Fixed constraint for btMultiBody and btRigidBody.

This commit is contained in:
yunfeibai
2016-08-15 13:19:00 -07:00
parent e982b2b5dd
commit 9c4cfde3d6
12 changed files with 708 additions and 334 deletions

View File

@@ -10,6 +10,7 @@
#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
#include "BulletDynamics/Featherstone/btMultiBodyFixedConstraint.h"
#include "../OpenGLWindow/GLInstancingRenderer.h"
#include "BulletCollision/CollisionShapes/btShapeHull.h"
@@ -135,6 +136,7 @@ void MultiDofDemo::initPhysics()
bool multibodyOnly = false;
bool canSleep = true;
bool selfCollide = false;
bool multibodyConstraint = true;
btVector3 linkHalfExtents(0.05, 0.37, 0.1);
btVector3 baseHalfExtents(0.05, 0.37, 0.1);
@@ -236,7 +238,18 @@ void MultiDofDemo::initPhysics()
m_dynamicsWorld->addRigidBody(body);//,1,1+2);
if (multibodyConstraint) {
btVector3 pointInA = -linkHalfExtents;
btVector3 pointInB = halfExtents;
btMatrix3x3 frameInA;
btMatrix3x3 frameInB;
frameInA.setIdentity();
frameInB.setIdentity();
btMultiBodyFixedConstraint* p2p = new btMultiBodyFixedConstraint(mbC,numLinks-1,body,pointInA,pointInB,frameInA,frameInB);
//btMultiBodyFixedConstraint* p2p = new btMultiBodyFixedConstraint(mbC,numLinks-1,mbC,numLinks-4,pointInA,pointInA,frameInA,frameInB);
p2p->setMaxAppliedImpulse(2.0);
m_dynamicsWorld->addMultiBodyConstraint(p2p);
}
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);

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@@ -32,6 +32,7 @@ SET(BulletDynamics_SRCS
Featherstone/btMultiBodyJointLimitConstraint.cpp
Featherstone/btMultiBodyConstraint.cpp
Featherstone/btMultiBodyPoint2Point.cpp
Featherstone/btMultiBodyFixedConstraint.cpp
Featherstone/btMultiBodyJointMotor.cpp
MLCPSolvers/btDantzigLCP.cpp
MLCPSolvers/btMLCPSolver.cpp
@@ -89,6 +90,7 @@ SET(Featherstone_HDRS
Featherstone/btMultiBodyJointLimitConstraint.h
Featherstone/btMultiBodyConstraint.h
Featherstone/btMultiBodyPoint2Point.h
Featherstone/btMultiBodyFixedConstraint.h
Featherstone/btMultiBodyJointMotor.h
)

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@@ -319,14 +319,6 @@ protected:
const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB,
btConstraintInfo2* info, int row, btVector3& ax1, int rotational, int rotAllowed = false);
static btScalar btGetMatrixElem(const btMatrix3x3& mat, int index);
static bool matrixToEulerXYZ(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerXZY(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerYXZ(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerYZX(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerZXY(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerZYX(const btMatrix3x3& mat,btVector3& xyz);
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
@@ -489,6 +481,14 @@ public:
//If no axis is provided, it uses the default axis for this constraint.
virtual void setParam(int num, btScalar value, int axis = -1);
virtual btScalar getParam(int num, int axis = -1) const;
static btScalar btGetMatrixElem(const btMatrix3x3& mat, int index);
static bool matrixToEulerXYZ(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerXZY(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerYXZ(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerYZX(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerZXY(const btMatrix3x3& mat,btVector3& xyz);
static bool matrixToEulerZYX(const btMatrix3x3& mat,btVector3& xyz);
};

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@@ -466,6 +466,16 @@ btVector3 btMultiBody::worldDirToLocal(int i, const btVector3 &world_dir) const
}
}
btMatrix3x3 btMultiBody::localFrameToWorld(int i, const btMatrix3x3 &local_frame) const
{
btMatrix3x3 result = local_frame;
btVector3 frameInWorld0 = localDirToWorld(i, local_frame.getColumn(0));
btVector3 frameInWorld1 = localDirToWorld(i, local_frame.getColumn(1));
btVector3 frameInWorld2 = localDirToWorld(i, local_frame.getColumn(2));
result.setValue(frameInWorld0[0], frameInWorld1[0], frameInWorld2[0], frameInWorld0[1], frameInWorld1[1], frameInWorld2[1], frameInWorld0[2], frameInWorld1[2], frameInWorld2[2]);
return result;
}
void btMultiBody::compTreeLinkVelocities(btVector3 *omega, btVector3 *vel) const
{
int num_links = getNumLinks();

