add a btFixedConstraint with toggle between btGeneric6DofConsraint and btFixedConstraint in VoronoiFractureDemo
This commit is contained in:
@@ -37,6 +37,8 @@ Voronoi fracture and shatter code and demo copyright (c) 2011 Alain Ducharme
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#include "GLDebugDrawer.h"
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#include "GLDebugDrawer.h"
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static GLDebugDrawer sDebugDraw;
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static GLDebugDrawer sDebugDraw;
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static bool useGenericConstraint = false;
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void VoronoiFractureDemo::attachFixedConstraints()
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void VoronoiFractureDemo::attachFixedConstraints()
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{
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{
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@@ -91,18 +93,30 @@ void VoronoiFractureDemo::attachFixedConstraints()
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trA = body0->getWorldTransform().inverse()*globalFrame;
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trA = body0->getWorldTransform().inverse()*globalFrame;
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trB = body1->getWorldTransform().inverse()*globalFrame;
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trB = body1->getWorldTransform().inverse()*globalFrame;
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btGeneric6DofConstraint* dof6 = new btGeneric6DofConstraint(*body0,*body1,trA,trB,true);
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dof6->setOverrideNumSolverIterations(100);
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float totalMass = 1.f/body0->getInvMass() + 1.f/body1->getInvMass();
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float totalMass = 1.f/body0->getInvMass() + 1.f/body1->getInvMass();
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if (useGenericConstraint)
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{
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btGeneric6DofConstraint* dof6 = new btGeneric6DofConstraint(*body0,*body1,trA,trB,true);
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dof6->setOverrideNumSolverIterations(30);
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dof6->setBreakingImpulseThreshold(BREAKING_THRESHOLD*totalMass);
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dof6->setBreakingImpulseThreshold(BREAKING_THRESHOLD*totalMass);
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for (int i=0;i<6;i++)
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for (int i=0;i<6;i++)
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dof6->setLimit(i,0,0);
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dof6->setLimit(i,0,0);
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getDynamicsWorld()->addConstraint(dof6,true);
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getDynamicsWorld()->addConstraint(dof6,true);
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} else
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{
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btFixedConstraint* fixed = new btFixedConstraint(*body0,*body1,trA,trB);
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fixed->setBreakingImpulseThreshold(BREAKING_THRESHOLD*totalMass);
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fixed ->setOverrideNumSolverIterations(30);
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getDynamicsWorld()->addConstraint(fixed,true);
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}
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}
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}
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}
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}
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}
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}
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@@ -509,6 +523,10 @@ void VoronoiFractureDemo::displayCallback(void) {
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void VoronoiFractureDemo::initPhysics()
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void VoronoiFractureDemo::initPhysics()
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{
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{
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useGenericConstraint = !useGenericConstraint;
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printf("useGenericConstraint = %d\n", useGenericConstraint);
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setTexturing(true);
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setTexturing(true);
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setShadows(true);
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setShadows(true);
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@@ -563,13 +581,33 @@ void VoronoiFractureDemo::initPhysics()
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m_dynamicsWorld->addRigidBody(body);
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m_dynamicsWorld->addRigidBody(body);
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}
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}
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{
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(10.),btScalar(8.),btScalar(1.)));
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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groundTransform.setOrigin(btVector3(0,0,0));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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// ==> Voronoi Shatter Basic Demo: Random Cuboid
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// ==> Voronoi Shatter Basic Demo: Random Cuboid
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// Random size cuboid (defined by bounding box max and min)
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// Random size cuboid (defined by bounding box max and min)
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btVector3 bbmax(btScalar(rand() / btScalar(RAND_MAX)) * 6. +0.5, btScalar(rand() / btScalar(RAND_MAX)) * 6. +0.5, btScalar(rand() / btScalar(RAND_MAX)) * 6. +0.5);
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btVector3 bbmax(btScalar(rand() / btScalar(RAND_MAX)) * 12. +0.5, btScalar(rand() / btScalar(RAND_MAX)) * 1. +0.5, btScalar(rand() / btScalar(RAND_MAX)) * 1. +0.5);
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btVector3 bbmin = -bbmax;
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btVector3 bbmin = -bbmax;
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// Place it 10 units above ground
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// Place it 10 units above ground
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btVector3 bbt(0,10,0);
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btVector3 bbt(0,15,0);
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// Use an arbitrary material density for shards (should be consitent/relative with/to rest of RBs in world)
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// Use an arbitrary material density for shards (should be consitent/relative with/to rest of RBs in world)
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btScalar matDensity = 1;
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btScalar matDensity = 1;
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// Using random rotation
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// Using random rotation
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@@ -6,6 +6,7 @@ SET(BulletDynamics_SRCS
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Character/btKinematicCharacterController.cpp
