Пример #1
0
        ///bilateral constraint between two dynamic objects
        ///positive distance = separation, negative distance = penetration
        public static void ResolveSingleBilateral(RigidBody body1, ref IndexedVector3 pos1,
                                                  RigidBody body2, ref IndexedVector3 pos2,
                                                  float distance, ref IndexedVector3 normal, ref float impulse, float timeStep)
        {
            float normalLenSqr = normal.LengthSquared();

            Debug.Assert(Math.Abs(normalLenSqr) < 1.1f);
            if (normalLenSqr > 1.1f)
            {
                impulse = 0f;
                return;
            }
            IndexedVector3 rel_pos1 = pos1 - body1.GetCenterOfMassPosition();
            IndexedVector3 rel_pos2 = pos2 - body2.GetCenterOfMassPosition();
            //this jacobian entry could be re-used for all iterations

            IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
            IndexedVector3 vel2 = body2.GetVelocityInLocalPoint(ref rel_pos2);
            IndexedVector3 vel  = vel1 - vel2;

            IndexedBasisMatrix m1 = body1.GetCenterOfMassTransform()._basis.Transpose();
            IndexedBasisMatrix m2 = body2.GetCenterOfMassTransform()._basis.Transpose();


            JacobianEntry jac = new JacobianEntry(m1, m2, rel_pos1, rel_pos2, normal,
                                                  body1.GetInvInertiaDiagLocal(), body1.GetInvMass(),
                                                  body2.GetInvInertiaDiagLocal(), body2.GetInvMass());

            float jacDiagAB    = jac.GetDiagonal();
            float jacDiagABInv = 1f / jacDiagAB;


            float rel_vel = jac.GetRelativeVelocity(
                body1.GetLinearVelocity(),
                body1.GetCenterOfMassTransform()._basis.Transpose() * body1.GetAngularVelocity(),
                body2.GetLinearVelocity(),
                body2.GetCenterOfMassTransform()._basis.Transpose() * body2.GetAngularVelocity());
            float a = jacDiagABInv;

            rel_vel = normal.Dot(ref vel);

            //todo: move this into proper structure
            float contactDamping = 0.2f;

            if (ONLY_USE_LINEAR_MASS)
            {
                float massTerm = 1f / (body1.GetInvMass() + body2.GetInvMass());
                impulse = -contactDamping * rel_vel * massTerm;
            }
            else
            {
                float velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
                impulse = velocityImpulse;
            }
        }
Пример #2
0
 public SliderConstraint(RigidBody rbB, ref IndexedMatrix frameInB, bool useLinearReferenceFrameA)
     : base(TypedConstraintType.SLIDER_CONSTRAINT_TYPE, GetFixedBody(), rbB)
 {
     m_frameInB = frameInB;
     m_frameInA = rbB.GetCenterOfMassTransform() * m_frameInB;
     InitParams();
 }
Пример #3
0
        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;
        }
Пример #4
0
		public Generic6DofConstraint(RigidBody rbB, ref IndexedMatrix frameInB, bool useLinearReferenceFrameB)
			: base(TypedConstraintType.D6_CONSTRAINT_TYPE, GetFixedBody(), rbB)
		{
			m_frameInB = frameInB;
			m_useLinearReferenceFrameA = useLinearReferenceFrameB;
			m_useOffsetForConstraintFrame = D6_USE_FRAME_OFFSET;
			m_linearLimits = new TranslationalLimitMotor();
			m_angularLimits[0] = new RotationalLimitMotor();
			m_angularLimits[1] = new RotationalLimitMotor();
			m_angularLimits[2] = new RotationalLimitMotor();

			///not providing rigidbody A means implicitly using worldspace for body A
            m_frameInA = rbB.GetCenterOfMassTransform() * m_frameInB;

