mirror of https://github.com/axmolengine/axmol.git
424 lines
11 KiB
C++
424 lines
11 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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btConeTwistConstraint is Copyright (c) 2007 Starbreeze Studios
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Written by: Marcus Hennix
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*/
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/*
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Overview:
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btConeTwistConstraint can be used to simulate ragdoll joints (upper arm, leg etc).
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It is a fixed translation, 3 degree-of-freedom (DOF) rotational "joint".
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It divides the 3 rotational DOFs into swing (movement within a cone) and twist.
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Swing is divided into swing1 and swing2 which can have different limits, giving an elliptical shape.
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(Note: the cone's base isn't flat, so this ellipse is "embedded" on the surface of a sphere.)
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In the contraint's frame of reference:
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twist is along the x-axis,
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and swing 1 and 2 are along the z and y axes respectively.
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*/
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#ifndef BT_CONETWISTCONSTRAINT_H
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#define BT_CONETWISTCONSTRAINT_H
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#include "LinearMath/btVector3.h"
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#include "btJacobianEntry.h"
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#include "btTypedConstraint.h"
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#ifdef BT_USE_DOUBLE_PRECISION
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#define btConeTwistConstraintData2 btConeTwistConstraintDoubleData
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#define btConeTwistConstraintDataName "btConeTwistConstraintDoubleData"
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#else
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#define btConeTwistConstraintData2 btConeTwistConstraintData
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#define btConeTwistConstraintDataName "btConeTwistConstraintData"
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#endif //BT_USE_DOUBLE_PRECISION
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class btRigidBody;
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enum btConeTwistFlags
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{
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BT_CONETWIST_FLAGS_LIN_CFM = 1,
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BT_CONETWIST_FLAGS_LIN_ERP = 2,
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BT_CONETWIST_FLAGS_ANG_CFM = 4
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};
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///btConeTwistConstraint can be used to simulate ragdoll joints (upper arm, leg etc)
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ATTRIBUTE_ALIGNED16(class)
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btConeTwistConstraint : public btTypedConstraint
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{
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#ifdef IN_PARALLELL_SOLVER
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public:
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#endif
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btJacobianEntry m_jac[3]; //3 orthogonal linear constraints
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btTransform m_rbAFrame;
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btTransform m_rbBFrame;
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btScalar m_limitSoftness;
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btScalar m_biasFactor;
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btScalar m_relaxationFactor;
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btScalar m_damping;
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btScalar m_swingSpan1;
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btScalar m_swingSpan2;
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btScalar m_twistSpan;
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btScalar m_fixThresh;
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btVector3 m_swingAxis;
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btVector3 m_twistAxis;
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btScalar m_kSwing;
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btScalar m_kTwist;
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btScalar m_twistLimitSign;
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btScalar m_swingCorrection;
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btScalar m_twistCorrection;
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btScalar m_twistAngle;
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btScalar m_accSwingLimitImpulse;
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btScalar m_accTwistLimitImpulse;
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bool m_angularOnly;
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bool m_solveTwistLimit;
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bool m_solveSwingLimit;
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bool m_useSolveConstraintObsolete;
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// not yet used...
