本文整理汇总了C++中btSolverBody类的典型用法代码示例。如果您正苦于以下问题:C++ btSolverBody类的具体用法?C++ btSolverBody怎么用?C++ btSolverBody使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了btSolverBody类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: resolveSingleConstraintRowGeneric
// Project Gauss Seidel or the equivalent Sequential Impulse
void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c)
{
btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm;
const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.m_deltaLinearVelocity) + c.m_relpos1CrossNormal.dot(body1.m_deltaAngularVelocity);
const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.m_deltaLinearVelocity) + c.m_relpos2CrossNormal.dot(body2.m_deltaAngularVelocity);
const btScalar delta_rel_vel = deltaVel1Dotn-deltaVel2Dotn;
deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
const btScalar sum = btScalar(c.m_appliedImpulse) + deltaImpulse;
if (sum < c.m_lowerLimit)
{
deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse;
c.m_appliedImpulse = c.m_lowerLimit;
}
else if (sum > c.m_upperLimit)
{
deltaImpulse = c.m_upperLimit-c.m_appliedImpulse;
c.m_appliedImpulse = c.m_upperLimit;
}
else
{
c.m_appliedImpulse = sum;
}
body1.applyImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse);
body2.applyImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse);
}
开发者ID:Geardome,项目名称:ozone-ios,代码行数:29,代码来源:btSequentialImpulseConstraintSolver.cpp
示例2: btScalar
void btSequentialImpulseConstraintSolver::resolveSplitPenetrationImpulseCacheFriendly(
btSolverBody& body1,
btSolverBody& body2,
const btSolverConstraint& c)
{
if (c.m_rhsPenetration)
{
gNumSplitImpulseRecoveries++;
btScalar deltaImpulse = c.m_rhsPenetration-btScalar(c.m_appliedPushImpulse)*c.m_cfm;
const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.m_pushVelocity) + c.m_relpos1CrossNormal.dot(body1.m_turnVelocity);
const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.m_pushVelocity) + c.m_relpos2CrossNormal.dot(body2.m_turnVelocity);
deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
const btScalar sum = btScalar(c.m_appliedPushImpulse) + deltaImpulse;
if (sum < c.m_lowerLimit)
{
deltaImpulse = c.m_lowerLimit-c.m_appliedPushImpulse;
c.m_appliedPushImpulse = c.m_lowerLimit;
}
else
{
c.m_appliedPushImpulse = sum;
}
body1.internalApplyPushImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse);
body2.internalApplyPushImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse);
}
}
开发者ID:Geardome,项目名称:ozone-ios,代码行数:28,代码来源:btSequentialImpulseConstraintSolver.cpp
示例3: solveConstraintInt
void btSliderConstraint::solveConstraintInt(btRigidBody& rbA, btSolverBody& bodyA,btRigidBody& rbB, btSolverBody& bodyB)
{
int i;
// linear
btVector3 velA;
bodyA.getVelocityInLocalPointObsolete(m_relPosA,velA);
btVector3 velB;
bodyB.getVelocityInLocalPointObsolete(m_relPosB,velB);
btVector3 vel = velA - velB;
for(i = 0; i < 3; i++)
{
const btVector3& normal = m_jacLin[i].m_linearJointAxis;
btScalar rel_vel = normal.dot(vel);
// calculate positional error
btScalar depth = m_depth[i];
// get parameters