			CalculateTransforms();
		}
        // constructor
    	// anchor, axis1 and axis2 are in world coordinate system
	    // axis1 must be orthogonal to axis2
        public Hinge2Constraint(RigidBody rbA, RigidBody rbB, ref IndexedVector3 anchor, ref IndexedVector3 axis1, ref IndexedVector3 axis2) : base(rbA,rbB,IndexedMatrix.Identity,IndexedMatrix.Identity,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
            IndexedVector3 zAxis = IndexedVector3.Normalize(axis1);
            IndexedVector3 xAxis = IndexedVector3.Normalize(axis2);
            IndexedVector3 yAxis = IndexedVector3.Cross(zAxis,xAxis); // we want right coordinate system

            IndexedMatrix frameInW = IndexedMatrix.Identity;
            frameInW._basis = new IndexedBasisMatrix(xAxis.X, yAxis.X, zAxis.X,
                                    xAxis.Y, yAxis.Y, zAxis.Y,
                                   xAxis.Z, yAxis.Z, zAxis.Z);
            frameInW._origin = anchor;

            // now get constraint frame in local coordinate systems
            m_frameInA = rbA.GetCenterOfMassTransform().Inverse() * frameInW;
            m_frameInB = rbB.GetCenterOfMassTransform().Inverse() * frameInW;
            // sei limits
            SetLinearLowerLimit(new IndexedVector3(0.0f, 0.0f, -1.0f));
            SetLinearUpperLimit(new IndexedVector3(0.0f, 0.0f, 1.0f));
            // like front wheels of a car
            SetAngularLowerLimit(new IndexedVector3(1.0f, 0.0f, -MathUtil.SIMD_HALF_PI * 0.5f));
            SetAngularUpperLimit(new IndexedVector3(-1.0f, 0.0f, MathUtil.SIMD_HALF_PI * 0.5f));
            // enable suspension
            EnableSpring(2, true);
            SetStiffness(2, MathUtil.SIMD_PI * MathUtil.SIMD_PI * 4.0f); // period 1 sec for 1 kilogramm weel :-)
            SetDamping(2, 0.01f);
            SetEquilibriumPoint();

        }
Пример #6
0
        // constructor
        // anchor, axis1 and axis2 are in world coordinate system
        // axis1 must be orthogonal to axis2
        public Hinge2Constraint(RigidBody rbA, RigidBody rbB, ref IndexedVector3 anchor, ref IndexedVector3 axis1, ref IndexedVector3 axis2) : base(rbA, rbB, IndexedMatrix.Identity, IndexedMatrix.Identity, 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
            IndexedVector3 zAxis = IndexedVector3.Normalize(axis1);
            IndexedVector3 xAxis = IndexedVector3.Normalize(axis2);
            IndexedVector3 yAxis = IndexedVector3.Cross(zAxis, xAxis); // we want right coordinate system

            IndexedMatrix frameInW = IndexedMatrix.Identity;

            frameInW._basis = new IndexedBasisMatrix(xAxis.X, yAxis.X, zAxis.X,
                                                     xAxis.Y, yAxis.Y, zAxis.Y,
                                                     xAxis.Z, yAxis.Z, zAxis.Z);
            frameInW._origin = anchor;

            // now get constraint frame in local coordinate systems
            m_frameInA = rbA.GetCenterOfMassTransform().Inverse() * frameInW;
            m_frameInB = rbB.GetCenterOfMassTransform().Inverse() * frameInW;
            // sei limits
            SetLinearLowerLimit(new IndexedVector3(0.0f, 0.0f, -1.0f));
            SetLinearUpperLimit(new IndexedVector3(0.0f, 0.0f, 1.0f));
            // like front wheels of a car
            SetAngularLowerLimit(new IndexedVector3(1.0f, 0.0f, -MathUtil.SIMD_HALF_PI * 0.5f));
            SetAngularUpperLimit(new IndexedVector3(-1.0f, 0.0f, MathUtil.SIMD_HALF_PI * 0.5f));
            // enable suspension
            EnableSpring(2, true);
            SetStiffness(2, MathUtil.SIMD_PI * MathUtil.SIMD_PI * 4.0f); // period 1 sec for 1 kilogramm weel :-)
            SetDamping(2, 0.01f);
            SetEquilibriumPoint();
        }
Пример #7
0
        // constructor
        // anchor, axis1 and axis2 are in world coordinate system
        // axis1 must be orthogonal to axis2
        public UniversalConstraint(RigidBody rbA, RigidBody rbB, ref IndexedVector3 anchor, ref IndexedVector3 axis1, ref IndexedVector3 axis2)
            : base(rbA, rbB, ref BulletGlobals.IdentityMatrix, ref BulletGlobals.IdentityMatrix, 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
            IndexedVector3 zAxis    = IndexedVector3.Normalize(m_axis1);
            IndexedVector3 yAxis    = IndexedVector3.Normalize(m_axis2);
            IndexedVector3 xAxis    = IndexedVector3.Cross(yAxis, zAxis); // we want right coordinate system
            IndexedMatrix  frameInW = IndexedMatrix.Identity;

