erp * getSoftnessOrthoLin();
            currERP = ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_ERP_ORTLIN) != 0) ? m_softnessOrthoLin : m_softnessOrthoLin * info.erp;
            k       = info.fps * currERP;

            float rhs = k * IndexedVector3.Dot(p, ofs);

            info.m_solverConstraints[s2].m_rhs = rhs;
            rhs = k * IndexedVector3.Dot(q, ofs);
            info.m_solverConstraints[s3].m_rhs = rhs;
            if ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_CFM_ORTLIN) != 0)
            {
                info.m_solverConstraints[s2].m_cfm = m_cfmOrthoLin;
                info.m_solverConstraints[s3].m_cfm = m_cfmOrthoLin;
            }

            // check linear limits
            limit_err = 0.0f;
            limit     = 0;
            if (GetSolveLinLimit())
            {
                limit_err = GetLinDepth() * signFact;
                limit     = (limit_err > 0f) ? 2 : 1;
            }
            powered = false;
            if (GetPoweredLinMotor())
            {
                powered = true;
            }
            // if the slider has joint limits or motor, add in the extra row
            if (limit != 0 || powered)
            {
                nrow++;
                srow = nrow;
                info.m_solverConstraints[srow].m_contactNormal = ax1;
                // linear torque decoupling step:
                //
                // we have to be careful that the linear constraint forces (+/- ax1) applied to the two bodies
                // do not create a torque couple. in other words, the points that the
                // constraint force is applied at must lie along the same ax1 axis.
                // a torque couple will result in limited slider-jointed free
                // bodies from gaining angular momentum.
                if (m_useOffsetForConstraintFrame)
                {
                    // this is needed only when bodyA and bodyB are both dynamic.
                    if (!hasStaticBody)
                    {
                        tmpA = IndexedVector3.Cross(relA, ax1);
                        tmpB = IndexedVector3.Cross(relB, ax1);
                        info.m_solverConstraints[srow].m_relpos1CrossNormal = tmpA;
                        info.m_solverConstraints[srow].m_relpos2CrossNormal = -tmpB;
                    }
                }
                else
                {
                    // The old way. May be incorrect if bodies are not on the slider axis
                    IndexedVector3 ltd = IndexedVector3.Cross(c, ax1);                     // Linear Torque Decoupling vector (a torque)
                    info.m_solverConstraints[nrow].m_relpos1CrossNormal = factA * ltd;
                    info.m_solverConstraints[nrow].m_relpos2CrossNormal = factB * ltd;
                }
                // right-hand part
                float lostop = GetLowerLinLimit();
                float histop = GetUpperLinLimit();
                if (limit != 0 && (MathUtil.CompareFloat(lostop, histop)))
                {                  // the joint motor is ineffective
                    powered = false;
                }
                info.m_solverConstraints[nrow].m_rhs        = 0f;
                info.m_solverConstraints[nrow].m_lowerLimit = 0f;
                info.m_solverConstraints[nrow].m_upperLimit = 0f;

                currERP = ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_ERP_LIMLIN) != 0) ? m_softnessLimLin : info.erp;
                if (powered)
                {
                    if ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_CFM_DIRLIN) != 0)
                    {
                        info.m_solverConstraints[nrow].m_cfm = m_cfmDirLin;
                    }
                    float tag_vel  = GetTargetLinMotorVelocity();
                    float mot_fact = GetMotorFactor(m_linPos, m_lowerLinLimit, m_upperLinLimit, tag_vel, info.fps * currERP);
                    info.m_solverConstraints[nrow].m_rhs        -= signFact * mot_fact * GetTargetLinMotorVelocity();
                    info.m_solverConstraints[nrow].m_lowerLimit += -GetMaxLinMotorForce() * info.fps;
                    info.m_solverConstraints[nrow].m_upperLimit += GetMaxLinMotorForce() * info.fps;
                }
                if (limit != 0)
                {
                    k = info.fps * currERP;
                    info.m_solverConstraints[nrow].m_rhs += k * limit_err;
                    if ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_CFM_LIMLIN) != 0)
                    {
                        info.m_solverConstraints[nrow].m_cfm = m_cfmLimLin;
                    }
                    if (MathUtil.CompareFloat(lostop, histop))
                    {                           // limited low and high simultaneously
                        info.m_solverConstraints[nrow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[nrow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    else if (limit == 1)
                    {                     // low limit
                        info.m_solverConstraints[nrow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[nrow].m_upperLimit = 0f;
                    }
                    else
                    {                     // high limit
                        info.m_solverConstraints[nrow].m_lowerLimit = 0f;
                        info.m_solverConstraints[nrow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    // bounce (we'll use slider parameter abs(1.0 - m_dampingLimLin) for that)
                    float bounce = Math.Abs(1.0f - GetDampingLimLin());