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btScalar m_swingLimitRatio;
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btScalar m_twistLimitRatio;
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btVector3 m_twistAxisA;
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// motor
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bool m_bMotorEnabled;
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bool m_bNormalizedMotorStrength;
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btQuaternion m_qTarget;
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btScalar m_maxMotorImpulse;
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btVector3 m_accMotorImpulse;
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// parameters
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int m_flags;
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btScalar m_linCFM;
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btScalar m_linERP;
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btScalar m_angCFM;
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protected:
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void init();
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void computeConeLimitInfo(const btQuaternion& qCone, // in
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btScalar& swingAngle, btVector3& vSwingAxis, btScalar& swingLimit); // all outs
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void computeTwistLimitInfo(const btQuaternion& qTwist, // in
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btScalar& twistAngle, btVector3& vTwistAxis); // all outs
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void adjustSwingAxisToUseEllipseNormal(btVector3 & vSwingAxis) const;
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public:
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BT_DECLARE_ALIGNED_ALLOCATOR();
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btConeTwistConstraint(btRigidBody & rbA, btRigidBody & rbB, const btTransform& rbAFrame, const btTransform& rbBFrame);
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btConeTwistConstraint(btRigidBody & rbA, const btTransform& rbAFrame);
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virtual void buildJacobian();
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virtual void getInfo1(btConstraintInfo1 * info);
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void getInfo1NonVirtual(btConstraintInfo1 * info);
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virtual void getInfo2(btConstraintInfo2 * info);
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void getInfo2NonVirtual(btConstraintInfo2 * info, const btTransform& transA, const btTransform& transB, const btMatrix3x3& invInertiaWorldA, const btMatrix3x3& invInertiaWorldB);
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virtual void solveConstraintObsolete(btSolverBody & bodyA, btSolverBody & bodyB, btScalar timeStep);
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void updateRHS(btScalar timeStep);
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const btRigidBody& getRigidBodyA() const
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{
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return m_rbA;
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}
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const btRigidBody& getRigidBodyB() const
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{
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return m_rbB;
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}
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void setAngularOnly(bool angularOnly)
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{
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m_angularOnly = angularOnly;
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}
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bool getAngularOnly() const
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{
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return m_angularOnly;
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}
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void setLimit(int limitIndex, btScalar limitValue)
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{
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switch (limitIndex)
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{
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case 3:
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{
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m_twistSpan = limitValue;
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break;
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}
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case 4:
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{
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m_swingSpan2 = limitValue;
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break;
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}
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case 5:
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{
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m_swingSpan1 = limitValue;
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break;
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}
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default:
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{
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}
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};
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}
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btScalar getLimit(int limitIndex) const
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{
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switch (limitIndex)
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{
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case 3:
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{
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return m_twistSpan;
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break;
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}
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case 4:
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{
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return m_swingSpan2;
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break;
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}
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case 5:
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{
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return m_swingSpan1;
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break;
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}
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default:
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{
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btAssert(0 && "Invalid limitIndex specified for btConeTwistConstraint");
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return 0.0;
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}
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};
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}
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// setLimit(), a few notes:
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// _softness:
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// 0->1, recommend ~0.8->1.
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// describes % of limits where movement is free.
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// beyond this softness %, the limit is gradually enforced until the "hard" (1.0) limit is reached.
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// _biasFactor:
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// 0->1?, recommend 0.3 +/-0.3 or so.
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// strength with which constraint resists zeroth order (angular, not angular velocity) limit violation.
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// __relaxationFactor:
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// 0->1, recommend to stay near 1.
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// the lower the value, the less the constraint will fight velocities which violate the angular limits.
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void setLimit(btScalar _swingSpan1, btScalar _swingSpan2, btScalar _twistSpan, btScalar _softness = 1.f, btScalar _biasFactor = 0.3f, btScalar _relaxationFactor = 1.0f)
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{
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m_swingSpan1 = _swingSpan1;
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m_swingSpan2 = _swingSpan2;
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m_twistSpan = _twistSpan;
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m_limitSoftness = _softness;
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m_biasFactor = _biasFactor;
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m_relaxationFactor = _relaxationFactor;
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}
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const btTransform& getAFrame() const { return m_rbAFrame; };
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const btTransform& getBFrame() const { return m_rbBFrame; };
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inline int getSolveTwistLimit()
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{
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return m_solveTwistLimit;
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}
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inline int getSolveSwingLimit()
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{
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return m_solveSwingLimit;
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}
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inline btScalar getTwistLimitSign()
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{
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return m_twistLimitSign;
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}
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void calcAngleInfo();
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void calcAngleInfo2(const btTransform& transA, const btTransform& transB, const btMatrix3x3& invInertiaWorldA, const btMatrix3x3& invInertiaWorldB);
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inline btScalar getSwingSpan1() const
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{
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return m_swingSpan1;
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}
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inline btScalar getSwingSpan2() const
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{
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return m_swingSpan2;
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}
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inline btScalar getTwistSpan() const
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{
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return m_twistSpan;
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}
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inline btScalar getLimitSoftness() const
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{
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return m_limitSoftness;
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}
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inline btScalar getBiasFactor() const
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{
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return m_biasFactor;
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}
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inline btScalar getRelaxationFactor() const
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{
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return m_relaxationFactor;
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}
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inline btScalar getTwistAngle() const
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{
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return m_twistAngle;
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}
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bool isPastSwingLimit() { return m_solveSwingLimit; }
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btScalar getDamping() const { return m_damping; }
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void setDamping(btScalar damping) { m_damping = damping; }
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void enableMotor(bool b) { m_bMotorEnabled = b; }
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bool isMotorEnabled() const { return m_bMotorEnabled; }
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btScalar getMaxMotorImpulse() const { return m_maxMotorImpulse; }
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bool isMaxMotorImpulseNormalized() const { return m_bNormalizedMotorStrength; }
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void setMaxMotorImpulse(btScalar maxMotorImpulse)
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{
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m_maxMotorImpulse = maxMotorImpulse;
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m_bNormalizedMotorStrength = false;
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}
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void setMaxMotorImpulseNormalized(btScalar maxMotorImpulse)
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{
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m_maxMotorImpulse = maxMotorImpulse;
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m_bNormalizedMotorStrength = true;
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}
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btScalar getFixThresh() { return m_fixThresh; }
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void setFixThresh(btScalar fixThresh) { m_fixThresh = fixThresh; }
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// setMotorTarget:
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// q: the desired rotation of bodyA wrt bodyB.
