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-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.cpp1009
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.h466
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.cpp527
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.h166
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.cpp795
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h85
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.cpp578
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h56
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.cpp133
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h44
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.cpp89
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.h47
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLink.h110
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLinkCollider.h92
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.cpp143
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.h60
-rw-r--r--extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodySolverConstraint.h82
17 files changed, 4482 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.cpp b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.cpp
new file mode 100644
index 00000000000..56a1c55d9ae
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.cpp
@@ -0,0 +1,1009 @@
+/*
+ * PURPOSE:
+ * Class representing an articulated rigid body. Stores the body's
+ * current state, allows forces and torques to be set, handles
+ * timestepping and implements Featherstone's algorithm.
+ *
+ * COPYRIGHT:
+ * Copyright (C) Stephen Thompson, <stephen@solarflare.org.uk>, 2011-2013
+ * Portions written By Erwin Coumans: replacing Eigen math library by Bullet LinearMath and a dedicated 6x6 matrix inverse (solveImatrix)
+
+ 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.
+
+ */
+
+
+#include "btMultiBody.h"
+#include "btMultiBodyLink.h"
+#include "btMultiBodyLinkCollider.h"
+
+// #define INCLUDE_GYRO_TERM
+
+namespace {
+ const btScalar SLEEP_EPSILON = btScalar(0.05); // this is a squared velocity (m^2 s^-2)
+ const btScalar SLEEP_TIMEOUT = btScalar(2); // in seconds
+}
+
+
+
+
+//
+// Various spatial helper functions
+//
+
+namespace {
+ void SpatialTransform(const btMatrix3x3 &rotation_matrix, // rotates vectors in 'from' frame to vectors in 'to' frame
+ const btVector3 &displacement, // vector from origin of 'from' frame to origin of 'to' frame, in 'to' coordinates
+ const btVector3 &top_in, // top part of input vector
+ const btVector3 &bottom_in, // bottom part of input vector
+ btVector3 &top_out, // top part of output vector
+ btVector3 &bottom_out) // bottom part of output vector
+ {
+ top_out = rotation_matrix * top_in;
+ bottom_out = -displacement.cross(top_out) + rotation_matrix * bottom_in;
+ }
+
+ void InverseSpatialTransform(const btMatrix3x3 &rotation_matrix,
+ const btVector3 &displacement,
+ const btVector3 &top_in,
+ const btVector3 &bottom_in,
+ btVector3 &top_out,
+ btVector3 &bottom_out)
+ {
+ top_out = rotation_matrix.transpose() * top_in;
+ bottom_out = rotation_matrix.transpose() * (bottom_in + displacement.cross(top_in));
+ }
+
+ btScalar SpatialDotProduct(const btVector3 &a_top,
+ const btVector3 &a_bottom,
+ const btVector3 &b_top,
+ const btVector3 &b_bottom)
+ {
+ return a_bottom.dot(b_top) + a_top.dot(b_bottom);
+ }
+}
+
+
+//
+// Implementation of class btMultiBody
+//
+
+btMultiBody::btMultiBody(int n_links,
+ btScalar mass,
+ const btVector3 &inertia,
+ bool fixed_base_,
+ bool can_sleep_)
+ : base_quat(0, 0, 0, 1),
+ base_mass(mass),
+ base_inertia(inertia),
+
+ fixed_base(fixed_base_),
+ awake(true),
+ can_sleep(can_sleep_),
+ sleep_timer(0),
+ m_baseCollider(0),
+ m_linearDamping(0.04f),
+ m_angularDamping(0.04f),
+ m_useGyroTerm(true),
+ m_maxAppliedImpulse(1000.f),
+ m_hasSelfCollision(true)
+{
+ links.resize(n_links);
+
+ vector_buf.resize(2*n_links);
+ matrix_buf.resize(n_links + 1);
+ m_real_buf.resize(6 + 2*n_links);
+ base_pos.setValue(0, 0, 0);
+ base_force.setValue(0, 0, 0);
+ base_torque.setValue(0, 0, 0);
+}
+
+btMultiBody::~btMultiBody()
+{
+}
+
+void btMultiBody::setupPrismatic(int i,
+ btScalar mass,
+ const btVector3 &inertia,
+ int parent,
+ const btQuaternion &rot_parent_to_this,
+ const btVector3 &joint_axis,
+ const btVector3 &r_vector_when_q_zero,
+ bool disableParentCollision)
+{
+ links[i].mass = mass;
+ links[i].inertia = inertia;
+ links[i].parent = parent;
+ links[i].zero_rot_parent_to_this = rot_parent_to_this;
+ links[i].axis_top.setValue(0,0,0);
+ links[i].axis_bottom = joint_axis;
+ links[i].e_vector = r_vector_when_q_zero;
+ links[i].is_revolute = false;
+ links[i].cached_rot_parent_to_this = rot_parent_to_this;
+ if (disableParentCollision)
+ links[i].m_flags |=BT_MULTIBODYLINKFLAGS_DISABLE_PARENT_COLLISION;
+
+ links[i].updateCache();
+}
+
+void btMultiBody::setupRevolute(int i,
+ btScalar mass,
+ const btVector3 &inertia,
+ int parent,
+ const btQuaternion &zero_rot_parent_to_this,
+ const btVector3 &joint_axis,
+ const btVector3 &parent_axis_position,
+ const btVector3 &my_axis_position,
+ bool disableParentCollision)
+{
+ links[i].mass = mass;
+ links[i].inertia = inertia;
+ links[i].parent = parent;
+ links[i].zero_rot_parent_to_this = zero_rot_parent_to_this;
+ links[i].axis_top = joint_axis;
+ links[i].axis_bottom = joint_axis.cross(my_axis_position);
+ links[i].d_vector = my_axis_position;
+ links[i].e_vector = parent_axis_position;
+ links[i].is_revolute = true;
+ if (disableParentCollision)
+ links[i].m_flags |=BT_MULTIBODYLINKFLAGS_DISABLE_PARENT_COLLISION;
+ links[i].updateCache();
+}
+
+
+
+
+
+int btMultiBody::getParent(int i) const
+{
+ return links[i].parent;
+}
+
+btScalar btMultiBody::getLinkMass(int i) const
+{
+ return links[i].mass;
+}
+
+const btVector3 & btMultiBody::getLinkInertia(int i) const
+{
+ return links[i].inertia;
+}
+
+btScalar btMultiBody::getJointPos(int i) const
+{
+ return links[i].joint_pos;
+}
+
+btScalar btMultiBody::getJointVel(int i) const
+{
+ return m_real_buf[6 + i];
+}
+
+void btMultiBody::setJointPos(int i, btScalar q)
+{
+ links[i].joint_pos = q;
+ links[i].updateCache();
+}
+
+void btMultiBody::setJointVel(int i, btScalar qdot)
+{
+ m_real_buf[6 + i] = qdot;
+}
+
+const btVector3 & btMultiBody::getRVector(int i) const
+{
+ return links[i].cached_r_vector;
+}
+
+const btQuaternion & btMultiBody::getParentToLocalRot(int i) const
+{
+ return links[i].cached_rot_parent_to_this;
+}
+
+btVector3 btMultiBody::localPosToWorld(int i, const btVector3 &local_pos) const
+{
+ btVector3 result = local_pos;
+ while (i != -1) {
+ // 'result' is in frame i. transform it to frame parent(i)
+ result += getRVector(i);
+ result = quatRotate(getParentToLocalRot(i).inverse(),result);
+ i = getParent(i);
+ }
+
+ // 'result' is now in the base frame. transform it to world frame
+ result = quatRotate(getWorldToBaseRot().inverse() ,result);
+ result += getBasePos();
+
+ return result;
+}
+
+btVector3 btMultiBody::worldPosToLocal(int i, const btVector3 &world_pos) const
+{
+ if (i == -1) {
+ // world to base
+ return quatRotate(getWorldToBaseRot(),(world_pos - getBasePos()));
+ } else {
+ // find position in parent frame, then transform to current frame
+ return quatRotate(getParentToLocalRot(i),worldPosToLocal(getParent(i), world_pos)) - getRVector(i);
+ }
+}
+
+btVector3 btMultiBody::localDirToWorld(int i, const btVector3 &local_dir) const
+{
+ btVector3 result = local_dir;
+ while (i != -1) {
+ result = quatRotate(getParentToLocalRot(i).inverse() , result);
+ i = getParent(i);
+ }
+ result = quatRotate(getWorldToBaseRot().inverse() , result);
+ return result;
+}
+
+btVector3 btMultiBody::worldDirToLocal(int i, const btVector3 &world_dir) const
+{
+ if (i == -1) {
+ return quatRotate(getWorldToBaseRot(), world_dir);
+ } else {
+ return quatRotate(getParentToLocalRot(i) ,worldDirToLocal(getParent(i), world_dir));
+ }
+}
+
+void btMultiBody::compTreeLinkVelocities(btVector3 *omega, btVector3 *vel) const
+{
+ int num_links = getNumLinks();
+ // Calculates the velocities of each link (and the base) in its local frame
+ omega[0] = quatRotate(base_quat ,getBaseOmega());
+ vel[0] = quatRotate(base_quat ,getBaseVel());
+
+ for (int i = 0; i < num_links; ++i) {
+ const int parent = links[i].parent;
+
+ // transform parent vel into this frame, store in omega[i+1], vel[i+1]
+ SpatialTransform(btMatrix3x3(links[i].cached_rot_parent_to_this), links[i].cached_r_vector,
+ omega[parent+1], vel[parent+1],
+ omega[i+1], vel[i+1]);
+
+ // now add qidot * shat_i
+ omega[i+1] += getJointVel(i) * links[i].axis_top;
+ vel[i+1] += getJointVel(i) * links[i].axis_bottom;
+ }
+}
+
+btScalar btMultiBody::getKineticEnergy() const
+{
+ int num_links = getNumLinks();
+ // TODO: would be better not to allocate memory here
+ btAlignedObjectArray<btVector3> omega;omega.resize(num_links+1);
+ btAlignedObjectArray<btVector3> vel;vel.resize(num_links+1);
+ compTreeLinkVelocities(&omega[0], &vel[0]);
+
+ // we will do the factor of 0.5 at the end
+ btScalar result = base_mass * vel[0].dot(vel[0]);
+ result += omega[0].dot(base_inertia * omega[0]);
+
+ for (int i = 0; i < num_links; ++i) {
+ result += links[i].mass * vel[i+1].dot(vel[i+1]);
+ result += omega[i+1].dot(links[i].inertia * omega[i+1]);
+ }
+
+ return 0.5f * result;
+}
+
+btVector3 btMultiBody::getAngularMomentum() const
+{
+ int num_links = getNumLinks();
+ // TODO: would be better not to allocate memory here
+ btAlignedObjectArray<btVector3> omega;omega.resize(num_links+1);
+ btAlignedObjectArray<btVector3> vel;vel.resize(num_links+1);
+ btAlignedObjectArray<btQuaternion> rot_from_world;rot_from_world.resize(num_links+1);
+ compTreeLinkVelocities(&omega[0], &vel[0]);
+
+ rot_from_world[0] = base_quat;
+ btVector3 result = quatRotate(rot_from_world[0].inverse() , (base_inertia * omega[0]));
+
+ for (int i = 0; i < num_links; ++i) {
+ rot_from_world[i+1] = links[i].cached_rot_parent_to_this * rot_from_world[links[i].parent+1];
+ result += (quatRotate(rot_from_world[i+1].inverse() , (links[i].inertia * omega[i+1])));
+ }
+
+ return result;
+}
+
+
+void btMultiBody::clearForcesAndTorques()
+{
+ base_force.setValue(0, 0, 0);
+ base_torque.setValue(0, 0, 0);
+
+ for (int i = 0; i < getNumLinks(); ++i) {
+ links[i].applied_force.setValue(0, 0, 0);
+ links[i].applied_torque.setValue(0, 0, 0);
+ links[i].joint_torque = 0;
+ }
+}
+
+void btMultiBody::clearVelocities()
+{
+ for (int i = 0; i < 6 + getNumLinks(); ++i)
+ {
+ m_real_buf[i] = 0.f;
+ }
+}
+void btMultiBody::addLinkForce(int i, const btVector3 &f)
+{
+ links[i].applied_force += f;
+}
+
+void btMultiBody::addLinkTorque(int i, const btVector3 &t)
+{
+ links[i].applied_torque += t;
+}
+
+void btMultiBody::addJointTorque(int i, btScalar Q)
+{
+ links[i].joint_torque += Q;
+}
+
+const btVector3 & btMultiBody::getLinkForce(int i) const
+{
+ return links[i].applied_force;
+}
+
+const btVector3 & btMultiBody::getLinkTorque(int i) const
+{
+ return links[i].applied_torque;
+}
+
+btScalar btMultiBody::getJointTorque(int i) const
+{
+ return links[i].joint_torque;
+}
+
+
+inline btMatrix3x3 vecMulVecTranspose(const btVector3& v0, const btVector3& v1Transposed)
+{
+ btVector3 row0 = btVector3(
+ v0.x() * v1Transposed.x(),
+ v0.x() * v1Transposed.y(),
+ v0.x() * v1Transposed.z());
+ btVector3 row1 = btVector3(
+ v0.y() * v1Transposed.x(),
+ v0.y() * v1Transposed.y(),
+ v0.y() * v1Transposed.z());
+ btVector3 row2 = btVector3(
+ v0.z() * v1Transposed.x(),
+ v0.z() * v1Transposed.y(),
+ v0.z() * v1Transposed.z());
+
+ btMatrix3x3 m(row0[0],row0[1],row0[2],
+ row1[0],row1[1],row1[2],
+ row2[0],row2[1],row2[2]);
+ return m;
+}
+
+
+void btMultiBody::stepVelocities(btScalar dt,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m)
+{
+ // Implement Featherstone's algorithm to calculate joint accelerations (q_double_dot)
+ // and the base linear & angular accelerations.
+
+ // We apply damping forces in this routine as well as any external forces specified by the
+ // caller (via addBaseForce etc).
+
+ // output should point to an array of 6 + num_links reals.
+ // Format is: 3 angular accelerations (in world frame), 3 linear accelerations (in world frame),
+ // num_links joint acceleration values.
+
+ int num_links = getNumLinks();
+
+ const btScalar DAMPING_K1_LINEAR = m_linearDamping;
+ const btScalar DAMPING_K2_LINEAR = m_linearDamping;
+
+ const btScalar DAMPING_K1_ANGULAR = m_angularDamping;
+ const btScalar DAMPING_K2_ANGULAR= m_angularDamping;
+
+ btVector3 base_vel = getBaseVel();
+ btVector3 base_omega = getBaseOmega();
+
+ // Temporary matrices/vectors -- use scratch space from caller
+ // so that we don't have to keep reallocating every frame
+
+ scratch_r.resize(2*num_links + 6);
+ scratch_v.resize(8*num_links + 6);
+ scratch_m.resize(4*num_links + 4);
+
+ btScalar * r_ptr = &scratch_r[0];
+ btScalar * output = &scratch_r[num_links]; // "output" holds the q_double_dot results
+ btVector3 * v_ptr = &scratch_v[0];
+
+ // vhat_i (top = angular, bottom = linear part)
+ btVector3 * vel_top_angular = v_ptr; v_ptr += num_links + 1;
+ btVector3 * vel_bottom_linear = v_ptr; v_ptr += num_links + 1;
+
+ // zhat_i^A
+ btVector3 * zero_acc_top_angular = v_ptr; v_ptr += num_links + 1;
+ btVector3 * zero_acc_bottom_linear = v_ptr; v_ptr += num_links + 1;
+
+ // chat_i (note NOT defined for the base)
+ btVector3 * coriolis_top_angular = v_ptr; v_ptr += num_links;
+ btVector3 * coriolis_bottom_linear = v_ptr; v_ptr += num_links;
+
+ // top left, top right and bottom left blocks of Ihat_i^A.
+ // bottom right block = transpose of top left block and is not stored.
+ // Note: the top right and bottom left blocks are always symmetric matrices, but we don't make use of this fact currently.
+ btMatrix3x3 * inertia_top_left = &scratch_m[num_links + 1];
+ btMatrix3x3 * inertia_top_right = &scratch_m[2*num_links + 2];
+ btMatrix3x3 * inertia_bottom_left = &scratch_m[3*num_links + 3];
+
+ // Cached 3x3 rotation matrices from parent frame to this frame.
+ btMatrix3x3 * rot_from_parent = &matrix_buf[0];
+ btMatrix3x3 * rot_from_world = &scratch_m[0];
+
+ // hhat_i, ahat_i
+ // hhat is NOT stored for the base (but ahat is)
+ btVector3 * h_top = num_links > 0 ? &vector_buf[0] : 0;
+ btVector3 * h_bottom = num_links > 0 ? &vector_buf[num_links] : 0;
+ btVector3 * accel_top = v_ptr; v_ptr += num_links + 1;
+ btVector3 * accel_bottom = v_ptr; v_ptr += num_links + 1;
+
+ // Y_i, D_i
+ btScalar * Y = r_ptr; r_ptr += num_links;
+ btScalar * D = num_links > 0 ? &m_real_buf[6 + num_links] : 0;
+
+ // ptr to the joint accel part of the output
+ btScalar * joint_accel = output + 6;
+
+
+ // Start of the algorithm proper.
+
+ // First 'upward' loop.
+ // Combines CompTreeLinkVelocities and InitTreeLinks from Mirtich.
+
+ rot_from_parent[0] = btMatrix3x3(base_quat);
+
+ vel_top_angular[0] = rot_from_parent[0] * base_omega;
+ vel_bottom_linear[0] = rot_from_parent[0] * base_vel;
+
+ if (fixed_base) {
+ zero_acc_top_angular[0] = zero_acc_bottom_linear[0] = btVector3(0,0,0);
+ } else {
+ zero_acc_top_angular[0] = - (rot_from_parent[0] * (base_force
+ - base_mass*(DAMPING_K1_LINEAR+DAMPING_K2_LINEAR*base_vel.norm())*base_vel));
+
+ zero_acc_bottom_linear[0] =
+ - (rot_from_parent[0] * base_torque);
+
+ if (m_useGyroTerm)
+ zero_acc_bottom_linear[0]+=vel_top_angular[0].cross( base_inertia * vel_top_angular[0] );
+
+ zero_acc_bottom_linear[0] += base_inertia * vel_top_angular[0] * (DAMPING_K1_ANGULAR + DAMPING_K2_ANGULAR*vel_top_angular[0].norm());
+
+ }
+
+
+
+ inertia_top_left[0] = btMatrix3x3(0,0,0,0,0,0,0,0,0);//::Zero();
+
+
+ inertia_top_right[0].setValue(base_mass, 0, 0,
+ 0, base_mass, 0,
+ 0, 0, base_mass);
+ inertia_bottom_left[0].setValue(base_inertia[0], 0, 0,
+ 0, base_inertia[1], 0,
+ 0, 0, base_inertia[2]);
+
+ rot_from_world[0] = rot_from_parent[0];
+
+ for (int i = 0; i < num_links; ++i) {
+ const int parent = links[i].parent;
+ rot_from_parent[i+1] = btMatrix3x3(links[i].cached_rot_parent_to_this);
+
+
+ rot_from_world[i+1] = rot_from_parent[i+1] * rot_from_world[parent+1];
+
+ // vhat_i = i_xhat_p(i) * vhat_p(i)
+ SpatialTransform(rot_from_parent[i+1], links[i].cached_r_vector,
+ vel_top_angular[parent+1], vel_bottom_linear[parent+1],
+ vel_top_angular[i+1], vel_bottom_linear[i+1]);
+
+ // we can now calculate chat_i
+ // remember vhat_i is really vhat_p(i) (but in current frame) at this point
+ coriolis_bottom_linear[i] = vel_top_angular[i+1].cross(vel_top_angular[i+1].cross(links[i].cached_r_vector))
+ + 2 * vel_top_angular[i+1].cross(links[i].axis_bottom) * getJointVel(i);
+ if (links[i].is_revolute) {
+ coriolis_top_angular[i] = vel_top_angular[i+1].cross(links[i].axis_top) * getJointVel(i);
+ coriolis_bottom_linear[i] += (getJointVel(i) * getJointVel(i)) * links[i].axis_top.cross(links[i].axis_bottom);
+ } else {
+ coriolis_top_angular[i] = btVector3(0,0,0);
+ }
+
+ // now set vhat_i to its true value by doing
+ // vhat_i += qidot * shat_i
+ vel_top_angular[i+1] += getJointVel(i) * links[i].axis_top;
+ vel_bottom_linear[i+1] += getJointVel(i) * links[i].axis_bottom;
+
+ // calculate zhat_i^A
+ zero_acc_top_angular[i+1] = - (rot_from_world[i+1] * (links[i].applied_force));
+ zero_acc_top_angular[i+1] += links[i].mass * (DAMPING_K1_LINEAR + DAMPING_K2_LINEAR*vel_bottom_linear[i+1].norm()) * vel_bottom_linear[i+1];
+
+ zero_acc_bottom_linear[i+1] =
+ - (rot_from_world[i+1] * links[i].applied_torque);
+ if (m_useGyroTerm)
+ {
+ zero_acc_bottom_linear[i+1] += vel_top_angular[i+1].cross( links[i].inertia * vel_top_angular[i+1] );
+ }
+
+ zero_acc_bottom_linear[i+1] += links[i].inertia * vel_top_angular[i+1] * (DAMPING_K1_ANGULAR + DAMPING_K2_ANGULAR*vel_top_angular[i+1].norm());
+
+ // calculate Ihat_i^A
+ inertia_top_left[i+1] = btMatrix3x3(0,0,0,0,0,0,0,0,0);//::Zero();
+ inertia_top_right[i+1].setValue(links[i].mass, 0, 0,
+ 0, links[i].mass, 0,
+ 0, 0, links[i].mass);
+ inertia_bottom_left[i+1].setValue(links[i].inertia[0], 0, 0,
+ 0, links[i].inertia[1], 0,
+ 0, 0, links[i].inertia[2]);
+ }
+
+
+ // 'Downward' loop.