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@@ -273,6 +273,10 @@ public:
btVector3 worldPosToLocal(int i, const btVector3 &vec) const;
btVector3 worldDirToLocal(int i, const btVector3 &vec) const;
//
// transform a frame in local coordinate to a frame in world coordinate
//
btMatrix3x3 localFrameToWorld(int i, const btMatrix3x3 &mat) const;
//
// calculate kinetic energy and angular momentum

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@@ -55,16 +55,16 @@ void btMultiBodyConstraint::applyDeltaVee(btMultiBodyJacobianData& data, btScala
btScalar btMultiBodyConstraint::fillMultiBodyConstraint( btMultiBodySolverConstraint& solverConstraint,
btMultiBodyJacobianData& data,
btScalar* jacOrgA, btScalar* jacOrgB,
const btVector3& contactNormalOnB,
const btVector3& constraintNormalAng,
const btVector3& constraintNormalLin,
const btVector3& posAworld, const btVector3& posBworld,
btScalar posError,
const btContactSolverInfo& infoGlobal,
btScalar lowerLimit, btScalar upperLimit,
bool angConstraint,
btScalar relaxation,
bool isFriction, btScalar desiredVelocity, btScalar cfmSlip)
{
solverConstraint.m_multiBodyA = m_bodyA;
solverConstraint.m_multiBodyB = m_bodyB;
solverConstraint.m_linkA = m_linkA;
@@ -122,7 +122,8 @@ btScalar btMultiBodyConstraint::fillMultiBodyConstraint( btMultiBodySolverConstr
else
{
btScalar* jac1=&data.m_jacobians[solverConstraint.m_jacAindex];
multiBodyA->fillContactJacobianMultiDof(solverConstraint.m_linkA, posAworld, contactNormalOnB, jac1, data.scratch_r, data.scratch_v, data.scratch_m);
//multiBodyA->fillContactJacobianMultiDof(solverConstraint.m_linkA, posAworld, constraintNormalLin, jac1, data.scratch_r, data.scratch_v, data.scratch_m);
multiBodyA->fillConstraintJacobianMultiDof(solverConstraint.m_linkA, posAworld, constraintNormalAng, constraintNormalLin, jac1, data.scratch_r, data.scratch_v, data.scratch_m);
}
//determine the velocity response of multibodyA to reaction impulses of this constraint (i.e. A[i,i] for i=1,...n_con: multibody's inverse inertia with respect to this 1D constraint)
@@ -133,16 +134,29 @@ btScalar btMultiBodyConstraint::fillMultiBodyConstraint( btMultiBodySolverConstr
//determine..
multiBodyA->calcAccelerationDeltasMultiDof(&data.m_jacobians[solverConstraint.m_jacAindex],delta,data.scratch_r, data.scratch_v);
btVector3 torqueAxis0 = rel_pos1.cross(contactNormalOnB);
btVector3 torqueAxis0;
if (angConstraint) {
torqueAxis0 = constraintNormalAng;
}
else {
torqueAxis0 = rel_pos1.cross(constraintNormalLin);
}
solverConstraint.m_relpos1CrossNormal = torqueAxis0;
solverConstraint.m_contactNormal1 = contactNormalOnB;
solverConstraint.m_contactNormal1 = constraintNormalLin;
}
else //if(rb0)
{
btVector3 torqueAxis0 = rel_pos1.cross(contactNormalOnB);
btVector3 torqueAxis0;
if (angConstraint) {
torqueAxis0 = constraintNormalAng;
}
else {
torqueAxis0 = rel_pos1.cross(constraintNormalLin);
}
solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