            frameInW._basis = new IndexedBasisMatrix(xAxis.X, yAxis.X, zAxis.X,
                                                     xAxis.Y, yAxis.Y, zAxis.Y,
                                                     xAxis.Z, yAxis.Z, zAxis.Z);
            frameInW._origin = anchor;
            // now get constraint frame in local coordinate systems
            //m_frameInA = MathUtil.inverseTimes(rbA.getCenterOfMassTransform(),frameInW);
            //m_frameInB = MathUtil.inverseTimes(rbB.getCenterOfMassTransform(),frameInW);
            m_frameInA = rbA.GetCenterOfMassTransform().Inverse() * frameInW;
            m_frameInB = rbB.GetCenterOfMassTransform().Inverse() * frameInW;

            // sei limits
            SetLinearLowerLimit(IndexedVector3.Zero);
            SetLinearUpperLimit(IndexedVector3.Zero);
            SetAngularLowerLimit(new IndexedVector3(0.0f, -MathUtil.SIMD_HALF_PI + UNIV_EPS, -MathUtil.SIMD_PI + UNIV_EPS));
            SetAngularUpperLimit(new IndexedVector3(0.0f, MathUtil.SIMD_HALF_PI - UNIV_EPS, MathUtil.SIMD_PI - UNIV_EPS));
        }
Пример #8
0
        // constructor
	    // anchor, axis1 and axis2 are in world coordinate system
	    // axis1 must be orthogonal to axis2
        public UniversalConstraint(RigidBody rbA, RigidBody rbB, ref IndexedVector3 anchor, ref IndexedVector3 axis1, ref IndexedVector3 axis2)
            : base(rbA, rbB, ref BulletGlobals.IdentityMatrix, ref BulletGlobals.IdentityMatrix, 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
	        IndexedVector3 zAxis = IndexedVector3.Normalize(m_axis1);
	        IndexedVector3 yAxis = IndexedVector3.Normalize(m_axis2);
	        IndexedVector3 xAxis = IndexedVector3.Cross(yAxis,zAxis); // we want right coordinate system
	        IndexedMatrix frameInW = IndexedMatrix.Identity;
            frameInW._basis = new IndexedBasisMatrix(xAxis.X, yAxis.X, zAxis.X,
                                    xAxis.Y, yAxis.Y, zAxis.Y,
                                    xAxis.Z, yAxis.Z, zAxis.Z);
            frameInW._origin = anchor;
	        // now get constraint frame in local coordinate systems
			//m_frameInA = MathUtil.inverseTimes(rbA.getCenterOfMassTransform(),frameInW);
			//m_frameInB = MathUtil.inverseTimes(rbB.getCenterOfMassTransform(),frameInW);
			m_frameInA = rbA.GetCenterOfMassTransform().Inverse() * frameInW;
			m_frameInB = rbB.GetCenterOfMassTransform().Inverse() * frameInW;