+ // (part of TreeForwardDynamics in Mirtich.)
+ for (int i = num_links - 1; i >= 0; --i) {
+
+ h_top[i] = inertia_top_left[i+1] * links[i].axis_top + inertia_top_right[i+1] * links[i].axis_bottom;
+ h_bottom[i] = inertia_bottom_left[i+1] * links[i].axis_top + inertia_top_left[i+1].transpose() * links[i].axis_bottom;
+ btScalar val = SpatialDotProduct(links[i].axis_top, links[i].axis_bottom, h_top[i], h_bottom[i]);
+ D[i] = val;
+ Y[i] = links[i].joint_torque
+ - SpatialDotProduct(links[i].axis_top, links[i].axis_bottom, zero_acc_top_angular[i+1], zero_acc_bottom_linear[i+1])
+ - SpatialDotProduct(h_top[i], h_bottom[i], coriolis_top_angular[i], coriolis_bottom_linear[i]);
+
+ const int parent = links[i].parent;
+
+
+ // Ip += pXi * (Ii - hi hi' / Di) * iXp
+ const btScalar one_over_di = 1.0f / D[i];
+
+
+
+
+ const btMatrix3x3 TL = inertia_top_left[i+1] - vecMulVecTranspose(one_over_di * h_top[i] , h_bottom[i]);
+ const btMatrix3x3 TR = inertia_top_right[i+1] - vecMulVecTranspose(one_over_di * h_top[i] , h_top[i]);
+ const btMatrix3x3 BL = inertia_bottom_left[i+1]- vecMulVecTranspose(one_over_di * h_bottom[i] , h_bottom[i]);
+
+
+ btMatrix3x3 r_cross;
+ r_cross.setValue(
+ 0, -links[i].cached_r_vector[2], links[i].cached_r_vector[1],
+ links[i].cached_r_vector[2], 0, -links[i].cached_r_vector[0],
+ -links[i].cached_r_vector[1], links[i].cached_r_vector[0], 0);
+
+ inertia_top_left[parent+1] += rot_from_parent[i+1].transpose() * ( TL - TR * r_cross ) * rot_from_parent[i+1];
+ inertia_top_right[parent+1] += rot_from_parent[i+1].transpose() * TR * rot_from_parent[i+1];
+ inertia_bottom_left[parent+1] += rot_from_parent[i+1].transpose() *
+ (r_cross * (TL - TR * r_cross) + BL - TL.transpose() * r_cross) * rot_from_parent[i+1];
+
+
+ // Zp += pXi * (Zi + Ii*ci + hi*Yi/Di)
+ btVector3 in_top, in_bottom, out_top, out_bottom;
+ const btScalar Y_over_D = Y[i] * one_over_di;
+ in_top = zero_acc_top_angular[i+1]
+ + inertia_top_left[i+1] * coriolis_top_angular[i]
+ + inertia_top_right[i+1] * coriolis_bottom_linear[i]
+ + Y_over_D * h_top[i];
+ in_bottom = zero_acc_bottom_linear[i+1]
+ + inertia_bottom_left[i+1] * coriolis_top_angular[i]
+ + inertia_top_left[i+1].transpose() * coriolis_bottom_linear[i]
+ + Y_over_D * h_bottom[i];
+ InverseSpatialTransform(rot_from_parent[i+1], links[i].cached_r_vector,
+ in_top, in_bottom, out_top, out_bottom);
+ zero_acc_top_angular[parent+1] += out_top;
+ zero_acc_bottom_linear[parent+1] += out_bottom;
+ }
+
+
+ // Second 'upward' loop
+ // (part of TreeForwardDynamics in Mirtich)
+
+ if (fixed_base)
+ {
+ accel_top[0] = accel_bottom[0] = btVector3(0,0,0);
+ }
+ else
+ {
+ if (num_links > 0)
+ {
+ //Matrix<btScalar, 6, 6> Imatrix;
+ //Imatrix.block<3,3>(0,0) = inertia_top_left[0];
+ //Imatrix.block<3,3>(3,0) = inertia_bottom_left[0];
+ //Imatrix.block<3,3>(0,3) = inertia_top_right[0];
+ //Imatrix.block<3,3>(3,3) = inertia_top_left[0].transpose();
+ //cached_imatrix_lu.reset(new Eigen::LU<Matrix<btScalar, 6, 6> >(Imatrix)); // TODO: Avoid memory allocation here?
+
+ cached_inertia_top_left = inertia_top_left[0];
+ cached_inertia_top_right = inertia_top_right[0];
+ cached_inertia_lower_left = inertia_bottom_left[0];
+ cached_inertia_lower_right= inertia_top_left[0].transpose();
+
+ }
+ btVector3 rhs_top (zero_acc_top_angular[0][0], zero_acc_top_angular[0][1], zero_acc_top_angular[0][2]);
+ btVector3 rhs_bot (zero_acc_bottom_linear[0][0], zero_acc_bottom_linear[0][1], zero_acc_bottom_linear[0][2]);
+ float result[6];
+
+ solveImatrix(rhs_top, rhs_bot, result);
+// printf("result=%f,%f,%f,%f,%f,%f\n",result[0],result[0],result[0],result[0],result[0],result[0]);
+ for (int i = 0; i < 3; ++i) {
+ accel_top[0][i] = -result[i];
+ accel_bottom[0][i] = -result[i+3];
+ }
+
+ }
+
+ // now do the loop over the links
+ for (int i = 0; i < num_links; ++i) {
+ const int parent = links[i].parent;
+ SpatialTransform(rot_from_parent[i+1], links[i].cached_r_vector,
+ accel_top[parent+1], accel_bottom[parent+1],
+ accel_top[i+1], accel_bottom[i+1]);
+ joint_accel[i] = (Y[i] - SpatialDotProduct(h_top[i], h_bottom[i], accel_top[i+1], accel_bottom[i+1])) / D[i];
+ accel_top[i+1] += coriolis_top_angular[i] + joint_accel[i] * links[i].axis_top;
+ accel_bottom[i+1] += coriolis_bottom_linear[i] + joint_accel[i] * links[i].axis_bottom;
+ }
+
+ // transform base accelerations back to the world frame.
+ btVector3 omegadot_out = rot_from_parent[0].transpose() * accel_top[0];
+ output[0] = omegadot_out[0];
+ output[1] = omegadot_out[1];
+ output[2] = omegadot_out[2];
+
+ btVector3 vdot_out = rot_from_parent[0].transpose() * accel_bottom[0];
+ output[3] = vdot_out[0];
+ output[4] = vdot_out[1];
+ output[5] = vdot_out[2];
+ // Final step: add the accelerations (times dt) to the velocities.
+ applyDeltaVee(output, dt);
+
+
+}
+
+
+
+void btMultiBody::solveImatrix(const btVector3& rhs_top, const btVector3& rhs_bot, float result[6]) const
+{
+ int num_links = getNumLinks();
+ ///solve I * x = rhs, so the result = invI * rhs
+ if (num_links == 0)
+ {
+ // in the case of 0 links (i.e. a plain rigid body, not a multibody) rhs * invI is easier
+ result[0] = rhs_bot[0] / base_inertia[0];
+ result[1] = rhs_bot[1] / base_inertia[1];
+ result[2] = rhs_bot[2] / base_inertia[2];
+ result[3] = rhs_top[0] / base_mass;
+ result[4] = rhs_top[1] / base_mass;
+ result[5] = rhs_top[2] / base_mass;
+ } else
+ {
+ /// Special routine for calculating the inverse of a spatial inertia matrix
+ ///the 6x6 matrix is stored as 4 blocks of 3x3 matrices
+ btMatrix3x3 Binv = cached_inertia_top_right.inverse()*-1.f;
+ btMatrix3x3 tmp = cached_inertia_lower_right * Binv;
+ btMatrix3x3 invIupper_right = (tmp * cached_inertia_top_left + cached_inertia_lower_left).inverse();
+ tmp = invIupper_right * cached_inertia_lower_right;
+ btMatrix3x3 invI_upper_left = (tmp * Binv);
+ btMatrix3x3 invI_lower_right = (invI_upper_left).transpose();
+ tmp = cached_inertia_top_left * invI_upper_left;
+ tmp[0][0]-= 1.0;
+ tmp[1][1]-= 1.0;
+ tmp[2][2]-= 1.0;
+ btMatrix3x3 invI_lower_left = (Binv * tmp);
+
+ //multiply result = invI * rhs
+ {
+ btVector3 vtop = invI_upper_left*rhs_top;
+ btVector3 tmp;
+ tmp = invIupper_right * rhs_bot;
+ vtop += tmp;
+ btVector3 vbot = invI_lower_left*rhs_top;
+ tmp = invI_lower_right * rhs_bot;
+ vbot += tmp;
+ result[0] = vtop[0];
+ result[1] = vtop[1];
+ result[2] = vtop[2];
+ result[3] = vbot[0];
+ result[4] = vbot[1];
+ result[5] = vbot[2];
+ }
+
+ }
+}
+
+
+void btMultiBody::calcAccelerationDeltas(const btScalar *force, btScalar *output,
+ btAlignedObjectArray<btScalar> &scratch_r, btAlignedObjectArray<btVector3> &scratch_v) const
+{
+ // Temporary matrices/vectors -- use scratch space from caller
+ // so that we don't have to keep reallocating every frame
+ int num_links = getNumLinks();
+ scratch_r.resize(num_links);
+ scratch_v.resize(4*num_links + 4);
+
+ btScalar * r_ptr = num_links == 0 ? 0 : &scratch_r[0];
+ btVector3 * v_ptr = &scratch_v[0];
+
+ // zhat_i^A (scratch space)
+ btVector3 * zero_acc_top_angular = v_ptr; v_ptr += num_links + 1;
+ btVector3 * zero_acc_bottom_linear = v_ptr; v_ptr += num_links + 1;
+
+ // rot_from_parent (cached from calcAccelerations)
+ const btMatrix3x3 * rot_from_parent = &matrix_buf[0];
+
+ // hhat (cached), accel (scratch)
+ const btVector3 * h_top = num_links > 0 ? &vector_buf[0] : 0;
+ const btVector3 * h_bottom = num_links > 0 ? &vector_buf[num_links] : 0;
+ btVector3 * accel_top = v_ptr; v_ptr += num_links + 1;
+ btVector3 * accel_bottom = v_ptr; v_ptr += num_links + 1;
+
+ // Y_i (scratch), D_i (cached)
+ btScalar * Y = r_ptr; r_ptr += num_links;
+ const btScalar * D = num_links > 0 ? &m_real_buf[6 + num_links] : 0;
+
+ btAssert(num_links == 0 || r_ptr - &scratch_r[0] == scratch_r.size());
+ btAssert(v_ptr - &scratch_v[0] == scratch_v.size());
+
+
+
+ // First 'upward' loop.
+ // Combines CompTreeLinkVelocities and InitTreeLinks from Mirtich.
+
+ btVector3 input_force(force[3],force[4],force[5]);
+ btVector3 input_torque(force[0],force[1],force[2]);
+
+ // Fill in zero_acc
+ // -- set to force/torque on the base, zero otherwise
+ if (fixed_base)
+ {
+ zero_acc_top_angular[0] = zero_acc_bottom_linear[0] = btVector3(0,0,0);
+ } else
+ {
+ zero_acc_top_angular[0] = - (rot_from_parent[0] * input_force);
+ zero_acc_bottom_linear[0] = - (rot_from_parent[0] * input_torque);
+ }
+ for (int i = 0; i < num_links; ++i)
+ {
+ zero_acc_top_angular[i+1] = zero_acc_bottom_linear[i+1] = btVector3(0,0,0);
+ }
+
+ // 'Downward' loop.
+ for (int i = num_links - 1; i >= 0; --i)
+ {
+
+ Y[i] = - SpatialDotProduct(links[i].axis_top, links[i].axis_bottom, zero_acc_top_angular[i+1], zero_acc_bottom_linear[i+1]);
+ Y[i] += force[6 + i]; // add joint torque
+
+ const int parent = links[i].parent;
+
+ // Zp += pXi * (Zi + hi*Yi/Di)
+ btVector3 in_top, in_bottom, out_top, out_bottom;
+ const btScalar Y_over_D = Y[i] / D[i];
+ in_top = zero_acc_top_angular[i+1] + Y_over_D * h_top[i];
+ in_bottom = zero_acc_bottom_linear[i+1] + Y_over_D * h_bottom[i];
+ InverseSpatialTransform(rot_from_parent[i+1], links[i].cached_r_vector,
+ in_top, in_bottom, out_top, out_bottom);
+ zero_acc_top_angular[parent+1] += out_top;
+ zero_acc_bottom_linear[parent+1] += out_bottom;
+ }
+
+ // ptr to the joint accel part of the output
+ btScalar * joint_accel = output + 6;
+
+ // Second 'upward' loop
+ if (fixed_base)
+ {
+ accel_top[0] = accel_bottom[0] = btVector3(0,0,0);
+ } else
+ {
+ btVector3 rhs_top (zero_acc_top_angular[0][0], zero_acc_top_angular[0][1], zero_acc_top_angular[0][2]);
+ btVector3 rhs_bot (zero_acc_bottom_linear[0][0], zero_acc_bottom_linear[0][1], zero_acc_bottom_linear[0][2]);
+
+ float result[6];
+ solveImatrix(rhs_top,rhs_bot, result);
+ // printf("result=%f,%f,%f,%f,%f,%f\n",result[0],result[0],result[0],result[0],result[0],result[0]);
+
+ for (int i = 0; i < 3; ++i) {
+ accel_top[0][i] = -result[i];
+ accel_bottom[0][i] = -result[i+3];
+ }
+
+ }
+
+ // now do the loop over the links
+ for (int i = 0; i < num_links; ++i) {
+ const int parent = links[i].parent;
+ SpatialTransform(rot_from_parent[i+1], links[i].cached_r_vector,
+ accel_top[parent+1], accel_bottom[parent+1],
+ accel_top[i+1], accel_bottom[i+1]);
+ joint_accel[i] = (Y[i] - SpatialDotProduct(h_top[i], h_bottom[i], accel_top[i+1], accel_bottom[i+1])) / D[i];
+ accel_top[i+1] += joint_accel[i] * links[i].axis_top;
+ accel_bottom[i+1] += joint_accel[i] * links[i].axis_bottom;
+ }
+
+ // transform base accelerations back to the world frame.
+ btVector3 omegadot_out;
+ omegadot_out = rot_from_parent[0].transpose() * accel_top[0];
+ output[0] = omegadot_out[0];
+ output[1] = omegadot_out[1];
+ output[2] = omegadot_out[2];
+
+ btVector3 vdot_out;
+ vdot_out = rot_from_parent[0].transpose() * accel_bottom[0];
+
+ output[3] = vdot_out[0];
+ output[4] = vdot_out[1];
+ output[5] = vdot_out[2];
+}
+
+void btMultiBody::stepPositions(btScalar dt)
+{
+ int num_links = getNumLinks();
+ // step position by adding dt * velocity
+ btVector3 v = getBaseVel();
+ base_pos += dt * v;
+
+ // "exponential map" method for the rotation
+ btVector3 base_omega = getBaseOmega();
+ const btScalar omega_norm = base_omega.norm();
+ const btScalar omega_times_dt = omega_norm * dt;
+ const btScalar SMALL_ROTATION_ANGLE = 0.02f; // Theoretically this should be ~ pow(FLT_EPSILON,0.25) which is ~ 0.0156
+ if (fabs(omega_times_dt) < SMALL_ROTATION_ANGLE)
+ {
+ const btScalar xsq = omega_times_dt * omega_times_dt; // |omega|^2 * dt^2
+ const btScalar sin_term = dt * (xsq / 48.0f - 0.5f); // -sin(0.5*dt*|omega|) / |omega|
+ const btScalar cos_term = 1.0f - xsq / 8.0f; // cos(0.5*dt*|omega|)
+ base_quat = base_quat * btQuaternion(sin_term * base_omega[0],sin_term * base_omega[1],sin_term * base_omega[2],cos_term);
+ } else
+ {
+ base_quat = base_quat * btQuaternion(base_omega / omega_norm,-omega_times_dt);
+ }
+
+ // Make sure the quaternion represents a valid rotation.
+ // (Not strictly necessary, but helps prevent any round-off errors from building up.)
+ base_quat.normalize();
+
+ // Finally we can update joint_pos for each of the links
+ for (int i = 0; i < num_links; ++i)
+ {
+ float jointVel = getJointVel(i);
+ links[i].joint_pos += dt * jointVel;
+ links[i].updateCache();
+ }
+}
+
+void btMultiBody::fillContactJacobian(int link,
+ const btVector3 &contact_point,
+ const btVector3 &normal,
+ btScalar *jac,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m) const
+{
+ // temporary space
+ int num_links = getNumLinks();
+ scratch_v.resize(2*num_links + 2);
+ scratch_m.resize(num_links + 1);
+
+ btVector3 * v_ptr = &scratch_v[0];
+ btVector3 * p_minus_com = v_ptr; v_ptr += num_links + 1;
+ btVector3 * n_local = v_ptr; v_ptr += num_links + 1;
+ btAssert(v_ptr - &scratch_v[0] == scratch_v.size());
+
+ scratch_r.resize(num_links);
+ btScalar * results = num_links > 0 ? &scratch_r[0] : 0;
+
+ btMatrix3x3 * rot_from_world = &scratch_m[0];
+
+ const btVector3 p_minus_com_world = contact_point - base_pos;
+
+ rot_from_world[0] = btMatrix3x3(base_quat);
+
+ p_minus_com[0] = rot_from_world[0] * p_minus_com_world;
+ n_local[0] = rot_from_world[0] * normal;
+
+ // omega coeffients first.
