1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
4
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15
16 ///This file was written by Erwin Coumans
17
18 #include "btMultiBodyPoint2Point.h"
19 #include "btMultiBodyLinkCollider.h"
20 #include "BulletDynamics/Dynamics/btRigidBody.h"
21 #include "LinearMath/btIDebugDraw.h"
22
23 #ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
24 #define BTMBP2PCONSTRAINT_DIM 3
25 #else
26 #define BTMBP2PCONSTRAINT_DIM 6
27 #endif
28
btMultiBodyPoint2Point(btMultiBody * body,int link,btRigidBody * bodyB,const btVector3 & pivotInA,const btVector3 & pivotInB)29 btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB)
30 : btMultiBodyConstraint(body, 0, link, -1, BTMBP2PCONSTRAINT_DIM, false),
31 m_rigidBodyA(0),
32 m_rigidBodyB(bodyB),
33 m_pivotInA(pivotInA),
34 m_pivotInB(pivotInB)
35 {
36 m_data.resize(BTMBP2PCONSTRAINT_DIM); //at least store the applied impulses
37 }
38
btMultiBodyPoint2Point(btMultiBody * bodyA,int linkA,btMultiBody * bodyB,int linkB,const btVector3 & pivotInA,const btVector3 & pivotInB)39 btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB)
40 : btMultiBodyConstraint(bodyA, bodyB, linkA, linkB, BTMBP2PCONSTRAINT_DIM, false),
41 m_rigidBodyA(0),
42 m_rigidBodyB(0),
43 m_pivotInA(pivotInA),
44 m_pivotInB(pivotInB)
45 {
46 m_data.resize(BTMBP2PCONSTRAINT_DIM); //at least store the applied impulses
47 }
48
finalizeMultiDof()49 void btMultiBodyPoint2Point::finalizeMultiDof()
50 {
51 //not implemented yet
52 btAssert(0);
53 }
54
~btMultiBodyPoint2Point()55 btMultiBodyPoint2Point::~btMultiBodyPoint2Point()
56 {
57 }
58
getIslandIdA() const59 int btMultiBodyPoint2Point::getIslandIdA() const
60 {
61 if (m_rigidBodyA)
62 return m_rigidBodyA->getIslandTag();
63
64 if (m_bodyA)
65 {
66 if (m_linkA < 0)
67 {
68 btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
69 if (col)
70 return col->getIslandTag();
71 }
72 else
73 {
74 if (m_bodyA->getLink(m_linkA).m_collider)
75 return m_bodyA->getLink(m_linkA).m_collider->getIslandTag();
76 }
77 }
78 return -1;
79 }
80
getIslandIdB() const81 int btMultiBodyPoint2Point::getIslandIdB() const
82 {
83 if (m_rigidBodyB)
84 return m_rigidBodyB->getIslandTag();
85 if (m_bodyB)
86 {
87 if (m_linkB < 0)
88 {
89 btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
90 if (col)
91 return col->getIslandTag();
92 }
93 else
94 {
95 if (m_bodyB->getLink(m_linkB).m_collider)
96 return m_bodyB->getLink(m_linkB).m_collider->getIslandTag();
97 }
98 }
99 return -1;
100 }
101
createConstraintRows(btMultiBodyConstraintArray & constraintRows,btMultiBodyJacobianData & data,const btContactSolverInfo & infoGlobal)102 void btMultiBodyPoint2Point::createConstraintRows(btMultiBodyConstraintArray& constraintRows,
103 btMultiBodyJacobianData& data,
104 const btContactSolverInfo& infoGlobal)
105 {
106 // int i=1;
107 int numDim = BTMBP2PCONSTRAINT_DIM;
108 for (int i = 0; i < numDim; i++)
109 {
110 btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
111 //memset(&constraintRow,0xffffffff,sizeof(btMultiBodySolverConstraint));
112 constraintRow.m_orgConstraint = this;
113 constraintRow.m_orgDofIndex = i;
114 constraintRow.m_relpos1CrossNormal.setValue(0, 0, 0);
115 constraintRow.m_contactNormal1.setValue(0, 0, 0);