btScalar softness = (i) ? m_softnessOrthoLin : (m_solveLinLim ? m_softnessLimLin : m_softnessDirLin);
btScalar restitution = (i) ? m_restitutionOrthoLin : (m_solveLinLim ? m_restitutionLimLin : m_restitutionDirLin);
btScalar damping = (i) ? m_dampingOrthoLin : (m_solveLinLim ? m_dampingLimLin : m_dampingDirLin);
// calcutate and apply impulse
btScalar normalImpulse = softness * (restitution * depth / m_timeStep - damping * rel_vel) * m_jacLinDiagABInv[i];
btVector3 impulse_vector = normal * normalImpulse;
//rbA.applyImpulse( impulse_vector, m_relPosA);
//rbB.applyImpulse(-impulse_vector, m_relPosB);
{
btVector3 ftorqueAxis1 = m_relPosA.cross(normal);
btVector3 ftorqueAxis2 = m_relPosB.cross(normal);
bodyA.applyImpulse(normal*rbA.getInvMass(), rbA.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse);
bodyB.applyImpulse(normal*rbB.getInvMass(), rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse);
}
if(m_poweredLinMotor && (!i))
{ // apply linear motor
if(m_accumulatedLinMotorImpulse < m_maxLinMotorForce)
{
btScalar desiredMotorVel = m_targetLinMotorVelocity;
btScalar motor_relvel = desiredMotorVel + rel_vel;
normalImpulse = -motor_relvel * m_jacLinDiagABInv[i];
// clamp accumulated impulse
btScalar new_acc = m_accumulatedLinMotorImpulse + btFabs(normalImpulse);
if(new_acc > m_maxLinMotorForce)
{
new_acc = m_maxLinMotorForce;
}
btScalar del = new_acc - m_accumulatedLinMotorImpulse;
if(normalImpulse < btScalar(0.0))
{
normalImpulse = -del;
}
else
{
normalImpulse = del;
}
m_accumulatedLinMotorImpulse = new_acc;
// apply clamped impulse
impulse_vector = normal * normalImpulse;
//rbA.applyImpulse( impulse_vector, m_relPosA);
//rbB.applyImpulse(-impulse_vector, m_relPosB);
{
btVector3 ftorqueAxis1 = m_relPosA.cross(normal);
btVector3 ftorqueAxis2 = m_relPosB.cross(normal);
bodyA.applyImpulse(normal*rbA.getInvMass(), rbA.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse);
bodyB.applyImpulse(normal*rbB.getInvMass(), rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse);
}
}
}
}
// angular
// get axes in world space
btVector3 axisA = m_calculatedTransformA.getBasis().getColumn(0);
btVector3 axisB = m_calculatedTransformB.getBasis().getColumn(0);
btVector3 angVelA;
bodyA.getAngularVelocity(angVelA);
btVector3 angVelB;
bodyB.getAngularVelocity(angVelB);
btVector3 angVelAroundAxisA = axisA * axisA.dot(angVelA);
btVector3 angVelAroundAxisB = axisB * axisB.dot(angVelB);
btVector3 angAorthog = angVelA - angVelAroundAxisA;
btVector3 angBorthog = angVelB - angVelAroundAxisB;
btVector3 velrelOrthog = angAorthog-angBorthog;
//solve orthogonal angular velocity correction
btScalar len = velrelOrthog.length();
btScalar orthorImpulseMag = 0.f;
if (len > btScalar(0.00001))
{
btVector3 normal = velrelOrthog.normalized();
btScalar denom = rbA.computeAngularImpulseDenominator(normal) + rbB.computeAngularImpulseDenominator(normal);
//velrelOrthog *= (btScalar(1.)/denom) * m_dampingOrthoAng * m_softnessOrthoAng;
orthorImpulseMag = (btScalar(1.)/denom) * m_dampingOrthoAng * m_softnessOrthoAng;
//.........这里部分代码省略.........