solverConstraint.m_relpos1CrossNormal = torqueAxis0;
solverConstraint.m_contactNormal1 = contactNormalOnB;
solverConstraint.m_contactNormal1 = constraintNormalLin;
}
if (multiBodyB)
@@ -177,7 +191,8 @@ btScalar btMultiBodyConstraint::fillMultiBodyConstraint( btMultiBodySolverConstr
}
else
{
multiBodyB->fillContactJacobianMultiDof(solverConstraint.m_linkB, posBworld, -contactNormalOnB, &data.m_jacobians[solverConstraint.m_jacBindex], data.scratch_r, data.scratch_v, data.scratch_m);
//multiBodyB->fillContactJacobianMultiDof(solverConstraint.m_linkB, posBworld, -constraintNormalLin, &data.m_jacobians[solverConstraint.m_jacBindex], data.scratch_r, data.scratch_v, data.scratch_m);
multiBodyB->fillConstraintJacobianMultiDof(solverConstraint.m_linkB, posBworld, -constraintNormalAng, -constraintNormalLin, &data.m_jacobians[solverConstraint.m_jacBindex], data.scratch_r, data.scratch_v, data.scratch_m);
}
//determine velocity response of multibodyB to reaction impulses of this constraint (i.e. A[i,i] for i=1,...n_con: multibody's inverse inertia with respect to this 1D constraint)
@@ -188,17 +203,28 @@ btScalar btMultiBodyConstraint::fillMultiBodyConstraint( btMultiBodySolverConstr
//determine..
multiBodyB->calcAccelerationDeltasMultiDof(&data.m_jacobians[solverConstraint.m_jacBindex],delta,data.scratch_r, data.scratch_v);
btVector3 torqueAxis1 = rel_pos2.cross(contactNormalOnB);
btVector3 torqueAxis1;
if (angConstraint) {
torqueAxis1 = constraintNormalAng;
}
else {
torqueAxis1 = rel_pos2.cross(constraintNormalLin);
}
solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
solverConstraint.m_contactNormal2 = -contactNormalOnB;
solverConstraint.m_contactNormal2 = -constraintNormalLin;
}
else //if(rb1)
{
btVector3 torqueAxis1 = rel_pos2.cross(contactNormalOnB);
btVector3 torqueAxis1;
if (angConstraint) {
torqueAxis1 = constraintNormalAng;
}
else {
torqueAxis1 = rel_pos2.cross(constraintNormalLin);
}
solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0);
solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
solverConstraint.m_contactNormal2 = -contactNormalOnB;
solverConstraint.m_contactNormal2 = -constraintNormalLin;
}
{
@@ -226,7 +252,12 @@ btScalar btMultiBodyConstraint::fillMultiBodyConstraint( btMultiBodySolverConstr
else if(rb0)
{
vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
denom0 = rb0->getInvMass() + contactNormalOnB.dot(vec);
if (angConstraint) {
denom0 = rb0->getInvMass() + constraintNormalAng.dot(vec);
}
else {
denom0 = rb0->getInvMass() + constraintNormalLin.dot(vec);
}
}
//
if (multiBodyB)
@@ -245,7 +276,12 @@ btScalar btMultiBodyConstraint::fillMultiBodyConstraint( btMultiBodySolverConstr
else if(rb1)
{
vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
denom1 = rb1->getInvMass() + contactNormalOnB.dot(vec);
if (angConstraint) {
denom1 = rb1->getInvMass() + constraintNormalAng.dot(vec);
}
else {
denom1 = rb1->getInvMass() + constraintNormalLin.dot(vec);
}
}
//

