public HingeConstraint(RigidBody rbA, ref IndexedMatrix rbAFrame, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA) { m_rbAFrame = rbAFrame; m_rbBFrame = rbAFrame; m_angularOnly = false; m_enableAngularMotor = false; m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET; m_useReferenceFrameA = useReferenceFrameA; m_flags = 0; m_rbBFrame._origin = m_rbA.GetCenterOfMassTransform() * (m_rbAFrame._origin); #if _BT_USE_CENTER_LIMIT_ m_limit = new AngularLimit(); #else //start with free m_lowerLimit = 1f; m_upperLimit = -1f; m_biasFactor = 0.3f; m_relaxationFactor = 1.0f; m_limitSoftness = 0.9f; m_solveLimit = false; #endif m_referenceSign = m_useReferenceFrameA ? -1.0f : 1.0f; }
public HingeConstraint(RigidBody rbA, ref IndexedVector3 pivotInA, ref IndexedVector3 axisInA, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA) { m_angularOnly = false; m_enableAngularMotor = false; m_useReferenceFrameA = useReferenceFrameA; m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET; m_flags = 0; #if _BT_USE_CENTER_LIMIT_ m_limit = new AngularLimit(); #endif // since no frame is given, assume this to be zero angle and just pick rb transform axis // fixed axis in worldspace IndexedVector3 rbAxisA1, rbAxisA2; TransformUtil.PlaneSpace1(ref axisInA, out rbAxisA1, out rbAxisA2); m_rbAFrame._origin = pivotInA; //m_rbAFrame._basis = new IndexedBasisMatrix(ref rbAxisA1, ref rbAxisA2, ref axisInA); m_rbAFrame._basis = new IndexedBasisMatrix(rbAxisA1.X, rbAxisA2.X, axisInA.X, rbAxisA1.Y, rbAxisA2.Y, axisInA.Y, rbAxisA1.Z, rbAxisA2.Z, axisInA.Z); IndexedVector3 axisInB = rbA.GetCenterOfMassTransform()._basis *axisInA; IndexedQuaternion rotationArc = MathUtil.ShortestArcQuat(ref axisInA, ref axisInB); IndexedVector3 rbAxisB1 = MathUtil.QuatRotate(ref rotationArc, ref rbAxisA1); IndexedVector3 rbAxisB2 = IndexedVector3.Cross(axisInB, rbAxisB1); m_rbBFrame._origin = rbA.GetCenterOfMassTransform() * pivotInA; //m_rbBFrame._basis = new IndexedBasisMatrix(ref rbAxisB1, ref rbAxisB2, ref axisInB); m_rbBFrame._basis = new IndexedBasisMatrix(rbAxisB1.X, rbAxisB2.X, axisInB.X, rbAxisB1.Y, rbAxisB2.Y, axisInB.Y, rbAxisB1.Z, rbAxisB2.Z, axisInB.Z); //start with free #if !_BT_USE_CENTER_LIMIT_ m_lowerLimit = 1f; m_upperLimit = -1f; m_biasFactor = 0.3f; m_relaxationFactor = 1.0f; m_limitSoftness = 0.9f; m_solveLimit = false; #endif m_referenceSign = m_useReferenceFrameA ? -1.0f : 1.0f; }
public HingeConstraint(RigidBody rbA, RigidBody rbB, ref IndexedVector3 pivotInA, ref IndexedVector3 pivotInB, ref IndexedVector3 axisInA, ref IndexedVector3 axisInB, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA, rbB) { m_angularOnly = false; m_enableAngularMotor = false; m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET; m_useReferenceFrameA = useReferenceFrameA; m_rbAFrame._origin = pivotInA; #if _BT_USE_CENTER_LIMIT_ m_limit = new AngularLimit(); #endif m_flags = 0; // since no frame is given, assume this to be zero angle and just pick rb transform axis IndexedVector3 rbAxisA1 = rbA.GetCenterOfMassTransform()._basis.GetColumn(0); IndexedVector3 rbAxisA2 = IndexedVector3.Zero; float projection = IndexedVector3.Dot(axisInA, rbAxisA1); if (projection >= 1.0f - MathUtil.SIMD_EPSILON) { rbAxisA1 = -rbA.GetCenterOfMassTransform()._basis.GetColumn(2); rbAxisA2 = rbA.GetCenterOfMassTransform()._basis.GetColumn(1); } else if (projection <= -1.0f + MathUtil.SIMD_EPSILON) { rbAxisA1 = rbA.GetCenterOfMassTransform()._basis.GetColumn(2); rbAxisA2 = rbA.GetCenterOfMassTransform()._basis.GetColumn(1); } else { rbAxisA2 = IndexedVector3.Cross(axisInA, rbAxisA1); rbAxisA1 = IndexedVector3.Cross(rbAxisA2, axisInA); } //m_rbAFrame._basis = new IndexedBasisMatrix(ref rbAxisA1, ref rbAxisA2, ref axisInA); m_rbAFrame._basis = new IndexedBasisMatrix(rbAxisA1.X, rbAxisA2.X, axisInA.X, rbAxisA1.Y, rbAxisA2.Y, axisInA.Y, rbAxisA1.Z, rbAxisA2.Z, axisInA.Z); IndexedQuaternion rotationArc = MathUtil.ShortestArcQuat(ref axisInA, ref axisInB); IndexedVector3 rbAxisB1 = MathUtil.QuatRotate(ref rotationArc, ref rbAxisA1); IndexedVector3 rbAxisB2 = IndexedVector3.Cross(axisInB, rbAxisB1); m_rbBFrame._origin = pivotInB; //m_rbBFrame._basis = new IndexedBasisMatrix(ref rbAxisB1, ref rbAxisB2, ref axisInB); m_rbBFrame._basis = new IndexedBasisMatrix(rbAxisB1.X, rbAxisB2.X, axisInB.X, rbAxisB1.Y, rbAxisB2.Y, axisInB.Y, rbAxisB1.Z, rbAxisB2.Z, axisInB.Z); #if! _BT_USE_CENTER_LIMIT_ //start with free m_lowerLimit = float(1.0f); m_upperLimit = float(-1.0f); m_biasFactor = 0.3f; m_relaxationFactor = 1.0f; m_limitSoftness = 0.9f; m_solveLimit = false; #endif m_referenceSign = m_useReferenceFrameA ? -1f : 1f; }
public HingeConstraint(RigidBody rbA, ref IndexedMatrix rbAFrame, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA) { m_rbAFrame = rbAFrame; m_rbBFrame = rbAFrame; m_angularOnly = false; m_enableAngularMotor = false; m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET; m_useReferenceFrameA = useReferenceFrameA; m_flags = 0; m_rbBFrame._origin = m_rbA.GetCenterOfMassTransform() * (m_rbAFrame._origin); #if _BT_USE_CENTER_LIMIT_ m_limit = new AngularLimit(); #else //start with free m_lowerLimit = 1f; m_upperLimit = -1f; m_biasFactor = 0.3f; m_relaxationFactor = 1.0f; m_limitSoftness = 0.9f; m_solveLimit = false; #endif m_referenceSign = m_useReferenceFrameA ? -1.0f : 1.0f; }
public HingeConstraint(RigidBody rbA, ref IndexedVector3 pivotInA, ref IndexedVector3 axisInA, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA) { m_angularOnly = false; m_enableAngularMotor = false; m_useReferenceFrameA = useReferenceFrameA; m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET; m_flags = 0; #if _BT_USE_CENTER_LIMIT_ m_limit = new AngularLimit(); #endif // since no frame is given, assume this to be zero angle and just pick rb transform axis // fixed axis in worldspace IndexedVector3 rbAxisA1, rbAxisA2; TransformUtil.PlaneSpace1(ref axisInA, out rbAxisA1, out rbAxisA2); m_rbAFrame._origin = pivotInA; //m_rbAFrame._basis = new IndexedBasisMatrix(ref rbAxisA1, ref rbAxisA2, ref axisInA); m_rbAFrame._basis = new IndexedBasisMatrix(rbAxisA1.X, rbAxisA2.X, axisInA.X, rbAxisA1.Y, rbAxisA2.Y, axisInA.Y, rbAxisA1.Z, rbAxisA2.Z, axisInA.Z); IndexedVector3 