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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 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.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
/* Hinge Constraint by Dirk Gregorius. Limits added by Marcus Hennix at Starbreeze Studios */
package com.bulletphysics.dynamics.constraintsolver;
import com.bulletphysics.BulletGlobals;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.linearmath.QuaternionUtil;
import com.bulletphysics.linearmath.ScalarUtil;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.linearmath.TransformUtil;
import cz.advel.stack.Stack;
import javax.vecmath.Matrix3f;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;
/**
* Hinge constraint between two rigid bodies each with a pivot point that descibes
* the axis location in local space. Axis defines the orientation of the hinge axis.
*
* @author jezek2
*/
public class HingeConstraint extends TypedConstraint {
private JacobianEntry[] jac/*[3]*/ = new JacobianEntry[] { new JacobianEntry(), new JacobianEntry(), new JacobianEntry() }; // 3 orthogonal linear constraints
private JacobianEntry[] jacAng/*[3]*/ = new JacobianEntry[] { new JacobianEntry(), new JacobianEntry(), new JacobianEntry() }; // 2 orthogonal angular constraints+ 1 for limit/motor
private final Transform rbAFrame = new Transform(); // constraint axii. Assumes z is hinge axis.
private final Transform rbBFrame = new Transform();
private float motorTargetVelocity;
private float maxMotorImpulse;
private float limitSoftness;
private float biasFactor;
private float relaxationFactor;
private float lowerLimit;
private float upperLimit;
private float kHinge;
private float limitSign;
private float correction;
private float accLimitImpulse;
private boolean angularOnly;
private boolean enableAngularMotor;
private boolean solveLimit;
public HingeConstraint() {
super(TypedConstraintType.HINGE_CONSTRAINT_TYPE);
enableAngularMotor = false;
}
public HingeConstraint(RigidBody rbA, RigidBody rbB, Vector3f pivotInA, Vector3f pivotInB, Vector3f axisInA, Vector3f axisInB) {
super(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA, rbB);
angularOnly = false;
enableAngularMotor = false;
rbAFrame.origin.set(pivotInA);
// since no frame is given, assume this to be zero angle and just pick rb transform axis
Vector3f rbAxisA1 = Stack.alloc(Vector3f.class);
Vector3f rbAxisA2 = Stack.alloc(Vector3f.class);
Transform centerOfMassA = rbA.getCenterOfMassTransform(Stack.alloc(Transform.class));
centerOfMassA.basis.getColumn(0, rbAxisA1);
float projection = axisInA.dot(rbAxisA1);
if (projection >= 1.0f - BulletGlobals.SIMD_EPSILON) {
centerOfMassA.basis.getColumn(2, rbAxisA1);
rbAxisA1.negate();
centerOfMassA.basis.getColumn(1, rbAxisA2);
} else if (projection <= -1.0f + BulletGlobals.SIMD_EPSILON) {
centerOfMassA.basis.getColumn(2, rbAxisA1);
centerOfMassA.basis.getColumn(1, rbAxisA2);
} else {
rbAxisA2.cross(axisInA, rbAxisA1);
rbAxisA1.cross(rbAxisA2, axisInA);
}
rbAFrame.basis.setRow(0, rbAxisA1.x, rbAxisA2.x, axisInA.x);
rbAFrame.basis.setRow(1, rbAxisA1.y, rbAxisA2.y, axisInA.y);
rbAFrame.basis.setRow(2, rbAxisA1.z, rbAxisA2.z, axisInA.z);
Quat4f rotationArc = QuaternionUtil.shortestArcQuat(axisInA, axisInB, Stack.alloc(Quat4f.class));
Vector3f rbAxisB1 = QuaternionUtil.quatRotate(rotationArc, rbAxisA1, Stack.alloc(Vector3f.class));
Vector3f rbAxisB2 = Stack.alloc(Vector3f.class);
rbAxisB2.cross(axisInB, rbAxisB1);
rbBFrame.origin.set(pivotInB);
rbBFrame.basis.setRow(0, rbAxisB1.x, rbAxisB2.x, -axisInB.x);
rbBFrame.basis.setRow(1, rbAxisB1.y, rbAxisB2.y, -axisInB.y);
