Bullet Collision Detection & Physics Library
btMultiBodyPoint2Point.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 
18 #include "btMultiBodyPoint2Point.h"
22 
23 #ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
24  #define BTMBP2PCONSTRAINT_DIM 3
25 #else
26  #define BTMBP2PCONSTRAINT_DIM 6
27 #endif
28 
29 btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB)
30  :btMultiBodyConstraint(body,0,link,-1,BTMBP2PCONSTRAINT_DIM,false),
31  m_rigidBodyA(0),
32  m_rigidBodyB(bodyB),
33  m_pivotInA(pivotInA),
34  m_pivotInB(pivotInB)
35 {
36 }
37 
38 btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB)
39  :btMultiBodyConstraint(bodyA,bodyB,linkA,linkB,BTMBP2PCONSTRAINT_DIM,false),
40  m_rigidBodyA(0),
41  m_rigidBodyB(0),
42  m_pivotInA(pivotInA),
43  m_pivotInB(pivotInB)
44 {
45 }
46 
48 {
49  //not implemented yet
50  btAssert(0);
51 }
52 
54 {
55 }
56 
57 
59 {
60  if (m_rigidBodyA)
61  return m_rigidBodyA->getIslandTag();
62 
63  if (m_bodyA)
64  {
66  if (col)
67  return col->getIslandTag();
68  for (int i=0;i<m_bodyA->getNumLinks();i++)
69  {
70  if (m_bodyA->getLink(i).m_collider)
71  return m_bodyA->getLink(i).m_collider->getIslandTag();
72  }
73  }
74  return -1;
75 }
76 
78 {
79  if (m_rigidBodyB)
80  return m_rigidBodyB->getIslandTag();
81  if (m_bodyB)
82  {
84  if (col)
85  return col->getIslandTag();
86 
87  for (int i=0;i<m_bodyB->getNumLinks();i++)
88  {
89  col = m_bodyB->getLink(i).m_collider;
90  if (col)
91  return col->getIslandTag();
92  }
93  }
94  return -1;
95 }
96 
97 
98 
101  const btContactSolverInfo& infoGlobal)
102 {
103 
104 // int i=1;
105 int numDim = BTMBP2PCONSTRAINT_DIM;
106  for (int i=0;i<numDim;i++)
107  {
108 
109  btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
110  //memset(&constraintRow,0xffffffff,sizeof(btMultiBodySolverConstraint));
111  constraintRow.m_relpos1CrossNormal.setValue(0,0,0);
112  constraintRow.m_contactNormal1.setValue(0,0,0);
113  constraintRow.m_relpos2CrossNormal.setValue(0,0,0);
114  constraintRow.m_contactNormal2.setValue(0,0,0);
115  constraintRow.m_angularComponentA.setValue(0,0,0);
116  constraintRow.m_angularComponentB.setValue(0,0,0);
117 
118  constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
119  constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
120 
121  btVector3 contactNormalOnB(0,0,0);
122 #ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
123  contactNormalOnB[i] = -1;
124 #else
125  contactNormalOnB[i%3] = -1;
126 #endif
127 
128 
129  // Convert local points back to world
130  btVector3 pivotAworld = m_pivotInA;
131  if (m_rigidBodyA)
132  {
133 
134  constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
136  } else
137  {
138  if (m_bodyA)
139  pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
140  }
141  btVector3 pivotBworld = m_pivotInB;
142  if (m_rigidBodyB)
143  {
144  constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
146  } else
147  {
148  if (m_bodyB)
149  pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
150 
151  }
152 
153  btScalar posError = i < 3 ? (pivotAworld-pivotBworld).dot(contactNormalOnB) : 0;
154 
155 #ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
156 
157 
158  fillMultiBodyConstraint(constraintRow, data, 0, 0,
159  contactNormalOnB, pivotAworld, pivotBworld, //sucks but let it be this way "for the time being"
160  posError,
161  infoGlobal,
163  );
164  //@todo: support the case of btMultiBody versus btRigidBody,
165  //see btPoint2PointConstraint::getInfo2NonVirtual
166 #else
