8cab401d08
-=-=-=-=-=-=-=-=-=-=-=-=-=- 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.
147 lines
4.7 KiB
C++
147 lines
4.7 KiB
C++
#ifndef JACOBIAN_ENTRY_SW_H
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#define JACOBIAN_ENTRY_SW_H
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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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*/
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#include "transform.h"
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class JacobianEntrySW {
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public:
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JacobianEntrySW() {};
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//constraint between two different rigidbodies
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JacobianEntrySW(
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const Matrix3& world2A,
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const Matrix3& world2B,
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const Vector3& rel_pos1,const Vector3& rel_pos2,
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const Vector3& jointAxis,
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const Vector3& inertiaInvA,
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const real_t massInvA,
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const Vector3& inertiaInvB,
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const real_t massInvB)
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:m_linearJointAxis(jointAxis)
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{
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m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis));
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m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis));
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = inertiaInvB * m_bJ;
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m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ);
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ERR_FAIL_COND(m_Adiag <= real_t(0.0));
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}
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//angular constraint between two different rigidbodies
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JacobianEntrySW(const Vector3& jointAxis,
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const Matrix3& world2A,
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const Matrix3& world2B,
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const Vector3& inertiaInvA,
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const Vector3& inertiaInvB)
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:m_linearJointAxis(Vector3(real_t(0.),real_t(0.),real_t(0.)))
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{
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m_aJ= world2A.xform(jointAxis);
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m_bJ = world2B.xform(-jointAxis);
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = inertiaInvB * m_bJ;
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m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
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ERR_FAIL_COND(m_Adiag <= real_t(0.0));
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}
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//angular constraint between two different rigidbodies
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JacobianEntrySW(const Vector3& axisInA,
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const Vector3& axisInB,
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const Vector3& inertiaInvA,
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const Vector3& inertiaInvB)
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: m_linearJointAxis(Vector3(real_t(0.),real_t(0.),real_t(0.)))
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, m_aJ(axisInA)
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, m_bJ(-axisInB)
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{
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = inertiaInvB * m_bJ;
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m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
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ERR_FAIL_COND(m_Adiag <= real_t(0.0));
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}
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//constraint on one rigidbody
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JacobianEntrySW(
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const Matrix3& world2A,
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const Vector3& rel_pos1,const Vector3& rel_pos2,
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const Vector3& jointAxis,
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const Vector3& inertiaInvA,
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const real_t massInvA)
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:m_linearJointAxis(jointAxis)
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{
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m_aJ= world2A.xform(rel_pos1.cross(jointAxis));
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m_bJ = world2A.xform(rel_pos2.cross(-jointAxis));
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m_0MinvJt = inertiaInvA * m_aJ;
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m_1MinvJt = Vector3(real_t(0.),real_t(0.),real_t(0.));
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m_Adiag = massInvA + m_0MinvJt.dot(m_aJ);
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ERR_FAIL_COND(m_Adiag <= real_t(0.0));
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}
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real_t getDiagonal() const { return m_Adiag; }
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// for two constraints on the same rigidbody (for example vehicle friction)
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real_t getNonDiagonal(const JacobianEntrySW& jacB, const real_t massInvA) const
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{
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const JacobianEntrySW& jacA = *this;
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real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis);
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real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ);
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return lin + ang;
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}
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// for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies)
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real_t getNonDiagonal(const JacobianEntrySW& jacB,const real_t massInvA,const real_t massInvB) const
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{
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const JacobianEntrySW& jacA = *this;
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Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis;
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Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ;
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Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ;
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Vector3 lin0 = massInvA * lin ;
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Vector3 lin1 = massInvB * lin;
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Vector3 sum = ang0+ang1+lin0+lin1;
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return sum[0]+sum[1]+sum[2];
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}
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real_t getRelativeVelocity(const Vector3& linvelA,const Vector3& angvelA,const Vector3& linvelB,const Vector3& angvelB)
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{
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Vector3 linrel = linvelA - linvelB;
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Vector3 angvela = angvelA * m_aJ;
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Vector3 angvelb = angvelB * m_bJ;
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linrel *= m_linearJointAxis;
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angvela += angvelb;
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angvela += linrel;
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real_t rel_vel2 = angvela[0]+angvela[1]+angvela[2];
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return rel_vel2 + CMP_EPSILON;
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}
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//private:
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Vector3 m_linearJointAxis;
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Vector3 m_aJ;
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Vector3 m_bJ;
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Vector3 m_0MinvJt;
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Vector3 m_1MinvJt;
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//Optimization: can be stored in the w/last component of one of the vectors
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real_t m_Adiag;
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};
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#endif // JACOBIAN_ENTRY_SW_H
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