	        // sei limits
	        SetLinearLowerLimit(IndexedVector3.Zero);
	        SetLinearUpperLimit(IndexedVector3.Zero);
	        SetAngularLowerLimit(new IndexedVector3(0.0f, -MathUtil.SIMD_HALF_PI + UNIV_EPS, -MathUtil.SIMD_PI + UNIV_EPS));
	        SetAngularUpperLimit(new IndexedVector3(0.0f,  MathUtil.SIMD_HALF_PI - UNIV_EPS,  MathUtil.SIMD_PI - UNIV_EPS));
        }
Пример #9
0
		public SliderConstraint(RigidBody rbB, ref IndexedMatrix frameInB, bool useLinearReferenceFrameA)
			: base(TypedConstraintType.SLIDER_CONSTRAINT_TYPE, GetFixedBody(), rbB)
		{
			m_frameInB = frameInB;
			m_frameInA = rbB.GetCenterOfMassTransform() *  m_frameInB;
			InitParams();
		}
		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 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;
		}
Пример #12
0
 public Point2PointConstraint(RigidBody rbA, ref IndexedVector3 pivotInA) : base(TypedConstraintType.POINT2POINT_CONSTRAINT_TYPE, rbA)
 {
     m_pivotInA = pivotInA;
     m_pivotInB = rbA.GetCenterOfMassTransform() * pivotInA;
 }
Пример #13
0
        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 Point2PointConstraint(RigidBody rbA,ref IndexedVector3 pivotInA) : base(TypedConstraintType.POINT2POINT_CONSTRAINT_TYPE,rbA)
        {
            m_pivotInA = pivotInA;
            m_pivotInB = rbA.GetCenterOfMassTransform() * pivotInA;
        }
		///bilateral constraint between two dynamic objects
		///positive distance = separation, negative distance = penetration
		public static void ResolveSingleBilateral(RigidBody body1, ref IndexedVector3 pos1,
							  RigidBody body2, ref IndexedVector3 pos2,
							  float distance, ref IndexedVector3 normal, ref float impulse, float timeStep)
		{
			float normalLenSqr = normal.LengthSquared();
			Debug.Assert(Math.Abs(normalLenSqr) < 1.1f);
			if (normalLenSqr > 1.1f)
			{
				impulse = 0f;
				return;
			}
			IndexedVector3 rel_pos1 = pos1 - body1.GetCenterOfMassPosition();
			IndexedVector3 rel_pos2 = pos2 - body2.GetCenterOfMassPosition();
			//this jacobian entry could be re-used for all iterations

			IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
			IndexedVector3 vel2 = body2.GetVelocityInLocalPoint(ref rel_pos2);
			IndexedVector3 vel = vel1 - vel2;

            IndexedBasisMatrix m1 = body1.GetCenterOfMassTransform()._basis.Transpose();
            IndexedBasisMatrix m2 = body2.GetCenterOfMassTransform()._basis.Transpose();


			JacobianEntry jac = new JacobianEntry(m1, m2, rel_pos1, rel_pos2, normal,
				body1.GetInvInertiaDiagLocal(), body1.GetInvMass(),
				body2.GetInvInertiaDiagLocal(), body2.GetInvMass());

			float jacDiagAB = jac.GetDiagonal();
			float jacDiagABInv = 1f / jacDiagAB;


			float rel_vel = jac.GetRelativeVelocity(
				body1.GetLinearVelocity(),
                body1.GetCenterOfMassTransform()._basis.Transpose() * body1.GetAngularVelocity(),
                body2.GetLinearVelocity(),
                body2.GetCenterOfMassTransform()._basis.Transpose() * body2.GetAngularVelocity());
            float a = jacDiagABInv;

			rel_vel = normal.Dot(ref vel);

			//todo: move this into proper structure
			float contactDamping = 0.2f;

			if (ONLY_USE_LINEAR_MASS)
			{
				float massTerm = 1f / (body1.GetInvMass() + body2.GetInvMass());
				impulse = -contactDamping * rel_vel * massTerm;
			}
			else
			{
				float velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
				impulse = velocityImpulse;
			}
		}