                    if (bounce > 0.0f)
                    {
                        float vel = IndexedVector3.Dot(linVelA, ax1);
                        vel -= IndexedVector3.Dot(linVelB, ax1);
                        vel *= signFact;
                        // only apply bounce if the velocity is incoming, and if the
                        // resulting c[] exceeds what we already have.
                        if (limit == 1)
                        {                               // low limit
                            if (vel < 0)
                            {
                                float newc = -bounce * vel;
                                if (newc > info.m_solverConstraints[nrow].m_rhs)
                                {
                                    info.m_solverConstraints[nrow].m_rhs = newc;
                                }
                            }
                        }
                        else
                        {                         // high limit - all those computations are reversed
                            if (vel > 0)
                            {
                                float newc = -bounce * vel;
                                if (newc < info.m_solverConstraints[nrow].m_rhs)
                                {
                                    info.m_solverConstraints[nrow].m_rhs = newc;
                                }
                            }
                        }
                    }
                    info.m_solverConstraints[nrow].m_rhs *= GetSoftnessLimLin();
                }         // if(limit)
            }             // if linear limit
            // check angular limits
            limit_err = 0.0f;
            limit     = 0;
            if (GetSolveAngLimit())
            {
                limit_err = GetAngDepth();
                limit     = (limit_err > 0.0f) ? 1 : 2;
            }
            // if the slider has joint limits, add in the extra row
            powered = false;
            if (GetPoweredAngMotor())
            {
                powered = true;
            }
            if (limit != 0 || powered)
            {
                nrow++;
                srow = nrow;
                info.m_solverConstraints[srow].m_relpos1CrossNormal = ax1;
                info.m_solverConstraints[srow].m_relpos2CrossNormal = -ax1;

                float lostop = GetLowerAngLimit();
                float histop = GetUpperAngLimit();
                if (limit != 0 && (MathUtil.CompareFloat(lostop, histop)))
                {                  // the joint motor is ineffective
                    powered = false;
                }
                currERP = ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_ERP_LIMANG) != 0) ? m_softnessLimAng : info.erp;