rbBFrame.basis.setRow(2, rbAxisB1.z, rbAxisB2.z, -axisInB.z);
// start with free
lowerLimit = 1e30f;
upperLimit = -1e30f;
biasFactor = 0.3f;
relaxationFactor = 1.0f;
limitSoftness = 0.9f;
solveLimit = false;
}
public HingeConstraint(RigidBody rbA, Vector3f pivotInA, Vector3f axisInA) {
super(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA);
angularOnly = false;
enableAngularMotor = false;
// since no frame is given, assume this to be zero angle and just pick rb transform axis
// fixed axis in worldspace
Vector3f rbAxisA1 = Stack.alloc(Vector3f.class);
Transform centerOfMassA = rbA.getCenterOfMassTransform(Stack.alloc(Transform.class));
centerOfMassA.basis.getColumn(0, rbAxisA1);
float projection = rbAxisA1.dot(axisInA);
if (projection > BulletGlobals.FLT_EPSILON) {
rbAxisA1.scale(projection);
rbAxisA1.sub(axisInA);
}
else {
centerOfMassA.basis.getColumn(1, rbAxisA1);
}
Vector3f rbAxisA2 = Stack.alloc(Vector3f.class);
rbAxisA2.cross(axisInA, rbAxisA1);
rbAFrame.origin.set(pivotInA);
rbAFrame.basis.setRow(0, rbAxisA1.x, rbAxisA2.x, axisInA.x);
rbAFrame.basis.setRow(1, rbAxisA1.y, rbAxisA2.y, axisInA.y);
rbAFrame.basis.setRow(2, rbAxisA1.z, rbAxisA2.z, axisInA.z);
Vector3f axisInB = Stack.alloc(Vector3f.class);
axisInB.negate(axisInA);
centerOfMassA.basis.transform(axisInB);
Quat4f rotationArc = QuaternionUtil.shortestArcQuat(axisInA, axisInB, Stack.alloc(Quat4f.class));
Vector3f rbAxisB1 = QuaternionUtil.quatRotate(rotationArc, rbAxisA1, Stack.alloc(Vector3f.class));
Vector3f rbAxisB2 = Stack.alloc(Vector3f.class);
rbAxisB2.cross(axisInB, rbAxisB1);
rbBFrame.origin.set(pivotInA);
centerOfMassA.transform(rbBFrame.origin);
rbBFrame.basis.setRow(0, rbAxisB1.x, rbAxisB2.x, axisInB.x);
rbBFrame.basis.setRow(1, rbAxisB1.y, rbAxisB2.y, axisInB.y);
rbBFrame.basis.setRow(2, rbAxisB1.z, rbAxisB2.z, axisInB.z);
// start with free
lowerLimit = 1e30f;
upperLimit = -1e30f;
biasFactor = 0.3f;
relaxationFactor = 1.0f;
limitSoftness = 0.9f;
solveLimit = false;
}
public HingeConstraint(RigidBody rbA, RigidBody rbB, Transform rbAFrame, Transform rbBFrame) {
super(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA, rbB);
this.rbAFrame.set(rbAFrame);
this.rbBFrame.set(rbBFrame);
angularOnly = false;
enableAngularMotor = false;
// flip axis
this.rbBFrame.basis.m02 *= -1f;
this.rbBFrame.basis.m12 *= -1f;
this.rbBFrame.basis.m22 *= -1f;
// start with free
lowerLimit = 1e30f;
upperLimit = -1e30f;
biasFactor = 0.3f;
relaxationFactor = 1.0f;
limitSoftness = 0.9f;
solveLimit = false;
}
public HingeConstraint(RigidBody rbA, Transform rbAFrame) {
super(TypedConstraintType.HINGE_CONSTRAINT_TYPE, rbA);
this.rbAFrame.set(rbAFrame);
this.rbBFrame.set(rbAFrame);
angularOnly = false;
enableAngularMotor = false;
// not providing rigidbody B means implicitly using worldspace for body B
// flip axis
this.rbBFrame.basis.m02 *= -1f;
this.rbBFrame.basis.m12 *= -1f;
this.rbBFrame.basis.m22 *= -1f;
this.rbBFrame.origin.set(this.rbAFrame.origin);
rbA.getCenterOfMassTransform(Stack.alloc(Transform.class)).transform(this.rbBFrame.origin);
// start with free
lowerLimit = 1e30f;
upperLimit = -1e30f;
biasFactor = 0.3f;
relaxationFactor = 1.0f;
limitSoftness = 0.9f;
solveLimit = false;
}
@Override
public void buildJacobian() {
Vector3f tmp = Stack.alloc(Vector3f.class);
Vector3f tmp1 = Stack.alloc(Vector3f.class);
Vector3f tmp2 = Stack.alloc(Vector3f.class);
Vector3f tmpVec = Stack.alloc(Vector3f.class);
Matrix3f mat1 = Stack.alloc(Matrix3f.class);
Matrix3f mat2 = Stack.alloc(Matrix3f.class);
Transform centerOfMassA = rbA.getCenterOfMassTransform(Stack.alloc(Transform.class));