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@@ -70,11 +70,15 @@ protected:
btScalar fillMultiBodyConstraint(btMultiBodySolverConstraint& solverConstraint,
btMultiBodyJacobianData& data,
btScalar* jacOrgA, btScalar* jacOrgB,
const btVector3& contactNormalOnB,
const btVector3& constraintNormalAng,
const btVector3& constraintNormalLin,
const btVector3& posAworld, const btVector3& posBworld,
btScalar posError,
const btContactSolverInfo& infoGlobal,
btScalar lowerLimit, btScalar upperLimit,
bool angConstraint = false,
btScalar relaxation = 1.f,
bool isFriction = false, btScalar desiredVelocity=0, btScalar cfmSlip=0);

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@@ -0,0 +1,211 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
///This file was written by Erwin Coumans
#include "btMultiBodyFixedConstraint.h"
#include "btMultiBodyLinkCollider.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h"
#include "LinearMath/btIDebugDraw.h"
#define BTMBFIXEDCONSTRAINT_DIM 6
btMultiBodyFixedConstraint::btMultiBodyFixedConstraint(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB)
:btMultiBodyConstraint(body,0,link,-1,BTMBFIXEDCONSTRAINT_DIM,false),
m_rigidBodyA(0),
m_rigidBodyB(bodyB),
m_pivotInA(pivotInA),
m_pivotInB(pivotInB),
m_frameInA(frameInA),
m_frameInB(frameInB)
{
m_data.resize(BTMBFIXEDCONSTRAINT_DIM);//at least store the applied impulses
}
btMultiBodyFixedConstraint::btMultiBodyFixedConstraint(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB)
:btMultiBodyConstraint(bodyA,bodyB,linkA,linkB,BTMBFIXEDCONSTRAINT_DIM,false),
m_rigidBodyA(0),
m_rigidBodyB(0),
m_pivotInA(pivotInA),
m_pivotInB(pivotInB),
m_frameInA(frameInA),
m_frameInB(frameInB)
{
m_data.resize(BTMBFIXEDCONSTRAINT_DIM);//at least store the applied impulses
}
void btMultiBodyFixedConstraint::finalizeMultiDof()
{
//not implemented yet
btAssert(0);
}
btMultiBodyFixedConstraint::~btMultiBodyFixedConstraint()
{
}
int btMultiBodyFixedConstraint::getIslandIdA() const
{
if (m_rigidBodyA)
return m_rigidBodyA->getIslandTag();
if (m_bodyA)
{
btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
if (col)
return col->getIslandTag();
for (int i=0;i<m_bodyA->getNumLinks();i++)
{
if (m_bodyA->getLink(i).m_collider)
return m_bodyA->getLink(i).m_collider->getIslandTag();
}
}
return -1;
}
int btMultiBodyFixedConstraint::getIslandIdB() const
{
if (m_rigidBodyB)
return m_rigidBodyB->getIslandTag();
if (m_bodyB)
{
btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
if (col)
return col->getIslandTag();
for (int i=0;i<m_bodyB->getNumLinks();i++)
{
col = m_bodyB->getLink(i).m_collider;
if (col)
return col->getIslandTag();
}
}
return -1;
}
void btMultiBodyFixedConstraint::createConstraintRows(btMultiBodyConstraintArray& constraintRows, btMultiBodyJacobianData& data, const btContactSolverInfo& infoGlobal)
{
int numDim = BTMBFIXEDCONSTRAINT_DIM;
for (int i=0;i<numDim;i++)
{
btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
constraintRow.m_orgConstraint = this;
constraintRow.m_orgDofIndex = i;
constraintRow.m_relpos1CrossNormal.setValue(0,0,0);
constraintRow.m_contactNormal1.setValue(0,0,0);
constraintRow.m_relpos2CrossNormal.setValue(0,0,0);
constraintRow.m_contactNormal2.setValue(0,0,0);
constraintRow.m_angularComponentA.setValue(0,0,0);
constraintRow.m_angularComponentB.setValue(0,0,0);
constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
// Convert local points back to world
btVector3 pivotAworld = m_pivotInA;
btMatrix3x3 frameAworld = m_frameInA;
if (m_rigidBodyA)
{
constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
pivotAworld = m_rigidBodyA->getCenterOfMassTransform()*m_pivotInA;
frameAworld = frameAworld.transpose()*btMatrix3x3(m_rigidBodyA->getOrientation());
} else
{
if (m_bodyA) {
pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
frameAworld = m_bodyA->localFrameToWorld(m_linkA, frameAworld);
}
}
btVector3 pivotBworld = m_pivotInB;
btMatrix3x3 frameBworld = m_frameInB;
if (m_rigidBodyB)
{
constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
pivotBworld = m_rigidBodyB->getCenterOfMassTransform()*m_pivotInB;
frameBworld = frameBworld.transpose()*btMatrix3x3(m_rigidBodyB->getOrientation());
} else
{
if (m_bodyB) {
pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
frameBworld = m_bodyB->localFrameToWorld(m_linkB, frameBworld);
}
}
btMatrix3x3 relRot = frameAworld.inverse()*frameBworld;
btVector3 angleDiff;
btGeneric6DofSpring2Constraint::matrixToEulerXYZ(relRot,angleDiff);
btVector3 constraintNormalLin(0,0,0);
btVector3 constraintNormalAng(0,0,0);
btScalar posError = 0.0;
if (i < 3) {
constraintNormalLin[i] = -1;
posError = (pivotAworld-pivotBworld).dot(constraintNormalLin);
fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
constraintNormalLin, pivotAworld, pivotBworld,
posError,
infoGlobal,
-m_maxAppliedImpulse, m_maxAppliedImpulse
);
}
else { //i>=3
constraintNormalAng = frameAworld.getColumn(i%3);
posError = angleDiff[i%3];
fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
constraintNormalLin, pivotAworld, pivotBworld,
posError,
infoGlobal,
-m_maxAppliedImpulse, m_maxAppliedImpulse, true
);
}
}
}
void btMultiBodyFixedConstraint::debugDraw(class btIDebugDraw* drawer)
{
btTransform tr;
tr.setIdentity();
if (m_rigidBodyA)
{
btVector3 pivot = m_rigidBodyA->getCenterOfMassTransform() * m_pivotInA;
tr.setOrigin(pivot);
drawer->drawTransform(tr, 0.1);
}
if (m_bodyA)
{
btVector3 pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
tr.setOrigin(pivotAworld);
drawer->drawTransform(tr, 0.1);
}
if (m_rigidBodyB)
{
// that ideally should draw the same frame
btVector3 pivot = m_rigidBodyB->getCenterOfMassTransform() * m_pivotInB;
tr.setOrigin(pivot);
drawer->drawTransform(tr, 0.1);
}
if (m_bodyB)
{
btVector3 pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
tr.setOrigin(pivotBworld);
drawer->drawTransform(tr, 0.1);
}
}

