+ need to reset rigid body using 'setCenterOfMassTransform' to reset world inertia tensor
+ fixes in compound algorithm -> recompute contact points + add debug drawing to some demos. + revert btJacobianEntry change + replace dCROSSMAT by btVector3::getSkewSymmetricMatrix
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@@ -34,6 +34,8 @@ public:
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btJacobianEntry() {};
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//constraint between two different rigidbodies
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btJacobianEntry(
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const btMatrix3x3& world2A,
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const btMatrix3x3& world2B,
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const btVector3& rel_pos1,const btVector3& rel_pos2,
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const btVector3& jointAxis,
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const btVector3& inertiaInvA,
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@@ -42,8 +44,8 @@ public:
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const btScalar massInvB)
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:m_linearJointAxis(jointAxis)
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{
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m_aJ = (rel_pos1.cross(m_linearJointAxis));
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m_bJ = (rel_pos2.cross(-m_linearJointAxis));
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m_aJ = world2A*(rel_pos1.cross(m_linearJointAxis));
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m_bJ = world2B*(rel_pos2.cross(-m_linearJointAxis));
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = inertiaInvB * m_bJ;
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m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ);
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@@ -59,8 +61,8 @@ public:
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const btVector3& inertiaInvB)
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:m_linearJointAxis(btVector3(btScalar(0.),btScalar(0.),btScalar(0.)))
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{
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m_aJ= jointAxis;
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m_bJ = -jointAxis;
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m_aJ= world2A*jointAxis;
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m_bJ = world2B*-jointAxis;
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = inertiaInvB * m_bJ;
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m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
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@@ -93,8 +95,8 @@ public:
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const btScalar massInvA)
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:m_linearJointAxis(jointAxis)
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{
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m_aJ= (rel_pos1.cross(jointAxis));
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m_bJ = (rel_pos2.cross(-jointAxis));
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m_aJ= world2A*(rel_pos1.cross(jointAxis));
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m_bJ = world2A*(rel_pos2.cross(-jointAxis));
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = btVector3(btScalar(0.),btScalar(0.),btScalar(0.));
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m_Adiag = massInvA + m_0MinvJt.dot(m_aJ);
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@@ -128,7 +130,7 @@ public:
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return sum[0]+sum[1]+sum[2];
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}
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btScalar getRelativeVelocity(const btVector3& linvelA,const btVector3& angvelA,const btVector3& linvelB,const btVector3& angvelB) const
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btScalar getRelativeVelocity(const btVector3& linvelA,const btVector3& angvelA,const btVector3& linvelB,const btVector3& angvelB)
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{
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btVector3 linrel = linvelA - linvelB;
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btVector3 angvela = angvelA * m_aJ;
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