Transform centerOfMassB = rbB.getCenterOfMassTransform(Stack.alloc(Transform.class));
appliedImpulse = 0f;
if (!angularOnly) {
Vector3f pivotAInW = Stack.alloc(rbAFrame.origin);
centerOfMassA.transform(pivotAInW);
Vector3f pivotBInW = Stack.alloc(rbBFrame.origin);
centerOfMassB.transform(pivotBInW);
Vector3f relPos = Stack.alloc(Vector3f.class);
relPos.sub(pivotBInW, pivotAInW);
Vector3f[] normal/*[3]*/ = new Vector3f[]{Stack.alloc(Vector3f.class), Stack.alloc(Vector3f.class), Stack.alloc(Vector3f.class)};
if (relPos.lengthSquared() > BulletGlobals.FLT_EPSILON) {
normal[0].set(relPos);
normal[0].normalize();
}
else {
normal[0].set(1f, 0f, 0f);
}
TransformUtil.planeSpace1(normal[0], normal[1], normal[2]);
for (int i = 0; i < 3; i++) {
mat1.transpose(centerOfMassA.basis);
mat2.transpose(centerOfMassB.basis);
tmp1.sub(pivotAInW, rbA.getCenterOfMassPosition(tmpVec));
tmp2.sub(pivotBInW, rbB.getCenterOfMassPosition(tmpVec));
jac[i].init(
mat1,
mat2,
tmp1,
tmp2,
normal[i],
rbA.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)),
rbA.getInvMass(),
rbB.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)),
rbB.getInvMass());
}
}
// calculate two perpendicular jointAxis, orthogonal to hingeAxis
// these two jointAxis require equal angular velocities for both bodies
// this is unused for now, it's a todo
Vector3f jointAxis0local = Stack.alloc(Vector3f.class);
Vector3f jointAxis1local = Stack.alloc(Vector3f.class);
rbAFrame.basis.getColumn(2, tmp);
TransformUtil.planeSpace1(tmp, jointAxis0local, jointAxis1local);
// TODO: check this
//getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2);
Vector3f jointAxis0 = Stack.alloc(jointAxis0local);
centerOfMassA.basis.transform(jointAxis0);
Vector3f jointAxis1 = Stack.alloc(jointAxis1local);
centerOfMassA.basis.transform(jointAxis1);
Vector3f hingeAxisWorld = Stack.alloc(Vector3f.class);
rbAFrame.basis.getColumn(2, hingeAxisWorld);
centerOfMassA.basis.transform(hingeAxisWorld);
mat1.transpose(centerOfMassA.basis);
mat2.transpose(centerOfMassB.basis);
jacAng[0].init(jointAxis0,
mat1,
mat2,
rbA.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)),
rbB.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)));
// JAVA NOTE: reused mat1 and mat2, as recomputation is not needed
jacAng[1].init(jointAxis1,
mat1,
mat2,
rbA.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)),
rbB.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)));
// JAVA NOTE: reused mat1 and mat2, as recomputation is not needed
jacAng[2].init(hingeAxisWorld,
mat1,
mat2,
rbA.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)),
rbB.getInvInertiaDiagLocal(Stack.alloc(Vector3f.class)));
// Compute limit information
float hingeAngle = getHingeAngle();
//set bias, sign, clear accumulator
correction = 0f;
limitSign = 0f;
solveLimit = false;
accLimitImpulse = 0f;
if (lowerLimit < upperLimit) {
if (hingeAngle <= lowerLimit * limitSoftness) {
correction = (lowerLimit - hingeAngle);
limitSign = 1.0f;
solveLimit = true;
}
else if (hingeAngle >= upperLimit * limitSoftness) {
correction = upperLimit - hingeAngle;
limitSign = -1.0f;
solveLimit = true;
}
}
// Compute K = J*W*J' for hinge axis
Vector3f axisA = Stack.alloc(Vector3f.class);
rbAFrame.basis.getColumn(2, axisA);
centerOfMassA.basis.transform(axisA);
kHinge = 1.0f / (getRigidBodyA().computeAngularImpulseDenominator(axisA) +
getRigidBodyB().computeAngularImpulseDenominator(axisA));
}
@Override
public void solveConstraint(float timeStep) {
Vector3f tmp = Stack.alloc(Vector3f.class);
Vector3f tmp2 = Stack.alloc(Vector3f.class);
Vector3f tmpVec = Stack.alloc(Vector3f.class);
