Use cylinder inertia tensor, instead of box, by default.

See Issue 427

Expose some internal data for constraints,
Thanks to Francois Sugny, see Issue 420
This commit is contained in:
erwin.coumans
2010-11-17 23:55:39 +00:00
parent bc3b920995
commit c49927b4ed
8 changed files with 133 additions and 10 deletions

View File

@@ -229,7 +229,7 @@ GL_SliderControl* GL_DialogDynamicsWorld::createSlider(GL_DialogWindow* dialog,
int sliderX = dialog->getDialogHorPos() - m_screenWidth/2 + dialog->getDialogWidth()/2;
// int sliderY = dialog->getDialogVertPos() + m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
int sliderY = dialog->getDialogVertPos() - m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
trans.setOrigin(btVector3(sliderX, sliderY,-0.2f));
trans.setOrigin(btVector3((btScalar)sliderX, (btScalar)sliderY,(btScalar)-0.2f));
body->setWorldTransform(trans);
//body->setDamping(0.999,0.99);
@@ -251,7 +251,7 @@ GL_SliderControl* GL_DialogDynamicsWorld::createSlider(GL_DialogWindow* dialog,
frameInA.setIdentity();
int offsX = -dialog->getDialogWidth()/2 + 16;
int offsY = -dialog->getDialogHeight()/2 + dialog->getNumControls()*20 + 36;
btVector3 offset(btVector3(offsX, offsY, 0.2f));
btVector3 offset(btVector3((btScalar)offsX, (btScalar)offsY, (btScalar)0.2f));
frameInA.setOrigin(offset);
@@ -309,7 +309,7 @@ GL_ToggleControl* GL_DialogDynamicsWorld::createToggle(GL_DialogWindow* dialog,
int toggleX = dialog->getDialogHorPos() - m_screenWidth/2 + dialog->getDialogWidth()/2;
// int toggleY = dialog->getDialogVertPos() + m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
int toggleY = dialog->getDialogVertPos() - m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
trans.setOrigin(btVector3(toggleX, toggleY, -0.2f));
trans.setOrigin(btVector3((btScalar)toggleX, (btScalar)toggleY,(btScalar) -0.2f));
body->setWorldTransform(trans);
body->setDamping(0.999f,0.99f);

View File

@@ -47,7 +47,64 @@ void btCylinderShape::getAabb(const btTransform& t,btVector3& aabbMin,btVector3&
void btCylinderShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
{
//approximation of box shape, todo: implement cylinder shape inertia before people notice ;-)
//Until Bullet 2.77 a box approximation was used, so uncomment this if you need backwards compatibility
//#define USE_BOX_INERTIA_APPROXIMATION 1
#ifndef USE_BOX_INERTIA_APPROXIMATION
/*
cylinder is defined as following:
*
* - principle axis aligned along y by default, radius in x, z-value not used
* - for btCylinderShapeX: principle axis aligned along x, radius in y direction, z-value not used
* - for btCylinderShapeZ: principle axis aligned along z, radius in x direction, y-value not used
*
*/
btScalar radius2; // square of cylinder radius
btScalar height2; // square of cylinder height
btVector3 halfExtents = getHalfExtentsWithMargin(); // get cylinder dimension
btScalar div12 = mass / 12.f;
btScalar div4 = mass / 4.f;
btScalar div2 = mass / 2.f;
int idxRadius, idxHeight;
switch (m_upAxis) // get indices of radius and height of cylinder
{
case 0: // cylinder is aligned along x
idxRadius = 1;
idxHeight = 0;
break;
case 2: // cylinder is aligned along z
idxRadius = 0;
idxHeight = 2;
break;
default: // cylinder is aligned along y
idxRadius = 0;
idxHeight = 1;
}
// calculate squares
radius2 = halfExtents[idxRadius] * halfExtents[idxRadius];
height2 = btScalar(4.) * halfExtents[idxHeight] * halfExtents[idxHeight];
// calculate tensor terms
btScalar t1 = div12 * height2 + div4 * radius2;
btScalar t2 = div2 * radius2;
switch (m_upAxis) // set diagonal elements of inertia tensor
{
case 0: // cylinder is aligned along x
inertia.setValue(t2,t1,t1);
break;
case 2: // cylinder is aligned along z
inertia.setValue(t1,t1,t2);
break;
default: // cylinder is aligned along y
inertia.setValue(t1,t2,t1);
}
#else //USE_BOX_INERTIA_APPROXIMATION
//approximation of box shape
btVector3 halfExtents = getHalfExtentsWithMargin();
btScalar lx=btScalar(2.)*(halfExtents.x());
@@ -57,7 +114,7 @@ void btCylinderShape::calculateLocalInertia(btScalar mass,btVector3& inertia) co
inertia.setValue(mass/(btScalar(12.0)) * (ly*ly + lz*lz),
mass/(btScalar(12.0)) * (lx*lx + lz*lz),
mass/(btScalar(12.0)) * (lx*lx + ly*ly));
#endif //USE_BOX_INERTIA_APPROXIMATION
}

