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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
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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 "btFixedConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "LinearMath/btTransformUtil.h"
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#include <new>
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btFixedConstraint::btFixedConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& frameInA,const btTransform& frameInB)
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:btTypedConstraint(FIXED_CONSTRAINT_TYPE,rbA,rbB)
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{
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m_pivotInA = frameInA.getOrigin();
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m_pivotInB = frameInB.getOrigin();
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m_relTargetAB = frameInA.getRotation()*frameInB.getRotation().inverse();
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}
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btFixedConstraint::~btFixedConstraint ()
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{
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}
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void btFixedConstraint::getInfo1 (btConstraintInfo1* info)
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{
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info->m_numConstraintRows = 6;
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info->nub = 6;
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}
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void btFixedConstraint::getInfo2 (btConstraintInfo2* info)
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{
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//fix the 3 linear degrees of freedom
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const btVector3& worldPosA = m_rbA.getCenterOfMassTransform().getOrigin();
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const btMatrix3x3& worldOrnA = m_rbA.getCenterOfMassTransform().getBasis();
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const btVector3& worldPosB= m_rbB.getCenterOfMassTransform().getOrigin();
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const btMatrix3x3& worldOrnB = m_rbB.getCenterOfMassTransform().getBasis();
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info->m_J1linearAxis[0] = 1;
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info->m_J1linearAxis[info->rowskip+1] = 1;
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info->m_J1linearAxis[2*info->rowskip+2] = 1;
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btVector3 a1 = worldOrnA*m_pivotInA;
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{
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btVector3* angular0 = (btVector3*)(info->m_J1angularAxis);
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btVector3* angular1 = (btVector3*)(info->m_J1angularAxis+info->rowskip);
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btVector3* angular2 = (btVector3*)(info->m_J1angularAxis+2*info->rowskip);
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btVector3 a1neg = -a1;
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a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2);
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}
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if (info->m_J2linearAxis)
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{
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info->m_J2linearAxis[0] = -1;
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info->m_J2linearAxis[info->rowskip+1] = -1;
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info->m_J2linearAxis[2*info->rowskip+2] = -1;
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}
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btVector3 a2 = worldOrnB*m_pivotInB;
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{
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// btVector3 a2n = -a2;
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btVector3* angular0 = (btVector3*)(info->m_J2angularAxis);
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btVector3* angular1 = (btVector3*)(info->m_J2angularAxis+info->rowskip);
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btVector3* angular2 = (btVector3*)(info->m_J2angularAxis+2*info->rowskip);
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a2.getSkewSymmetricMatrix(angular0,angular1,angular2);
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}
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// set right hand side for the linear dofs
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btScalar k = info->fps * info->erp;
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btVector3 linearError = k*(a2+worldPosB-a1-worldPosA);
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int j;
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for (j=0; j<3; j++)
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{
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info->m_constraintError[j*info->rowskip] = linearError[j];
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//printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]);
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}
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//fix the 3 angular degrees of freedom
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int start_row = 3;
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int s = info->rowskip;
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int start_index = start_row * s;
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// 3 rows to make body rotations equal
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info->m_J1angularAxis[start_index] = 1;
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info->m_J1angularAxis[start_index + s + 1] = 1;
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info->m_J1angularAxis[start_index + s*2+2] = 1;
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if ( info->m_J2angularAxis)
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{
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info->m_J2angularAxis[start_index] = -1;
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info->m_J2angularAxis[start_index + s+1] = -1;
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info->m_J2angularAxis[start_index + s*2+2] = -1;
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}
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// set right hand side for the angular dofs
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btVector3 diff;
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btScalar angle;
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btMatrix3x3 mrelCur = worldOrnA *worldOrnB.inverse();
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btQuaternion qrelCur;
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mrelCur.getRotation(qrelCur);
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btTransformUtil::calculateDiffAxisAngleQuaternion(m_relTargetAB,qrelCur,diff,angle);
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diff*=-angle;
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for (j=0; j<3; j++)
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{
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info->m_constraintError[(3+j)*info->rowskip] = k * diff[j];
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}
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}
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