Transform centerOfMassA = rbA.getCenterOfMassTransform(Stack.alloc(Transform.class));
Transform centerOfMassB = rbB.getCenterOfMassTransform(Stack.alloc(Transform.class));
Vector3f pivotAInW = Stack.alloc(rbAFrame.origin);
centerOfMassA.transform(pivotAInW);
Vector3f pivotBInW = Stack.alloc(rbBFrame.origin);
centerOfMassB.transform(pivotBInW);
float tau = 0.3f;
// linear part
if (!angularOnly) {
Vector3f rel_pos1 = Stack.alloc(Vector3f.class);
rel_pos1.sub(pivotAInW, rbA.getCenterOfMassPosition(tmpVec));
Vector3f rel_pos2 = Stack.alloc(Vector3f.class);
rel_pos2.sub(pivotBInW, rbB.getCenterOfMassPosition(tmpVec));
Vector3f vel1 = rbA.getVelocityInLocalPoint(rel_pos1, Stack.alloc(Vector3f.class));
Vector3f vel2 = rbB.getVelocityInLocalPoint(rel_pos2, Stack.alloc(Vector3f.class));
Vector3f vel = Stack.alloc(Vector3f.class);
vel.sub(vel1, vel2);
for (int i = 0; i < 3; i++) {
Vector3f normal = jac[i].linearJointAxis;
float jacDiagABInv = 1f / jac[i].getDiagonal();
float rel_vel;
rel_vel = normal.dot(vel);
// positional error (zeroth order error)
tmp.sub(pivotAInW, pivotBInW);
float depth = -(tmp).dot(normal); // this is the error projected on the normal
float impulse = depth * tau / timeStep * jacDiagABInv - rel_vel * jacDiagABInv;
appliedImpulse += impulse;
Vector3f impulse_vector = Stack.alloc(Vector3f.class);
impulse_vector.scale(impulse, normal);
tmp.sub(pivotAInW, rbA.getCenterOfMassPosition(tmpVec));
rbA.applyImpulse(impulse_vector, tmp);
tmp.negate(impulse_vector);
tmp2.sub(pivotBInW, rbB.getCenterOfMassPosition(tmpVec));
rbB.applyImpulse(tmp, tmp2);
}
}
{
// solve angular part
// get axes in world space
Vector3f axisA = Stack.alloc(Vector3f.class);
rbAFrame.basis.getColumn(2, axisA);
centerOfMassA.basis.transform(axisA);
Vector3f axisB = Stack.alloc(Vector3f.class);
rbBFrame.basis.getColumn(2, axisB);
centerOfMassB.basis.transform(axisB);
Vector3f angVelA = getRigidBodyA().getAngularVelocity(Stack.alloc(Vector3f.class));
Vector3f angVelB = getRigidBodyB().getAngularVelocity(Stack.alloc(Vector3f.class));
Vector3f angVelAroundHingeAxisA = Stack.alloc(Vector3f.class);
angVelAroundHingeAxisA.scale(axisA.dot(angVelA), axisA);
Vector3f angVelAroundHingeAxisB = Stack.alloc(Vector3f.class);
angVelAroundHingeAxisB.scale(axisB.dot(angVelB), axisB);
Vector3f angAorthog = Stack.alloc(Vector3f.class);
angAorthog.sub(angVelA, angVelAroundHingeAxisA);
Vector3f angBorthog = Stack.alloc(Vector3f.class);
angBorthog.sub(angVelB, angVelAroundHingeAxisB);
Vector3f velrelOrthog = Stack.alloc(Vector3f.class);
velrelOrthog.sub(angAorthog, angBorthog);
{
// solve orthogonal angular velocity correction
float relaxation = 1f;
float len = velrelOrthog.length();
if (len > 0.00001f) {
Vector3f normal = Stack.alloc(Vector3f.class);
normal.normalize(velrelOrthog);
float denom = getRigidBodyA().computeAngularImpulseDenominator(normal) +
getRigidBodyB().computeAngularImpulseDenominator(normal);
// scale for mass and relaxation
// todo: expose this 0.9 factor to developer
velrelOrthog.scale((1f / denom) * relaxationFactor);
}
// solve angular positional correction
// TODO: check
//Vector3f angularError = -axisA.cross(axisB) *(btScalar(1.)/timeStep);
Vector3f angularError = Stack.alloc(Vector3f.class);
angularError.cross(axisA, axisB);
angularError.negate();
angularError.scale(1f / timeStep);
float len2 = angularError.length();
if (len2 > 0.00001f) {
Vector3f normal2 = Stack.alloc(Vector3f.class);
normal2.normalize(angularError);
float denom2 = getRigidBodyA().computeAngularImpulseDenominator(normal2) +
getRigidBodyB().computeAngularImpulseDenominator(normal2);
angularError.scale((1f / denom2) * relaxation);