                if (powered)
                {
                    if ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_CFM_DIRANG) != 0)
                    {
                        info.m_solverConstraints[nrow].m_cfm = m_cfmDirAng;
                    }
                    float mot_fact = GetMotorFactor(m_angPos, m_lowerAngLimit, m_upperAngLimit, GetTargetAngMotorVelocity(), info.fps * currERP);
                    info.m_solverConstraints[nrow].m_rhs        = mot_fact * GetTargetAngMotorVelocity();
                    info.m_solverConstraints[nrow].m_lowerLimit = -GetMaxAngMotorForce() * info.fps;
                    info.m_solverConstraints[nrow].m_upperLimit = GetMaxAngMotorForce() * info.fps;
                }
                if (limit != 0)
                {
                    k = info.fps * currERP;
                    info.m_solverConstraints[nrow].m_rhs += k * limit_err;
                    if ((m_flags & (int)SliderFlags.BT_SLIDER_FLAGS_CFM_LIMANG) != 0)
                    {
                        info.m_solverConstraints[nrow].m_cfm = m_cfmLimAng;
                    }
                    if (MathUtil.CompareFloat(lostop, histop))
                    {
                        // limited low and high simultaneously
                        info.m_solverConstraints[nrow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[nrow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    else if (limit == 1)
                    {                     // low limit
                        info.m_solverConstraints[nrow].m_lowerLimit = 0;
                        info.m_solverConstraints[nrow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    else
                    {                     // high limit
                        info.m_solverConstraints[nrow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[nrow].m_upperLimit = 0;
                    }
                    // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that)
                    float bounce = Math.Abs(1.0f - GetDampingLimAng());
                    if (bounce > 0.0f)
                    {
                        float vel = IndexedVector3.Dot(m_rbA.GetAngularVelocity(), ax1);
                        vel -= IndexedVector3.Dot(m_rbB.GetAngularVelocity(), ax1);
                        // only apply bounce if the velocity is incoming, and if the
                        // resulting c[] exceeds what we already have.
                        if (limit == 1)
                        {                               // low limit
                            if (vel < 0)
                            {
                                float newc = -bounce * vel;
                                if (newc > info.m_solverConstraints[nrow].m_rhs)
                                {
                                    info.m_solverConstraints[nrow].m_rhs = newc;
                                }
                            }
                        }
                        else
                        {                               // high limit - all those computations are reversed
                            if (vel > 0)
                            {
                                float newc = -bounce * vel;
                                if (newc < info.m_solverConstraints[nrow].m_rhs)
                                {
                                    info.m_solverConstraints[nrow].m_rhs = newc;
                                }
                            }
                        }
                    }
                    info.m_solverConstraints[nrow].m_rhs *= GetSoftnessLimAng();
                }         // if(limit)
            }             // if angular limit or powered
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugConstraints)
            {
                PrintInfo2(BulletGlobals.g_streamWriter, this, info);
            }
#endif
        }
 public override void GetInfo2(ConstraintInfo2 info)
 {
     GetInfo2NonVirtual(info, m_rbA.GetCenterOfMassTransform(), m_rbB.GetCenterOfMassTransform(), m_rbA.GetLinearVelocity(), m_rbB.GetLinearVelocity(), m_rbA.GetInvMass(), m_rbB.GetInvMass());
 }
 public void TestLinLimits2(ConstraintInfo2 info)
 {
 }
Esempio n. 7
0
        public void GetInfo2InternalUsingFrameOffset(ConstraintInfo2 info, ref IndexedMatrix transA, ref IndexedMatrix transB, ref IndexedVector3 angVelA, ref IndexedVector3 angVelB)
        {
            // transforms in world space
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugConstraints)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "rbAFrame", m_rbAFrame);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "rbBFrame", m_rbBFrame);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transA", transA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transB", transB);
            }
#endif
            IndexedMatrix trA = transA * m_rbAFrame;
            IndexedMatrix trB = transB * m_rbBFrame;

#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugConstraints)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "trA", trA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "trB", trB);
            }
#endif
            // pivot point
            IndexedVector3 pivotAInW = trA._origin;
            IndexedVector3 pivotBInW = trB._origin;
#if true
            // difference between frames in WCS
            IndexedVector3 ofs = trB._origin - trA._origin;
            // now get weight factors depending on masses
            float miA = GetRigidBodyA().GetInvMass();
            float miB = GetRigidBodyB().GetInvMass();
            bool  hasStaticBody = (miA < MathUtil.SIMD_EPSILON) || (miB < MathUtil.SIMD_EPSILON);
            float miS = miA + miB;
            float factA, factB;
            if (miS > 0.0f)
            {
                factA = miB / miS;
            }
            else
            {
                factA = 0.5f;
            }
            factB = 1.0f - factA;
            // get the desired direction of hinge axis
            // as weighted sum of Z-orthos of frameA and frameB in WCS
            IndexedVector3 ax1A = trA._basis.GetColumn(2);
            IndexedVector3 ax1B = trB._basis.GetColumn(2);

            IndexedVector3 ax1 = ax1A * factA + ax1B * factB;
            ax1.Normalize();
            // fill first 3 rows
            // we want: velA + wA x relA == velB + wB x relB
            IndexedMatrix  bodyA_trans = transA;
            IndexedMatrix  bodyB_trans = transB;
            int            s0 = 0;
            int            s1 = 1;
            int            s2 = 2;
            int            nrow = 2;  // last filled row
            IndexedVector3 tmpA, tmpB, relA, relB, p, q;
            // get vector from bodyB to frameB in WCS
            relB = trB._origin - bodyB_trans._origin;
            // get its projection to hinge axis
            IndexedVector3 projB = ax1 * IndexedVector3.Dot(relB, ax1);
            // get vector directed from bodyB to hinge axis (and orthogonal to it)
            IndexedVector3 orthoB = relB - projB;
            // same for bodyA
            relA = trA._origin - bodyA_trans._origin;
            IndexedVector3 projA     = ax1 * IndexedVector3.Dot(relA, ax1);
            IndexedVector3 orthoA    = relA - projA;
            IndexedVector3 totalDist = projA - projB;
            // get offset vectors relA and relB
            relA = orthoA + totalDist * factA;
            relB = orthoB - totalDist * factB;
            // now choose average ortho to hinge axis
            p = orthoB * factA + orthoA * factB;
            float len2 = p.LengthSquared();
            if (len2 > MathUtil.SIMD_EPSILON)
            {
                p.Normalize();
            }
            else
            {
                p = trA._basis.GetColumn(1);
            }
            // make one more ortho
            q = IndexedVector3.Cross(ax1, p);
            // fill three rows
            tmpA = IndexedVector3.Cross(relA, p);
            tmpB = IndexedVector3.Cross(relB, p);