开发者ID:jinjoh,项目名称:NOOR,代码行数:101,代码来源:btSliderConstraint.cpp
示例4: angularLimit
void btHingeConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep)
{
///for backwards compatibility during the transition to 'getInfo/getInfo2'
if (m_useSolveConstraintObsolete)
{
btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin();
btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin();
btScalar tau = btScalar(0.3);
//linear part
if (!m_angularOnly)
{
btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
btVector3 vel1,vel2;
bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1);
bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2);
btVector3 vel = vel1 - vel2;
for (int i=0;i<3;i++)
{
const btVector3& normal = m_jac[i].m_linearJointAxis;
btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal();
btScalar rel_vel;
rel_vel = normal.dot(vel);
//positional error (zeroth order error)
btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
btVector3 impulse_vector = normal * impulse;
btVector3 ftorqueAxis1 = rel_pos1.cross(normal);
btVector3 ftorqueAxis2 = rel_pos2.cross(normal);
bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse);
bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse);
}
}
{
///solve angular part
// get axes in world space
btVector3 axisA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2);
btVector3 axisB = getRigidBodyB().getCenterOfMassTransform().getBasis() * m_rbBFrame.getBasis().getColumn(2);
btVector3 angVelA;
bodyA.getAngularVelocity(angVelA);
btVector3 angVelB;
bodyB.getAngularVelocity(angVelB);
btVector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA);
btVector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB);
btVector3 angAorthog = angVelA - angVelAroundHingeAxisA;
btVector3 angBorthog = angVelB - angVelAroundHingeAxisB;
btVector3 velrelOrthog = angAorthog-angBorthog;
{
//solve orthogonal angular velocity correction
btScalar len = velrelOrthog.length();
if (len > btScalar(0.00001))
{
btVector3 normal = velrelOrthog.normalized();
btScalar denom = getRigidBodyA().computeAngularImpulseDenominator(normal) +
getRigidBodyB().computeAngularImpulseDenominator(normal);
// scale for mass and relaxation
//velrelOrthog *= (btScalar(1.)/denom) * m_relaxationFactor;
bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*velrelOrthog,-(btScalar(1.)/denom));
bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*velrelOrthog,(btScalar(1.)/denom));
}
//solve angular positional correction
btVector3 angularError = axisA.cross(axisB) *(btScalar(1.)/timeStep);
btScalar len2 = angularError.length();
if (len2>btScalar(0.00001))
{
btVector3 normal2 = angularError.normalized();
btScalar denom2 = getRigidBodyA().computeAngularImpulseDenominator(normal2) +
getRigidBodyB().computeAngularImpulseDenominator(normal2);
//angularError *= (btScalar(1.)/denom2) * relaxation;
bodyA.applyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*angularError,(btScalar(1.)/denom2));
bodyB.applyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*angularError,-(btScalar(1.)/denom2));
}
// solve limit
if (m_solveLimit)
//.........这里部分代码省略.........
开发者ID:gamedevforks,项目名称:mariachi,代码行数:101,代码来源:btHingeConstraint.cpp
示例5: zerovec
void btConeTwistConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep)
{
#ifndef __SPU__
if (m_useSolveConstraintObsolete)
{
btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin();
btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin();
btScalar tau = btScalar(0.3);
//linear part
if (!m_angularOnly)
{
btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
btVector3 vel1;
bodyA.internalGetVelocityInLocalPointObsolete(rel_pos1,vel1);
btVector3 vel2;
bodyB.internalGetVelocityInLocalPointObsolete(rel_pos2,vel2);
btVector3 vel = vel1 - vel2;
for (int i=0;i<3;i++)
{
const btVector3& normal = m_jac[i].m_linearJointAxis;
btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal();
btScalar rel_vel;
rel_vel = normal.dot(vel);
//positional error (zeroth order error)
btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
btVector3 ftorqueAxis1 = rel_pos1.cross(normal);
btVector3 ftorqueAxis2 = rel_pos2.cross(normal);
bodyA.internalApplyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse);
bodyB.internalApplyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse);
}
}
// apply motor
if (m_bMotorEnabled)
{
// compute current and predicted transforms
btTransform trACur = m_rbA.getCenterOfMassTransform();
btTransform trBCur = m_rbB.getCenterOfMassTransform();
btVector3 omegaA; bodyA.internalGetAngularVelocity(omegaA);
btVector3 omegaB; bodyB.internalGetAngularVelocity(omegaB);
btTransform trAPred; trAPred.setIdentity();
btVector3 zerovec(0,0,0);
btTransformUtil::integrateTransform(
trACur, zerovec, omegaA, timeStep, trAPred);
btTransform trBPred; trBPred.setIdentity();
btTransformUtil::integrateTransform(
trBCur, zerovec, omegaB, timeStep, trBPred);
// compute desired transforms in world
btTransform trPose(m_qTarget);
btTransform trABDes = m_rbBFrame * trPose * m_rbAFrame.inverse();
btTransform trADes = trBPred * trABDes;
btTransform trBDes = trAPred * trABDes.inverse();
// compute desired omegas in world
btVector3 omegaADes, omegaBDes;
btTransformUtil::calculateVelocity(trACur, trADes, timeStep, zerovec, omegaADes);
btTransformUtil::calculateVelocity(trBCur, trBDes, timeStep, zerovec, omegaBDes);
// compute delta omegas
btVector3 dOmegaA = omegaADes - omegaA;
btVector3 dOmegaB = omegaBDes - omegaB;
// compute weighted avg axis of dOmega (weighting based on inertias)
btVector3 axisA, axisB;
btScalar kAxisAInv = 0, kAxisBInv = 0;
if (dOmegaA.length2() > SIMD_EPSILON)
{
axisA = dOmegaA.normalized();
kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(axisA);
}
if (dOmegaB.length2() > SIMD_EPSILON)
{
axisB = dOmegaB.normalized();
kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(axisB);
}
btVector3 avgAxis = kAxisAInv * axisA + kAxisBInv * axisB;
static bool bDoTorque = true;
if (bDoTorque && avgAxis.length2() > SIMD_EPSILON)
{
avgAxis.normalize();
kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(avgAxis);
kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(avgAxis);
btScalar kInvCombined = kAxisAInv + kAxisBInv;
//.........这里部分代码省略.........