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Character/btKinematicCharacterController.cpp
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ConstraintSolver/btConeTwistConstraint.cpp
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ConstraintSolver/btConeTwistConstraint.cpp
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ConstraintSolver/btContactConstraint.cpp
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ConstraintSolver/btContactConstraint.cpp
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ConstraintSolver/btFixedConstraint.cpp
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ConstraintSolver/btGearConstraint.cpp
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ConstraintSolver/btGearConstraint.cpp
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ConstraintSolver/btGeneric6DofConstraint.cpp
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ConstraintSolver/btGeneric6DofConstraint.cpp
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ConstraintSolver/btGeneric6DofSpringConstraint.cpp
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ConstraintSolver/btGeneric6DofSpringConstraint.cpp
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@@ -38,6 +39,7 @@ SET(ConstraintSolver_HDRS
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ConstraintSolver/btConstraintSolver.h
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ConstraintSolver/btConstraintSolver.h
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ConstraintSolver/btContactConstraint.h
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ConstraintSolver/btContactConstraint.h
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ConstraintSolver/btContactSolverInfo.h
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ConstraintSolver/btContactSolverInfo.h
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ConstraintSolver/btFixedConstraint.h
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ConstraintSolver/btGearConstraint.h
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ConstraintSolver/btGearConstraint.h
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ConstraintSolver/btGeneric6DofConstraint.h
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ConstraintSolver/btGeneric6DofConstraint.h
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ConstraintSolver/btGeneric6DofSpringConstraint.h
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ConstraintSolver/btGeneric6DofSpringConstraint.h
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129
src/BulletDynamics/ConstraintSolver/btFixedConstraint.cpp
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129
src/BulletDynamics/ConstraintSolver/btFixedConstraint.cpp
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@@ -0,0 +1,129 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btFixedConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "LinearMath/btTransformUtil.h"
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#include <new>
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btFixedConstraint::btFixedConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& frameInA,const btTransform& frameInB)
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:btTypedConstraint(FIXED_CONSTRAINT_TYPE,rbA,rbB)
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{
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m_pivotInA = frameInA.getOrigin();
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m_pivotInB = frameInB.getOrigin();
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m_relTargetAB = frameInA.getRotation()*frameInB.getRotation().inverse();
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}
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btFixedConstraint::~btFixedConstraint ()
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{
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}
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void btFixedConstraint::getInfo1 (btConstraintInfo1* info)
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{
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info->m_numConstraintRows = 6;
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info->nub = 6;
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}
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void btFixedConstraint::getInfo2 (btConstraintInfo2* info)
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{
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//fix the 3 linear degrees of freedom
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const btVector3& worldPosA = m_rbA.getCenterOfMassTransform().getOrigin();
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const btMatrix3x3& worldOrnA = m_rbA.getCenterOfMassTransform().getBasis();
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const btVector3& worldPosB= m_rbB.getCenterOfMassTransform().getOrigin();
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const btMatrix3x3& worldOrnB = m_rbB.getCenterOfMassTransform().getBasis();
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info->m_J1linearAxis[0] = 1;
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info->m_J1linearAxis[info->rowskip+1] = 1;
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info->m_J1linearAxis[2*info->rowskip+2] = 1;
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btVector3 a1 = worldOrnA*m_pivotInA;
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{
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btVector3* angular0 = (btVector3*)(info->m_J1angularAxis);
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btVector3* angular1 = (btVector3*)(info->m_J1angularAxis+info->rowskip);
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btVector3* angular2 = (btVector3*)(info->m_J1angularAxis+2*info->rowskip);
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btVector3 a1neg = -a1;
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a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2);
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}
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if (info->m_J2linearAxis)
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{
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info->m_J2linearAxis[0] = -1;
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info->m_J2linearAxis[info->rowskip+1] = -1;
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info->m_J2linearAxis[2*info->rowskip+2] = -1;
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}
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btVector3 a2 = worldOrnB*m_pivotInB;
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{
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// btVector3 a2n = -a2;
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btVector3* angular0 = (btVector3*)(info->m_J2angularAxis);
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btVector3* angular1 = (btVector3*)(info->m_J2angularAxis+info->rowskip);
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btVector3* angular2 = (btVector3*)(info->m_J2angularAxis+2*info->rowskip);
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a2.getSkewSymmetricMatrix(angular0,angular1,angular2);
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}
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// set right hand side for the linear dofs
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btScalar k = info->fps * info->erp;
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btVector3 linearError = k*(a2+worldPosB-a1-worldPosA);
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int j;
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for (j=0; j<3; j++)
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{
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info->m_constraintError[j*info->rowskip] = linearError[j];
