Blender V2.61 - r43446

btUniversalConstraint.cpp

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00001 /*
00002 Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
00003 Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. 
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 
00018 #include "btUniversalConstraint.h"
00019 #include "BulletDynamics/Dynamics/btRigidBody.h"
00020 #include "LinearMath/btTransformUtil.h"
00021 
00022 
00023 
00024 #define UNIV_EPS btScalar(0.01f)
00025 
00026 
00027 // constructor
00028 // anchor, axis1 and axis2 are in world coordinate system
00029 // axis1 must be orthogonal to axis2
00030 btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2)
00031 : btGeneric6DofConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true),
00032  m_anchor(anchor),
00033  m_axis1(axis1),
00034  m_axis2(axis2)
00035 {
00036     // build frame basis
00037     // 6DOF constraint uses Euler angles and to define limits
00038     // it is assumed that rotational order is :
00039     // Z - first, allowed limits are (-PI,PI);
00040     // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number 
00041     // used to prevent constraint from instability on poles;
00042     // new position of X, allowed limits are (-PI,PI);
00043     // So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs
00044     // Build the frame in world coordinate system first
00045     btVector3 zAxis = axis1.normalize();
00046     btVector3 yAxis = axis2.normalize();
00047     btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
00048     btTransform frameInW;
00049     frameInW.setIdentity();
00050     frameInW.getBasis().setValue(   xAxis[0], yAxis[0], zAxis[0],   
00051                                     xAxis[1], yAxis[1], zAxis[1],
00052                                     xAxis[2], yAxis[2], zAxis[2]);
00053     frameInW.setOrigin(anchor);
00054     // now get constraint frame in local coordinate systems
00055     m_frameInA = rbA.getCenterOfMassTransform().inverse() * frameInW;
00056     m_frameInB = rbB.getCenterOfMassTransform().inverse() * frameInW;
00057     // sei limits
00058     setLinearLowerLimit(btVector3(0., 0., 0.));
00059     setLinearUpperLimit(btVector3(0., 0., 0.));
00060     setAngularLowerLimit(btVector3(0.f, -SIMD_HALF_PI + UNIV_EPS, -SIMD_PI + UNIV_EPS));
00061     setAngularUpperLimit(btVector3(0.f,  SIMD_HALF_PI - UNIV_EPS,  SIMD_PI - UNIV_EPS));
00062 }
00063 
00064 void btUniversalConstraint::setAxis(const btVector3& axis1,const btVector3& axis2)
00065 {
00066   m_axis1 = axis1;
00067   m_axis2 = axis2;
00068 
00069     btVector3 zAxis = axis1.normalized();
00070     btVector3 yAxis = axis2.normalized();
00071     btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
00072 
00073     btTransform frameInW;
00074     frameInW.setIdentity();
00075     frameInW.getBasis().setValue(   xAxis[0], yAxis[0], zAxis[0],   
00076                                 xAxis[1], yAxis[1], zAxis[1],
00077                                 xAxis[2], yAxis[2], zAxis[2]);
00078     frameInW.setOrigin(m_anchor);
00079 
00080     // now get constraint frame in local coordinate systems
00081     m_frameInA = m_rbA.getCenterOfMassTransform().inverse() * frameInW;
00082     m_frameInB = m_rbB.getCenterOfMassTransform().inverse() * frameInW;
00083 
00084   calculateTransforms();
00085 }
00086 
00087