开发者ID:5432935,项目名称:awayphysics-core-fp11,代码行数:101,代码来源:btConeTwistConstraint.cpp
示例6: normal
void btPoint2PointConstraint::solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep)
{
if (m_useSolveConstraintObsolete)
{
btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA;
btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB;
btVector3 normal(0,0,0);
// btVector3 angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity();
// btVector3 angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity();
for (int i=0;i<3;i++)
{
normal[i] = 1;
btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal();
btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
//this jacobian entry could be re-used for all iterations
btVector3 vel1,vel2;
bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1);
bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2);
btVector3 vel = vel1 - vel2;
btScalar rel_vel;
rel_vel = normal.dot(vel);
/*
//velocity error (first order error)
btScalar rel_vel = m_jac[i].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
m_rbB.getLinearVelocity(),angvelB);
*/
//positional error (zeroth order error)
btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
btScalar deltaImpulse = depth*m_setting.m_tau/timeStep * jacDiagABInv - m_setting.m_damping * rel_vel * jacDiagABInv;
btScalar impulseClamp = m_setting.m_impulseClamp;
const btScalar sum = btScalar(m_appliedImpulse) + deltaImpulse;
if (sum < -impulseClamp)
{
deltaImpulse = -impulseClamp-m_appliedImpulse;
m_appliedImpulse = -impulseClamp;
}
else if (sum > impulseClamp)
{
deltaImpulse = impulseClamp-m_appliedImpulse;
m_appliedImpulse = impulseClamp;
}
else
{
m_appliedImpulse = sum;
}
btVector3 impulse_vector = normal * deltaImpulse;
btVector3 ftorqueAxis1 = rel_pos1.cross(normal);
btVector3 ftorqueAxis2 = rel_pos2.cross(normal);
bodyA.applyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,deltaImpulse);
bodyB.applyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-deltaImpulse);
normal[i] = 0;
}
}
}
开发者ID:gamedevforks,项目名称:mariachi,代码行数:73,代码来源:btPoint2PointConstraint.cpp
示例7: solveLinearAxis
btScalar btTranslationalLimitMotor::solveLinearAxis(
btScalar timeStep,
btScalar jacDiagABInv,
btRigidBody& body1,btSolverBody& bodyA,const btVector3 &pointInA,
btRigidBody& body2,btSolverBody& bodyB,const btVector3 &pointInB,
int limit_index,
const btVector3 & axis_normal_on_a,
const btVector3 & anchorPos)
{
///find relative velocity
// btVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition();
// btVector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition();
btVector3 rel_pos1 = anchorPos - body1.getCenterOfMassPosition();
btVector3 rel_pos2 = anchorPos - body2.getCenterOfMassPosition();
btVector3 vel1;
bodyA.getVelocityInLocalPointObsolete(rel_pos1,vel1);
btVector3 vel2;
bodyB.getVelocityInLocalPointObsolete(rel_pos2,vel2);
btVector3 vel = vel1 - vel2;
btScalar rel_vel = axis_normal_on_a.dot(vel);
/// apply displacement correction
//positional error (zeroth order error)
btScalar depth = -(pointInA - pointInB).dot(axis_normal_on_a);
btScalar lo = btScalar(-1e30);
btScalar hi = btScalar(1e30);
btScalar minLimit = m_lowerLimit[limit_index];
btScalar maxLimit = m_upperLimit[limit_index];
//handle the limits
if (minLimit < maxLimit)
{
{
if (depth > maxLimit)
{
depth -= maxLimit;
lo = btScalar(0.);
