-=-=-=-=-=-=-=-=-=-=-=-=-=- 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.
340 lines
9 KiB
C++
340 lines
9 KiB
C++
#include "cone_twist_joint_sw.h"
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static void plane_space(const Vector3& n, Vector3& p, Vector3& q) {
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if (Math::abs(n.z) > 0.707106781186547524400844362) {
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// choose p in y-z plane
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real_t a = n[1]*n[1] + n[2]*n[2];
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real_t k = 1.0/Math::sqrt(a);
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p=Vector3(0,-n[2]*k,n[1]*k);
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// set q = n x p
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q=Vector3(a*k,-n[0]*p[2],n[0]*p[1]);
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}
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else {
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// choose p in x-y plane
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real_t a = n.x*n.x + n.y*n.y;
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real_t k = 1.0/Math::sqrt(a);
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p=Vector3(-n.y*k,n.x*k,0);
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// set q = n x p
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q=Vector3(-n.z*p.y,n.z*p.x,a*k);
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}
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}
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static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x)
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{
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real_t coeff_1 = Math_PI / 4.0f;
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real_t coeff_2 = 3.0f * coeff_1;
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real_t abs_y = Math::abs(y);
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real_t angle;
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if (x >= 0.0f) {
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real_t r = (x - abs_y) / (x + abs_y);
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angle = coeff_1 - coeff_1 * r;
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} else {
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real_t r = (x + abs_y) / (abs_y - x);
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angle = coeff_2 - coeff_1 * r;
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}
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return (y < 0.0f) ? -angle : angle;
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}
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ConeTwistJointSW::ConeTwistJointSW(BodySW* rbA,BodySW* rbB,const Transform& rbAFrame, const Transform& rbBFrame) : JointSW(_arr,2) {
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A=rbA;
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B=rbB;
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m_rbAFrame=rbAFrame;
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m_rbBFrame=rbBFrame;
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m_swingSpan1 = Math_PI/4.0;
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m_swingSpan2 = Math_PI/4.0;
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m_twistSpan = Math_PI*2;
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m_biasFactor = 0.3f;
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m_relaxationFactor = 1.0f;
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m_solveTwistLimit = false;
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m_solveSwingLimit = false;
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A->add_constraint(this,0);
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B->add_constraint(this,1);
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m_appliedImpulse=0;
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}
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bool ConeTwistJointSW::setup(float p_step) {
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m_appliedImpulse = real_t(0.);
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//set bias, sign, clear accumulator
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m_swingCorrection = real_t(0.);
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m_twistLimitSign = real_t(0.);
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m_solveTwistLimit = false;
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m_solveSwingLimit = false;
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m_accTwistLimitImpulse = real_t(0.);
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m_accSwingLimitImpulse = real_t(0.);
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if (!m_angularOnly)
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{
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Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
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Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
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Vector3 relPos = pivotBInW - pivotAInW;
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Vector3 normal[3];
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if (relPos.length_squared() > CMP_EPSILON)
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{
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normal[0] = relPos.normalized();
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}
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else
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{
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normal[0]=Vector3(real_t(1.0),0,0);
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}
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plane_space(normal[0], normal[1], normal[2]);
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for (int i=0;i<3;i++)
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{
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memnew_placement(&m_jac[i], JacobianEntrySW(
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A->get_transform().basis.transposed(),
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B->get_transform().basis.transposed(),
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pivotAInW - A->get_transform().origin,
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pivotBInW - B->get_transform().origin,
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normal[i],
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A->get_inv_inertia(),
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A->get_inv_mass(),
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B->get_inv_inertia(),
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B->get_inv_mass()));
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}
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}
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Vector3 b1Axis1,b1Axis2,b1Axis3;
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Vector3 b2Axis1,b2Axis2;
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b1Axis1 = A->get_transform().basis.xform( this->m_rbAFrame.basis.get_axis(0) );
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b2Axis1 = B->get_transform().basis.xform( this->m_rbBFrame.basis.get_axis(0) );
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real_t swing1=real_t(0.),swing2 = real_t(0.);
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real_t swx=real_t(0.),swy = real_t(0.);
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real_t thresh = real_t(10.);
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real_t fact;
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// Get Frame into world space
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if (m_swingSpan1 >= real_t(0.05f))
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{
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b1Axis2 = A->get_transform().basis.xform( this->m_rbAFrame.basis.get_axis(1) );
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// swing1 = btAtan2Fast( b2Axis1.dot(b1Axis2),b2Axis1.dot(b1Axis1) );
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swx = b2Axis1.dot(b1Axis1);
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swy = b2Axis1.dot(b1Axis2);
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swing1 = atan2fast(swy, swx);
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fact = (swy*swy + swx*swx) * thresh * thresh;
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fact = fact / (fact + real_t(1.0));
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swing1 *= fact;
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}
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if (m_swingSpan2 >= real_t(0.05f))
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{
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b1Axis3 = A->get_transform().basis.xform( this->m_rbAFrame.basis.get_axis(2) );
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// swing2 = btAtan2Fast( b2Axis1.dot(b1Axis3),b2Axis1.dot(b1Axis1) );
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swx = b2Axis1.dot(b1Axis1);
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swy = b2Axis1.dot(b1Axis3);
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swing2 = atan2fast(swy, swx);
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fact = (swy*swy + swx*swx) * thresh * thresh;
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fact = fact / (fact + real_t(1.0));
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swing2 *= fact;
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}
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real_t RMaxAngle1Sq = 1.0f / (m_swingSpan1*m_swingSpan1);
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real_t RMaxAngle2Sq = 1.0f / (m_swingSpan2*m_swingSpan2);
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real_t EllipseAngle = Math::abs(swing1*swing1)* RMaxAngle1Sq + Math::abs(swing2*swing2) * RMaxAngle2Sq;
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if (EllipseAngle > 1.0f)
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{
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m_swingCorrection = EllipseAngle-1.0f;
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m_solveSwingLimit = true;
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// Calculate necessary axis & factors
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m_swingAxis = b2Axis1.cross(b1Axis2* b2Axis1.dot(b1Axis2) + b1Axis3* b2Axis1.dot(b1Axis3));
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m_swingAxis.normalize();
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real_t swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f;
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m_swingAxis *= swingAxisSign;
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m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) +
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B->compute_angular_impulse_denominator(m_swingAxis));
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}
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// Twist limits
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if (m_twistSpan >= real_t(0.))