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// note: if q violates the joint limits, the internal target is clamped to avoid conflicting impulses (very bad for stability)
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// note: don't forget to enableMotor()
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void setMotorTarget(const btQuaternion& q);
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const btQuaternion& getMotorTarget() const { return m_qTarget; }
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// same as above, but q is the desired rotation of frameA wrt frameB in constraint space
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void setMotorTargetInConstraintSpace(const btQuaternion& q);
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btVector3 GetPointForAngle(btScalar fAngleInRadians, btScalar fLength) const;
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///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
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///If no axis is provided, it uses the default axis for this constraint.
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virtual void setParam(int num, btScalar value, int axis = -1);
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virtual void setFrames(const btTransform& frameA, const btTransform& frameB);
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const btTransform& getFrameOffsetA() const
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{
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return m_rbAFrame;
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}
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const btTransform& getFrameOffsetB() const
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{
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return m_rbBFrame;
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}
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///return the local value of parameter
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virtual btScalar getParam(int num, int axis = -1) const;
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int getFlags() const
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{
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return m_flags;
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}
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virtual int calculateSerializeBufferSize() const;
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const;
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};
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struct btConeTwistConstraintDoubleData
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{
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btTypedConstraintDoubleData m_typeConstraintData;
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btTransformDoubleData m_rbAFrame;
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btTransformDoubleData m_rbBFrame;
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//limits
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double m_swingSpan1;
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double m_swingSpan2;
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double m_twistSpan;
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double m_limitSoftness;
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double m_biasFactor;
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double m_relaxationFactor;
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double m_damping;
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};
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#ifdef BT_BACKWARDS_COMPATIBLE_SERIALIZATION
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///this structure is not used, except for loading pre-2.82 .bullet files
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struct btConeTwistConstraintData
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{
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btTypedConstraintData m_typeConstraintData;
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btTransformFloatData m_rbAFrame;
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btTransformFloatData m_rbBFrame;
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//limits
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float m_swingSpan1;
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float m_swingSpan2;
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float m_twistSpan;
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float m_limitSoftness;
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float m_biasFactor;
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float m_relaxationFactor;
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float m_damping;
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char m_pad[4];
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};
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#endif //BT_BACKWARDS_COMPATIBLE_SERIALIZATION
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//
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SIMD_FORCE_INLINE int btConeTwistConstraint::calculateSerializeBufferSize() const
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{
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return sizeof(btConeTwistConstraintData2);
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}
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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SIMD_FORCE_INLINE const char* btConeTwistConstraint::serialize(void* dataBuffer, btSerializer* serializer) const
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{
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btConeTwistConstraintData2* cone = (btConeTwistConstraintData2*)dataBuffer;
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btTypedConstraint::serialize(&cone->m_typeConstraintData, serializer);
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m_rbAFrame.serialize(cone->m_rbAFrame);
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m_rbBFrame.serialize(cone->m_rbBFrame);
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cone->m_swingSpan1 = m_swingSpan1;
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cone->m_swingSpan2 = m_swingSpan2;
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cone->m_twistSpan = m_twistSpan;
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cone->m_limitSoftness = m_limitSoftness;
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cone->m_biasFactor = m_biasFactor;
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cone->m_relaxationFactor = m_relaxationFactor;
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cone->m_damping = m_damping;
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return btConeTwistConstraintDataName;
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}
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#endif //BT_CONETWISTCONSTRAINT_H
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