167  const btVector3 dummy(0, 0, 0);
168 
170 
171  btScalar* jac1 = jacobianA(i);
172  const btVector3 &normalAng = i >= 3 ? contactNormalOnB : dummy;
173  const btVector3 &normalLin = i < 3 ? contactNormalOnB : dummy;
174 
175  m_bodyA->filConstraintJacobianMultiDof(m_linkA, pivotAworld, normalAng, normalLin, jac1, data.scratch_r, data.scratch_v, data.scratch_m);
176 
177  fillMultiBodyConstraint(constraintRow, data, jac1, 0,
178  dummy, dummy, dummy, //sucks but let it be this way "for the time being"
179  posError,
180  infoGlobal,
182  );
183 #endif
184  }
185 }
186 
188 {
189  btTransform tr;
190  tr.setIdentity();
191 
192  if (m_rigidBodyA)
193  {
195  tr.setOrigin(pivot);
196  drawer->drawTransform(tr, 0.1);
197  }
198  if (m_bodyA)
199  {
201  tr.setOrigin(pivotAworld);
202  drawer->drawTransform(tr, 0.1);
203  }
204  if (m_rigidBodyB)
205  {
206  // that ideally should draw the same frame
208  tr.setOrigin(pivot);
209  drawer->drawTransform(tr, 0.1);
210  }
211  if (m_bodyB)
212  {
214  tr.setOrigin(pivotBworld);
215  drawer->drawTransform(tr, 0.1);
216  }
217 }
void setOrigin(const btVector3 &origin)
Set the translational element.
Definition: btTransform.h:150
btScalar fillMultiBodyConstraint(btMultiBodySolverConstraint &solverConstraint, btMultiBodyJacobianData &data, btScalar *jacOrgA, btScalar *jacOrgB, const btVector3 &contactNormalOnB, const btVector3 &posAworld, const btVector3 &posBworld, btScalar posError, const btContactSolverInfo &infoGlobal, btScalar lowerLimit, btScalar upperLimit, btScalar relaxation=1.f, bool isFriction=false, btScalar desiredVelocity=0, btScalar cfmSlip=0)
const btMultibodyLink & getLink(int index) const
Definition: btMultiBody.h:109
virtual void debugDraw(class btIDebugDraw *drawer)
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
btAlignedObjectArray< btScalar > scratch_r
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:640
int getNumLinks() const
Definition: btMultiBody.h:145
void setIdentity()
Set this transformation to the identity.
Definition: btTransform.h:172
virtual int getIslandIdA() const
#define btAssert(x)
Definition: btScalar.h:113
btScalar * jacobianA(int row)
btMultiBodyPoint2Point(btMultiBody *body, int link, btRigidBody *bodyB, const btVector3 &pivotInA, const btVector3 &pivotInB)
btAlignedObjectArray< btMatrix3x3 > scratch_m
const btTransform & getCenterOfMassTransform() const
Definition: btRigidBody.h:356
void filConstraintJacobianMultiDof(int link, const btVector3 &contact_point, const btVector3 &normal_ang, const btVector3 &normal_lin, btScalar *jac, btAlignedObjectArray< btScalar > &scratch_r, btAlignedObjectArray< btVector3 > &scratch_v, btAlignedObjectArray< btMatrix3x3 > &scratch_m) const
virtual void createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:28
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:62
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
int getCompanionId() const
btAlignedObjectArray< btVector3 > scratch_v
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:34
int getIslandTag() const
#define BTMBP2PCONSTRAINT_DIM
This file was written by Erwin Coumans.
virtual void drawTransform(const btTransform &transform, btScalar orthoLen)
Definition: btIDebugDraw.h:137
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
Definition: btQuaternion.h:827
const btMultiBodyLinkCollider * getBaseCollider() const
Definition: btMultiBody.h:124
virtual int getIslandIdB() const
bool isMultiDof()
Definition: btMultiBody.h:522
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:278