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1 /*
2 Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
3 Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 #include "btGeneric6DofSpringConstraint.h"
17 #include "BulletDynamics/Dynamics/btRigidBody.h"
18 #include "LinearMath/btTransformUtil.h"
19 
20 
btGeneric6DofSpringConstraint(btRigidBody & rbA,btRigidBody & rbB,const btTransform & frameInA,const btTransform & frameInB,bool useLinearReferenceFrameA)21 btGeneric6DofSpringConstraint::btGeneric6DofSpringConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA)
22 	: btGeneric6DofConstraint(rbA, rbB, frameInA, frameInB, useLinearReferenceFrameA)
23 {
24     init();
25 }
26 
27 
btGeneric6DofSpringConstraint(btRigidBody & rbB,const btTransform & frameInB,bool useLinearReferenceFrameB)28 btGeneric6DofSpringConstraint::btGeneric6DofSpringConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameB)
29         : btGeneric6DofConstraint(rbB, frameInB, useLinearReferenceFrameB)
30 {
31     init();
32 }
33 
34 
init()35 void btGeneric6DofSpringConstraint::init()
36 {
37 	m_objectType = D6_SPRING_CONSTRAINT_TYPE;
38 
39 	for(int i = 0; i < 6; i++)
40 	{
41 		m_springEnabled[i] = false;
42 		m_equilibriumPoint[i] = btScalar(0.f);
43 		m_springStiffness[i] = btScalar(0.f);
44 		m_springDamping[i] = btScalar(1.f);
45 	}
46 }
47 
48 
enableSpring(int index,bool onOff)49 void btGeneric6DofSpringConstraint::enableSpring(int index, bool onOff)
50 {
51 	btAssert((index >= 0) && (index < 6));
52 	m_springEnabled[index] = onOff;
53 	if(index < 3)
54 	{
55 		m_linearLimits.m_enableMotor[index] = onOff;
56 	}
57 	else
58 	{
59 		m_angularLimits[index - 3].m_enableMotor = onOff;
60 	}
61 }
62 
63 
64 
setStiffness(int index,btScalar stiffness)65 void btGeneric6DofSpringConstraint::setStiffness(int index, btScalar stiffness)
66 {
67 	btAssert((index >= 0) && (index < 6));
68 	m_springStiffness[index] = stiffness;
69 }
70 
71 
setDamping(int index,btScalar damping)72 void btGeneric6DofSpringConstraint::setDamping(int index, btScalar damping)
73 {
74 	btAssert((index >= 0) && (index < 6));
75 	m_springDamping[index] = damping;
76 }
77 
78 
setEquilibriumPoint()79 void btGeneric6DofSpringConstraint::setEquilibriumPoint()
80 {
81 	calculateTransforms();
82 	int i;
83 
84 	for( i = 0; i < 3; i++)
85 	{
86 		m_equilibriumPoint[i] = m_calculatedLinearDiff[i];
87 	}
88 	for(i = 0; i < 3; i++)
89 	{
90 		m_equilibriumPoint[i + 3] = m_calculatedAxisAngleDiff[i];
91 	}
92 }
93 
94 
95 
setEquilibriumPoint(int index)96 void btGeneric6DofSpringConstraint::setEquilibriumPoint(int index)
97 {
98 	btAssert((index >= 0) && (index < 6));
99 	calculateTransforms();
100 	if(index < 3)
101 	{
102 		m_equilibriumPoint[index] = m_calculatedLinearDiff[index];
103 	}
104 	else
105 	{
106 		m_equilibriumPoint[index] = m_calculatedAxisAngleDiff[index - 3];
107 	}
108 }
109 
setEquilibriumPoint(int index,btScalar val)110 void btGeneric6DofSpringConstraint::setEquilibriumPoint(int index, btScalar val)
111 {
112 	btAssert((index >= 0) && (index < 6));
113 	m_equilibriumPoint[index] = val;
114 }
115 
116 
internalUpdateSprings(btConstraintInfo2 * info)117 void btGeneric6DofSpringConstraint::internalUpdateSprings(btConstraintInfo2* info)
118 {
119 	// it is assumed that calculateTransforms() have been called before this call
120 	int i;
121 	//btVector3 relVel = m_rbB.getLinearVelocity() - m_rbA.getLinearVelocity();
122 	for(i = 0; i < 3; i++)
123 	{
124 		if(m_springEnabled[i])
125 		{
126 			// get current position of constraint
127 			btScalar currPos = m_calculatedLinearDiff[i];
128 			// calculate difference
129 			btScalar delta = currPos - m_equilibriumPoint[i];
130 			// spring force is (delta * m_stiffness) according to Hooke's Law
131 			btScalar force = delta * m_springStiffness[i];
132 			btScalar velFactor = info->fps * m_springDamping[i] / btScalar(info->m_numIterations);
133 			m_linearLimits.m_targetVelocity[i] =  velFactor * force;
134 			m_linearLimits.m_maxMotorForce[i] =  btFabs(force) / info->fps;
135 		}
136 	}
137 	for(i = 0; i < 3; i++)
138 	{
139 		if(m_springEnabled[i + 3])
140 		{
141 			// get current position of constraint
142 			btScalar currPos = m_calculatedAxisAngleDiff[i];
143 			// calculate difference
144 			btScalar delta = currPos - m_equilibriumPoint[i+3];
145 			// spring force is (-delta * m_stiffness) according to Hooke's Law
146 			btScalar force = -delta * m_springStiffness[i+3];
147 			btScalar velFactor = info->fps * m_springDamping[i+3] / btScalar(info->m_numIterations);
148 			m_angularLimits[i].m_targetVelocity = velFactor * force;
149 			m_angularLimits[i].m_maxMotorForce = btFabs(force) / info->fps;
150 		}
151 	}
152 }
153 
154 
getInfo2(btConstraintInfo2 * info)155 void btGeneric6DofSpringConstraint::getInfo2(btConstraintInfo2* info)
156 {
157 	// this will be called by constraint solver at the constraint setup stage
158 	// set current motor parameters
159 	internalUpdateSprings(info);
160 	// do the rest of job for constraint setup
161 	btGeneric6DofConstraint::getInfo2(info);
162 }
163 
164 
setAxis(const btVector3 & axis1,const btVector3 & axis2)165 void btGeneric6DofSpringConstraint::setAxis(const btVector3& axis1,const btVector3& axis2)
166 {
167 	btVector3 zAxis = axis1.normalized();
168 	btVector3 yAxis = axis2.normalized();
169 	btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
170 
171 	btTransform frameInW;
172 	frameInW.setIdentity();
173 	frameInW.getBasis().setValue(	xAxis[0], yAxis[0], zAxis[0],
174                                 xAxis[1], yAxis[1], zAxis[1],
175                                 xAxis[2], yAxis[2], zAxis[2]);
176 
177 	// now get constraint frame in local coordinate systems
178 	m_frameInA = m_rbA.getCenterOfMassTransform().inverse() * frameInW;
179 	m_frameInB = m_rbB.getCenterOfMassTransform().inverse() * frameInW;
180 
181   calculateTransforms();
182 }
183 
184 
185 
186