added angular limits to the Generic D6 constraint. Works for small angles. Will add a check for different combinations, and use different extraction of ordering of rotation from the diff quaternion.
Improved vehicle interpolation of wheels, and added Z-up axis option for the Demo made 'getWorldTransform' const method in btMotionState added future 'deactivationCallback'(not used yet)
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@@ -47,8 +47,10 @@ int main(int argc,char** argv)
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}
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btTransform sliderTransform;
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btVector3 lowerSliderLimit = btVector3(-20,0,0);
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btVector3 hiSliderLimit = btVector3(10,0,0);
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btVector3 lowerSliderLimit = btVector3(0,0,0);
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btVector3 hiSliderLimit = btVector3(0,0,0);
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btRigidBody* d6body0 =0;
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void drawLimit()
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{
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@@ -59,9 +61,18 @@ void drawLimit()
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glColor3f(color.getX(), color.getY(), color.getZ());
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glVertex3d(from.getX(), from.getY(), from.getZ());
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glVertex3d(to.getX(), to.getY(), to.getZ());
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if (d6body0)
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{
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from = d6body0->getWorldTransform().getOrigin();
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to = from + d6body0->getWorldTransform().getBasis() * btVector3(0,0,10);
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glVertex3d(from.getX(), from.getY(), from.getZ());
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glVertex3d(to.getX(), to.getY(), to.getZ());
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}
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glEnd();
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}
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void ConstraintDemo::initPhysics()
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{
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//ConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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@@ -108,26 +119,31 @@ void ConstraintDemo::initPhysics()
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{
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mass = 1.f;
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btVector3 sliderWorldPos(0,10,0);
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btVector3 sliderAxis(0,0,1);
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btScalar angle=SIMD_RADS_PER_DEG * 10.f;
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btVector3 sliderAxis(1,0,0);
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btScalar angle=0.f;//SIMD_RADS_PER_DEG * 10.f;
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btMatrix3x3 sliderOrientation(btQuaternion(sliderAxis ,angle));
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trans.setIdentity();
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trans.setOrigin(sliderWorldPos);
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trans.setBasis(sliderOrientation);
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//trans.setBasis(sliderOrientation);
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sliderTransform = trans;
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btRigidBody* body0 = localCreateRigidBody( mass,trans,shape);
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body0->setActivationState(DISABLE_DEACTIVATION);
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d6body0 = localCreateRigidBody( mass,trans,shape);
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d6body0->setActivationState(DISABLE_DEACTIVATION);
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btRigidBody* fixedBody1 = localCreateRigidBody(0,trans,0);
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btTransform frameInA, frameInB;
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frameInA = btTransform::getIdentity();
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frameInB = btTransform::getIdentity();
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btGeneric6DofConstraint* slider = new btGeneric6DofConstraint(*body0,*fixedBody1,frameInA,frameInB);
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btGeneric6DofConstraint* slider = new btGeneric6DofConstraint(*d6body0,*fixedBody1,frameInA,frameInB);
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slider->setLinearLowerLimit(lowerSliderLimit);
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slider->setLinearUpperLimit(hiSliderLimit);
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slider->setAngularLowerLimit(btVector3(1e30,0,0));
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slider->setAngularUpperLimit(btVector3(-1e30,0,0));
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// slider->setAngularLowerLimit(btVector3(-3.1415*0.5f,0,0));
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// slider->setAngularUpperLimit(btVector3(3.1415*0.5f,0,0));
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//range should be small, otherwise singularities will 'explode' the constraint
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slider->setAngularLowerLimit(btVector3(0,-3.1415*0.25f,-3.1415*0.25f));
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slider->setAngularUpperLimit(btVector3(0,3.1415*0.25f,3.1415*0.25f));
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m_dynamicsWorld->addConstraint(slider);
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