            info.m_solverConstraints[s0].m_relpos1CrossNormal = tmpA;
            info.m_solverConstraints[s0].m_relpos2CrossNormal = -tmpB;

            tmpA = IndexedVector3.Cross(ref relA, ref q);
            tmpB = IndexedVector3.Cross(ref relB, ref q);
            if (hasStaticBody && GetSolveLimit())
            {             // to make constraint between static and dynamic objects more rigid
                // remove wA (or wB) from equation if angular limit is hit
                tmpB *= factB;
                tmpA *= factA;
            }

            info.m_solverConstraints[s1].m_relpos1CrossNormal = tmpA;
            info.m_solverConstraints[s1].m_relpos2CrossNormal = -tmpB;

            tmpA = IndexedVector3.Cross(ref relA, ref ax1);
            tmpB = IndexedVector3.Cross(ref relB, ref ax1);
            if (hasStaticBody)
            {             // to make constraint between static and dynamic objects more rigid
                // remove wA (or wB) from equation
                tmpB *= factB;
                tmpA *= factA;
            }
            info.m_solverConstraints[s2].m_relpos1CrossNormal = tmpA;
            info.m_solverConstraints[s2].m_relpos2CrossNormal = -tmpB;

            float k = info.fps * info.erp;

            if (!m_angularOnly)
            {
                info.m_solverConstraints[s0].m_contactNormal = p;
                info.m_solverConstraints[s1].m_contactNormal = q;
                info.m_solverConstraints[s2].m_contactNormal = ax1;

                // compute three elements of right hand side
                float rhs = k * IndexedVector3.Dot(ref p, ref ofs);
                info.m_solverConstraints[s0].m_rhs = rhs;
                rhs = k * IndexedVector3.Dot(ref q, ref ofs);
                info.m_solverConstraints[s1].m_rhs = rhs;
                rhs = k * IndexedVector3.Dot(ref ax1, ref ofs);
                info.m_solverConstraints[s2].m_rhs = rhs;
            }

            // the hinge axis should be the only unconstrained
            // rotational axis, the angular velocity of the two bodies perpendicular to
            // the hinge axis should be equal. thus the constraint equations are
            //    p*w1 - p*w2 = 0
            //    q*w1 - q*w2 = 0
            // where p and q are unit vectors normal to the hinge axis, and w1 and w2
            // are the angular velocity vectors of the two bodies.
            int s3 = 3;
            int s4 = 4;
            info.m_solverConstraints[s3].m_relpos1CrossNormal = p;
            info.m_solverConstraints[s4].m_relpos1CrossNormal = q;

            info.m_solverConstraints[s3].m_relpos2CrossNormal = -p;
            info.m_solverConstraints[s4].m_relpos2CrossNormal = -q;

            // compute the right hand side of the constraint equation. set relative
            // body velocities along p and q to bring the hinge back into alignment.
            // if ax1A,ax1B are the unit length hinge axes as computed from bodyA and
            // bodyB, we need to rotate both bodies along the axis u = (ax1 x ax2).
            // if "theta" is the angle between ax1 and ax2, we need an angular velocity
            // along u to cover angle erp*theta in one step :
            //   |angular_velocity| = angle/time = erp*theta / stepsize
            //                      = (erp*fps) * theta
            //    angular_velocity  = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2|
            //                      = (erp*fps) * theta * (ax1 x ax2) / sin(theta)
            // ...as ax1 and ax2 are unit length. if theta is smallish,
            // theta ~= sin(theta), so
            //    angular_velocity  = (erp*fps) * (ax1 x ax2)
            // ax1 x ax2 is in the plane space of ax1, so we project the angular
            // velocity to p and q to find the right hand side.
            k = info.fps * info.erp;
            IndexedVector3 u = IndexedVector3.Cross(ref ax1A, ref ax1B);
            info.m_solverConstraints[s3].m_rhs = k * IndexedVector3.Dot(u, p);
            info.m_solverConstraints[s4].m_rhs = k * IndexedVector3.Dot(u, q);
#endif
            // check angular limits
            nrow = 4;             // last filled row
            int   srow;
            float limit_err = 0f;
            int   limit     = 0;
            if (GetSolveLimit())
            {
#if     _BT_USE_CENTER_LIMIT_
                limit_err = m_limit.GetCorrection() * m_referenceSign;
#else
                limit_err = m_correction * m_referenceSign;
#endif