+ btVector3 omega_coeffs;
+ omega_coeffs = p_minus_com_world.cross(normal);
+ jac[0] = omega_coeffs[0];
+ jac[1] = omega_coeffs[1];
+ jac[2] = omega_coeffs[2];
+ // then v coefficients
+ jac[3] = normal[0];
+ jac[4] = normal[1];
+ jac[5] = normal[2];
+
+ // Set remaining jac values to zero for now.
+ for (int i = 6; i < 6 + num_links; ++i) {
+ jac[i] = 0;
+ }
+
+ // Qdot coefficients, if necessary.
+ if (num_links > 0 && link > -1) {
+
+ // TODO: speed this up -- don't calculate for links we don't need.
+ // (Also, we are making 3 separate calls to this function, for the normal & the 2 friction directions,
+ // which is resulting in repeated work being done...)
+
+ // calculate required normals & positions in the local frames.
+ for (int i = 0; i < num_links; ++i) {
+
+ // transform to local frame
+ const int parent = links[i].parent;
+ const btMatrix3x3 mtx(links[i].cached_rot_parent_to_this);
+ rot_from_world[i+1] = mtx * rot_from_world[parent+1];
+
+ n_local[i+1] = mtx * n_local[parent+1];
+ p_minus_com[i+1] = mtx * p_minus_com[parent+1] - links[i].cached_r_vector;
+
+ // calculate the jacobian entry
+ if (links[i].is_revolute) {
+ results[i] = n_local[i+1].dot( links[i].axis_top.cross(p_minus_com[i+1]) + links[i].axis_bottom );
+ } else {
+ results[i] = n_local[i+1].dot( links[i].axis_bottom );
+ }
+ }
+
+ // Now copy through to output.
+ while (link != -1) {
+ jac[6 + link] = results[link];
+ link = links[link].parent;
+ }
+ }
+}
+
+void btMultiBody::wakeUp()
+{
+ awake = true;
+}
+
+void btMultiBody::goToSleep()
+{
+ awake = false;
+}
+
+void btMultiBody::checkMotionAndSleepIfRequired(btScalar timestep)
+{
+ int num_links = getNumLinks();
+ extern bool gDisableDeactivation;
+ if (!can_sleep || gDisableDeactivation)
+ {
+ awake = true;
+ sleep_timer = 0;
+ return;
+ }
+
+ // motion is computed as omega^2 + v^2 + (sum of squares of joint velocities)
+ btScalar motion = 0;
+ for (int i = 0; i < 6 + num_links; ++i) {
+ motion += m_real_buf[i] * m_real_buf[i];
+ }
+
+ if (motion < SLEEP_EPSILON) {
+ sleep_timer += timestep;
+ if (sleep_timer > SLEEP_TIMEOUT) {
+ goToSleep();
+ }
+ } else {
+ sleep_timer = 0;
+ if (!awake)
+ wakeUp();
+ }
+}
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.h
new file mode 100644
index 00000000000..7177bebbff5
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBody.h
@@ -0,0 +1,466 @@
+/*
+ * PURPOSE:
+ * Class representing an articulated rigid body. Stores the body's
+ * current state, allows forces and torques to be set, handles
+ * timestepping and implements Featherstone's algorithm.
+ *
+ * COPYRIGHT:
+ * Copyright (C) Stephen Thompson, <stephen@solarflare.org.uk>, 2011-2013
+ * Portions written By Erwin Coumans: replacing Eigen math library by Bullet LinearMath and a dedicated 6x6 matrix inverse (solveImatrix)
+
+ 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.
+
+ */
+
+
+#ifndef BT_MULTIBODY_H
+#define BT_MULTIBODY_H
+
+#include "LinearMath/btScalar.h"
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btQuaternion.h"
+#include "LinearMath/btMatrix3x3.h"
+#include "LinearMath/btAlignedObjectArray.h"
+
+
+#include "btMultiBodyLink.h"
+class btMultiBodyLinkCollider;
+
+class btMultiBody
+{
+public:
+
+
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ //
+ // initialization
+ //
+
+ btMultiBody(int n_links, // NOT including the base
+ btScalar mass, // mass of base
+ const btVector3 &inertia, // inertia of base, in base frame; assumed diagonal
+ bool fixed_base_, // whether the base is fixed (true) or can move (false)
+ bool can_sleep_);
+
+ ~btMultiBody();
+
+ void setupPrismatic(int i, // 0 to num_links-1
+ btScalar mass,
+ const btVector3 &inertia, // in my frame; assumed diagonal
+ int parent,
+ const btQuaternion &rot_parent_to_this, // rotate points in parent frame to my frame.
+ const btVector3 &joint_axis, // in my frame
+ const btVector3 &r_vector_when_q_zero, // vector from parent COM to my COM, in my frame, when q = 0.
+ bool disableParentCollision=false
+ );
+
+ void setupRevolute(int i, // 0 to num_links-1
+ btScalar mass,
+ const btVector3 &inertia,
+ int parent,
+ const btQuaternion &zero_rot_parent_to_this, // rotate points in parent frame to this frame, when q = 0
+ const btVector3 &joint_axis, // in my frame
+ const btVector3 &parent_axis_position, // vector from parent COM to joint axis, in PARENT frame
+ const btVector3 &my_axis_position, // vector from joint axis to my COM, in MY frame
+ bool disableParentCollision=false);
+
+ const btMultibodyLink& getLink(int index) const
+ {
+ return links[index];
+ }
+
+ btMultibodyLink& getLink(int index)
+ {
+ return links[index];
+ }
+
+
+ void setBaseCollider(btMultiBodyLinkCollider* collider)//collider can be NULL to disable collision for the base
+ {
+ m_baseCollider = collider;
+ }
+ const btMultiBodyLinkCollider* getBaseCollider() const
+ {
+ return m_baseCollider;
+ }
+ btMultiBodyLinkCollider* getBaseCollider()
+ {
+ return m_baseCollider;
+ }
+
+ //
+ // get parent
+ // input: link num from 0 to num_links-1
+ // output: link num from 0 to num_links-1, OR -1 to mean the base.
+ //
+ int getParent(int link_num) const;
+
+
+ //
+ // get number of links, masses, moments of inertia
+ //
+
+ int getNumLinks() const { return links.size(); }
+ btScalar getBaseMass() const { return base_mass; }
+ const btVector3 & getBaseInertia() const { return base_inertia; }
+ btScalar getLinkMass(int i) const;
+ const btVector3 & getLinkInertia(int i) const;
+
+
+ //
+ // change mass (incomplete: can only change base mass and inertia at present)
+ //
+
+ void setBaseMass(btScalar mass) { base_mass = mass; }
+ void setBaseInertia(const btVector3 &inertia) { base_inertia = inertia; }
+
+
+ //
+ // get/set pos/vel/rot/omega for the base link
+ //
+
+ const btVector3 & getBasePos() const { return base_pos; } // in world frame
+ const btVector3 getBaseVel() const
+ {
+ return btVector3(m_real_buf[3],m_real_buf[4],m_real_buf[5]);
+ } // in world frame
+ const btQuaternion & getWorldToBaseRot() const
+ {
+ return base_quat;
+ } // rotates world vectors into base frame
+ btVector3 getBaseOmega() const { return btVector3(m_real_buf[0],m_real_buf[1],m_real_buf[2]); } // in world frame
+
+ void setBasePos(const btVector3 &pos)
+ {
+ base_pos = pos;
+ }
+ void setBaseVel(const btVector3 &vel)
+ {
+
+ m_real_buf[3]=vel[0]; m_real_buf[4]=vel[1]; m_real_buf[5]=vel[2];
+ }
+ void setWorldToBaseRot(const btQuaternion &rot)
+ {
+ base_quat = rot;
+ }
+ void setBaseOmega(const btVector3 &omega)
+ {
+ m_real_buf[0]=omega[0];
+ m_real_buf[1]=omega[1];
+ m_real_buf[2]=omega[2];
+ }
+
+
+ //
+ // get/set pos/vel for child links (i = 0 to num_links-1)
+ //
+
+ btScalar getJointPos(int i) const;
+ btScalar getJointVel(int i) const;
+
+ void setJointPos(int i, btScalar q);
+ void setJointVel(int i, btScalar qdot);
+
+ //
+ // direct access to velocities as a vector of 6 + num_links elements.
+ // (omega first, then v, then joint velocities.)
+ //
+ const btScalar * getVelocityVector() const
+ {
+ return &m_real_buf[0];
+ }
+/* btScalar * getVelocityVector()
+ {
+ return &real_buf[0];
+ }
+ */
+
+ //
+ // get the frames of reference (positions and orientations) of the child links
+ // (i = 0 to num_links-1)
+ //
+
+ const btVector3 & getRVector(int i) const; // vector from COM(parent(i)) to COM(i), in frame i's coords
+ const btQuaternion & getParentToLocalRot(int i) const; // rotates vectors in frame parent(i) to vectors in frame i.
+
+
+ //
+ // transform vectors in local frame of link i to world frame (or vice versa)
+ //
+ btVector3 localPosToWorld(int i, const btVector3 &vec) const;
+ btVector3 localDirToWorld(int i, const btVector3 &vec) const;
+ btVector3 worldPosToLocal(int i, const btVector3 &vec) const;
+ btVector3 worldDirToLocal(int i, const btVector3 &vec) const;
+
+
+ //
+ // calculate kinetic energy and angular momentum
+ // useful for debugging.
+ //
+
+ btScalar getKineticEnergy() const;
+ btVector3 getAngularMomentum() const;
+
+
+ //
+ // set external forces and torques. Note all external forces/torques are given in the WORLD frame.
+ //
+
+ void clearForcesAndTorques();
+ void clearVelocities();
+
+ void addBaseForce(const btVector3 &f)
+ {
+ base_force += f;
+ }
+ void addBaseTorque(const btVector3 &t) { base_torque += t; }
+ void addLinkForce(int i, const btVector3 &f);
+ void addLinkTorque(int i, const btVector3 &t);
+ void addJointTorque(int i, btScalar Q);
+
+ const btVector3 & getBaseForce() const { return base_force; }
+ const btVector3 & getBaseTorque() const { return base_torque; }
+ const btVector3 & getLinkForce(int i) const;
+ const btVector3 & getLinkTorque(int i) const;
+ btScalar getJointTorque(int i) const;
+
+
+ //
+ // dynamics routines.
+ //
+
+ // timestep the velocities (given the external forces/torques set using addBaseForce etc).
+ // also sets up caches for calcAccelerationDeltas.
+ //
+ // Note: the caller must provide three vectors which are used as
+ // temporary scratch space. The idea here is to reduce dynamic
+ // memory allocation: the same scratch vectors can be re-used
+ // again and again for different Multibodies, instead of each
+ // btMultiBody allocating (and then deallocating) their own
+ // individual scratch buffers. This gives a considerable speed
+ // improvement, at least on Windows (where dynamic memory
+ // allocation appears to be fairly slow).
+ //
+ void stepVelocities(btScalar dt,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m);
+
+ // calcAccelerationDeltas
+ // input: force vector (in same format as jacobian, i.e.:
+ // 3 torque values, 3 force values, num_links joint torque values)
+ // output: 3 omegadot values, 3 vdot values, num_links q_double_dot values
+ // (existing contents of output array are replaced)
+ // stepVelocities must have been called first.
+ void calcAccelerationDeltas(const btScalar *force, btScalar *output,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v) const;
+
+ // apply a delta-vee directly. used in sequential impulses code.
+ void applyDeltaVee(const btScalar * delta_vee)
+ {
+
+ for (int i = 0; i < 6 + getNumLinks(); ++i)
+ {
+ m_real_buf[i] += delta_vee[i];
+ }
+
+ }
+ void applyDeltaVee(const btScalar * delta_vee, btScalar multiplier)
+ {
+ btScalar sum = 0;
+ for (int i = 0; i < 6 + getNumLinks(); ++i)
+ {
+ sum += delta_vee[i]*multiplier*delta_vee[i]*multiplier;
+ }
+ btScalar l = btSqrt(sum);
+ /*
+ static btScalar maxl = -1e30f;
+ if (l>maxl)
+ {
+ maxl=l;
+ // printf("maxl=%f\n",maxl);
+ }
+ */
+ if (l>m_maxAppliedImpulse)
+ {
+// printf("exceeds 100: l=%f\n",maxl);
+ multiplier *= m_maxAppliedImpulse/l;
+ }
+
+ for (int i = 0; i < 6 + getNumLinks(); ++i)
+ {
+ sum += delta_vee[i]*multiplier*delta_vee[i]*multiplier;
+ m_real_buf[i] += delta_vee[i] * multiplier;
+ }
+ }
+
+ // timestep the positions (given current velocities).
+ void stepPositions(btScalar dt);
+
+
+ //
+ // contacts
+ //
+
+ // This routine fills out a contact constraint jacobian for this body.
+ // the 'normal' supplied must be -n for body1 or +n for body2 of the contact.
+ // 'normal' & 'contact_point' are both given in world coordinates.
+ void fillContactJacobian(int link,
+ const btVector3 &contact_point,
+ const btVector3 &normal,
+ btScalar *jac,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m) const;
+
+
+ //
+ // sleeping
+ //
+ void setCanSleep(bool canSleep)
+ {
+ can_sleep = canSleep;
+ }
+
+ bool isAwake() const { return awake; }
+ void wakeUp();
+ void goToSleep();
+ void checkMotionAndSleepIfRequired(btScalar timestep);
+
+ bool hasFixedBase() const
+ {
+ return fixed_base;
+ }
+
+ int getCompanionId() const
+ {
+ return m_companionId;
+ }
+ void setCompanionId(int id)
+ {
+ //printf("for %p setCompanionId(%d)\n",this, id);
+ m_companionId = id;
+ }
+
+ void setNumLinks(int numLinks)//careful: when changing the number of links, make sure to re-initialize or update existing links
+ {
+ links.resize(numLinks);
+ }
+
+ btScalar getLinearDamping() const
+ {
+ return m_linearDamping;
+ }
+ void setLinearDamping( btScalar damp)
+ {
+ m_linearDamping = damp;
+ }
+ btScalar getAngularDamping() const
+ {
+ return m_angularDamping;
+ }
+
+ bool getUseGyroTerm() const
+ {
+ return m_useGyroTerm;
+ }
+ void setUseGyroTerm(bool useGyro)
+ {
+ m_useGyroTerm = useGyro;
+ }
+ btScalar getMaxAppliedImpulse() const
+ {
+ return m_maxAppliedImpulse;
+ }
+ void setMaxAppliedImpulse(btScalar maxImp)
+ {
+ m_maxAppliedImpulse = maxImp;
+ }
+
+ void setHasSelfCollision(bool hasSelfCollision)
+ {
+ m_hasSelfCollision = hasSelfCollision;
+ }
+ bool hasSelfCollision() const
+ {
+ return m_hasSelfCollision;
+ }
+
+private:
+ btMultiBody(const btMultiBody &); // not implemented
+ void operator=(const btMultiBody &); // not implemented
+
+ void compTreeLinkVelocities(btVector3 *omega, btVector3 *vel) const;
+
+ void solveImatrix(const btVector3& rhs_top, const btVector3& rhs_bot, float result[6]) const;
+
+
+private:
+
+ btMultiBodyLinkCollider* m_baseCollider;//can be NULL
+
+ btVector3 base_pos; // position of COM of base (world frame)
+ btQuaternion base_quat; // rotates world points into base frame
+
+ btScalar base_mass; // mass of the base
+ btVector3 base_inertia; // inertia of the base (in local frame; diagonal)
+
+ btVector3 base_force; // external force applied to base. World frame.
+ btVector3 base_torque; // external torque applied to base. World frame.
+
+ btAlignedObjectArray<btMultibodyLink> links; // array of links, excluding the base. index from 0 to num_links-1.
+ btAlignedObjectArray<btMultiBodyLinkCollider*> m_colliders;
+
+ //
+ // real_buf:
+ // offset size array
+ // 0 6 + num_links v (base_omega; base_vel; joint_vels)
+ // 6+num_links num_links D
+ //
+ // vector_buf:
+ // offset size array
+ // 0 num_links h_top
+ // num_links num_links h_bottom
+ //
+ // matrix_buf:
+ // offset size array
+ // 0 num_links+1 rot_from_parent
+ //
+
+ btAlignedObjectArray<btScalar> m_real_buf;
+ btAlignedObjectArray<btVector3> vector_buf;
+ btAlignedObjectArray<btMatrix3x3> matrix_buf;
+
+ //std::auto_ptr<Eigen::LU<Eigen::Matrix<btScalar, 6, 6> > > cached_imatrix_lu;
+
+ btMatrix3x3 cached_inertia_top_left;
+ btMatrix3x3 cached_inertia_top_right;
+ btMatrix3x3 cached_inertia_lower_left;
+ btMatrix3x3 cached_inertia_lower_right;
+
+ bool fixed_base;
+
+ // Sleep parameters.
