2 #include "b3FixedConstraint.h"
3 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
4 #include "Bullet3Common/b3TransformUtil.h"
7 b3FixedConstraint::b3FixedConstraint(int rbA, int rbB, const b3Transform& frameInA, const b3Transform& frameInB)
8 : b3TypedConstraint(B3_FIXED_CONSTRAINT_TYPE, rbA, rbB)
10 m_pivotInA = frameInA.getOrigin();
11 m_pivotInB = frameInB.getOrigin();
12 m_relTargetAB = frameInA.getRotation() * frameInB.getRotation().inverse();
15 b3FixedConstraint::~b3FixedConstraint()
19 void b3FixedConstraint::getInfo1(b3ConstraintInfo1* info, const b3RigidBodyData* bodies)
21 info->m_numConstraintRows = 6;
25 void b3FixedConstraint::getInfo2(b3ConstraintInfo2* info, const b3RigidBodyData* bodies)
27 //fix the 3 linear degrees of freedom
29 const b3Vector3& worldPosA = bodies[m_rbA].m_pos;
30 const b3Quaternion& worldOrnA = bodies[m_rbA].m_quat;
31 const b3Vector3& worldPosB = bodies[m_rbB].m_pos;
32 const b3Quaternion& worldOrnB = bodies[m_rbB].m_quat;
34 info->m_J1linearAxis[0] = 1;
35 info->m_J1linearAxis[info->rowskip + 1] = 1;
36 info->m_J1linearAxis[2 * info->rowskip + 2] = 1;
38 b3Vector3 a1 = b3QuatRotate(worldOrnA, m_pivotInA);
40 b3Vector3* angular0 = (b3Vector3*)(info->m_J1angularAxis);
41 b3Vector3* angular1 = (b3Vector3*)(info->m_J1angularAxis + info->rowskip);
42 b3Vector3* angular2 = (b3Vector3*)(info->m_J1angularAxis + 2 * info->rowskip);
43 b3Vector3 a1neg = -a1;
44 a1neg.getSkewSymmetricMatrix(angular0, angular1, angular2);
47 if (info->m_J2linearAxis)
49 info->m_J2linearAxis[0] = -1;
50 info->m_J2linearAxis[info->rowskip + 1] = -1;
51 info->m_J2linearAxis[2 * info->rowskip + 2] = -1;
54 b3Vector3 a2 = b3QuatRotate(worldOrnB, m_pivotInB);
57 // b3Vector3 a2n = -a2;
58 b3Vector3* angular0 = (b3Vector3*)(info->m_J2angularAxis);
59 b3Vector3* angular1 = (b3Vector3*)(info->m_J2angularAxis + info->rowskip);
60 b3Vector3* angular2 = (b3Vector3*)(info->m_J2angularAxis + 2 * info->rowskip);
61 a2.getSkewSymmetricMatrix(angular0, angular1, angular2);
64 // set right hand side for the linear dofs
65 b3Scalar k = info->fps * info->erp;
66 b3Vector3 linearError = k * (a2 + worldPosB - a1 - worldPosA);
68 for (j = 0; j < 3; j++)
70 info->m_constraintError[j * info->rowskip] = linearError[j];
71 //printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]);
74 //fix the 3 angular degrees of freedom
77 int s = info->rowskip;
78 int start_index = start_row * s;
80 // 3 rows to make body rotations equal
81 info->m_J1angularAxis[start_index] = 1;
82 info->m_J1angularAxis[start_index + s + 1] = 1;
83 info->m_J1angularAxis[start_index + s * 2 + 2] = 1;
84 if (info->m_J2angularAxis)
86 info->m_J2angularAxis[start_index] = -1;
87 info->m_J2angularAxis[start_index + s + 1] = -1;
88 info->m_J2angularAxis[start_index + s * 2 + 2] = -1;
91 // set right hand side for the angular dofs
95 b3Quaternion qrelCur = worldOrnA * worldOrnB.inverse();
97 b3TransformUtil::calculateDiffAxisAngleQuaternion(m_relTargetAB, qrelCur, diff, angle);
99 for (j = 0; j < 3; j++)
101 info->m_constraintError[(3 + j) * info->rowskip] = k * diff[j];