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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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#ifndef BT_MULTIBODY_LINK_H
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#define BT_MULTIBODY_LINK_H
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#include "LinearMath/btQuaternion.h"
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#include "LinearMath/btVector3.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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enum btMultiBodyLinkFlags
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{
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BT_MULTIBODYLINKFLAGS_DISABLE_PARENT_COLLISION = 1
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};
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//
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// Link struct
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//
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struct btMultibodyLink
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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btScalar joint_pos; // qi
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btScalar mass; // mass of link
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btVector3 inertia; // inertia of link (local frame; diagonal)
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int parent; // index of the parent link (assumed to be < index of this link), or -1 if parent is the base link.
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btQuaternion zero_rot_parent_to_this; // rotates vectors in parent-frame to vectors in local-frame (when q=0). constant.
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// "axis" = spatial joint axis (Mirtich Defn 9 p104). (expressed in local frame.) constant.
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// for prismatic: axis_top = zero;
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// axis_bottom = unit vector along the joint axis.
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// for revolute: axis_top = unit vector along the rotation axis (u);
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// axis_bottom = u cross d_vector.
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btVector3 axis_top;
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btVector3 axis_bottom;
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btVector3 d_vector; // vector from the inboard joint pos to this link's COM. (local frame.) constant. set for revolute joints only.
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// e_vector is constant, but depends on the joint type
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// prismatic: vector from COM of parent to COM of this link, WHEN Q = 0. (local frame.)
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// revolute: vector from parent's COM to the pivot point, in PARENT's frame.
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btVector3 e_vector;
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bool is_revolute; // true = revolute, false = prismatic
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btQuaternion cached_rot_parent_to_this; // rotates vectors in parent frame to vectors in local frame
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btVector3 cached_r_vector; // vector from COM of parent to COM of this link, in local frame.
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btVector3 applied_force; // In WORLD frame
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btVector3 applied_torque; // In WORLD frame
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btScalar joint_torque;
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class btMultiBodyLinkCollider* m_collider;
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int m_flags;
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// ctor: set some sensible defaults
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btMultibodyLink()
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: joint_pos(0),
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mass(1),
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parent(-1),
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zero_rot_parent_to_this(1, 0, 0, 0),
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is_revolute(false),
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cached_rot_parent_to_this(1, 0, 0, 0),
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joint_torque(0),
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m_collider(0),
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m_flags(0)
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{
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inertia.setValue(1, 1, 1);
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axis_top.setValue(0, 0, 0);
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axis_bottom.setValue(1, 0, 0);
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d_vector.setValue(0, 0, 0);
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e_vector.setValue(0, 0, 0);
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cached_r_vector.setValue(0, 0, 0);
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applied_force.setValue( 0, 0, 0);
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applied_torque.setValue(0, 0, 0);
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}
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// routine to update cached_rot_parent_to_this and cached_r_vector
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void updateCache()
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{
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if (is_revolute)
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{
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cached_rot_parent_to_this = btQuaternion(axis_top,-joint_pos) * zero_rot_parent_to_this;
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cached_r_vector = d_vector + quatRotate(cached_rot_parent_to_this,e_vector);
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} else
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{
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// cached_rot_parent_to_this never changes, so no need to update
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cached_r_vector = e_vector + joint_pos * axis_bottom;
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}
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}
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};
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#endif //BT_MULTIBODY_LINK_H
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