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{
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Vector3 b2Axis2 = B->get_transform().basis.xform( this->m_rbBFrame.basis.get_axis(1) );
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Quat rotationArc = Quat(b2Axis1,b1Axis1);
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Vector3 TwistRef = rotationArc.xform(b2Axis2);
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real_t twist = atan2fast( TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2) );
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real_t lockedFreeFactor = (m_twistSpan > real_t(0.05f)) ? m_limitSoftness : real_t(0.);
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if (twist <= -m_twistSpan*lockedFreeFactor)
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{
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m_twistCorrection = -(twist + m_twistSpan);
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m_solveTwistLimit = true;
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m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
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m_twistAxis.normalize();
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m_twistAxis *= -1.0f;
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m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) +
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B->compute_angular_impulse_denominator(m_twistAxis));
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} else
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if (twist > m_twistSpan*lockedFreeFactor)
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{
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m_twistCorrection = (twist - m_twistSpan);
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m_solveTwistLimit = true;
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m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
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m_twistAxis.normalize();
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m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) +
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B->compute_angular_impulse_denominator(m_twistAxis));
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}
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}
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return true;
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}
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void ConeTwistJointSW::solve(real_t timeStep)
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{
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Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
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Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
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real_t tau = real_t(0.3);
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//linear part
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if (!m_angularOnly)
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{
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Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
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Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
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Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
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Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
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Vector3 vel = vel1 - vel2;
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for (int i=0;i<3;i++)
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{
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const Vector3& normal = m_jac[i].m_linearJointAxis;
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real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
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real_t rel_vel;
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rel_vel = normal.dot(vel);
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//positional error (zeroth order error)
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real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
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real_t impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv;
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m_appliedImpulse += impulse;
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Vector3 impulse_vector = normal * impulse;
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A->apply_impulse(pivotAInW - A->get_transform().origin, impulse_vector);
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B->apply_impulse(pivotBInW - B->get_transform().origin, -impulse_vector);
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}
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}
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{
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///solve angular part
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const Vector3& angVelA = A->get_angular_velocity();
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const Vector3& angVelB = B->get_angular_velocity();
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// solve swing limit
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if (m_solveSwingLimit)
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{
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real_t amplitude = ((angVelB - angVelA).dot( m_swingAxis )*m_relaxationFactor*m_relaxationFactor + m_swingCorrection*(real_t(1.)/timeStep)*m_biasFactor);
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real_t impulseMag = amplitude * m_kSwing;
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// Clamp the accumulated impulse
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real_t temp = m_accSwingLimitImpulse;
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m_accSwingLimitImpulse = MAX(m_accSwingLimitImpulse + impulseMag, real_t(0.0) );
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impulseMag = m_accSwingLimitImpulse - temp;
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Vector3 impulse = m_swingAxis * impulseMag;
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A->apply_torque_impulse(impulse);
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B->apply_torque_impulse(-impulse);
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}
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// solve twist limit
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if (m_solveTwistLimit)
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{
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real_t amplitude = ((angVelB - angVelA).dot( m_twistAxis )*m_relaxationFactor*m_relaxationFactor + m_twistCorrection*(real_t(1.)/timeStep)*m_biasFactor );
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real_t impulseMag = amplitude * m_kTwist;
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// Clamp the accumulated impulse
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real_t temp = m_accTwistLimitImpulse;
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m_accTwistLimitImpulse = MAX(m_accTwistLimitImpulse + impulseMag, real_t(0.0) );
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impulseMag = m_accTwistLimitImpulse - temp;
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Vector3 impulse = m_twistAxis * impulseMag;
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A->apply_torque_impulse(impulse);
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B->apply_torque_impulse(-impulse);
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}
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}
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}
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void ConeTwistJointSW::set_param(PhysicsServer::ConeTwistJointParam p_param, float p_value) {
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switch(p_param) {
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case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN: {
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m_swingSpan1=p_value;
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m_swingSpan2=p_value;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN: {
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m_twistSpan=p_value;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_BIAS: {
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m_biasFactor=p_value;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_SOFTNESS: {
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m_limitSoftness=p_value;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_RELAXATION: {
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m_relaxationFactor=p_value;
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} break;
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}
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}
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float ConeTwistJointSW::get_param(PhysicsServer::ConeTwistJointParam p_param) const{
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switch(p_param) {
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case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN: {
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return m_swingSpan1;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN: {
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return m_twistSpan;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_BIAS: {
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return m_biasFactor;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_SOFTNESS: {
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return m_limitSoftness;
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} break;
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case PhysicsServer::CONE_TWIST_JOINT_RELAXATION: {
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return m_relaxationFactor;
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} break;
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}
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return 0;
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}
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