                limit = (limit_err > 0f) ? 1 : 2;
            }
            // if the hinge has joint limits or motor, add in the extra row
            bool powered = false;
            if (GetEnableAngularMotor())
            {
                powered = true;
            }
            if (limit != 0 || powered)
            {
                nrow++;
                srow = nrow;
                info.m_solverConstraints[srow].m_relpos1CrossNormal = ax1;
                info.m_solverConstraints[srow].m_relpos2CrossNormal = -ax1;

                float lostop = GetLowerLimit();
                float histop = GetUpperLimit();
                if (limit != 0 && (MathUtil.CompareFloat(lostop, histop)))
                {                  // the joint motor is ineffective
                    powered = false;
                }
                info.m_solverConstraints[srow].m_rhs = 0f;
                float currERP = ((m_flags & (int)HingeFlags.BT_HINGE_FLAGS_ERP_STOP) != 0) ? m_stopERP : info.erp;
                if (powered)
                {
                    if ((m_flags & (int)HingeFlags.BT_HINGE_FLAGS_CFM_NORM) != 0)
                    {
                        info.m_solverConstraints[srow].m_cfm = m_normalCFM;
                    }
                    float mot_fact = GetMotorFactor(m_hingeAngle, lostop, histop, m_motorTargetVelocity, info.fps * currERP);
                    info.m_solverConstraints[srow].m_rhs       += mot_fact * m_motorTargetVelocity * m_referenceSign;
                    info.m_solverConstraints[srow].m_lowerLimit = -m_maxMotorImpulse;
                    info.m_solverConstraints[srow].m_upperLimit = m_maxMotorImpulse;
                }
                if (limit != 0)
                {
                    k = info.fps * currERP;
                    info.m_solverConstraints[srow].m_rhs += k * limit_err;
                    if ((m_flags & (int)HingeFlags.BT_HINGE_FLAGS_CFM_STOP) != 0)
                    {
                        info.m_solverConstraints[srow].m_cfm = m_stopCFM;
                    }
                    if (MathUtil.CompareFloat(lostop, histop))
                    {
                        // limited low and high simultaneously
                        info.m_solverConstraints[srow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[srow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    else if (limit == 1)
                    {                     // low limit
                        info.m_solverConstraints[srow].m_lowerLimit = 0;
                        info.m_solverConstraints[srow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    else
                    {                     // high limit
                        info.m_solverConstraints[srow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[srow].m_upperLimit = 0;
                    }
                    // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that)
#if     _BT_USE_CENTER_LIMIT_
                    float bounce = m_limit.GetRelaxationFactor();
#else
                    float bounce = m_relaxationFactor;
#endif

                    if (bounce > 0f)
                    {
                        float vel = IndexedVector3.Dot(ref angVelA, ref ax1);
                        vel -= IndexedVector3.Dot(ref angVelB, ref ax1);
                        // only apply bounce if the velocity is incoming, and if the
                        // resulting c[] exceeds what we already have.
                        if (limit == 1)
                        {                               // low limit
                            if (vel < 0)
                            {
                                float newc = -bounce * vel;
                                if (newc > info.m_solverConstraints[srow].m_rhs)
                                {
                                    info.m_solverConstraints[srow].m_rhs = newc;
                                }
                            }
                        }
                        else
                        {                               // high limit - all those computations are reversed
                            if (vel > 0)
                            {
                                float newc = -bounce * vel;
                                if (newc < info.m_solverConstraints[srow].m_rhs)
                                {
                                    info.m_solverConstraints[srow].m_rhs = newc;
                                }
                            }
                        }
                    }
#if     _BT_USE_CENTER_LIMIT_
                    info.m_solverConstraints[srow].m_rhs *= m_limit.GetBiasFactor();
#else
                    info.m_solverConstraints[srow].m_rhs *= m_biasFactor;
#endif
                }         // if(limit)
            }             // if angular limit or powered
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugConstraints)
            {
                PrintInfo2(BulletGlobals.g_streamWriter, this, info);
            }
#endif
        }
Esempio n. 8
0
 public void GetInfo2InternalUsingFrameOffset(ConstraintInfo2 info, IndexedMatrix transA, IndexedMatrix transB, IndexedVector3 angVelA, IndexedVector3 angVelB)
 {
     GetInfo2InternalUsingFrameOffset(info, ref transA, ref transB, ref angVelA, ref angVelB);
 }
Esempio n. 9
0
        public void GetInfo2Internal(ConstraintInfo2 info, IndexedMatrix transA, IndexedMatrix transB, IndexedVector3 angVelA, IndexedVector3 angVelB)
        {
            // transforms in world space
            IndexedMatrix trA = transA * m_rbAFrame;
            IndexedMatrix trB = transB * m_rbBFrame;
            // pivot point
            IndexedVector3 pivotAInW = trA._origin;
            IndexedVector3 pivotBInW = trB._origin;