}
else
{
if (depth < minLimit)
{
depth -= minLimit;
hi = btScalar(0.);
}
else
{
return 0.0f;
}
}
}
}
btScalar normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv;
btScalar oldNormalImpulse = m_accumulatedImpulse[limit_index];
btScalar sum = oldNormalImpulse + normalImpulse;
m_accumulatedImpulse[limit_index] = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum;
normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;
btVector3 impulse_vector = axis_normal_on_a * normalImpulse;
//body1.applyImpulse( impulse_vector, rel_pos1);
//body2.applyImpulse(-impulse_vector, rel_pos2);
btVector3 ftorqueAxis1 = rel_pos1.cross(axis_normal_on_a);
btVector3 ftorqueAxis2 = rel_pos2.cross(axis_normal_on_a);
bodyA.applyImpulse(axis_normal_on_a*body1.getInvMass(), body1.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse);
bodyB.applyImpulse(axis_normal_on_a*body2.getInvMass(), body2.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse);
return normalImpulse;
}
开发者ID:CZdravko,项目名称:Horde,代码行数:85,代码来源:btGeneric6DofConstraint.cpp
示例8: solveAngularLimits
btScalar btRotationalLimitMotor::solveAngularLimits(
btScalar timeStep,btVector3& axis,btScalar jacDiagABInv,
btRigidBody * body0, btSolverBody& bodyA, btRigidBody * body1, btSolverBody& bodyB)
{
if (needApplyTorques()==false) return 0.0f;
btScalar target_velocity = m_targetVelocity;
btScalar maxMotorForce = m_maxMotorForce;
//current error correction
if (m_currentLimit!=0)
{
target_velocity = -m_ERP*m_currentLimitError/(timeStep);
maxMotorForce = m_maxLimitForce;
}
maxMotorForce *= timeStep;
// current velocity difference
btVector3 angVelA;
bodyA.getAngularVelocity(angVelA);
btVector3 angVelB;
bodyB.getAngularVelocity(angVelB);
btVector3 vel_diff;
vel_diff = angVelA-angVelB;
btScalar rel_vel = axis.dot(vel_diff);
// correction velocity
btScalar motor_relvel = m_limitSoftness*(target_velocity - m_damping*rel_vel);
if ( motor_relvel < SIMD_EPSILON && motor_relvel > -SIMD_EPSILON )
{
return 0.0f;//no need for applying force
}
// correction impulse
btScalar unclippedMotorImpulse = (1+m_bounce)*motor_relvel*jacDiagABInv;
// clip correction impulse
btScalar clippedMotorImpulse;
///@todo: should clip against accumulated impulse
if (unclippedMotorImpulse>0.0f)
{
clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce? maxMotorForce: unclippedMotorImpulse;
}
else
{
clippedMotorImpulse = unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce: unclippedMotorImpulse;
}
// sort with accumulated impulses
btScalar lo = btScalar(-1e30);
btScalar hi = btScalar(1e30);
btScalar oldaccumImpulse = m_accumulatedImpulse;
btScalar sum = oldaccumImpulse + clippedMotorImpulse;
m_accumulatedImpulse = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum;
clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse;
btVector3 motorImp = clippedMotorImpulse * axis;
//body0->applyTorqueImpulse(motorImp);
//body1->applyTorqueImpulse(-motorImp);
bodyA.applyImpulse(btVector3(0,0,0), body0->getInvInertiaTensorWorld()*axis,clippedMotorImpulse);
bodyB.applyImpulse(btVector3(0,0,0), body1->getInvInertiaTensorWorld()*axis,-clippedMotorImpulse);
return clippedMotorImpulse;
}
开发者ID:CZdravko,项目名称:Horde,代码行数:82,代码来源:btGeneric6DofConstraint.cpp
注:本文中的btSolverBody类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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