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//printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]);
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}
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//fix the 3 angular degrees of freedom
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int start_row = 3;
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int s = info->rowskip;
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int start_index = start_row * s;
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// 3 rows to make body rotations equal
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info->m_J1angularAxis[start_index] = 1;
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info->m_J1angularAxis[start_index + s + 1] = 1;
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info->m_J1angularAxis[start_index + s*2+2] = 1;
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if ( info->m_J2angularAxis)
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{
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info->m_J2angularAxis[start_index] = -1;
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info->m_J2angularAxis[start_index + s+1] = -1;
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info->m_J2angularAxis[start_index + s*2+2] = -1;
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}
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// set right hand side for the angular dofs
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btVector3 diff;
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btScalar angle;
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btMatrix3x3 mrelCur = worldOrnA *worldOrnB.inverse();
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btQuaternion qrelCur;
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mrelCur.getRotation(qrelCur);
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btTransformUtil::calculateDiffAxisAngleQuaternion(m_relTargetAB,qrelCur,diff,angle);
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diff*=-angle;
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for (j=0; j<3; j++)
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{
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info->m_constraintError[(3+j)*info->rowskip] = k * diff[j];
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}
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}
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49
src/BulletDynamics/ConstraintSolver/btFixedConstraint.h
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49
src/BulletDynamics/ConstraintSolver/btFixedConstraint.h
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@@ -0,0 +1,49 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_FIXED_CONSTRAINT_H
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#define BT_FIXED_CONSTRAINT_H
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#include "btTypedConstraint.h"
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ATTRIBUTE_ALIGNED16(class) btFixedConstraint : public btTypedConstraint
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{
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btVector3 m_pivotInA;
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btVector3 m_pivotInB;
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btQuaternion m_relTargetAB;
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public:
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btFixedConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& frameInA,const btTransform& frameInB);
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virtual ~btFixedConstraint();
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virtual void getInfo1 (btConstraintInfo1* info);
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virtual void getInfo2 (btConstraintInfo2* info);
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virtual void setParam(int num, btScalar value, int axis = -1)
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{
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btAssert(0);
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}
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virtual btScalar getParam(int num, int axis = -1) const
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{
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btAssert(0);
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return 0.f;
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}
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};
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#endif //BT_FIXED_CONSTRAINT_H
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@@ -43,6 +43,7 @@ enum btTypedConstraintType
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CONTACT_CONSTRAINT_TYPE,
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CONTACT_CONSTRAINT_TYPE,
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D6_SPRING_CONSTRAINT_TYPE,
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D6_SPRING_CONSTRAINT_TYPE,
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GEAR_CONSTRAINT_TYPE,
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GEAR_CONSTRAINT_TYPE,
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FIXED_CONSTRAINT_TYPE,
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MAX_CONSTRAINT_TYPE
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MAX_CONSTRAINT_TYPE
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};
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};
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@@ -317,6 +317,7 @@ libBulletDynamics_la_SOURCES = \
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BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp \
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BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp \
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BulletDynamics/Dynamics/Bullet-C-API.cpp \
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BulletDynamics/Dynamics/Bullet-C-API.cpp \
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BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp \
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BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp \
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BulletDynamics/ConstraintSolver/btFixedConstraint.cpp \
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BulletDynamics/ConstraintSolver/btGearConstraint.cpp \
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BulletDynamics/ConstraintSolver/btGearConstraint.cpp \
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BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp \
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BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp \
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BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.cpp \
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BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.cpp \
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@@ -33,6 +33,8 @@ subject to the following restrictions:
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#include "BulletDynamics/ConstraintSolver/btUniversalConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btUniversalConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btHinge2Constraint.h"
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#include "BulletDynamics/ConstraintSolver/btHinge2Constraint.h"
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#include "BulletDynamics/ConstraintSolver/btGearConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btGearConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btFixedConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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Reference in New Issue
Block a user