            // linear (all fixed)
            //info.m_J1linearAxis[0] = 1;
            //info.m_J1linearAxis[s + 1] = 1;
            //info.m_J1linearAxis[2 * s + 2] = 1;
            if (!m_angularOnly)
            {
                info.m_solverConstraints[0].m_contactNormal.X = 1f;
                info.m_solverConstraints[1].m_contactNormal.Y = 1f;
                info.m_solverConstraints[2].m_contactNormal.Z = 1f;
            }

            IndexedVector3 a1 = pivotAInW - transA._origin;
            {
                IndexedVector3 a1neg = -a1;
                MathUtil.GetSkewSymmetricMatrix(ref a1neg,
                                                out info.m_solverConstraints[0].m_relpos1CrossNormal,
                                                out info.m_solverConstraints[1].m_relpos1CrossNormal,
                                                out info.m_solverConstraints[2].m_relpos1CrossNormal);
                //if (info.m_solverConstraints[0].m_relpos1CrossNormal.X == 0.15)
                //{
                //    int ibreak = 0;
                //}
                int ibreak = 0;
            }
            IndexedVector3 a2 = pivotBInW - transB._origin;
            {
                MathUtil.GetSkewSymmetricMatrix(ref a2,
                                                out info.m_solverConstraints[0].m_relpos2CrossNormal,
                                                out info.m_solverConstraints[1].m_relpos2CrossNormal,
                                                out info.m_solverConstraints[2].m_relpos2CrossNormal);
            }
            // linear RHS
            float k = info.fps * info.erp;

            if (!m_angularOnly)
            {
                for (int i = 0; i < 3; i++)
                {
                    float val = k * (pivotBInW[i] - pivotAInW[i]);
                    info.m_solverConstraints[i].m_rhs = val;
                }
            }
            // make rotations around X and Y equal
            // the hinge axis should be the only unconstrained
            // rotational axis, the angular velocity of the two bodies perpendicular to
            // the hinge axis should be equal. thus the constraint equations are
            //    p*w1 - p*w2 = 0
            //    q*w1 - q*w2 = 0
            // where p and q are unit vectors normal to the hinge axis, and w1 and w2
            // are the angular velocity vectors of the two bodies.
            // get hinge axis (Z)
            IndexedVector3 ax1 = trA._basis.GetColumn(2);
            // get 2 orthos to hinge axis (X, Y)
            IndexedVector3 p = trA._basis.GetColumn(0);
            IndexedVector3 q = trA._basis.GetColumn(1);

            // set the two hinge angular rows


            MathUtil.SanityCheckVector(ax1);
            MathUtil.SanityCheckVector(p);
            MathUtil.SanityCheckVector(q);

            int s3 = 3;
            int s4 = 4;

            info.m_solverConstraints[s3].m_relpos1CrossNormal = p;
            info.m_solverConstraints[s4].m_relpos1CrossNormal = q;

            info.m_solverConstraints[s3].m_relpos2CrossNormal = -p;
            info.m_solverConstraints[s4].m_relpos2CrossNormal = -q;