axisInB = rbA.GetCenterOfMassTransform()._basis * axisInA; IndexedQuaternion rotationArc = MathUtil.ShortestArcQuat(ref axisInA, ref axisInB); IndexedVector3 rbAxisB1 = MathUtil.QuatRotate(ref rotationArc, ref rbAxisA1); IndexedVector3 rbAxisB2 = IndexedVector3.Cross(axisInB, rbAxisB1); m_rbBFrame._origin = rbA.GetCenterOfMassTransform() * pivotInA; //m_rbBFrame._basis = new IndexedBasisMatrix(ref rbAxisB1, ref rbAxisB2, ref axisInB); m_rbBFrame._basis = new IndexedBasisMatrix(rbAxisB1.X, rbAxisB2.X, axisInB.X, rbAxisB1.Y, rbAxisB2.Y, axisInB.Y, rbAxisB1.Z, rbAxisB2.Z, axisInB.Z); //start with free #if! _BT_USE_CENTER_LIMIT_ m_lowerLimit = 1f; m_upperLimit = -1f; m_biasFactor = 0.3f; m_relaxationFactor = 1.0f; m_limitSoftness = 0.9f; m_solveLimit = false; #endif m_referenceSign = m_useReferenceFrameA ? -1.0f : 1.0f; }
public HingeConstraint(RigidBody rbA, RigidBody rbB, ref IndexedVector3 pivotInA, ref IndexedVector3 pivotInB, ref IndexedVector3 axisInA, ref IndexedVector3 axisInB, bool useReferenceFrameA) : base(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA, rbB) { m_angularOnly = false; m_enableAngularMotor = false; m_useOffsetForConstraintFrame = HINGE_USE_FRAME_OFFSET; m_useReferenceFrameA = useReferenceFrameA; m_rbAFrame._origin = pivotInA; #if _BT_USE_CENTER_LIMIT_ m_limit = new AngularLimit(); #endif m_flags = 0; // since no frame is given, assume this to be zero angle and just pick rb transform axis IndexedVector3 rbAxisA1 = rbA.GetCenterOfMassTransform()._basis.GetColumn(0); IndexedVector3 rbAxisA2 = IndexedVector3.Zero; float projection = IndexedVector3.Dot(axisInA, rbAxisA1); if (projection >= 1.0f - MathUtil.SIMD_EPSILON) { rbAxisA1 = -rbA.GetCenterOfMassTransform()._basis.GetColumn(2); rbAxisA2 = rbA.GetCenterOfMassTransform()._basis.GetColumn(1); } else if (projection <= -1.0f + MathUtil.SIMD_EPSILON) { rbAxisA1 = rbA.GetCenterOfMassTransform()._basis.GetColumn(2); rbAxisA2 = rbA.GetCenterOfMassTransform()._basis.GetColumn(1); } else { rbAxisA2 = IndexedVector3.Cross(axisInA, rbAxisA1); rbAxisA1 = IndexedVector3.Cross(rbAxisA2, axisInA); } //m_rbAFrame._basis = new IndexedBasisMatrix(ref rbAxisA1, ref rbAxisA2, ref axisInA); m_rbAFrame._basis = new IndexedBasisMatrix(rbAxisA1.X, rbAxisA2.X, axisInA.X, rbAxisA1.Y, rbAxisA2.Y, axisInA.Y, rbAxisA1.Z, rbAxisA2.Z, axisInA.Z); IndexedQuaternion rotationArc = MathUtil.ShortestArcQuat(ref axisInA, ref axisInB); IndexedVector3 rbAxisB1 = MathUtil.QuatRotate(ref rotationArc, ref rbAxisA1); IndexedVector3 rbAxisB2 = IndexedVector3.Cross(axisInB, rbAxisB1); m_rbBFrame._origin = pivotInB; //m_rbBFrame._basis = new IndexedBasisMatrix(ref rbAxisB1, ref rbAxisB2, ref axisInB); m_rbBFrame._basis = new IndexedBasisMatrix(rbAxisB1.X, rbAxisB2.X, axisInB.X, rbAxisB1.Y, rbAxisB2.Y, axisInB.Y, rbAxisB1.Z, rbAxisB2.Z, axisInB.Z); #if !_BT_USE_CENTER_LIMIT_ //start with free m_lowerLimit = float(1.0f); m_upperLimit = float(-1.0f); m_biasFactor = 0.3f; m_relaxationFactor = 1.0f; m_limitSoftness = 0.9f; m_solveLimit = false; #endif m_referenceSign = m_useReferenceFrameA ? -1f : 1f; }