+ bool awake;
+ bool can_sleep;
+ btScalar sleep_timer;
+
+ int m_companionId;
+ btScalar m_linearDamping;
+ btScalar m_angularDamping;
+ bool m_useGyroTerm;
+ btScalar m_maxAppliedImpulse;
+ bool m_hasSelfCollision;
+};
+
+#endif
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.cpp b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.cpp
new file mode 100644
index 00000000000..44e04c3a132
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.cpp
@@ -0,0 +1,527 @@
+#include "btMultiBodyConstraint.h"
+#include "BulletDynamics/Dynamics/btRigidBody.h"
+
+btMultiBodyConstraint::btMultiBodyConstraint(btMultiBody* bodyA,btMultiBody* bodyB,int linkA, int linkB, int numRows, bool isUnilateral)
+ :m_bodyA(bodyA),
+ m_bodyB(bodyB),
+ m_linkA(linkA),
+ m_linkB(linkB),
+ m_num_rows(numRows),
+ m_isUnilateral(isUnilateral),
+ m_maxAppliedImpulse(100)
+{
+ m_jac_size_A = (6 + bodyA->getNumLinks());
+ m_jac_size_both = (m_jac_size_A + (bodyB ? 6 + bodyB->getNumLinks() : 0));
+ m_pos_offset = ((1 + m_jac_size_both)*m_num_rows);
+ m_data.resize((2 + m_jac_size_both) * m_num_rows);
+}
+
+btMultiBodyConstraint::~btMultiBodyConstraint()
+{
+}
+
+
+
+btScalar btMultiBodyConstraint::fillConstraintRowMultiBodyMultiBody(btMultiBodySolverConstraint& constraintRow,
+ btMultiBodyJacobianData& data,
+ btScalar* jacOrgA,btScalar* jacOrgB,
+ const btContactSolverInfo& infoGlobal,
+ btScalar desiredVelocity,
+ btScalar lowerLimit,
+ btScalar upperLimit)
+{
+
+
+
+ constraintRow.m_multiBodyA = m_bodyA;
+ constraintRow.m_multiBodyB = m_bodyB;
+
+ btMultiBody* multiBodyA = constraintRow.m_multiBodyA;
+ btMultiBody* multiBodyB = constraintRow.m_multiBodyB;
+
+ if (multiBodyA)
+ {
+
+ const int ndofA = multiBodyA->getNumLinks() + 6;
+
+ constraintRow.m_deltaVelAindex = multiBodyA->getCompanionId();
+
+ if (constraintRow.m_deltaVelAindex <0)
+ {
+ constraintRow.m_deltaVelAindex = data.m_deltaVelocities.size();
+ multiBodyA->setCompanionId(constraintRow.m_deltaVelAindex);
+ data.m_deltaVelocities.resize(data.m_deltaVelocities.size()+ndofA);
+ } else
+ {
+ btAssert(data.m_deltaVelocities.size() >= constraintRow.m_deltaVelAindex+ndofA);
+ }
+
+ constraintRow.m_jacAindex = data.m_jacobians.size();
+ data.m_jacobians.resize(data.m_jacobians.size()+ndofA);
+ data.m_deltaVelocitiesUnitImpulse.resize(data.m_deltaVelocitiesUnitImpulse.size()+ndofA);
+ btAssert(data.m_jacobians.size() == data.m_deltaVelocitiesUnitImpulse.size());
+ for (int i=0;i<ndofA;i++)
+ data.m_jacobians[constraintRow.m_jacAindex+i] = jacOrgA[i];
+
+ btScalar* delta = &data.m_deltaVelocitiesUnitImpulse[constraintRow.m_jacAindex];
+ multiBodyA->calcAccelerationDeltas(&data.m_jacobians[constraintRow.m_jacAindex],delta,data.scratch_r, data.scratch_v);
+ }
+
+ if (multiBodyB)
+ {
+ const int ndofB = multiBodyB->getNumLinks() + 6;
+
+ constraintRow.m_deltaVelBindex = multiBodyB->getCompanionId();
+ if (constraintRow.m_deltaVelBindex <0)
+ {
+ constraintRow.m_deltaVelBindex = data.m_deltaVelocities.size();
+ multiBodyB->setCompanionId(constraintRow.m_deltaVelBindex);
+ data.m_deltaVelocities.resize(data.m_deltaVelocities.size()+ndofB);
+ }
+
+ constraintRow.m_jacBindex = data.m_jacobians.size();
+ data.m_jacobians.resize(data.m_jacobians.size()+ndofB);
+
+ for (int i=0;i<ndofB;i++)
+ data.m_jacobians[constraintRow.m_jacBindex+i] = jacOrgB[i];
+
+ data.m_deltaVelocitiesUnitImpulse.resize(data.m_deltaVelocitiesUnitImpulse.size()+ndofB);
+ btAssert(data.m_jacobians.size() == data.m_deltaVelocitiesUnitImpulse.size());
+ multiBodyB->calcAccelerationDeltas(&data.m_jacobians[constraintRow.m_jacBindex],&data.m_deltaVelocitiesUnitImpulse[constraintRow.m_jacBindex],data.scratch_r, data.scratch_v);
+ }
+ {
+
+ btVector3 vec;
+ btScalar denom0 = 0.f;
+ btScalar denom1 = 0.f;
+ btScalar* jacB = 0;
+ btScalar* jacA = 0;
+ btScalar* lambdaA =0;
+ btScalar* lambdaB =0;
+ int ndofA = 0;
+ if (multiBodyA)
+ {
+ ndofA = multiBodyA->getNumLinks() + 6;
+ jacA = &data.m_jacobians[constraintRow.m_jacAindex];
+ lambdaA = &data.m_deltaVelocitiesUnitImpulse[constraintRow.m_jacAindex];
+ for (int i = 0; i < ndofA; ++i)
+ {
+ btScalar j = jacA[i] ;
+ btScalar l =lambdaA[i];
+ denom0 += j*l;
+ }
+ }
+ if (multiBodyB)
+ {
+ const int ndofB = multiBodyB->getNumLinks() + 6;
+ jacB = &data.m_jacobians[constraintRow.m_jacBindex];
+ lambdaB = &data.m_deltaVelocitiesUnitImpulse[constraintRow.m_jacBindex];
+ for (int i = 0; i < ndofB; ++i)
+ {
+ btScalar j = jacB[i] ;
+ btScalar l =lambdaB[i];
+ denom1 += j*l;
+ }
+
+ }
+
+ if (multiBodyA && (multiBodyA==multiBodyB))
+ {
+ // ndof1 == ndof2 in this case
+ for (int i = 0; i < ndofA; ++i)
+ {
+ denom1 += jacB[i] * lambdaA[i];
+ denom1 += jacA[i] * lambdaB[i];
+ }
+ }
+
+ btScalar d = denom0+denom1;
+ if (btFabs(d)>SIMD_EPSILON)
+ {
+
+ constraintRow.m_jacDiagABInv = 1.f/(d);
+ } else
+ {
+ constraintRow.m_jacDiagABInv = 1.f;
+ }
+
+ }
+
+
+ //compute rhs and remaining constraintRow fields
+
+
+
+
+ btScalar rel_vel = 0.f;
+ int ndofA = 0;
+ int ndofB = 0;
+ {
+
+ btVector3 vel1,vel2;
+ if (multiBodyA)
+ {
+ ndofA = multiBodyA->getNumLinks() + 6;
+ btScalar* jacA = &data.m_jacobians[constraintRow.m_jacAindex];
+ for (int i = 0; i < ndofA ; ++i)
+ rel_vel += multiBodyA->getVelocityVector()[i] * jacA[i];
+ }
+ if (multiBodyB)
+ {
+ ndofB = multiBodyB->getNumLinks() + 6;
+ btScalar* jacB = &data.m_jacobians[constraintRow.m_jacBindex];
+ for (int i = 0; i < ndofB ; ++i)
+ rel_vel += multiBodyB->getVelocityVector()[i] * jacB[i];
+
+ }
+
+ constraintRow.m_friction = 0.f;
+
+ constraintRow.m_appliedImpulse = 0.f;
+ constraintRow.m_appliedPushImpulse = 0.f;
+
+ btScalar velocityError = desiredVelocity - rel_vel;// * damping;
+
+ btScalar erp = infoGlobal.m_erp2;
+
+ btScalar velocityImpulse = velocityError *constraintRow.m_jacDiagABInv;
+
+ if (!infoGlobal.m_splitImpulse)
+ {
+ //combine position and velocity into rhs
+ constraintRow.m_rhs = velocityImpulse;
+ constraintRow.m_rhsPenetration = 0.f;
+
+ } else
+ {
+ //split position and velocity into rhs and m_rhsPenetration
+ constraintRow.m_rhs = velocityImpulse;
+ constraintRow.m_rhsPenetration = 0.f;
+ }
+
+
+ constraintRow.m_cfm = 0.f;
+ constraintRow.m_lowerLimit = lowerLimit;
+ constraintRow.m_upperLimit = upperLimit;
+
+ }
+ return rel_vel;
+}
+
+
+void btMultiBodyConstraint::applyDeltaVee(btMultiBodyJacobianData& data, btScalar* delta_vee, btScalar impulse, int velocityIndex, int ndof)
+{
+ for (int i = 0; i < ndof; ++i)
+ data.m_deltaVelocities[velocityIndex+i] += delta_vee[i] * impulse;
+}
+
+
+void btMultiBodyConstraint::fillMultiBodyConstraintMixed(btMultiBodySolverConstraint& solverConstraint,
+ btMultiBodyJacobianData& data,
+ const btVector3& contactNormalOnB,
+ const btVector3& posAworld, const btVector3& posBworld,
+ btScalar position,
+ const btContactSolverInfo& infoGlobal,
+ btScalar& relaxation,
+ bool isFriction, btScalar desiredVelocity, btScalar cfmSlip)
+{
+
+
+ btVector3 rel_pos1 = posAworld;
+ btVector3 rel_pos2 = posBworld;
+
+ solverConstraint.m_multiBodyA = m_bodyA;
+ solverConstraint.m_multiBodyB = m_bodyB;
+ solverConstraint.m_linkA = m_linkA;
+ solverConstraint.m_linkB = m_linkB;
+
+
+ btMultiBody* multiBodyA = solverConstraint.m_multiBodyA;
+ btMultiBody* multiBodyB = solverConstraint.m_multiBodyB;
+
+ const btVector3& pos1 = posAworld;
+ const btVector3& pos2 = posBworld;
+
+ btSolverBody* bodyA = multiBodyA ? 0 : &data.m_solverBodyPool->at(solverConstraint.m_solverBodyIdA);
+ btSolverBody* bodyB = multiBodyB ? 0 : &data.m_solverBodyPool->at(solverConstraint.m_solverBodyIdB);
+
+ btRigidBody* rb0 = multiBodyA ? 0 : bodyA->m_originalBody;
+ btRigidBody* rb1 = multiBodyB ? 0 : bodyB->m_originalBody;
+
+ if (bodyA)
+ rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin();
+ if (bodyB)
+ rel_pos2 = pos2 - bodyB->getWorldTransform().getOrigin();
+
+ relaxation = 1.f;
+
+ if (multiBodyA)
+ {
+ const int ndofA = multiBodyA->getNumLinks() + 6;
+
+ solverConstraint.m_deltaVelAindex = multiBodyA->getCompanionId();
+
+ if (solverConstraint.m_deltaVelAindex <0)
+ {
+ solverConstraint.m_deltaVelAindex = data.m_deltaVelocities.size();
+ multiBodyA->setCompanionId(solverConstraint.m_deltaVelAindex);
+ data.m_deltaVelocities.resize(data.m_deltaVelocities.size()+ndofA);
+ } else
+ {
+ btAssert(data.m_deltaVelocities.size() >= solverConstraint.m_deltaVelAindex+ndofA);
+ }
+
+ solverConstraint.m_jacAindex = data.m_jacobians.size();
+ data.m_jacobians.resize(data.m_jacobians.size()+ndofA);
+ data.m_deltaVelocitiesUnitImpulse.resize(data.m_deltaVelocitiesUnitImpulse.size()+ndofA);
+ btAssert(data.m_jacobians.size() == data.m_deltaVelocitiesUnitImpulse.size());
+
+ btScalar* jac1=&data.m_jacobians[solverConstraint.m_jacAindex];
+ multiBodyA->fillContactJacobian(solverConstraint.m_linkA, posAworld, contactNormalOnB, jac1, data.scratch_r, data.scratch_v, data.scratch_m);
+ btScalar* delta = &data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
+ multiBodyA->calcAccelerationDeltas(&data.m_jacobians[solverConstraint.m_jacAindex],delta,data.scratch_r, data.scratch_v);
+ } else
+ {
+ btVector3 torqueAxis0 = rel_pos1.cross(contactNormalOnB);
+ solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
+ solverConstraint.m_relpos1CrossNormal = torqueAxis0;
+ solverConstraint.m_contactNormal1 = contactNormalOnB;
+ }
+
+ if (multiBodyB)
+ {
+ const int ndofB = multiBodyB->getNumLinks() + 6;
+
+ solverConstraint.m_deltaVelBindex = multiBodyB->getCompanionId();
+ if (solverConstraint.m_deltaVelBindex <0)
+ {
+ solverConstraint.m_deltaVelBindex = data.m_deltaVelocities.size();
+ multiBodyB->setCompanionId(solverConstraint.m_deltaVelBindex);
+ data.m_deltaVelocities.resize(data.m_deltaVelocities.size()+ndofB);
+ }
+
+ solverConstraint.m_jacBindex = data.m_jacobians.size();
+
+ data.m_jacobians.resize(data.m_jacobians.size()+ndofB);
+ data.m_deltaVelocitiesUnitImpulse.resize(data.m_deltaVelocitiesUnitImpulse.size()+ndofB);
+ btAssert(data.m_jacobians.size() == data.m_deltaVelocitiesUnitImpulse.size());
+
+ multiBodyB->fillContactJacobian(solverConstraint.m_linkB, posBworld, -contactNormalOnB, &data.m_jacobians[solverConstraint.m_jacBindex], data.scratch_r, data.scratch_v, data.scratch_m);
+ multiBodyB->calcAccelerationDeltas(&data.m_jacobians[solverConstraint.m_jacBindex],&data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex],data.scratch_r, data.scratch_v);
+ } else
+ {
+ btVector3 torqueAxis1 = rel_pos2.cross(contactNormalOnB);
+ solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0);
+ solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
+ solverConstraint.m_contactNormal2 = -contactNormalOnB;
+ }
+
+ {
+
+ btVector3 vec;
+ btScalar denom0 = 0.f;
+ btScalar denom1 = 0.f;
+ btScalar* jacB = 0;
+ btScalar* jacA = 0;
+ btScalar* lambdaA =0;
+ btScalar* lambdaB =0;
+ int ndofA = 0;
+ if (multiBodyA)
+ {
+ ndofA = multiBodyA->getNumLinks() + 6;
+ jacA = &data.m_jacobians[solverConstraint.m_jacAindex];
+ lambdaA = &data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
+ for (int i = 0; i < ndofA; ++i)
+ {
+ btScalar j = jacA[i] ;
+ btScalar l =lambdaA[i];
+ denom0 += j*l;
+ }
+ } else
+ {
+ if (rb0)
+ {
+ vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
+ denom0 = rb0->getInvMass() + contactNormalOnB.dot(vec);
+ }
+ }
+ if (multiBodyB)
+ {
+ const int ndofB = multiBodyB->getNumLinks() + 6;
+ jacB = &data.m_jacobians[solverConstraint.m_jacBindex];
+ lambdaB = &data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex];
+ for (int i = 0; i < ndofB; ++i)
+ {
+ btScalar j = jacB[i] ;
+ btScalar l =lambdaB[i];
+ denom1 += j*l;
+ }
+
+ } else
+ {
+ if (rb1)
+ {
+ vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
+ denom1 = rb1->getInvMass() + contactNormalOnB.dot(vec);
+ }
+ }
+
+ if (multiBodyA && (multiBodyA==multiBodyB))
+ {
+ // ndof1 == ndof2 in this case
+ for (int i = 0; i < ndofA; ++i)
+ {
+ denom1 += jacB[i] * lambdaA[i];
+ denom1 += jacA[i] * lambdaB[i];
+ }
+ }
+
+ btScalar d = denom0+denom1;
+ if (btFabs(d)>SIMD_EPSILON)
+ {
+
+ solverConstraint.m_jacDiagABInv = relaxation/(d);
+ } else
+ {
+ solverConstraint.m_jacDiagABInv = 1.f;
+ }
+
+ }
+
+
+ //compute rhs and remaining solverConstraint fields
+
+
+
+ btScalar restitution = 0.f;
+ btScalar penetration = isFriction? 0 : position+infoGlobal.m_linearSlop;
+
+ btScalar rel_vel = 0.f;
+ int ndofA = 0;
+ int ndofB = 0;
+ {
+
+ btVector3 vel1,vel2;
+ if (multiBodyA)
+ {
+ ndofA = multiBodyA->getNumLinks() + 6;
+ btScalar* jacA = &data.m_jacobians[solverConstraint.m_jacAindex];
+ for (int i = 0; i < ndofA ; ++i)
+ rel_vel += multiBodyA->getVelocityVector()[i] * jacA[i];
+ } else
+ {
+ if (rb0)
+ {
+ rel_vel += rb0->getVelocityInLocalPoint(rel_pos1).dot(solverConstraint.m_contactNormal1);
+ }
+ }
+ if (multiBodyB)
+ {
+ ndofB = multiBodyB->getNumLinks() + 6;
+ btScalar* jacB = &data.m_jacobians[solverConstraint.m_jacBindex];
+ for (int i = 0; i < ndofB ; ++i)
+ rel_vel += multiBodyB->getVelocityVector()[i] * jacB[i];
+
+ } else
+ {
+ if (rb1)
+ {
+ rel_vel += rb1->getVelocityInLocalPoint(rel_pos2).dot(solverConstraint.m_contactNormal2);
+ }
+ }
+
+ solverConstraint.m_friction = 0.f;//cp.m_combinedFriction;
+
+
+ restitution = restitution * -rel_vel;//restitutionCurve(rel_vel, cp.m_combinedRestitution);
+ if (restitution <= btScalar(0.))
+ {
+ restitution = 0.f;
+ };
+ }
+
+
+ ///warm starting (or zero if disabled)
+ /*
+ if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
+ {
+ solverConstraint.m_appliedImpulse = isFriction ? 0 : cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
+
+ if (solverConstraint.m_appliedImpulse)
+ {
+ if (multiBodyA)
+ {
+ btScalar impulse = solverConstraint.m_appliedImpulse;
+ btScalar* deltaV = &data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
+ multiBodyA->applyDeltaVee(deltaV,impulse);
+ applyDeltaVee(data,deltaV,impulse,solverConstraint.m_deltaVelAindex,ndofA);
+ } else
+ {
+ if (rb0)
+ bodyA->internalApplyImpulse(solverConstraint.m_contactNormal1*bodyA->internalGetInvMass()*rb0->getLinearFactor(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
+ }
+ if (multiBodyB)
+ {
+ btScalar impulse = solverConstraint.m_appliedImpulse;
+ btScalar* deltaV = &data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex];
+ multiBodyB->applyDeltaVee(deltaV,impulse);
+ applyDeltaVee(data,deltaV,impulse,solverConstraint.m_deltaVelBindex,ndofB);
+ } else
+ {
+ if (rb1)
+ bodyB->internalApplyImpulse(-solverConstraint.m_contactNormal2*bodyB->internalGetInvMass()*rb1->getLinearFactor(),-solverConstraint.m_angularComponentB,-(btScalar)solverConstraint.m_appliedImpulse);
+ }
+ }
+ } else
+ */
+ {
+ solverConstraint.m_appliedImpulse = 0.f;
+ }
+
+ solverConstraint.m_appliedPushImpulse = 0.f;
+
+ {
+
+
+ btScalar positionalError = 0.f;
+ btScalar velocityError = restitution - rel_vel;// * damping;
+
+
+ btScalar erp = infoGlobal.m_erp2;
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ erp = infoGlobal.m_erp;
+ }
+
+ if (penetration>0)
+ {
+ positionalError = 0;
+ velocityError = -penetration / infoGlobal.m_timeStep;
+
+ } else
+ {
+ positionalError = -penetration * erp/infoGlobal.m_timeStep;
+ }
+
+ btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
+ btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
+
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ //combine position and velocity into rhs
+ solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
+ solverConstraint.m_rhsPenetration = 0.f;
+
+ } else
+ {
+ //split position and velocity into rhs and m_rhsPenetration
+ solverConstraint.m_rhs = velocityImpulse;
+ solverConstraint.m_rhsPenetration = penetrationImpulse;
+ }
+
+ solverConstraint.m_cfm = 0.f;
+ solverConstraint.m_lowerLimit = -m_maxAppliedImpulse;
+ solverConstraint.m_upperLimit = m_maxAppliedImpulse;
+ }
+
+}
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.h
new file mode 100644
index 00000000000..9fa317330b3
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraint.h
@@ -0,0 +1,166 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#ifndef BT_MULTIBODY_CONSTRAINT_H
+#define BT_MULTIBODY_CONSTRAINT_H
+
+#include "LinearMath/btScalar.h"
+#include "LinearMath/btAlignedObjectArray.h"
+#include "btMultiBody.h"
+
+class btMultiBody;
+struct btSolverInfo;
+
+#include "btMultiBodySolverConstraint.h"
+
+struct btMultiBodyJacobianData
+{
+ btAlignedObjectArray<btScalar> m_jacobians;
+ btAlignedObjectArray<btScalar> m_deltaVelocitiesUnitImpulse;
+ btAlignedObjectArray<btScalar> m_deltaVelocities;
+ btAlignedObjectArray<btScalar> scratch_r;
+ btAlignedObjectArray<btVector3> scratch_v;
+ btAlignedObjectArray<btMatrix3x3> scratch_m;
+ btAlignedObjectArray<btSolverBody>* m_solverBodyPool;
+ int m_fixedBodyId;
+
+};
+
+
+class btMultiBodyConstraint
+{
+protected:
+
+ btMultiBody* m_bodyA;
+ btMultiBody* m_bodyB;
+ int m_linkA;
+ int m_linkB;
+
+ int m_num_rows;
+ int m_jac_size_A;
+ int m_jac_size_both;
+ int m_pos_offset;
+
+ bool m_isUnilateral;
+
+ btScalar m_maxAppliedImpulse;
+
+
+ // data block laid out as follows:
+ // cached impulses. (one per row.)
+ // jacobians. (interleaved, row1 body1 then row1 body2 then row2 body 1 etc)
+ // positions. (one per row.)