            // compute the right hand side of the constraint equation. set relative
            // body velocities along p and q to bring the hinge back into alignment.
            // if ax1,ax2 are the unit length hinge axes as computed from body1 and
            // body2, we need to rotate both bodies along the axis u = (ax1 x ax2).
            // if `theta' is the angle between ax1 and ax2, we need an angular velocity
            // along u to cover angle erp*theta in one step :
            //   |angular_velocity| = angle/time = erp*theta / stepsize
            //                      = (erp*fps) * theta
            //    angular_velocity  = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2|
            //                      = (erp*fps) * theta * (ax1 x ax2) / sin(theta)
            // ...as ax1 and ax2 are unit length. if theta is smallish,
            // theta ~= sin(theta), so
            //    angular_velocity  = (erp*fps) * (ax1 x ax2)
            // ax1 x ax2 is in the plane space of ax1, so we project the angular
            // velocity to p and q to find the right hand side.
            IndexedVector3 ax2 = trB._basis.GetColumn(2);
            IndexedVector3 u   = IndexedVector3.Cross(ax1, ax2);

            info.m_solverConstraints[s3].m_rhs = k * IndexedVector3.Dot(u, p);
            info.m_solverConstraints[s4].m_rhs = k * IndexedVector3.Dot(u, q);

            // check angular limits
            int nrow = 4;             // last filled row

            float limit_err = 0.0f;
            int   limit     = 0;

            if (GetSolveLimit())
            {
#if     _BT_USE_CENTER_LIMIT_
                limit_err = m_limit.GetCorrection() * m_referenceSign;
#else
                limit_err = m_correction * m_referenceSign;
#endif
            }
            // if the hinge has joint limits or motor, add in the extra row
            bool powered = false;
            if (GetEnableAngularMotor())
            {
                powered = true;
            }
            if (limit != 0 || powered)
            {
                nrow++;
                info.m_solverConstraints[nrow].m_relpos1CrossNormal = ax1;
                info.m_solverConstraints[nrow].m_relpos2CrossNormal = -ax1;

                float lostop = GetLowerLimit();
                float histop = GetUpperLimit();
                if (limit != 0 && (MathUtil.CompareFloat(lostop, histop)))
                {                  // the joint motor is ineffective
                    powered = false;
                }
                info.m_solverConstraints[nrow].m_rhs = 0.0f;
                float currERP = ((m_flags & (int)HingeFlags.BT_HINGE_FLAGS_ERP_STOP) != 0) ? m_stopERP : info.erp;

                if (powered)
                {
                    if ((m_flags & (int)HingeFlags.BT_HINGE_FLAGS_CFM_NORM) != 0)
                    {
                        info.m_solverConstraints[nrow].m_cfm = m_normalCFM;
                    }

                    float mot_fact = GetMotorFactor(m_hingeAngle, lostop, histop, m_motorTargetVelocity, info.fps * currERP);
                    info.m_solverConstraints[nrow].m_rhs       += mot_fact * m_motorTargetVelocity * m_referenceSign;
                    info.m_solverConstraints[nrow].m_lowerLimit = -m_maxMotorImpulse;
                    info.m_solverConstraints[nrow].m_upperLimit = m_maxMotorImpulse;
                }
                if (limit != 0)
                {
                    k = info.fps * currERP;
                    info.m_solverConstraints[nrow].m_rhs += k * limit_err;

                    if ((m_flags & (int)HingeFlags.BT_HINGE_FLAGS_CFM_STOP) != 0)
                    {
                        info.m_solverConstraints[nrow].m_cfm = m_stopCFM;
                    }

                    if (MathUtil.CompareFloat(lostop, histop))
                    {
                        // limited low and high simultaneously
                        info.m_solverConstraints[nrow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[nrow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    else if (limit == 1)
                    {                     // low limit
                        info.m_solverConstraints[nrow].m_lowerLimit = 0f;
                        info.m_solverConstraints[nrow].m_upperLimit = MathUtil.SIMD_INFINITY;
                    }
                    else
                    {                     // high limit
                        info.m_solverConstraints[nrow].m_lowerLimit = -MathUtil.SIMD_INFINITY;
                        info.m_solverConstraints[nrow].m_upperLimit = 0f;
                    }
                    // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that)
#if     _BT_USE_CENTER_LIMIT_
                    float bounce = m_limit.GetRelaxationFactor();
#else
                    float bounce = m_relaxationFactor;
#endif

                    if (bounce > 0f)
                    {
                        float vel = IndexedVector3.Dot(angVelA, ax1);
                        vel -= IndexedVector3.Dot(angVelB, ax1);
                        // only apply bounce if the velocity is incoming, and if the
                        // resulting c[] exceeds what we already have.
                        if (limit == 1)
                        {                               // low limit
                            if (vel < 0)
                            {
                                float newc = -bounce * vel;