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@@ -0,0 +1,94 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
///This file was written by Erwin Coumans
#ifndef BT_MULTIBODY_FIXED_CONSTRAINT_H
#define BT_MULTIBODY_FIXED_CONSTRAINT_H
#include "btMultiBodyConstraint.h"
class btMultiBodyFixedConstraint : public btMultiBodyConstraint
{
protected:
btRigidBody* m_rigidBodyA;
btRigidBody* m_rigidBodyB;
btVector3 m_pivotInA;
btVector3 m_pivotInB;
btMatrix3x3 m_frameInA;
btMatrix3x3 m_frameInB;
public:
btMultiBodyFixedConstraint(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB);
btMultiBodyFixedConstraint(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB);
virtual ~btMultiBodyFixedConstraint();
virtual void finalizeMultiDof();
virtual int getIslandIdA() const;
virtual int getIslandIdB() const;
virtual void createConstraintRows(btMultiBodyConstraintArray& constraintRows,
btMultiBodyJacobianData& data,
const btContactSolverInfo& infoGlobal);
const btVector3& getPivotInA() const
{
return m_pivotInA;
}
void setPivotInA(const btVector3& pivotInA)
{
m_pivotInA = pivotInA;
}
const btVector3& getPivotInB() const
{
return m_pivotInB;
}
void setPivotInB(const btVector3& pivotInB)
{
m_pivotInB = pivotInB;
}
const btMatrix3x3& getFrameInA() const
{
return m_frameInA;
}
void setFrameInA(const btMatrix3x3& frameInA)
{
m_frameInA = frameInA;
}
const btMatrix3x3& getFrameInB() const
{
return m_frameInB;
}
void setFrameInB(const btMatrix3x3& frameInB)
{
m_frameInB = frameInB;
}
virtual void debugDraw(class btIDebugDraw* drawer);
};
#endif //BT_MULTIBODY_FIXED_CONSTRAINT_H

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@@ -122,7 +122,7 @@ void btMultiBodyJointLimitConstraint::createConstraintRows(btMultiBodyConstraint
const btScalar posError = 0; //why assume it's zero?
const btVector3 dummy(0, 0, 0);
btScalar rel_vel = fillMultiBodyConstraint(constraintRow,data,jacobianA(row),jacobianB(row),dummy,dummy,dummy,posError,infoGlobal,0,m_maxAppliedImpulse);
btScalar rel_vel = fillMultiBodyConstraint(constraintRow,data,jacobianA(row),jacobianB(row),dummy,dummy,dummy,dummy,posError,infoGlobal,0,m_maxAppliedImpulse);
{
//expect either prismatic or revolute joint type for now

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@@ -128,7 +128,7 @@ void btMultiBodyJointMotor::createConstraintRows(btMultiBodyConstraintArray& con
btScalar rhs = m_kp * positionStabiliationTerm + currentVelocity+m_kd * velocityError;
fillMultiBodyConstraint(constraintRow,data,jacobianA(row),jacobianB(row),dummy,dummy,dummy,posError,infoGlobal,-m_maxAppliedImpulse,m_maxAppliedImpulse,1,false,rhs);
fillMultiBodyConstraint(constraintRow,data,jacobianA(row),jacobianB(row),dummy,dummy,dummy,dummy,posError,infoGlobal,-m_maxAppliedImpulse,m_maxAppliedImpulse,false,1,false,rhs);
constraintRow.m_orgConstraint = this;
constraintRow.m_orgDofIndex = row;
{

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@@ -159,7 +159,7 @@ int numDim = BTMBP2PCONSTRAINT_DIM;
#ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
fillMultiBodyConstraint(constraintRow, data, 0, 0,
fillMultiBodyConstraint(constraintRow, data, 0, 0, btVector3(0,0,0),
contactNormalOnB, pivotAworld, pivotBworld, //sucks but let it be this way "for the time being"
posError,
infoGlobal,