+ btAlignedObjectArray<btScalar> m_data;
+
+ void applyDeltaVee(btMultiBodyJacobianData& data, btScalar* delta_vee, btScalar impulse, int velocityIndex, int ndof);
+
+ void fillMultiBodyConstraintMixed(btMultiBodySolverConstraint& solverConstraint,
+ btMultiBodyJacobianData& data,
+ const btVector3& contactNormalOnB,
+ const btVector3& posAworld, const btVector3& posBworld,
+ btScalar position,
+ const btContactSolverInfo& infoGlobal,
+ btScalar& relaxation,
+ bool isFriction, btScalar desiredVelocity=0, btScalar cfmSlip=0);
+
+ btScalar fillConstraintRowMultiBodyMultiBody(btMultiBodySolverConstraint& constraintRow,
+ btMultiBodyJacobianData& data,
+ btScalar* jacOrgA,btScalar* jacOrgB,
+ const btContactSolverInfo& infoGlobal,
+ btScalar desiredVelocity,
+ btScalar lowerLimit,
+ btScalar upperLimit);
+
+public:
+
+ btMultiBodyConstraint(btMultiBody* bodyA,btMultiBody* bodyB,int linkA, int linkB, int numRows, bool isUnilateral);
+ virtual ~btMultiBodyConstraint();
+
+
+
+ virtual int getIslandIdA() const =0;
+ virtual int getIslandIdB() const =0;
+
+ virtual void createConstraintRows(btMultiBodyConstraintArray& constraintRows,
+ btMultiBodyJacobianData& data,
+ const btContactSolverInfo& infoGlobal)=0;
+
+ int getNumRows() const
+ {
+ return m_num_rows;
+ }
+
+ btMultiBody* getMultiBodyA()
+ {
+ return m_bodyA;
+ }
+ btMultiBody* getMultiBodyB()
+ {
+ return m_bodyB;
+ }
+
+ // current constraint position
+ // constraint is pos >= 0 for unilateral, or pos = 0 for bilateral
+ // NOTE: ignored position for friction rows.
+ btScalar getPosition(int row) const
+ {
+ return m_data[m_pos_offset + row];
+ }
+
+ void setPosition(int row, btScalar pos)
+ {
+ m_data[m_pos_offset + row] = pos;
+ }
+
+
+ bool isUnilateral() const
+ {
+ return m_isUnilateral;
+ }
+
+ // jacobian blocks.
+ // each of size 6 + num_links. (jacobian2 is null if no body2.)
+ // format: 3 'omega' coefficients, 3 'v' coefficients, then the 'qdot' coefficients.
+ btScalar* jacobianA(int row)
+ {
+ return &m_data[m_num_rows + row * m_jac_size_both];
+ }
+ const btScalar* jacobianA(int row) const
+ {
+ return &m_data[m_num_rows + (row * m_jac_size_both)];
+ }
+ btScalar* jacobianB(int row)
+ {
+ return &m_data[m_num_rows + (row * m_jac_size_both) + m_jac_size_A];
+ }
+ const btScalar* jacobianB(int row) const
+ {
+ return &m_data[m_num_rows + (row * m_jac_size_both) + m_jac_size_A];
+ }
+
+ btScalar getMaxAppliedImpulse() const
+ {
+ return m_maxAppliedImpulse;
+ }
+ void setMaxAppliedImpulse(btScalar maxImp)
+ {
+ m_maxAppliedImpulse = maxImp;
+ }
+
+
+};
+
+#endif //BT_MULTIBODY_CONSTRAINT_H
+
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.cpp b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.cpp
new file mode 100644
index 00000000000..577f846225b
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.cpp
@@ -0,0 +1,795 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#include "btMultiBodyConstraintSolver.h"
+#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
+#include "btMultiBodyLinkCollider.h"
+
+#include "BulletDynamics/ConstraintSolver/btSolverBody.h"
+#include "btMultiBodyConstraint.h"
+#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
+
+#include "LinearMath/btQuickprof.h"
+
+btScalar btMultiBodyConstraintSolver::solveSingleIteration(int iteration, btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer)
+{
+ btScalar val = btSequentialImpulseConstraintSolver::solveSingleIteration(iteration, bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer);
+
+ //solve featherstone non-contact constraints
+
+ //printf("m_multiBodyNonContactConstraints = %d\n",m_multiBodyNonContactConstraints.size());
+ for (int j=0;j<m_multiBodyNonContactConstraints.size();j++)
+ {
+ btMultiBodySolverConstraint& constraint = m_multiBodyNonContactConstraints[j];
+ //if (iteration < constraint.m_overrideNumSolverIterations)
+ //resolveSingleConstraintRowGenericMultiBody(constraint);
+ resolveSingleConstraintRowGeneric(constraint);
+ }
+
+ //solve featherstone normal contact
+ for (int j=0;j<m_multiBodyNormalContactConstraints.size();j++)
+ {
+ btMultiBodySolverConstraint& constraint = m_multiBodyNormalContactConstraints[j];
+ if (iteration < infoGlobal.m_numIterations)
+ resolveSingleConstraintRowGeneric(constraint);
+ }
+
+ //solve featherstone frictional contact
+
+ for (int j=0;j<this->m_multiBodyFrictionContactConstraints.size();j++)
+ {
+ if (iteration < infoGlobal.m_numIterations)
+ {
+ btMultiBodySolverConstraint& frictionConstraint = m_multiBodyFrictionContactConstraints[j];
+ btScalar totalImpulse = m_multiBodyNormalContactConstraints[frictionConstraint.m_frictionIndex].m_appliedImpulse;
+ //adjust friction limits here
+ if (totalImpulse>btScalar(0))
+ {
+ frictionConstraint.m_lowerLimit = -(frictionConstraint.m_friction*totalImpulse);
+ frictionConstraint.m_upperLimit = frictionConstraint.m_friction*totalImpulse;
+ resolveSingleConstraintRowGeneric(frictionConstraint);
+ }
+ }
+ }
+ return val;
+}
+
+btScalar btMultiBodyConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer)
+{
+ m_multiBodyNonContactConstraints.resize(0);
+ m_multiBodyNormalContactConstraints.resize(0);
+ m_multiBodyFrictionContactConstraints.resize(0);
+ m_data.m_jacobians.resize(0);
+ m_data.m_deltaVelocitiesUnitImpulse.resize(0);
+ m_data.m_deltaVelocities.resize(0);
+
+ for (int i=0;i<numBodies;i++)
+ {
+ const btMultiBodyLinkCollider* fcA = btMultiBodyLinkCollider::upcast(bodies[i]);
+ if (fcA)
+ {
+ fcA->m_multiBody->setCompanionId(-1);
+ }
+ }
+
+ btScalar val = btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup( bodies,numBodies,manifoldPtr, numManifolds, constraints,numConstraints,infoGlobal,debugDrawer);
+
+ return val;
+}
+
+void btMultiBodyConstraintSolver::applyDeltaVee(btScalar* delta_vee, btScalar impulse, int velocityIndex, int ndof)
+{
+ for (int i = 0; i < ndof; ++i)
+ m_data.m_deltaVelocities[velocityIndex+i] += delta_vee[i] * impulse;
+}
+
+void btMultiBodyConstraintSolver::resolveSingleConstraintRowGeneric(const btMultiBodySolverConstraint& c)
+{
+
+ btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm;
+ btScalar deltaVelADotn=0;
+ btScalar deltaVelBDotn=0;
+ btSolverBody* bodyA = 0;
+ btSolverBody* bodyB = 0;
+ int ndofA=0;
+ int ndofB=0;
+
+ if (c.m_multiBodyA)
+ {
+ ndofA = c.m_multiBodyA->getNumLinks() + 6;
+ for (int i = 0; i < ndofA; ++i)
+ deltaVelADotn += m_data.m_jacobians[c.m_jacAindex+i] * m_data.m_deltaVelocities[c.m_deltaVelAindex+i];
+ } else
+ {
+ bodyA = &m_tmpSolverBodyPool[c.m_solverBodyIdA];
+ deltaVelADotn += c.m_contactNormal1.dot(bodyA->internalGetDeltaLinearVelocity()) + c.m_relpos1CrossNormal.dot(bodyA->internalGetDeltaAngularVelocity());
+ }
+
+ if (c.m_multiBodyB)
+ {
+ ndofB = c.m_multiBodyB->getNumLinks() + 6;
+ for (int i = 0; i < ndofB; ++i)
+ deltaVelBDotn += m_data.m_jacobians[c.m_jacBindex+i] * m_data.m_deltaVelocities[c.m_deltaVelBindex+i];
+ } else
+ {
+ bodyB = &m_tmpSolverBodyPool[c.m_solverBodyIdB];
+ deltaVelBDotn += c.m_contactNormal2.dot(bodyB->internalGetDeltaLinearVelocity()) + c.m_relpos2CrossNormal.dot(bodyB->internalGetDeltaAngularVelocity());
+ }
+
+
+ deltaImpulse -= deltaVelADotn*c.m_jacDiagABInv;//m_jacDiagABInv = 1./denom
+ deltaImpulse -= deltaVelBDotn*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;
+ }
+
+ if (c.m_multiBodyA)
+ {
+ applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacAindex],deltaImpulse,c.m_deltaVelAindex,ndofA);
+ c.m_multiBodyA->applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacAindex],deltaImpulse);
+ } else
+ {
+ bodyA->internalApplyImpulse(c.m_contactNormal1*bodyA->internalGetInvMass(),c.m_angularComponentA,deltaImpulse);
+
+ }
+ if (c.m_multiBodyB)
+ {
+ applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacBindex],deltaImpulse,c.m_deltaVelBindex,ndofB);
+ c.m_multiBodyB->applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacBindex],deltaImpulse);
+ } else
+ {
+ bodyB->internalApplyImpulse(c.m_contactNormal2*bodyB->internalGetInvMass(),c.m_angularComponentB,deltaImpulse);
+ }
+
+}
+
+
+void btMultiBodyConstraintSolver::resolveSingleConstraintRowGenericMultiBody(const btMultiBodySolverConstraint& c)
+{
+
+ btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm;
+ btScalar deltaVelADotn=0;
+ btScalar deltaVelBDotn=0;
+ int ndofA=0;
+ int ndofB=0;
+
+ if (c.m_multiBodyA)
+ {
+ ndofA = c.m_multiBodyA->getNumLinks() + 6;
+ for (int i = 0; i < ndofA; ++i)
+ deltaVelADotn += m_data.m_jacobians[c.m_jacAindex+i] * m_data.m_deltaVelocities[c.m_deltaVelAindex+i];
+ }
+
+ if (c.m_multiBodyB)
+ {
+ ndofB = c.m_multiBodyB->getNumLinks() + 6;
+ for (int i = 0; i < ndofB; ++i)
+ deltaVelBDotn += m_data.m_jacobians[c.m_jacBindex+i] * m_data.m_deltaVelocities[c.m_deltaVelBindex+i];
+ }
+
+
+ deltaImpulse -= deltaVelADotn*c.m_jacDiagABInv;//m_jacDiagABInv = 1./denom
+ deltaImpulse -= deltaVelBDotn*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;
+ }
+
+ if (c.m_multiBodyA)
+ {
+ applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacAindex],deltaImpulse,c.m_deltaVelAindex,ndofA);
+ c.m_multiBodyA->applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacAindex],deltaImpulse);
+ }
+ if (c.m_multiBodyB)
+ {
+ applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacBindex],deltaImpulse,c.m_deltaVelBindex,ndofB);
+ c.m_multiBodyB->applyDeltaVee(&m_data.m_deltaVelocitiesUnitImpulse[c.m_jacBindex],deltaImpulse);
+ }
+}
+
+
+void btMultiBodyConstraintSolver::setupMultiBodyContactConstraint(btMultiBodySolverConstraint& solverConstraint,
+ const btVector3& contactNormal,
+ btManifoldPoint& cp, const btContactSolverInfo& infoGlobal,
+ btScalar& relaxation,
+ bool isFriction, btScalar desiredVelocity, btScalar cfmSlip)
+{
+
+ BT_PROFILE("setupMultiBodyContactConstraint");
+ btVector3 rel_pos1;
+ btVector3 rel_pos2;
+
+ btMultiBody* multiBodyA = solverConstraint.m_multiBodyA;
+ btMultiBody* multiBodyB = solverConstraint.m_multiBodyB;
+
+ const btVector3& pos1 = cp.getPositionWorldOnA();
+ const btVector3& pos2 = cp.getPositionWorldOnB();
+
+ btSolverBody* bodyA = multiBodyA ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA];
+ btSolverBody* bodyB = multiBodyB ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB];
+
+ btRigidBody* rb0 = multiBodyA ? 0 : bodyA->m_originalBody;
+ btRigidBody* rb1 = multiBodyB ? 0 : bodyB->m_originalBody;
+
+ if (bodyA)
+ rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin();
+ if (bodyB)
+ rel_pos2 = pos2 - bodyB->getWorldTransform().getOrigin();
+
+ relaxation = 1.f;
+
+ if (multiBodyA)
+ {
+ const int ndofA = multiBodyA->getNumLinks() + 6;
+
+ solverConstraint.m_deltaVelAindex = multiBodyA->getCompanionId();
+
+ if (solverConstraint.m_deltaVelAindex <0)
+ {
+ solverConstraint.m_deltaVelAindex = m_data.m_deltaVelocities.size();
+ multiBodyA->setCompanionId(solverConstraint.m_deltaVelAindex);
+ m_data.m_deltaVelocities.resize(m_data.m_deltaVelocities.size()+ndofA);
+ } else
+ {
+ btAssert(m_data.m_deltaVelocities.size() >= solverConstraint.m_deltaVelAindex+ndofA);
+ }
+
+ solverConstraint.m_jacAindex = m_data.m_jacobians.size();
+ m_data.m_jacobians.resize(m_data.m_jacobians.size()+ndofA);
+ m_data.m_deltaVelocitiesUnitImpulse.resize(m_data.m_deltaVelocitiesUnitImpulse.size()+ndofA);
+ btAssert(m_data.m_jacobians.size() == m_data.m_deltaVelocitiesUnitImpulse.size());
+
+ btScalar* jac1=&m_data.m_jacobians[solverConstraint.m_jacAindex];
+ multiBodyA->fillContactJacobian(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
+ btScalar* delta = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
+ multiBodyA->calcAccelerationDeltas(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);
+ } else
+ {
+ btVector3 torqueAxis0 = rel_pos1.cross(contactNormal);
+ solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
+ solverConstraint.m_relpos1CrossNormal = torqueAxis0;
+ solverConstraint.m_contactNormal1 = contactNormal;
+ }
+
+ if (multiBodyB)
+ {
+ const int ndofB = multiBodyB->getNumLinks() + 6;
+
+ solverConstraint.m_deltaVelBindex = multiBodyB->getCompanionId();
+ if (solverConstraint.m_deltaVelBindex <0)
+ {
+ solverConstraint.m_deltaVelBindex = m_data.m_deltaVelocities.size();
+ multiBodyB->setCompanionId(solverConstraint.m_deltaVelBindex);
+ m_data.m_deltaVelocities.resize(m_data.m_deltaVelocities.size()+ndofB);
+ }
+
+ solverConstraint.m_jacBindex = m_data.m_jacobians.size();
+
+ m_data.m_jacobians.resize(m_data.m_jacobians.size()+ndofB);
+ m_data.m_deltaVelocitiesUnitImpulse.resize(m_data.m_deltaVelocitiesUnitImpulse.size()+ndofB);
+ btAssert(m_data.m_jacobians.size() == m_data.m_deltaVelocitiesUnitImpulse.size());
+
+ multiBodyB->fillContactJacobian(solverConstraint.m_linkB, cp.getPositionWorldOnB(), -contactNormal, &m_data.m_jacobians[solverConstraint.m_jacBindex], m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
+ multiBodyB->calcAccelerationDeltas(&m_data.m_jacobians[solverConstraint.m_jacBindex],&m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex],m_data.scratch_r, m_data.scratch_v);
+ } else
+ {
+ btVector3 torqueAxis1 = rel_pos2.cross(contactNormal);
+ solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0);
+ solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
+ solverConstraint.m_contactNormal2 = -contactNormal;
+ }
+
+ {
+
+ btVector3 vec;
+ btScalar denom0 = 0.f;
+ btScalar denom1 = 0.f;
+ btScalar* jacB = 0;
+ btScalar* jacA = 0;
+ btScalar* lambdaA =0;
+ btScalar* lambdaB =0;
+ int ndofA = 0;
+ if (multiBodyA)
+ {
+ ndofA = multiBodyA->getNumLinks() + 6;
+ jacA = &m_data.m_jacobians[solverConstraint.m_jacAindex];
+ lambdaA = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
+ for (int i = 0; i < ndofA; ++i)
+ {
+ btScalar j = jacA[i] ;
+ btScalar l =lambdaA[i];
+ denom0 += j*l;
+ }
+ } else
+ {
+ if (rb0)
+ {
+ vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
+ denom0 = rb0->getInvMass() + contactNormal.dot(vec);
+ }
+ }
+ if (multiBodyB)
+ {
+ const int ndofB = multiBodyB->getNumLinks() + 6;
+ jacB = &m_data.m_jacobians[solverConstraint.m_jacBindex];
+ lambdaB = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex];
+ for (int i = 0; i < ndofB; ++i)
+ {
+ btScalar j = jacB[i] ;
+ btScalar l =lambdaB[i];
+ denom1 += j*l;
+ }
+
+ } else
+ {
+ if (rb1)
+ {
+ vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
+ denom1 = rb1->getInvMass() + contactNormal.dot(vec);
+ }
+ }
+
+ if (multiBodyA && (multiBodyA==multiBodyB))
+ {
+ // ndof1 == ndof2 in this case
+ for (int i = 0; i < ndofA; ++i)
+ {
+ denom1 += jacB[i] * lambdaA[i];
+ denom1 += jacA[i] * lambdaB[i];
+ }
+ }
+
+ btScalar d = denom0+denom1;
+ if (btFabs(d)>SIMD_EPSILON)
+ {
+
+ solverConstraint.m_jacDiagABInv = relaxation/(d);
+ } else
+ {
+ solverConstraint.m_jacDiagABInv = 1.f;
+ }
+
+ }
+
+
+ //compute rhs and remaining solverConstraint fields
+
+
+
+ btScalar restitution = 0.f;
+ btScalar penetration = isFriction? 0 : cp.getDistance()+infoGlobal.m_linearSlop;
+
+ btScalar rel_vel = 0.f;
+ int ndofA = 0;
+ int ndofB = 0;
+ {
+
+ btVector3 vel1,vel2;
+ if (multiBodyA)
+ {
+ ndofA = multiBodyA->getNumLinks() + 6;
+ btScalar* jacA = &m_data.m_jacobians[solverConstraint.m_jacAindex];
+ for (int i = 0; i < ndofA ; ++i)
+ rel_vel += multiBodyA->getVelocityVector()[i] * jacA[i];
+ } else
+ {
+ if (rb0)
+ {
+ rel_vel += rb0->getVelocityInLocalPoint(rel_pos1).dot(solverConstraint.m_contactNormal1);
+ }
+ }
+ if (multiBodyB)
+ {
+ ndofB = multiBodyB->getNumLinks() + 6;
+ btScalar* jacB = &m_data.m_jacobians[solverConstraint.m_jacBindex];
+ for (int i = 0; i < ndofB ; ++i)
+ rel_vel += multiBodyB->getVelocityVector()[i] * jacB[i];
+
+ } else
+ {
+ if (rb1)
+ {
+ rel_vel += rb1->getVelocityInLocalPoint(rel_pos2).dot(solverConstraint.m_contactNormal2);
+ }
+ }
+
+ solverConstraint.m_friction = cp.m_combinedFriction;
+
+
+ restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution);
+ if (restitution <= btScalar(0.))