116 constraintRow.m_relpos2CrossNormal.setValue(0, 0, 0);
117 constraintRow.m_contactNormal2.setValue(0, 0, 0);
118 constraintRow.m_angularComponentA.setValue(0, 0, 0);
119 constraintRow.m_angularComponentB.setValue(0, 0, 0);
120
121 constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
122 constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
123
124 btVector3 contactNormalOnB(0, 0, 0);
125 #ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
126 contactNormalOnB[i] = -1;
127 #else
128 contactNormalOnB[i % 3] = -1;
129 #endif
130
131 // Convert local points back to world
132 btVector3 pivotAworld = m_pivotInA;
133 if (m_rigidBodyA)
134 {
135 constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
136 pivotAworld = m_rigidBodyA->getCenterOfMassTransform() * m_pivotInA;
137 }
138 else
139 {
140 if (m_bodyA)
141 pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
142 }
143 btVector3 pivotBworld = m_pivotInB;
144 if (m_rigidBodyB)
145 {
146 constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
147 pivotBworld = m_rigidBodyB->getCenterOfMassTransform() * m_pivotInB;
148 }
149 else
150 {
151 if (m_bodyB)
152 pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
153 }
154
155 btScalar posError = i < 3 ? (pivotAworld - pivotBworld).dot(contactNormalOnB) : 0;
156
157 #ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
158
159 fillMultiBodyConstraint(constraintRow, data, 0, 0, btVector3(0, 0, 0),
160 contactNormalOnB, pivotAworld, pivotBworld, //sucks but let it be this way "for the time being"
161 posError,
162 infoGlobal,
163 -m_maxAppliedImpulse, m_maxAppliedImpulse);
164 //@todo: support the case of btMultiBody versus btRigidBody,
165 //see btPoint2PointConstraint::getInfo2NonVirtual
166 #else
167 const btVector3 dummy(0, 0, 0);
168
169 btAssert(m_bodyA->isMultiDof());
170
171 btScalar* jac1 = jacobianA(i);
172 const btVector3& normalAng = i >= 3 ? contactNormalOnB : dummy;
173 const btVector3& normalLin = i < 3 ? contactNormalOnB : dummy;
174
175 m_bodyA->filConstraintJacobianMultiDof(m_linkA, pivotAworld, normalAng, normalLin, jac1, data.scratch_r, data.scratch_v, data.scratch_m);
176
177 fillMultiBodyConstraint(constraintRow, data, jac1, 0,
178 dummy, dummy, dummy, //sucks but let it be this way "for the time being"
179 posError,
180 infoGlobal,
181 -m_maxAppliedImpulse, m_maxAppliedImpulse);
182 #endif
183 }
184 }
185
debugDraw(class btIDebugDraw * drawer)186 void btMultiBodyPoint2Point::debugDraw(class btIDebugDraw* drawer)
187 {
188 btTransform tr;
189 tr.setIdentity();
190
191 if (m_rigidBodyA)
192 {
193 btVector3 pivot = m_rigidBodyA->getCenterOfMassTransform() * m_pivotInA;
194 tr.setOrigin(pivot);
195 drawer->drawTransform(tr, 0.1);
196 }
197 if (m_bodyA)
198 {
199 btVector3 pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
200 tr.setOrigin(pivotAworld);
201 drawer->drawTransform(tr, 0.1);
202 }
203 if (m_rigidBodyB)
204 {
205 // that ideally should draw the same frame
206 btVector3 pivot = m_rigidBodyB->getCenterOfMassTransform() * m_pivotInB;
207 tr.setOrigin(pivot);
208 drawer->drawTransform(tr, 0.1);
209 }
210 if (m_bodyB)
211 {
212 btVector3 pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
213 tr.setOrigin(pivotBworld);
214 drawer->drawTransform(tr, 0.1);
215 }
216 }
217