Bullet Collision Detection & Physics Library
btContactConstraint.cpp
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
17 #include "btContactConstraint.h"
19 #include "LinearMath/btVector3.h"
20 #include "btJacobianEntry.h"
21 #include "btContactSolverInfo.h"
22 #include "LinearMath/btMinMax.h"
24 
25 
26 
29  m_contactManifold(*contactManifold)
30 {
31 
32 }
33 
35 {
36 
37 }
38 
40 {
41  m_contactManifold = *contactManifold;
42 }
43 
45 {
46 
47 }
48 
50 {
51 
52 }
53 
55 {
56 
57 }
58 
59 
60 
61 
62 
63 #include "btContactConstraint.h"
65 #include "LinearMath/btVector3.h"
66 #include "btJacobianEntry.h"
67 #include "btContactSolverInfo.h"
68 #include "LinearMath/btMinMax.h"
70 
71 
72 
73 //response between two dynamic objects without friction and no restitution, assuming 0 penetration depth
75  btRigidBody* body1,
76  btCollisionObject* colObj2,
77  const btVector3& contactPositionWorld,
78  const btVector3& contactNormalOnB,
79  const btContactSolverInfo& solverInfo,
80  btScalar distance)
81 {
82  btRigidBody* body2 = btRigidBody::upcast(colObj2);
83 
84 
85  const btVector3& normal = contactNormalOnB;
86 
87  btVector3 rel_pos1 = contactPositionWorld - body1->getWorldTransform().getOrigin();
88  btVector3 rel_pos2 = contactPositionWorld - colObj2->getWorldTransform().getOrigin();
89 
90  btVector3 vel1 = body1->getVelocityInLocalPoint(rel_pos1);
91  btVector3 vel2 = body2? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
92  btVector3 vel = vel1 - vel2;
93  btScalar rel_vel;
94  rel_vel = normal.dot(vel);
95 
96  btScalar combinedRestitution = 0.f;
97  btScalar restitution = combinedRestitution* -rel_vel;
98 
99  btScalar positionalError = solverInfo.m_erp *-distance /solverInfo.m_timeStep ;
100  btScalar velocityError = -(1.0f + restitution) * rel_vel;// * damping;
101  btScalar denom0 = body1->computeImpulseDenominator(contactPositionWorld,normal);
102  btScalar denom1 = body2? body2->computeImpulseDenominator(contactPositionWorld,normal) : 0.f;
103  btScalar relaxation = 1.f;
104  btScalar jacDiagABInv = relaxation/(denom0+denom1);
105 
106  btScalar penetrationImpulse = positionalError * jacDiagABInv;
107  btScalar velocityImpulse = velocityError * jacDiagABInv;
108 
109  btScalar normalImpulse = penetrationImpulse+velocityImpulse;
110  normalImpulse = 0.f > normalImpulse ? 0.f: normalImpulse;
111 
112  body1->applyImpulse(normal*(normalImpulse), rel_pos1);
113  if (body2)
114  body2->applyImpulse(-normal*(normalImpulse), rel_pos2);
115 
116  return normalImpulse;
117 }
118 
119 
120 //bilateral constraint between two dynamic objects
122  btRigidBody& body2, const btVector3& pos2,
123  btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep)
124 {
125  (void)timeStep;
126  (void)distance;
127 
128 
129  btScalar normalLenSqr = normal.length2();
130  btAssert(btFabs(normalLenSqr) < btScalar(1.1));
131  if (normalLenSqr > btScalar(1.1))
132  {
133  impulse = btScalar(0.);
134  return;
135  }
136  btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition();
137  btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
138  //this jacobian entry could be re-used for all iterations
139 
140  btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1);
141  btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2);
142  btVector3 vel = vel1 - vel2;
143 
144 
147  rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(),
148  body2.getInvInertiaDiagLocal(),body2.getInvMass());
149 
150  btScalar jacDiagAB = jac.getDiagonal();
151  btScalar jacDiagABInv = btScalar(1.) / jacDiagAB;
152 
153  btScalar rel_vel = jac.getRelativeVelocity(
154  body1.getLinearVelocity(),
156  body2.getLinearVelocity(),
158  btScalar a;
159  a=jacDiagABInv;
160 
161 
162  rel_vel = normal.dot(vel);
163 
164  //todo: move this into proper structure
165  btScalar contactDamping = btScalar(0.2);
166 
167 #ifdef ONLY_USE_LINEAR_MASS
168  btScalar massTerm = btScalar(1.) / (body1.getInvMass() + body2.getInvMass());
169  impulse = - contactDamping * rel_vel * massTerm;
170 #else
171  btScalar velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
172  impulse = velocityImpulse;
173 #endif
174 }
175 
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