+ {
+ restitution = 0.f;
+ };
+ }
+
+
+ ///warm starting (or zero if disabled)
+ if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
+ {
+ solverConstraint.m_appliedImpulse = isFriction ? 0 : cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
+
+ if (solverConstraint.m_appliedImpulse)
+ {
+ if (multiBodyA)
+ {
+ btScalar impulse = solverConstraint.m_appliedImpulse;
+ btScalar* deltaV = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
+ multiBodyA->applyDeltaVee(deltaV,impulse);
+ applyDeltaVee(deltaV,impulse,solverConstraint.m_deltaVelAindex,ndofA);
+ } else
+ {
+ if (rb0)
+ bodyA->internalApplyImpulse(solverConstraint.m_contactNormal1*bodyA->internalGetInvMass()*rb0->getLinearFactor(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
+ }
+ if (multiBodyB)
+ {
+ btScalar impulse = solverConstraint.m_appliedImpulse;
+ btScalar* deltaV = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex];
+ multiBodyB->applyDeltaVee(deltaV,impulse);
+ applyDeltaVee(deltaV,impulse,solverConstraint.m_deltaVelBindex,ndofB);
+ } else
+ {
+ if (rb1)
+ bodyB->internalApplyImpulse(-solverConstraint.m_contactNormal2*bodyB->internalGetInvMass()*rb1->getLinearFactor(),-solverConstraint.m_angularComponentB,-(btScalar)solverConstraint.m_appliedImpulse);
+ }
+ }
+ } else
+ {
+ solverConstraint.m_appliedImpulse = 0.f;
+ }
+
+ solverConstraint.m_appliedPushImpulse = 0.f;
+
+ {
+
+
+ btScalar positionalError = 0.f;
+ btScalar velocityError = restitution - rel_vel;// * damping;
+
+
+ btScalar erp = infoGlobal.m_erp2;
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ erp = infoGlobal.m_erp;
+ }
+
+ if (penetration>0)
+ {
+ positionalError = 0;
+ velocityError = -penetration / infoGlobal.m_timeStep;
+
+ } else
+ {
+ positionalError = -penetration * erp/infoGlobal.m_timeStep;
+ }
+
+ btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
+ btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
+
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ //combine position and velocity into rhs
+ solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
+ solverConstraint.m_rhsPenetration = 0.f;
+
+ } else
+ {
+ //split position and velocity into rhs and m_rhsPenetration
+ solverConstraint.m_rhs = velocityImpulse;
+ solverConstraint.m_rhsPenetration = penetrationImpulse;
+ }
+
+ solverConstraint.m_cfm = 0.f;
+ solverConstraint.m_lowerLimit = 0;
+ solverConstraint.m_upperLimit = 1e10f;
+ }
+
+}
+
+
+
+
+btMultiBodySolverConstraint& btMultiBodyConstraintSolver::addMultiBodyFrictionConstraint(const btVector3& normalAxis,btPersistentManifold* manifold,int frictionIndex,btManifoldPoint& cp,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity, btScalar cfmSlip)
+{
+ BT_PROFILE("addMultiBodyFrictionConstraint");
+ btMultiBodySolverConstraint& solverConstraint = m_multiBodyFrictionContactConstraints.expandNonInitializing();
+ solverConstraint.m_frictionIndex = frictionIndex;
+ bool isFriction = true;
+
+ const btMultiBodyLinkCollider* fcA = btMultiBodyLinkCollider::upcast(manifold->getBody0());
+ const btMultiBodyLinkCollider* fcB = btMultiBodyLinkCollider::upcast(manifold->getBody1());
+
+ btMultiBody* mbA = fcA? fcA->m_multiBody : 0;
+ btMultiBody* mbB = fcB? fcB->m_multiBody : 0;
+
+ int solverBodyIdA = mbA? -1 : getOrInitSolverBody(*colObj0,infoGlobal.m_timeStep);
+ int solverBodyIdB = mbB ? -1 : getOrInitSolverBody(*colObj1,infoGlobal.m_timeStep);
+
+ solverConstraint.m_solverBodyIdA = solverBodyIdA;
+ solverConstraint.m_solverBodyIdB = solverBodyIdB;
+ solverConstraint.m_multiBodyA = mbA;
+ if (mbA)
+ solverConstraint.m_linkA = fcA->m_link;
+
+ solverConstraint.m_multiBodyB = mbB;
+ if (mbB)
+ solverConstraint.m_linkB = fcB->m_link;
+
+ solverConstraint.m_originalContactPoint = &cp;
+
+ setupMultiBodyContactConstraint(solverConstraint, normalAxis, cp, infoGlobal,relaxation,isFriction, desiredVelocity, cfmSlip);
+ return solverConstraint;
+}
+
+void btMultiBodyConstraintSolver::convertMultiBodyContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal)
+{
+ const btMultiBodyLinkCollider* fcA = btMultiBodyLinkCollider::upcast(manifold->getBody0());
+ const btMultiBodyLinkCollider* fcB = btMultiBodyLinkCollider::upcast(manifold->getBody1());
+
+ btMultiBody* mbA = fcA? fcA->m_multiBody : 0;
+ btMultiBody* mbB = fcB? fcB->m_multiBody : 0;
+
+ btCollisionObject* colObj0=0,*colObj1=0;
+
+ colObj0 = (btCollisionObject*)manifold->getBody0();
+ colObj1 = (btCollisionObject*)manifold->getBody1();
+
+ int solverBodyIdA = mbA? -1 : getOrInitSolverBody(*colObj0,infoGlobal.m_timeStep);
+ int solverBodyIdB = mbB ? -1 : getOrInitSolverBody(*colObj1,infoGlobal.m_timeStep);
+
+ btSolverBody* solverBodyA = mbA ? 0 : &m_tmpSolverBodyPool[solverBodyIdA];
+ btSolverBody* solverBodyB = mbB ? 0 : &m_tmpSolverBodyPool[solverBodyIdB];
+
+
+ ///avoid collision response between two static objects
+// if (!solverBodyA || (solverBodyA->m_invMass.isZero() && (!solverBodyB || solverBodyB->m_invMass.isZero())))
+ // return;
+
+ int rollingFriction=1;
+
+ for (int j=0;j<manifold->getNumContacts();j++)
+ {
+
+ btManifoldPoint& cp = manifold->getContactPoint(j);
+
+ if (cp.getDistance() <= manifold->getContactProcessingThreshold())
+ {
+
+ btScalar relaxation;
+
+ int frictionIndex = m_multiBodyNormalContactConstraints.size();
+
+ btMultiBodySolverConstraint& solverConstraint = m_multiBodyNormalContactConstraints.expandNonInitializing();
+
+ btRigidBody* rb0 = btRigidBody::upcast(colObj0);
+ btRigidBody* rb1 = btRigidBody::upcast(colObj1);
+ solverConstraint.m_solverBodyIdA = solverBodyIdA;
+ solverConstraint.m_solverBodyIdB = solverBodyIdB;
+ solverConstraint.m_multiBodyA = mbA;
+ if (mbA)
+ solverConstraint.m_linkA = fcA->m_link;
+
+ solverConstraint.m_multiBodyB = mbB;
+ if (mbB)
+ solverConstraint.m_linkB = fcB->m_link;
+
+ solverConstraint.m_originalContactPoint = &cp;
+
+ bool isFriction = false;
+ setupMultiBodyContactConstraint(solverConstraint, cp.m_normalWorldOnB,cp, infoGlobal, relaxation, isFriction);
+
+// const btVector3& pos1 = cp.getPositionWorldOnA();
+// const btVector3& pos2 = cp.getPositionWorldOnB();
+
+ /////setup the friction constraints
+#define ENABLE_FRICTION
+#ifdef ENABLE_FRICTION
+ solverConstraint.m_frictionIndex = frictionIndex;
+#if ROLLING_FRICTION
+ btVector3 angVelA(0,0,0),angVelB(0,0,0);
+ if (rb0)
+ angVelA = rb0->getAngularVelocity();
+ if (rb1)
+ angVelB = rb1->getAngularVelocity();
+ btVector3 relAngVel = angVelB-angVelA;
+
+ if ((cp.m_combinedRollingFriction>0.f) && (rollingFriction>0))
+ {
+ //only a single rollingFriction per manifold
+ rollingFriction--;
+ if (relAngVel.length()>infoGlobal.m_singleAxisRollingFrictionThreshold)
+ {
+ relAngVel.normalize();
+ applyAnisotropicFriction(colObj0,relAngVel,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
+ applyAnisotropicFriction(colObj1,relAngVel,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
+ if (relAngVel.length()>0.001)
+ addRollingFrictionConstraint(relAngVel,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ } else
+ {
+ addRollingFrictionConstraint(cp.m_normalWorldOnB,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+ btVector3 axis0,axis1;
+ btPlaneSpace1(cp.m_normalWorldOnB,axis0,axis1);
+ applyAnisotropicFriction(colObj0,axis0,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
+ applyAnisotropicFriction(colObj1,axis0,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
+ applyAnisotropicFriction(colObj0,axis1,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
+ applyAnisotropicFriction(colObj1,axis1,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
+ if (axis0.length()>0.001)
+ addRollingFrictionConstraint(axis0,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+ if (axis1.length()>0.001)
+ addRollingFrictionConstraint(axis1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ }
+ }
+#endif //ROLLING_FRICTION
+
+ ///Bullet has several options to set the friction directions
+ ///By default, each contact has only a single friction direction that is recomputed automatically very frame
+ ///based on the relative linear velocity.
+ ///If the relative velocity it zero, it will automatically compute a friction direction.
+
+ ///You can also enable two friction directions, using the SOLVER_USE_2_FRICTION_DIRECTIONS.
+ ///In that case, the second friction direction will be orthogonal to both contact normal and first friction direction.
+ ///
+ ///If you choose SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION, then the friction will be independent from the relative projected velocity.
+ ///
+ ///The user can manually override the friction directions for certain contacts using a contact callback,
+ ///and set the cp.m_lateralFrictionInitialized to true
+ ///In that case, you can set the target relative motion in each friction direction (cp.m_contactMotion1 and cp.m_contactMotion2)
+ ///this will give a conveyor belt effect
+ ///
+ if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized)
+ {/*
+ cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
+ btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
+ if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
+ {
+ cp.m_lateralFrictionDir1 *= 1.f/btSqrt(lat_rel_vel);
+ if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
+ {
+ cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
+ cp.m_lateralFrictionDir2.normalize();//??
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ addMultiBodyFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ }
+
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ addMultiBodyFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ } else
+ */
+ {
+ btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
+
+ if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
+ {
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ addMultiBodyFrictionConstraint(cp.m_lateralFrictionDir2,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
+ }
+
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1,btCollisionObject::CF_ANISOTROPIC_FRICTION);
+ addMultiBodyFrictionConstraint(cp.m_lateralFrictionDir1,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
+
+ if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS) && (infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION))
+ {
+ cp.m_lateralFrictionInitialized = true;
+ }
+ }
+
+ } else
+ {
+ addMultiBodyFrictionConstraint(cp.m_lateralFrictionDir1,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal,cp.m_contactMotion1, cp.m_contactCFM1);
+
+ if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
+ addMultiBodyFrictionConstraint(cp.m_lateralFrictionDir2,manifold,frictionIndex,cp,colObj0,colObj1, relaxation, infoGlobal,cp.m_contactMotion2, cp.m_contactCFM2);
+
+ //setMultiBodyFrictionConstraintImpulse( solverConstraint, solverBodyIdA, solverBodyIdB, cp, infoGlobal);
+ //todo:
+ solverConstraint.m_appliedImpulse = 0.f;
+ solverConstraint.m_appliedPushImpulse = 0.f;
+ }
+
+
+#endif //ENABLE_FRICTION
+
+ }
+ }
+}
+
+void btMultiBodyConstraintSolver::convertContacts(btPersistentManifold** manifoldPtr,int numManifolds, const btContactSolverInfo& infoGlobal)
+{
+ btPersistentManifold* manifold = 0;
+
+ for (int i=0;i<numManifolds;i++)
+ {
+ btPersistentManifold* manifold= manifoldPtr[i];
+ const btMultiBodyLinkCollider* fcA = btMultiBodyLinkCollider::upcast(manifold->getBody0());
+ const btMultiBodyLinkCollider* fcB = btMultiBodyLinkCollider::upcast(manifold->getBody1());
+ if (!fcA && !fcB)
+ {
+ //the contact doesn't involve any Featherstone btMultiBody, so deal with the regular btRigidBody/btCollisionObject case
+ convertContact(manifold,infoGlobal);
+ } else
+ {
+ convertMultiBodyContact(manifold,infoGlobal);
+ }
+ }
+
+ //also convert the multibody constraints, if any
+
+
+ for (int i=0;i<m_tmpNumMultiBodyConstraints;i++)
+ {
+ btMultiBodyConstraint* c = m_tmpMultiBodyConstraints[i];
+ m_data.m_solverBodyPool = &m_tmpSolverBodyPool;
+ m_data.m_fixedBodyId = m_fixedBodyId;
+
+ c->createConstraintRows(m_multiBodyNonContactConstraints,m_data, infoGlobal);
+ }
+
+}
+
+
+
+btScalar btMultiBodyConstraintSolver::solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer,btDispatcher* dispatcher)
+{
+ return btSequentialImpulseConstraintSolver::solveGroup(bodies,numBodies,manifold,numManifolds,constraints,numConstraints,info,debugDrawer,dispatcher);
+}
+
+
+void btMultiBodyConstraintSolver::solveMultiBodyGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,btMultiBodyConstraint** multiBodyConstraints, int numMultiBodyConstraints, const btContactSolverInfo& info, btIDebugDraw* debugDrawer,btDispatcher* dispatcher)
+{
+ //printf("solveMultiBodyGroup start\n");
+ m_tmpMultiBodyConstraints = multiBodyConstraints;
+ m_tmpNumMultiBodyConstraints = numMultiBodyConstraints;
+
+ btSequentialImpulseConstraintSolver::solveGroup(bodies,numBodies,manifold,numManifolds,constraints,numConstraints,info,debugDrawer,dispatcher);
+
+ m_tmpMultiBodyConstraints = 0;
+ m_tmpNumMultiBodyConstraints = 0;
+
+
+}
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h
new file mode 100644
index 00000000000..0f4cd69c029
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h
@@ -0,0 +1,85 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#ifndef BT_MULTIBODY_CONSTRAINT_SOLVER_H
+#define BT_MULTIBODY_CONSTRAINT_SOLVER_H
+
+#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
+#include "btMultiBodySolverConstraint.h"
+
+
+class btMultiBody;
+
+#include "btMultiBodyConstraint.h"
+
+
+
+ATTRIBUTE_ALIGNED16(class) btMultiBodyConstraintSolver : public btSequentialImpulseConstraintSolver
+{
+
+protected:
+
+ btMultiBodyConstraintArray m_multiBodyNonContactConstraints;
+
+ btMultiBodyConstraintArray m_multiBodyNormalContactConstraints;
+ btMultiBodyConstraintArray m_multiBodyFrictionContactConstraints;
+
+ btMultiBodyJacobianData m_data;
+
+ //temp storage for multi body constraints for a specific island/group called by 'solveGroup'
+ btMultiBodyConstraint** m_tmpMultiBodyConstraints;
+ int m_tmpNumMultiBodyConstraints;
+
+ void resolveSingleConstraintRowGeneric(const btMultiBodySolverConstraint& c);
+ void resolveSingleConstraintRowGenericMultiBody(const btMultiBodySolverConstraint& c);
+
+ void convertContacts(btPersistentManifold** manifoldPtr,int numManifolds, const btContactSolverInfo& infoGlobal);
+ btMultiBodySolverConstraint& addMultiBodyFrictionConstraint(const btVector3& normalAxis,btPersistentManifold* manifold,int frictionIndex,btManifoldPoint& cp,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity=0, btScalar cfmSlip=0);
+
+
+ void setupMultiBodyJointLimitConstraint(btMultiBodySolverConstraint& constraintRow,
+ btScalar* jacA,btScalar* jacB,
+ btScalar penetration,btScalar combinedFrictionCoeff, btScalar combinedRestitutionCoeff,
+ const btContactSolverInfo& infoGlobal);
+
+ void setupMultiBodyContactConstraint(btMultiBodySolverConstraint& solverConstraint,
+ const btVector3& contactNormal,
+ btManifoldPoint& cp, const btContactSolverInfo& infoGlobal,
+ btScalar& relaxation,
+ bool isFriction, btScalar desiredVelocity=0, btScalar cfmSlip=0);
+
+ void convertMultiBodyContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal);
+ virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
+// virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
+
+ virtual btScalar solveSingleIteration(int iteration, btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
+ void applyDeltaVee(btScalar* deltaV, btScalar impulse, int velocityIndex, int ndof);
+
+public:
+
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ ///this method should not be called, it was just used during porting/integration of Featherstone btMultiBody, providing backwards compatibility but no support for btMultiBodyConstraint (only contact constraints)
+ virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer,btDispatcher* dispatcher);
+
+ virtual void solveMultiBodyGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,btMultiBodyConstraint** multiBodyConstraints, int numMultiBodyConstraints, const btContactSolverInfo& info, btIDebugDraw* debugDrawer,btDispatcher* dispatcher);
+};
+
+
+
+
+
+#endif //BT_MULTIBODY_CONSTRAINT_SOLVER_H
+
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.cpp b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.cpp
new file mode 100644
index 00000000000..0910f8f6abb
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.cpp
@@ -0,0 +1,578 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#include "btMultiBodyDynamicsWorld.h"
+#include "btMultiBodyConstraintSolver.h"
+#include "btMultiBody.h"
+#include "btMultiBodyLinkCollider.h"
+#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
+#include "LinearMath/btQuickprof.h"
+#include "btMultiBodyConstraint.h"
+
+
+
+
+void btMultiBodyDynamicsWorld::addMultiBody(btMultiBody* body, short group, short mask)
+{
+ m_multiBodies.push_back(body);
+
+}
+
+void btMultiBodyDynamicsWorld::removeMultiBody(btMultiBody* body)
+{
+ m_multiBodies.remove(body);
+}
+
+void btMultiBodyDynamicsWorld::calculateSimulationIslands()
+{
+ BT_PROFILE("calculateSimulationIslands");
+
+ getSimulationIslandManager()->updateActivationState(getCollisionWorld(),getCollisionWorld()->getDispatcher());
+
+ {
+ //merge islands based on speculative contact manifolds too
+ for (int i=0;i<this->m_predictiveManifolds.size();i++)
+ {
+ btPersistentManifold* manifold = m_predictiveManifolds[i];
+
+ const btCollisionObject* colObj0 = manifold->getBody0();
+ const btCollisionObject* colObj1 = manifold->getBody1();
+
+ if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
+ ((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
+ {
+ getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),(colObj1)->getIslandTag());
+ }
+ }
+ }
+
+ {
+ int i;
+ int numConstraints = int(m_constraints.size());
+ for (i=0;i< numConstraints ; i++ )
+ {