View File

@@ -1114,4 +1114,12 @@ btScalar btConeTwistConstraint::getParam(int num, int axis) const
}
void btConeTwistConstraint::setFrames(const btTransform & frameA, const btTransform & frameB)
{
m_rbAFrame = frameA;
m_rbBFrame = frameB;
buildJacobian();
//calculateTransforms();
}

View File

@@ -144,6 +144,16 @@ public:
void updateRHS(btScalar timeStep);
const btTransform & getFrameOffsetA() const
{
return m_rbAFrame;
}
const btTransform & getFrameOffsetB() const
{
return m_rbBFrame;
}
const btRigidBody& getRigidBodyA() const
{
return m_rbA;
@@ -244,6 +254,7 @@ public:
}
bool isPastSwingLimit() { return m_solveSwingLimit; }
void setFrames(const btTransform & frameA, const btTransform & frameB);
void setDamping(btScalar damping) { m_damping = damping; }

View File

@@ -713,6 +713,15 @@ void btGeneric6DofConstraint::updateRHS(btScalar timeStep)
}
void btGeneric6DofConstraint::setFrames(const btTransform & frameA, const btTransform & frameB)
{
m_frameInA = frameA;
m_frameInB = frameB;
buildJacobian();
calculateTransforms();
}
btVector3 btGeneric6DofConstraint::getAxis(int axis_index) const
{

View File

@@ -433,6 +433,7 @@ public:
*/
btScalar getRelativePivotPosition(int axis_index) const;
void setFrames(const btTransform & frameA, const btTransform & frameB);
//! Test angular limit.
/*!
@@ -446,23 +447,45 @@ public:
m_linearLimits.m_lowerLimit = linearLower;
}
void getLinearLowerLimit(btVector3& linearLower)
{
linearLower = m_linearLimits.m_lowerLimit;
}
void setLinearUpperLimit(const btVector3& linearUpper)
{
m_linearLimits.m_upperLimit = linearUpper;
}
void getLinearUpperLimit(btVector3& linearUpper)
{
linearUpper = m_linearLimits.m_upperLimit;
}
void setAngularLowerLimit(const btVector3& angularLower)
{
for(int i = 0; i < 3; i++)
m_angularLimits[i].m_loLimit = btNormalizeAngle(angularLower[i]);
}
void getAngularLowerLimit(btVector3& angularLower)
{
for(int i = 0; i < 3; i++)
angularLower[i] = m_angularLimits[i].m_loLimit;
}
void setAngularUpperLimit(const btVector3& angularUpper)
{
for(int i = 0; i < 3; i++)
m_angularLimits[i].m_hiLimit = btNormalizeAngle(angularUpper[i]);
}
void getAngularUpperLimit(btVector3& angularUpper)
{
for(int i = 0; i < 3; i++)
angularUpper[i] = m_angularLimits[i].m_hiLimit;
}
//! Retrieves the angular limit informacion
btRotationalLimitMotor * getRotationalLimitMotor(int index)
{

View File

@@ -550,8 +550,12 @@ void btHingeConstraint::getInfo2Internal(btConstraintInfo2* info, const btTransf
}
void btHingeConstraint::setFrames(const btTransform & frameA, const btTransform & frameB)
{
m_rbAFrame = frameA;
m_rbBFrame = frameB;
buildJacobian();
}
void btHingeConstraint::updateRHS(btScalar timeStep)

View File

@@ -134,6 +134,18 @@ public:
return m_rbB;
}
btTransform & getFrameOffsetA()
{
return m_rbAFrame;
}
btTransform & getFrameOffsetB()
{
return m_rbBFrame;
}
void setFrames(const btTransform & frameA, const btTransform & frameB);
void setAngularOnly(bool angularOnly)
{
m_angularOnly = angularOnly;
@@ -182,8 +194,7 @@ public:
btVector3 rbAxisB1 = quatRotate(rotationArc,rbAxisA1);
btVector3 rbAxisB2 = axisInB.cross(rbAxisB1);
m_rbBFrame.getOrigin() = m_rbA.getCenterOfMassTransform()(pivotInA);
m_rbBFrame.getOrigin() = m_rbB.getCenterOfMassTransform().inverse()(m_rbA.getCenterOfMassTransform()(pivotInA));
m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(),axisInB.getX(),
rbAxisB1.getY(),rbAxisB2.getY(),axisInB.getY(),
rbAxisB1.getZ(),rbAxisB2.getZ(),axisInB.getZ() );