virtualx-engine/servers/physics/joints/jacobian_entry_sw.h
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00

146 lines
4.7 KiB
C++

#ifndef JACOBIAN_ENTRY_SW_H
#define JACOBIAN_ENTRY_SW_H
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "transform.h"
class JacobianEntrySW {
public:
JacobianEntrySW() {};
//constraint between two different rigidbodies
JacobianEntrySW(
const Matrix3& world2A,
const Matrix3& world2B,
const Vector3& rel_pos1,const Vector3& rel_pos2,
const Vector3& jointAxis,
const Vector3& inertiaInvA,
const real_t massInvA,
const Vector3& inertiaInvB,
const real_t massInvB)
:m_linearJointAxis(jointAxis)
{
m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis));
m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis));
m_0MinvJt = inertiaInvA * m_aJ;
m_1MinvJt = inertiaInvB * m_bJ;
m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ);
ERR_FAIL_COND(m_Adiag <= real_t(0.0));
}
//angular constraint between two different rigidbodies
JacobianEntrySW(const Vector3& jointAxis,
const Matrix3& world2A,
const Matrix3& world2B,
const Vector3& inertiaInvA,
const Vector3& inertiaInvB)
:m_linearJointAxis(Vector3(real_t(0.),real_t(0.),real_t(0.)))
{
m_aJ= world2A.xform(jointAxis);
m_bJ = world2B.xform(-jointAxis);
m_0MinvJt = inertiaInvA * m_aJ;
m_1MinvJt = inertiaInvB * m_bJ;
m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
ERR_FAIL_COND(m_Adiag <= real_t(0.0));
}
//angular constraint between two different rigidbodies
JacobianEntrySW(const Vector3& axisInA,
const Vector3& axisInB,
const Vector3& inertiaInvA,
const Vector3& inertiaInvB)
: m_linearJointAxis(Vector3(real_t(0.),real_t(0.),real_t(0.)))
, m_aJ(axisInA)
, m_bJ(-axisInB)
{
m_0MinvJt = inertiaInvA * m_aJ;
m_1MinvJt = inertiaInvB * m_bJ;
m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
ERR_FAIL_COND(m_Adiag <= real_t(0.0));
}
//constraint on one rigidbody
JacobianEntrySW(
const Matrix3& world2A,
const Vector3& rel_pos1,const Vector3& rel_pos2,
const Vector3& jointAxis,
const Vector3& inertiaInvA,
const real_t massInvA)
:m_linearJointAxis(jointAxis)
{
m_aJ= world2A.xform(rel_pos1.cross(jointAxis));
m_bJ = world2A.xform(rel_pos2.cross(-jointAxis));
m_0MinvJt = inertiaInvA * m_aJ;
m_1MinvJt = Vector3(real_t(0.),real_t(0.),real_t(0.));
m_Adiag = massInvA + m_0MinvJt.dot(m_aJ);
ERR_FAIL_COND(m_Adiag <= real_t(0.0));
}
real_t getDiagonal() const { return m_Adiag; }
// for two constraints on the same rigidbody (for example vehicle friction)
real_t getNonDiagonal(const JacobianEntrySW& jacB, const real_t massInvA) const
{
const JacobianEntrySW& jacA = *this;
real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis);
real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ);
return lin + ang;
}
// for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies)
real_t getNonDiagonal(const JacobianEntrySW& jacB,const real_t massInvA,const real_t massInvB) const
{
const JacobianEntrySW& jacA = *this;
Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis;
Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ;
Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ;
Vector3 lin0 = massInvA * lin ;
Vector3 lin1 = massInvB * lin;
Vector3 sum = ang0+ang1+lin0+lin1;
return sum[0]+sum[1]+sum[2];
}
real_t getRelativeVelocity(const Vector3& linvelA,const Vector3& angvelA,const Vector3& linvelB,const Vector3& angvelB)
{
Vector3 linrel = linvelA - linvelB;
Vector3 angvela = angvelA * m_aJ;
Vector3 angvelb = angvelB * m_bJ;
linrel *= m_linearJointAxis;
angvela += angvelb;
angvela += linrel;
real_t rel_vel2 = angvela[0]+angvela[1]+angvela[2];
return rel_vel2 + CMP_EPSILON;
}
//private:
Vector3 m_linearJointAxis;
Vector3 m_aJ;
Vector3 m_bJ;
Vector3 m_0MinvJt;
Vector3 m_1MinvJt;
//Optimization: can be stored in the w/last component of one of the vectors
real_t m_Adiag;
};
#endif // JACOBIAN_ENTRY_SW_H