+ btTypedConstraint* constraint = m_constraints[i];
+ if (constraint->isEnabled())
+ {
+ const btRigidBody* colObj0 = &constraint->getRigidBodyA();
+ const btRigidBody* colObj1 = &constraint->getRigidBodyB();
+
+ if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
+ ((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
+ {
+ getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),(colObj1)->getIslandTag());
+ }
+ }
+ }
+ }
+
+ //merge islands linked by Featherstone link colliders
+ for (int i=0;i<m_multiBodies.size();i++)
+ {
+ btMultiBody* body = m_multiBodies[i];
+ {
+ btMultiBodyLinkCollider* prev = body->getBaseCollider();
+
+ for (int b=0;b<body->getNumLinks();b++)
+ {
+ btMultiBodyLinkCollider* cur = body->getLink(b).m_collider;
+
+ if (((cur) && (!(cur)->isStaticOrKinematicObject())) &&
+ ((prev) && (!(prev)->isStaticOrKinematicObject())))
+ {
+ int tagPrev = prev->getIslandTag();
+ int tagCur = cur->getIslandTag();
+ getSimulationIslandManager()->getUnionFind().unite(tagPrev, tagCur);
+ }
+ if (cur && !cur->isStaticOrKinematicObject())
+ prev = cur;
+
+ }
+ }
+ }
+
+ //merge islands linked by multibody constraints
+ {
+ for (int i=0;i<this->m_multiBodyConstraints.size();i++)
+ {
+ btMultiBodyConstraint* c = m_multiBodyConstraints[i];
+ int tagA = c->getIslandIdA();
+ int tagB = c->getIslandIdB();
+ if (tagA>=0 && tagB>=0)
+ getSimulationIslandManager()->getUnionFind().unite(tagA, tagB);
+ }
+ }
+
+ //Store the island id in each body
+ getSimulationIslandManager()->storeIslandActivationState(getCollisionWorld());
+
+}
+
+
+void btMultiBodyDynamicsWorld::updateActivationState(btScalar timeStep)
+{
+ BT_PROFILE("btMultiBodyDynamicsWorld::updateActivationState");
+
+
+
+ for ( int i=0;i<m_multiBodies.size();i++)
+ {
+ btMultiBody* body = m_multiBodies[i];
+ if (body)
+ {
+ body->checkMotionAndSleepIfRequired(timeStep);
+ if (!body->isAwake())
+ {
+ btMultiBodyLinkCollider* col = body->getBaseCollider();
+ if (col && col->getActivationState() == ACTIVE_TAG)
+ {
+ col->setActivationState( WANTS_DEACTIVATION);
+ col->setDeactivationTime(0.f);
+ }
+ for (int b=0;b<body->getNumLinks();b++)
+ {
+ btMultiBodyLinkCollider* col = body->getLink(b).m_collider;
+ if (col && col->getActivationState() == ACTIVE_TAG)
+ {
+ col->setActivationState( WANTS_DEACTIVATION);
+ col->setDeactivationTime(0.f);
+ }
+ }
+ } else
+ {
+ btMultiBodyLinkCollider* col = body->getBaseCollider();
+ if (col && col->getActivationState() != DISABLE_DEACTIVATION)
+ col->setActivationState( ACTIVE_TAG );
+
+ for (int b=0;b<body->getNumLinks();b++)
+ {
+ btMultiBodyLinkCollider* col = body->getLink(b).m_collider;
+ if (col && col->getActivationState() != DISABLE_DEACTIVATION)
+ col->setActivationState( ACTIVE_TAG );
+ }
+ }
+
+ }
+ }
+
+ btDiscreteDynamicsWorld::updateActivationState(timeStep);
+}
+
+
+SIMD_FORCE_INLINE int btGetConstraintIslandId2(const btTypedConstraint* lhs)
+{
+ int islandId;
+
+ const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
+ const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
+ islandId= rcolObj0.getIslandTag()>=0?rcolObj0.getIslandTag():rcolObj1.getIslandTag();
+ return islandId;
+
+}
+
+
+class btSortConstraintOnIslandPredicate2
+{
+ public:
+
+ bool operator() ( const btTypedConstraint* lhs, const btTypedConstraint* rhs ) const
+ {
+ int rIslandId0,lIslandId0;
+ rIslandId0 = btGetConstraintIslandId2(rhs);
+ lIslandId0 = btGetConstraintIslandId2(lhs);
+ return lIslandId0 < rIslandId0;
+ }
+};
+
+
+
+SIMD_FORCE_INLINE int btGetMultiBodyConstraintIslandId(const btMultiBodyConstraint* lhs)
+{
+ int islandId;
+
+ int islandTagA = lhs->getIslandIdA();
+ int islandTagB = lhs->getIslandIdB();
+ islandId= islandTagA>=0?islandTagA:islandTagB;
+ return islandId;
+
+}
+
+
+class btSortMultiBodyConstraintOnIslandPredicate
+{
+ public:
+
+ bool operator() ( const btMultiBodyConstraint* lhs, const btMultiBodyConstraint* rhs ) const
+ {
+ int rIslandId0,lIslandId0;
+ rIslandId0 = btGetMultiBodyConstraintIslandId(rhs);
+ lIslandId0 = btGetMultiBodyConstraintIslandId(lhs);
+ return lIslandId0 < rIslandId0;
+ }
+};
+
+struct MultiBodyInplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback
+{
+ btContactSolverInfo* m_solverInfo;
+ btMultiBodyConstraintSolver* m_solver;
+ btMultiBodyConstraint** m_multiBodySortedConstraints;
+ int m_numMultiBodyConstraints;
+
+ btTypedConstraint** m_sortedConstraints;
+ int m_numConstraints;
+ btIDebugDraw* m_debugDrawer;
+ btDispatcher* m_dispatcher;
+
+ btAlignedObjectArray<btCollisionObject*> m_bodies;
+ btAlignedObjectArray<btPersistentManifold*> m_manifolds;
+ btAlignedObjectArray<btTypedConstraint*> m_constraints;
+ btAlignedObjectArray<btMultiBodyConstraint*> m_multiBodyConstraints;
+
+
+ MultiBodyInplaceSolverIslandCallback( btMultiBodyConstraintSolver* solver,
+ btDispatcher* dispatcher)
+ :m_solverInfo(NULL),
+ m_solver(solver),
+ m_multiBodySortedConstraints(NULL),
+ m_numConstraints(0),
+ m_debugDrawer(NULL),
+ m_dispatcher(dispatcher)
+ {
+
+ }
+
+ MultiBodyInplaceSolverIslandCallback& operator=(MultiBodyInplaceSolverIslandCallback& other)
+ {
+ btAssert(0);
+ (void)other;
+ return *this;
+ }
+
+ SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btTypedConstraint** sortedConstraints, int numConstraints, btMultiBodyConstraint** sortedMultiBodyConstraints, int numMultiBodyConstraints, btIDebugDraw* debugDrawer)
+ {
+ btAssert(solverInfo);
+ m_solverInfo = solverInfo;
+
+ m_multiBodySortedConstraints = sortedMultiBodyConstraints;
+ m_numMultiBodyConstraints = numMultiBodyConstraints;
+ m_sortedConstraints = sortedConstraints;
+ m_numConstraints = numConstraints;
+
+ m_debugDrawer = debugDrawer;
+ m_bodies.resize (0);
+ m_manifolds.resize (0);
+ m_constraints.resize (0);
+ m_multiBodyConstraints.resize(0);
+ }
+
+
+ virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId)
+ {
+ if (islandId<0)
+ {
+ ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
+ m_solver->solveMultiBodyGroup( bodies,numBodies,manifolds, numManifolds,m_sortedConstraints, m_numConstraints, &m_multiBodySortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
+ } else
+ {
+ //also add all non-contact constraints/joints for this island
+ btTypedConstraint** startConstraint = 0;
+ btMultiBodyConstraint** startMultiBodyConstraint = 0;
+
+ int numCurConstraints = 0;
+ int numCurMultiBodyConstraints = 0;
+
+ int i;
+
+ //find the first constraint for this island
+
+ for (i=0;i<m_numConstraints;i++)
+ {
+ if (btGetConstraintIslandId2(m_sortedConstraints[i]) == islandId)
+ {
+ startConstraint = &m_sortedConstraints[i];
+ break;
+ }
+ }
+ //count the number of constraints in this island
+ for (;i<m_numConstraints;i++)
+ {
+ if (btGetConstraintIslandId2(m_sortedConstraints[i]) == islandId)
+ {
+ numCurConstraints++;
+ }
+ }
+
+ for (i=0;i<m_numMultiBodyConstraints;i++)
+ {
+ if (btGetMultiBodyConstraintIslandId(m_multiBodySortedConstraints[i]) == islandId)
+ {
+
+ startMultiBodyConstraint = &m_multiBodySortedConstraints[i];
+ break;
+ }
+ }
+ //count the number of multi body constraints in this island
+ for (;i<m_numMultiBodyConstraints;i++)
+ {
+ if (btGetMultiBodyConstraintIslandId(m_multiBodySortedConstraints[i]) == islandId)
+ {
+ numCurMultiBodyConstraints++;
+ }
+ }
+
+ if (m_solverInfo->m_minimumSolverBatchSize<=1)
+ {
+ m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
+ } else
+ {
+
+ for (i=0;i<numBodies;i++)
+ m_bodies.push_back(bodies[i]);
+ for (i=0;i<numManifolds;i++)
+ m_manifolds.push_back(manifolds[i]);
+ for (i=0;i<numCurConstraints;i++)
+ m_constraints.push_back(startConstraint[i]);
+
+ for (i=0;i<numCurMultiBodyConstraints;i++)
+ m_multiBodyConstraints.push_back(startMultiBodyConstraint[i]);
+
+ if ((m_constraints.size()+m_manifolds.size())>m_solverInfo->m_minimumSolverBatchSize)
+ {
+ processConstraints();
+ } else
+ {
+ //printf("deferred\n");
+ }
+ }
+ }
+ }
+ void processConstraints()
+ {
+
+ btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0;
+ btPersistentManifold** manifold = m_manifolds.size()?&m_manifolds[0]:0;
+ btTypedConstraint** constraints = m_constraints.size()?&m_constraints[0]:0;
+ btMultiBodyConstraint** multiBodyConstraints = m_multiBodyConstraints.size() ? &m_multiBodyConstraints[0] : 0;
+
+ m_solver->solveMultiBodyGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,multiBodyConstraints, m_multiBodyConstraints.size(), *m_solverInfo,m_debugDrawer,m_dispatcher);
+ m_bodies.resize(0);
+ m_manifolds.resize(0);
+ m_constraints.resize(0);
+ m_multiBodyConstraints.resize(0);
+ }
+
+};
+
+
+
+btMultiBodyDynamicsWorld::btMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
+ :btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
+ m_multiBodyConstraintSolver(constraintSolver)
+{
+ //split impulse is not yet supported for Featherstone hierarchies
+ getSolverInfo().m_splitImpulse = false;
+ getSolverInfo().m_solverMode |=SOLVER_USE_2_FRICTION_DIRECTIONS;
+ m_solverMultiBodyIslandCallback = new MultiBodyInplaceSolverIslandCallback(constraintSolver,dispatcher);
+}
+
+btMultiBodyDynamicsWorld::~btMultiBodyDynamicsWorld ()
+{
+ delete m_solverMultiBodyIslandCallback;
+}
+
+
+
+
+void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
+{
+
+ btAlignedObjectArray<btScalar> scratch_r;
+ btAlignedObjectArray<btVector3> scratch_v;
+ btAlignedObjectArray<btMatrix3x3> scratch_m;
+
+
+ BT_PROFILE("solveConstraints");
+
+ m_sortedConstraints.resize( m_constraints.size());
+ int i;
+ for (i=0;i<getNumConstraints();i++)
+ {
+ m_sortedConstraints[i] = m_constraints[i];
+ }
+ m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate2());
+ btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0;
+
+ m_sortedMultiBodyConstraints.resize(m_multiBodyConstraints.size());
+ for (i=0;i<m_multiBodyConstraints.size();i++)
+ {
+ m_sortedMultiBodyConstraints[i] = m_multiBodyConstraints[i];
+ }
+ m_sortedMultiBodyConstraints.quickSort(btSortMultiBodyConstraintOnIslandPredicate());
+
+ btMultiBodyConstraint** sortedMultiBodyConstraints = m_sortedMultiBodyConstraints.size() ? &m_sortedMultiBodyConstraints[0] : 0;
+
+
+ m_solverMultiBodyIslandCallback->setup(&solverInfo,constraintsPtr,m_sortedConstraints.size(),sortedMultiBodyConstraints,m_sortedMultiBodyConstraints.size(), getDebugDrawer());
+ m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
+
+ /// solve all the constraints for this island
+ m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),m_solverMultiBodyIslandCallback);
+
+
+ {
+ BT_PROFILE("btMultiBody addForce and stepVelocities");
+ for (int i=0;i<this->m_multiBodies.size();i++)
+ {
+ btMultiBody* bod = m_multiBodies[i];
+
+ bool isSleeping = false;
+
+ if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
+ {
+ isSleeping = true;
+ }
+ for (int b=0;b<bod->getNumLinks();b++)
+ {
+ if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState()==ISLAND_SLEEPING)
+ isSleeping = true;
+ }
+
+ if (!isSleeping)
+ {
+ scratch_r.resize(bod->getNumLinks()+1);
+ scratch_v.resize(bod->getNumLinks()+1);
+ scratch_m.resize(bod->getNumLinks()+1);
+
+ bod->clearForcesAndTorques();
+ bod->addBaseForce(m_gravity * bod->getBaseMass());
+
+ for (int j = 0; j < bod->getNumLinks(); ++j)
+ {
+ bod->addLinkForce(j, m_gravity * bod->getLinkMass(j));
+ }
+
+ bod->stepVelocities(solverInfo.m_timeStep, scratch_r, scratch_v, scratch_m);
+ }
+ }
+ }
+
+ m_solverMultiBodyIslandCallback->processConstraints();
+
+ m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
+
+}
+
+void btMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
+{
+ btDiscreteDynamicsWorld::integrateTransforms(timeStep);
+
+ {
+ BT_PROFILE("btMultiBody stepPositions");
+ //integrate and update the Featherstone hierarchies
+ btAlignedObjectArray<btQuaternion> world_to_local;
+ btAlignedObjectArray<btVector3> local_origin;
+
+ for (int b=0;b<m_multiBodies.size();b++)
+ {
+ btMultiBody* bod = m_multiBodies[b];
+ bool isSleeping = false;
+ if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
+ {
+ isSleeping = true;
+ }
+ for (int b=0;b<bod->getNumLinks();b++)
+ {
+ if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState()==ISLAND_SLEEPING)
+ isSleeping = true;
+ }
+
+
+ if (!isSleeping)
+ {
+ int nLinks = bod->getNumLinks();
+
+ ///base + num links
+ world_to_local.resize(nLinks+1);
+ local_origin.resize(nLinks+1);
+
+ bod->stepPositions(timeStep);
+
+
+
+ world_to_local[0] = bod->getWorldToBaseRot();
+ local_origin[0] = bod->getBasePos();
+
+ if (bod->getBaseCollider())
+ {
+ btVector3 posr = local_origin[0];
+ float pos[4]={posr.x(),posr.y(),posr.z(),1};
+ float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
+ btTransform tr;
+ tr.setIdentity();
+ tr.setOrigin(posr);
+ tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
+
+ bod->getBaseCollider()->setWorldTransform(tr);
+
+ }
+
+ for (int k=0;k<bod->getNumLinks();k++)
+ {
+ const int parent = bod->getParent(k);
+ world_to_local[k+1] = bod->getParentToLocalRot(k) * world_to_local[parent+1];
+ local_origin[k+1] = local_origin[parent+1] + (quatRotate(world_to_local[k+1].inverse() , bod->getRVector(k)));
+ }
+
+
+ for (int m=0;m<bod->getNumLinks();m++)
+ {
+ btMultiBodyLinkCollider* col = bod->getLink(m).m_collider;
+ if (col)
+ {
+ int link = col->m_link;
+ btAssert(link == m);
+
+ int index = link+1;
+
+ btVector3 posr = local_origin[index];
+ float pos[4]={posr.x(),posr.y(),posr.z(),1};
+ float quat[4]={-world_to_local[index].x(),-world_to_local[index].y(),-world_to_local[index].z(),world_to_local[index].w()};
+ btTransform tr;
+ tr.setIdentity();
+ tr.setOrigin(posr);
+ tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
+
+ col->setWorldTransform(tr);
+ }
+ }
+ } else
+ {
+ bod->clearVelocities();
+ }
+ }
+ }
+}
+
+
+
+void btMultiBodyDynamicsWorld::addMultiBodyConstraint( btMultiBodyConstraint* constraint)
+{
+ m_multiBodyConstraints.push_back(constraint);
+}
+
+void btMultiBodyDynamicsWorld::removeMultiBodyConstraint( btMultiBodyConstraint* constraint)
+{
+ m_multiBodyConstraints.remove(constraint);
+}
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h
new file mode 100644
index 00000000000..ad57a346dcc
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h
@@ -0,0 +1,56 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#ifndef BT_MULTIBODY_DYNAMICS_WORLD_H
+#define BT_MULTIBODY_DYNAMICS_WORLD_H
+
+#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
+
+
+class btMultiBody;
+class btMultiBodyConstraint;
+class btMultiBodyConstraintSolver;
+struct MultiBodyInplaceSolverIslandCallback;
+
+///The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet
+///This implementation is still preliminary/experimental.
+class btMultiBodyDynamicsWorld : public btDiscreteDynamicsWorld
+{
+protected:
+ btAlignedObjectArray<btMultiBody*> m_multiBodies;
+ btAlignedObjectArray<btMultiBodyConstraint*> m_multiBodyConstraints;
+ btAlignedObjectArray<btMultiBodyConstraint*> m_sortedMultiBodyConstraints;
+ btMultiBodyConstraintSolver* m_multiBodyConstraintSolver;
+ MultiBodyInplaceSolverIslandCallback* m_solverMultiBodyIslandCallback;
+
+ virtual void calculateSimulationIslands();
+ virtual void updateActivationState(btScalar timeStep);
+ virtual void solveConstraints(btContactSolverInfo& solverInfo);
+ virtual void integrateTransforms(btScalar timeStep);
+public:
+
+ btMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
+
+ virtual ~btMultiBodyDynamicsWorld ();
+
+ virtual void addMultiBody(btMultiBody* body, short group= btBroadphaseProxy::DefaultFilter, short mask=btBroadphaseProxy::AllFilter);
+
+ virtual void removeMultiBody(btMultiBody* body);
+
+ virtual void addMultiBodyConstraint( btMultiBodyConstraint* constraint);
+
+ virtual void removeMultiBodyConstraint( btMultiBodyConstraint* constraint);
+};
+#endif //BT_MULTIBODY_DYNAMICS_WORLD_H
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.cpp b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.cpp
new file mode 100644
index 00000000000..ea309e8857d
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.cpp
@@ -0,0 +1,133 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+///This file was written by Erwin Coumans
+
+#include "btMultiBodyJointLimitConstraint.h"
+#include "btMultiBody.h"
+#include "btMultiBodyLinkCollider.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+
+
+btMultiBodyJointLimitConstraint::btMultiBodyJointLimitConstraint(btMultiBody* body, int link, btScalar lower, btScalar upper)
+ :btMultiBodyConstraint(body,body,link,link,2,true),
+ m_lowerBound(lower),
+ m_upperBound(upper)
+{
+ // the data.m_jacobians never change, so may as well
+ // initialize them here
+
+ // note: we rely on the fact that data.m_jacobians are
+ // always initialized to zero by the Constraint ctor
+
+ // row 0: the lower bound
+ jacobianA(0)[6 + link] = 1;
+
+ // row 1: the upper bound
+ jacobianB(1)[6 + link] = -1;
+}
+btMultiBodyJointLimitConstraint::~btMultiBodyJointLimitConstraint()
+{
+}
+
+int btMultiBodyJointLimitConstraint::getIslandIdA() const
+{
+ btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
+ if (col)
+ return col->getIslandTag();
+ for (int i=0;i<m_bodyA->getNumLinks();i++)
+ {
+ if (m_bodyA->getLink(i).m_collider)
+ return m_bodyA->getLink(i).m_collider->getIslandTag();
+ }
+ return -1;
+}
+
+int btMultiBodyJointLimitConstraint::getIslandIdB() const
+{
+ btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
+ if (col)
+ return col->getIslandTag();
+
+ for (int i=0;i<m_bodyB->getNumLinks();i++)
+ {
+ col = m_bodyB->getLink(i).m_collider;
+ if (col)
+ return col->getIslandTag();
+ }
+ return -1;
+}
+
+
+void btMultiBodyJointLimitConstraint::createConstraintRows(btMultiBodyConstraintArray& constraintRows,
+ btMultiBodyJacobianData& data,
+ const btContactSolverInfo& infoGlobal)
+{
+ // only positions need to be updated -- data.m_jacobians and force
+ // directions were set in the ctor and never change.
