Blender V2.61 - r43446
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00001 /* 00002 Bullet Continuous Collision Detection and Physics Library 00003 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ 00004 00005 This software is provided 'as-is', without any express or implied warranty. 00006 In no event will the authors be held liable for any damages arising from the use of this software. 00007 Permission is granted to anyone to use this software for any purpose, 00008 including commercial applications, and to alter it and redistribute it freely, 00009 subject to the following restrictions: 00010 00011 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. 00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 00013 3. This notice may not be removed or altered from any source distribution. 00014 */ 00015 00016 00017 #include "btContactConstraint.h" 00018 #include "BulletDynamics/Dynamics/btRigidBody.h" 00019 #include "LinearMath/btVector3.h" 00020 #include "btJacobianEntry.h" 00021 #include "btContactSolverInfo.h" 00022 #include "LinearMath/btMinMax.h" 00023 #include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" 00024 00025 00026 00027 btContactConstraint::btContactConstraint(btPersistentManifold* contactManifold,btRigidBody& rbA,btRigidBody& rbB) 00028 :btTypedConstraint(CONTACT_CONSTRAINT_TYPE,rbA,rbB), 00029 m_contactManifold(*contactManifold) 00030 { 00031 00032 } 00033 00034 btContactConstraint::~btContactConstraint() 00035 { 00036 00037 } 00038 00039 void btContactConstraint::setContactManifold(btPersistentManifold* contactManifold) 00040 { 00041 m_contactManifold = *contactManifold; 00042 } 00043 00044 void btContactConstraint::getInfo1 (btConstraintInfo1* info) 00045 { 00046 00047 } 00048 00049 void btContactConstraint::getInfo2 (btConstraintInfo2* info) 00050 { 00051 00052 } 00053 00054 void btContactConstraint::buildJacobian() 00055 { 00056 00057 } 00058 00059 00060 00061 00062 00063 #include "btContactConstraint.h" 00064 #include "BulletDynamics/Dynamics/btRigidBody.h" 00065 #include "LinearMath/btVector3.h" 00066 #include "btJacobianEntry.h" 00067 #include "btContactSolverInfo.h" 00068 #include "LinearMath/btMinMax.h" 00069 #include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" 00070 00071 #define ASSERT2 btAssert 00072 00073 #define USE_INTERNAL_APPLY_IMPULSE 1 00074 00075 00076 //bilateral constraint between two dynamic objects 00077 void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1, 00078 btRigidBody& body2, const btVector3& pos2, 00079 btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep) 00080 { 00081 (void)timeStep; 00082 (void)distance; 00083 00084 00085 btScalar normalLenSqr = normal.length2(); 00086 ASSERT2(btFabs(normalLenSqr) < btScalar(1.1)); 00087 if (normalLenSqr > btScalar(1.1)) 00088 { 00089 impulse = btScalar(0.); 00090 return; 00091 } 00092 btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition(); 00093 btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition(); 00094 //this jacobian entry could be re-used for all iterations 00095 00096 btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); 00097 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); 00098 btVector3 vel = vel1 - vel2; 00099 00100 00101 btJacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(), 00102 body2.getCenterOfMassTransform().getBasis().transpose(), 00103 rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(), 00104 body2.getInvInertiaDiagLocal(),body2.getInvMass()); 00105 00106 btScalar jacDiagAB = jac.getDiagonal(); 00107 btScalar jacDiagABInv = btScalar(1.) / jacDiagAB; 00108 00109 btScalar rel_vel = jac.getRelativeVelocity( 00110 body1.getLinearVelocity(), 00111 body1.getCenterOfMassTransform().getBasis().transpose() * body1.getAngularVelocity(), 00112 body2.getLinearVelocity(), 00113 body2.getCenterOfMassTransform().getBasis().transpose() * body2.getAngularVelocity()); 00114 btScalar a; 00115 a=jacDiagABInv; 00116 00117 00118 rel_vel = normal.dot(vel); 00119 00120 //todo: move this into proper structure 00121 btScalar contactDamping = btScalar(0.2); 00122 00123 #ifdef ONLY_USE_LINEAR_MASS 00124 btScalar massTerm = btScalar(1.) / (body1.getInvMass() + body2.getInvMass()); 00125 impulse = - contactDamping * rel_vel * massTerm; 00126 #else 00127 btScalar velocityImpulse = -contactDamping * rel_vel * jacDiagABInv; 00128 impulse = velocityImpulse; 00129 #endif 00130 } 00131 00132 00133 00134