}
tmp.negate(velrelOrthog);
tmp.add(angularError);
rbA.applyTorqueImpulse(tmp);
tmp.sub(velrelOrthog, angularError);
rbB.applyTorqueImpulse(tmp);
// solve limit
if (solveLimit) {
tmp.sub(angVelB, angVelA);
float amplitude = ((tmp).dot(axisA) * relaxationFactor + correction * (1f / timeStep) * biasFactor) * limitSign;
float impulseMag = amplitude * kHinge;
// Clamp the accumulated impulse
float temp = accLimitImpulse;
accLimitImpulse = Math.max(accLimitImpulse + impulseMag, 0f);
impulseMag = accLimitImpulse - temp;
Vector3f impulse = Stack.alloc(Vector3f.class);
impulse.scale(impulseMag * limitSign, axisA);
rbA.applyTorqueImpulse(impulse);
tmp.negate(impulse);
rbB.applyTorqueImpulse(tmp);
}
}
// apply motor
if (enableAngularMotor) {
// todo: add limits too
Vector3f angularLimit = Stack.alloc(Vector3f.class);
angularLimit.set(0f, 0f, 0f);
Vector3f velrel = Stack.alloc(Vector3f.class);
velrel.sub(angVelAroundHingeAxisA, angVelAroundHingeAxisB);
float projRelVel = velrel.dot(axisA);
float desiredMotorVel = motorTargetVelocity;
float motor_relvel = desiredMotorVel - projRelVel;
float unclippedMotorImpulse = kHinge * motor_relvel;
// todo: should clip against accumulated impulse
float clippedMotorImpulse = unclippedMotorImpulse > maxMotorImpulse ? maxMotorImpulse : unclippedMotorImpulse;
clippedMotorImpulse = clippedMotorImpulse < -maxMotorImpulse ? -maxMotorImpulse : clippedMotorImpulse;
Vector3f motorImp = Stack.alloc(Vector3f.class);
motorImp.scale(clippedMotorImpulse, axisA);
tmp.add(motorImp, angularLimit);
rbA.applyTorqueImpulse(tmp);
tmp.negate(motorImp);
tmp.sub(angularLimit);
rbB.applyTorqueImpulse(tmp);
}
}
}
public void updateRHS(float timeStep) {
}
public float getHingeAngle() {
Transform centerOfMassA = rbA.getCenterOfMassTransform(Stack.alloc(Transform.class));
Transform centerOfMassB = rbB.getCenterOfMassTransform(Stack.alloc(Transform.class));
Vector3f refAxis0 = Stack.alloc(Vector3f.class);
rbAFrame.basis.getColumn(0, refAxis0);
centerOfMassA.basis.transform(refAxis0);
Vector3f refAxis1 = Stack.alloc(Vector3f.class);
rbAFrame.basis.getColumn(1, refAxis1);
centerOfMassA.basis.transform(refAxis1);
Vector3f swingAxis = Stack.alloc(Vector3f.class);
rbBFrame.basis.getColumn(1, swingAxis);
centerOfMassB.basis.transform(swingAxis);
return ScalarUtil.atan2Fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1));
}
public void setAngularOnly(boolean angularOnly) {
this.angularOnly = angularOnly;
}
public void enableAngularMotor(boolean enableMotor, float targetVelocity, float maxMotorImpulse) {
this.enableAngularMotor = enableMotor;
this.motorTargetVelocity = targetVelocity;
this.maxMotorImpulse = maxMotorImpulse;
}
public void setLimit(float low, float high) {
setLimit(low, high, 0.9f, 0.3f, 1.0f);
}
public void setLimit(float low, float high, float _softness, float _biasFactor, float _relaxationFactor) {
lowerLimit = low;
upperLimit = high;
limitSoftness = _softness;
biasFactor = _biasFactor;
relaxationFactor = _relaxationFactor;
}
public float getLowerLimit() {
return lowerLimit;
}
public float getUpperLimit() {
return upperLimit;
}
public Transform getAFrame(Transform out) {
out.set(rbAFrame);
return out;
}
public Transform getBFrame(Transform out) {
out.set(rbBFrame);
return out;
}
public boolean getSolveLimit() {
return solveLimit;
}
public float getLimitSign() {
return limitSign;
}
public boolean getAngularOnly() {
return angularOnly;
}
public boolean getEnableAngularMotor() {
return enableAngularMotor;
}
public float getMotorTargetVelosity() {
return motorTargetVelocity;
}
public float getMaxMotorImpulse() {
return maxMotorImpulse;
}
}