                                if (newc > info.m_solverConstraints[nrow].m_rhs)
                                {
                                    info.m_solverConstraints[nrow].m_rhs = newc;
                                }
                            }
                        }
                        else
                        {                               // high limit - all those computations are reversed
                            if (vel > 0)
                            {
                                float newc = -bounce * vel;
                                if (newc < info.m_solverConstraints[nrow].m_rhs)
                                {
                                    info.m_solverConstraints[nrow].m_rhs = newc;
                                }
                            }
                        }
                    }
#if     _BT_USE_CENTER_LIMIT_
                    info.m_solverConstraints[nrow].m_rhs *= m_limit.GetBiasFactor();
#else
                    info.m_solverConstraints[nrow].m_rhs *= m_biasFactor;
#endif
                }         // if(limit)
            }             // if angular limit or powered
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugConstraints)
            {
                PrintInfo2(BulletGlobals.g_streamWriter, this, info);
            }
#endif
        }
Esempio n. 10
0
 public void GetInfo2NonVirtual(ConstraintInfo2 info, IndexedMatrix transA, IndexedMatrix transB, IndexedVector3 angVelA, IndexedVector3 angVelB)
 {
     ///the regular (virtual) implementation getInfo2 already performs 'testLimit' during getInfo1, so we need to do it now
     TestLimit(ref transA, ref transB);
     GetInfo2Internal(info, transA, transB, angVelA, angVelB);
 }
Esempio n. 11
0
 public override void GetInfo2(ConstraintInfo2 info)
 {
 }
Esempio n. 12
0
        public void GetInfo2NonVirtual(ConstraintInfo2 info, IndexedMatrix body0_trans, IndexedMatrix body1_trans)
        {
            // anchor points in global coordinates with respect to body PORs.

            // set jacobian
            info.m_solverConstraints[0].m_contactNormal.X = 1;
            info.m_solverConstraints[1].m_contactNormal.Y = 1;
            info.m_solverConstraints[2].m_contactNormal.Z = 1;

            IndexedVector3 a1 = body0_trans._basis * GetPivotInA();
            {
                IndexedVector3 a1neg = -a1;

                MathUtil.GetSkewSymmetricMatrix(ref a1neg,
                                                out info.m_solverConstraints[0].m_relpos1CrossNormal,
                                                out info.m_solverConstraints[1].m_relpos1CrossNormal,
                                                out info.m_solverConstraints[2].m_relpos1CrossNormal);
            }

            /*info->m_J2linearAxis[0] = -1;
             * info->m_J2linearAxis[s+1] = -1;
             * info->m_J2linearAxis[2*s+2] = -1;
             */

            IndexedVector3 a2 = body1_trans._basis * GetPivotInB();

            {
                IndexedVector3 a2n = -a2;

                MathUtil.GetSkewSymmetricMatrix(ref a2,
                                                out info.m_solverConstraints[0].m_relpos2CrossNormal,
                                                out info.m_solverConstraints[1].m_relpos2CrossNormal,
                                                out info.m_solverConstraints[2].m_relpos2CrossNormal);
            }

            // set right hand side
            float          currERP = ((m_flags & Point2PointFlags.BT_P2P_FLAGS_ERP) != 0) ? m_erp : info.erp;
            float          k       = info.fps * currERP;
            int            j;
            IndexedVector3 body0Origin = body0_trans._origin;
            IndexedVector3 body1Origin = body1_trans._origin;

            for (j = 0; j < 3; j++)
            {
                info.m_solverConstraints[j].m_rhs = k * (a2[j] + body1Origin[j] - a1[j] - body0Origin[j]);
                //printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]);
            }

            if ((m_flags & Point2PointFlags.BT_P2P_FLAGS_CFM) != 0)
            {
                for (j = 0; j < 3; j++)
                {
                    info.m_solverConstraints[j].m_cfm = m_cfm;
                }
            }


            float impulseClamp = m_setting.m_impulseClamp;//

            for (j = 0; j < 3; j++)
            {
                if (m_setting.m_impulseClamp > 0)
                {
                    info.m_solverConstraints[j].m_lowerLimit = -impulseClamp;
                    info.m_solverConstraints[j].m_upperLimit = impulseClamp;
                }
            }
            info.m_damping = m_setting.m_damping;
        }