+
+ // row 0: the lower bound
+ setPosition(0, m_bodyA->getJointPos(m_linkA) - m_lowerBound);
+
+ // row 1: the upper bound
+ setPosition(1, m_upperBound - m_bodyA->getJointPos(m_linkA));
+
+ for (int row=0;row<getNumRows();row++)
+ {
+ btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
+ constraintRow.m_multiBodyA = m_bodyA;
+ constraintRow.m_multiBodyB = m_bodyB;
+
+ btScalar rel_vel = fillConstraintRowMultiBodyMultiBody(constraintRow,data,jacobianA(row),jacobianB(row),infoGlobal,0,-m_maxAppliedImpulse,m_maxAppliedImpulse);
+ {
+ btScalar penetration = getPosition(row);
+ btScalar positionalError = 0.f;
+ btScalar velocityError = - rel_vel;// * damping;
+ btScalar erp = infoGlobal.m_erp2;
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ erp = infoGlobal.m_erp;
+ }
+ if (penetration>0)
+ {
+ positionalError = 0;
+ velocityError = -penetration / infoGlobal.m_timeStep;
+ } else
+ {
+ positionalError = -penetration * erp/infoGlobal.m_timeStep;
+ }
+
+ btScalar penetrationImpulse = positionalError*constraintRow.m_jacDiagABInv;
+ btScalar velocityImpulse = velocityError *constraintRow.m_jacDiagABInv;
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ //combine position and velocity into rhs
+ constraintRow.m_rhs = penetrationImpulse+velocityImpulse;
+ constraintRow.m_rhsPenetration = 0.f;
+
+ } else
+ {
+ //split position and velocity into rhs and m_rhsPenetration
+ constraintRow.m_rhs = velocityImpulse;
+ constraintRow.m_rhsPenetration = penetrationImpulse;
+ }
+ }
+ }
+
+}
+
+
+
+
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h
new file mode 100644
index 00000000000..0c7fc170822
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h
@@ -0,0 +1,44 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#ifndef BT_MULTIBODY_JOINT_LIMIT_CONSTRAINT_H
+#define BT_MULTIBODY_JOINT_LIMIT_CONSTRAINT_H
+
+#include "btMultiBodyConstraint.h"
+struct btSolverInfo;
+
+class btMultiBodyJointLimitConstraint : public btMultiBodyConstraint
+{
+protected:
+
+ btScalar m_lowerBound;
+ btScalar m_upperBound;
+public:
+
+ btMultiBodyJointLimitConstraint(btMultiBody* body, int link, btScalar lower, btScalar upper);
+ virtual ~btMultiBodyJointLimitConstraint();
+
+ virtual int getIslandIdA() const;
+ virtual int getIslandIdB() const;
+
+ virtual void createConstraintRows(btMultiBodyConstraintArray& constraintRows,
+ btMultiBodyJacobianData& data,
+ const btContactSolverInfo& infoGlobal);
+
+
+};
+
+#endif //BT_MULTIBODY_JOINT_LIMIT_CONSTRAINT_H
+
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.cpp b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.cpp
new file mode 100644
index 00000000000..ab5a430231b
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.cpp
@@ -0,0 +1,89 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+///This file was written by Erwin Coumans
+
+#include "btMultiBodyJointMotor.h"
+#include "btMultiBody.h"
+#include "btMultiBodyLinkCollider.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+
+
+btMultiBodyJointMotor::btMultiBodyJointMotor(btMultiBody* body, int link, btScalar desiredVelocity, btScalar maxMotorImpulse)
+ :btMultiBodyConstraint(body,body,link,link,1,true),
+ m_desiredVelocity(desiredVelocity)
+{
+ m_maxAppliedImpulse = maxMotorImpulse;
+ // the data.m_jacobians never change, so may as well
+ // initialize them here
+
+ // note: we rely on the fact that data.m_jacobians are
+ // always initialized to zero by the Constraint ctor
+
+ // row 0: the lower bound
+ jacobianA(0)[6 + link] = 1;
+}
+btMultiBodyJointMotor::~btMultiBodyJointMotor()
+{
+}
+
+int btMultiBodyJointMotor::getIslandIdA() const
+{
+ btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
+ if (col)
+ return col->getIslandTag();
+ for (int i=0;i<m_bodyA->getNumLinks();i++)
+ {
+ if (m_bodyA->getLink(i).m_collider)
+ return m_bodyA->getLink(i).m_collider->getIslandTag();
+ }
+ return -1;
+}
+
+int btMultiBodyJointMotor::getIslandIdB() const
+{
+ btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
+ if (col)
+ return col->getIslandTag();
+
+ for (int i=0;i<m_bodyB->getNumLinks();i++)
+ {
+ col = m_bodyB->getLink(i).m_collider;
+ if (col)
+ return col->getIslandTag();
+ }
+ return -1;
+}
+
+
+void btMultiBodyJointMotor::createConstraintRows(btMultiBodyConstraintArray& constraintRows,
+ btMultiBodyJacobianData& data,
+ const btContactSolverInfo& infoGlobal)
+{
+ // only positions need to be updated -- data.m_jacobians and force
+ // directions were set in the ctor and never change.
+
+
+
+ for (int row=0;row<getNumRows();row++)
+ {
+ btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
+
+ btScalar penetration = 0;
+ fillConstraintRowMultiBodyMultiBody(constraintRow,data,jacobianA(row),jacobianB(row),infoGlobal,m_desiredVelocity,-m_maxAppliedImpulse,m_maxAppliedImpulse);
+ }
+
+}
+
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.h
new file mode 100644
index 00000000000..43869348141
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyJointMotor.h
@@ -0,0 +1,47 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+///This file was written by Erwin Coumans
+
+#ifndef BT_MULTIBODY_JOINT_MOTOR_H
+#define BT_MULTIBODY_JOINT_MOTOR_H
+
+#include "btMultiBodyConstraint.h"
+struct btSolverInfo;
+
+class btMultiBodyJointMotor : public btMultiBodyConstraint
+{
+protected:
+
+
+ btScalar m_desiredVelocity;
+
+public:
+
+ btMultiBodyJointMotor(btMultiBody* body, int link, btScalar desiredVelocity, btScalar maxMotorImpulse);
+ virtual ~btMultiBodyJointMotor();
+
+ virtual int getIslandIdA() const;
+ virtual int getIslandIdB() const;
+
+ virtual void createConstraintRows(btMultiBodyConstraintArray& constraintRows,
+ btMultiBodyJacobianData& data,
+ const btContactSolverInfo& infoGlobal);
+
+
+};
+
+#endif //BT_MULTIBODY_JOINT_MOTOR_H
+
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLink.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLink.h
new file mode 100644
index 00000000000..fbd54c45db3
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLink.h
@@ -0,0 +1,110 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#ifndef BT_MULTIBODY_LINK_H
+#define BT_MULTIBODY_LINK_H
+
+#include "LinearMath/btQuaternion.h"
+#include "LinearMath/btVector3.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+
+enum btMultiBodyLinkFlags
+{
+ BT_MULTIBODYLINKFLAGS_DISABLE_PARENT_COLLISION = 1
+};
+//
+// Link struct
+//
+
+struct btMultibodyLink
+{
+
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ btScalar joint_pos; // qi
+
+ btScalar mass; // mass of link
+ btVector3 inertia; // inertia of link (local frame; diagonal)
+
+ int parent; // index of the parent link (assumed to be < index of this link), or -1 if parent is the base link.
+
+ btQuaternion zero_rot_parent_to_this; // rotates vectors in parent-frame to vectors in local-frame (when q=0). constant.
+
+ // "axis" = spatial joint axis (Mirtich Defn 9 p104). (expressed in local frame.) constant.
+ // for prismatic: axis_top = zero;
+ // axis_bottom = unit vector along the joint axis.
+ // for revolute: axis_top = unit vector along the rotation axis (u);
+ // axis_bottom = u cross d_vector.
+ btVector3 axis_top;
+ btVector3 axis_bottom;
+
+ btVector3 d_vector; // vector from the inboard joint pos to this link's COM. (local frame.) constant. set for revolute joints only.
+
+ // e_vector is constant, but depends on the joint type
+ // prismatic: vector from COM of parent to COM of this link, WHEN Q = 0. (local frame.)
+ // revolute: vector from parent's COM to the pivot point, in PARENT's frame.
+ btVector3 e_vector;
+
+ bool is_revolute; // true = revolute, false = prismatic
+
+ btQuaternion cached_rot_parent_to_this; // rotates vectors in parent frame to vectors in local frame
+ btVector3 cached_r_vector; // vector from COM of parent to COM of this link, in local frame.
+
+ btVector3 applied_force; // In WORLD frame
+ btVector3 applied_torque; // In WORLD frame
+ btScalar joint_torque;
+
+ class btMultiBodyLinkCollider* m_collider;
+ int m_flags;
+
+ // ctor: set some sensible defaults
+ btMultibodyLink()
+ : joint_pos(0),
+ mass(1),
+ parent(-1),
+ zero_rot_parent_to_this(1, 0, 0, 0),
+ is_revolute(false),
+ cached_rot_parent_to_this(1, 0, 0, 0),
+ joint_torque(0),
+ m_collider(0),
+ m_flags(0)
+ {
+ inertia.setValue(1, 1, 1);
+ axis_top.setValue(0, 0, 0);
+ axis_bottom.setValue(1, 0, 0);
+ d_vector.setValue(0, 0, 0);
+ e_vector.setValue(0, 0, 0);
+ cached_r_vector.setValue(0, 0, 0);
+ applied_force.setValue( 0, 0, 0);
+ applied_torque.setValue(0, 0, 0);
+ }
+
+ // routine to update cached_rot_parent_to_this and cached_r_vector
+ void updateCache()
+ {
+ if (is_revolute)
+ {
+ cached_rot_parent_to_this = btQuaternion(axis_top,-joint_pos) * zero_rot_parent_to_this;
+ cached_r_vector = d_vector + quatRotate(cached_rot_parent_to_this,e_vector);
+ } else
+ {
+ // cached_rot_parent_to_this never changes, so no need to update
+ cached_r_vector = e_vector + joint_pos * axis_bottom;
+ }
+ }
+};
+
+
+#endif //BT_MULTIBODY_LINK_H
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLinkCollider.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLinkCollider.h
new file mode 100644
index 00000000000..27f12514a6d
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyLinkCollider.h
@@ -0,0 +1,92 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#ifndef BT_FEATHERSTONE_LINK_COLLIDER_H
+#define BT_FEATHERSTONE_LINK_COLLIDER_H
+
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+
+#include "btMultiBody.h"
+
+class btMultiBodyLinkCollider : public btCollisionObject
+{
+//protected:
+public:
+
+ btMultiBody* m_multiBody;
+ int m_link;
+
+
+ btMultiBodyLinkCollider (btMultiBody* multiBody,int link)
+ :m_multiBody(multiBody),
+ m_link(link)
+ {
+ m_checkCollideWith = true;
+ //we need to remove the 'CF_STATIC_OBJECT' flag, otherwise links/base doesn't merge islands
+ //this means that some constraints might point to bodies that are not in the islands, causing crashes
+ //if (link>=0 || (multiBody && !multiBody->hasFixedBase()))
+ {
+ m_collisionFlags &= (~btCollisionObject::CF_STATIC_OBJECT);
+ }
+ // else
+ //{
+ // m_collisionFlags |= (btCollisionObject::CF_STATIC_OBJECT);
+ //}
+
+ m_internalType = CO_FEATHERSTONE_LINK;
+ }
+ static btMultiBodyLinkCollider* upcast(btCollisionObject* colObj)
+ {
+ if (colObj->getInternalType()&btCollisionObject::CO_FEATHERSTONE_LINK)
+ return (btMultiBodyLinkCollider*)colObj;
+ return 0;
+ }
+ static const btMultiBodyLinkCollider* upcast(const btCollisionObject* colObj)
+ {
+ if (colObj->getInternalType()&btCollisionObject::CO_FEATHERSTONE_LINK)
+ return (btMultiBodyLinkCollider*)colObj;
+ return 0;
+ }
+
+ virtual bool checkCollideWithOverride(const btCollisionObject* co) const
+ {
+ const btMultiBodyLinkCollider* other = btMultiBodyLinkCollider::upcast(co);
+ if (!other)
+ return true;
+ if (other->m_multiBody != this->m_multiBody)
+ return true;
+ if (!m_multiBody->hasSelfCollision())
+ return false;
+
+ //check if 'link' has collision disabled
+ if (m_link>=0)
+ {
+ const btMultibodyLink& link = m_multiBody->getLink(this->m_link);
+ if ((link.m_flags&BT_MULTIBODYLINKFLAGS_DISABLE_PARENT_COLLISION) && link.parent == other->m_link)
+ return false;
+ }
+
+ if (other->m_link>=0)
+ {
+ const btMultibodyLink& otherLink = other->m_multiBody->getLink(other->m_link);
+ if ((otherLink.m_flags& BT_MULTIBODYLINKFLAGS_DISABLE_PARENT_COLLISION) && otherLink.parent == this->m_link)
+ return false;
+ }
+ return true;
+ }
+};
+
+#endif //BT_FEATHERSTONE_LINK_COLLIDER_H
+
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.cpp b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.cpp
new file mode 100644
index 00000000000..f6690049156
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.cpp
@@ -0,0 +1,143 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+///This file was written by Erwin Coumans
+
+#include "btMultiBodyPoint2Point.h"
+#include "btMultiBodyLinkCollider.h"
+#include "BulletDynamics/Dynamics/btRigidBody.h"
+
+btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB)
+ :btMultiBodyConstraint(body,0,link,-1,3,false),
+ m_rigidBodyA(0),
+ m_rigidBodyB(bodyB),
+ m_pivotInA(pivotInA),
+ m_pivotInB(pivotInB)
+{
+}
+
+btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB)
+ :btMultiBodyConstraint(bodyA,bodyB,linkA,linkB,3,false),
+ m_rigidBodyA(0),
+ m_rigidBodyB(0),
+ m_pivotInA(pivotInA),
+ m_pivotInB(pivotInB)
+{
+}
+
+
+btMultiBodyPoint2Point::~btMultiBodyPoint2Point()
+{
+}
+
+
+int btMultiBodyPoint2Point::getIslandIdA() const
+{
+ if (m_rigidBodyA)
+ return m_rigidBodyA->getIslandTag();
+
+ if (m_bodyA)
+ {
+ btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
+ if (col)
+ return col->getIslandTag();
+ for (int i=0;i<m_bodyA->getNumLinks();i++)
+ {
+ if (m_bodyA->getLink(i).m_collider)
+ return m_bodyA->getLink(i).m_collider->getIslandTag();
+ }
+ }
+ return -1;
+}
+
+int btMultiBodyPoint2Point::getIslandIdB() const
+{
+ if (m_rigidBodyB)
+ return m_rigidBodyB->getIslandTag();
+ if (m_bodyB)
+ {
+ btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
+ if (col)
+ return col->getIslandTag();
+
+ for (int i=0;i<m_bodyB->getNumLinks();i++)
+ {
+ col = m_bodyB->getLink(i).m_collider;
+ if (col)
+ return col->getIslandTag();
+ }
+ }
+ return -1;
+}
+
+
+
+void btMultiBodyPoint2Point::createConstraintRows(btMultiBodyConstraintArray& constraintRows,
+ btMultiBodyJacobianData& data,
+ const btContactSolverInfo& infoGlobal)
+{
+
+// int i=1;
+ for (int i=0;i<3;i++)
+ {
+
+ btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
+
+ constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
+ constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
+
+
+ btVector3 contactNormalOnB(0,0,0);
+ contactNormalOnB[i] = -1;
+
+ btScalar penetration = 0;
+
+ // Convert local points back to world
+ btVector3 pivotAworld = m_pivotInA;
+ if (m_rigidBodyA)
+ {
+
+ constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
+ pivotAworld = m_rigidBodyA->getCenterOfMassTransform()*m_pivotInA;
+ } else
+ {
+ if (m_bodyA)
+ pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
+ }
+ btVector3 pivotBworld = m_pivotInB;
+ if (m_rigidBodyB)
+ {
+ constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
+ pivotBworld = m_rigidBodyB->getCenterOfMassTransform()*m_pivotInB;
+ } else
+ {
+ if (m_bodyB)
+ pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
+
+ }
+ btScalar position = (pivotAworld-pivotBworld).dot(contactNormalOnB);
+ btScalar relaxation = 1.f;
+ fillMultiBodyConstraintMixed(constraintRow, data,
+ contactNormalOnB,
+ pivotAworld, pivotBworld,
+ position,
+ infoGlobal,
+ relaxation,
+ false);
+ constraintRow.m_lowerLimit = -m_maxAppliedImpulse;
+ constraintRow.m_upperLimit = m_maxAppliedImpulse;
+
+ }
+}
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.h
new file mode 100644
index 00000000000..26ca12b406d
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.h
@@ -0,0 +1,60 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+///This file was written by Erwin Coumans
+
+#ifndef BT_MULTIBODY_POINT2POINT_H
+#define BT_MULTIBODY_POINT2POINT_H
+
+#include "btMultiBodyConstraint.h"
+
+class btMultiBodyPoint2Point : public btMultiBodyConstraint
+{
+protected:
+
+ btRigidBody* m_rigidBodyA;
+ btRigidBody* m_rigidBodyB;
+ btVector3 m_pivotInA;
+ btVector3 m_pivotInB;
+
+
+public:
+
+ btMultiBodyPoint2Point(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB);
+ btMultiBodyPoint2Point(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB);
+
+ virtual ~btMultiBodyPoint2Point();
+
+ virtual int getIslandIdA() const;
+ virtual int getIslandIdB() const;
+
+ virtual void createConstraintRows(btMultiBodyConstraintArray& constraintRows,
+ btMultiBodyJacobianData& data,
+ const btContactSolverInfo& infoGlobal);
+
+ const btVector3& getPivotInB() const
+ {
+ return m_pivotInB;
+ }
+
+ void setPivotInB(const btVector3& pivotInB)
+ {
+ m_pivotInB = pivotInB;
+ }
+
+
+};
+
+#endif //BT_MULTIBODY_POINT2POINT_H
diff --git a/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodySolverConstraint.h b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodySolverConstraint.h
new file mode 100644
index 00000000000..cf06dfb9ebf
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Featherstone/btMultiBodySolverConstraint.h
@@ -0,0 +1,82 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#ifndef BT_MULTIBODY_SOLVER_CONSTRAINT_H
+#define BT_MULTIBODY_SOLVER_CONSTRAINT_H
+
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btAlignedObjectArray.h"
+
+class btMultiBody;
+#include "BulletDynamics/ConstraintSolver/btSolverBody.h"
+#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
+
+///1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and friction constraints.
+ATTRIBUTE_ALIGNED16 (struct) btMultiBodySolverConstraint
+{
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+
+ int m_deltaVelAindex;//more generic version of m_relpos1CrossNormal/m_contactNormal1
+ btVector3 m_relpos1CrossNormal;
+ btVector3 m_contactNormal1;
+ int m_jacAindex;
+
+ int m_deltaVelBindex;
+ btVector3 m_relpos2CrossNormal;
+ btVector3 m_contactNormal2; //usually m_contactNormal2 == -m_contactNormal1, but not always
+ int m_jacBindex;
+
+ btVector3 m_angularComponentA;
+ btVector3 m_angularComponentB;
+
+ mutable btSimdScalar m_appliedPushImpulse;
+ mutable btSimdScalar m_appliedImpulse;
+
+ btScalar m_friction;
+ btScalar m_jacDiagABInv;
+ btScalar m_rhs;
+ btScalar m_cfm;
+
+ btScalar m_lowerLimit;
+ btScalar m_upperLimit;
+ btScalar m_rhsPenetration;
+ union
+ {
+ void* m_originalContactPoint;
+ btScalar m_unusedPadding4;
+ };
+
+ int m_overrideNumSolverIterations;
+ int m_frictionIndex;
+
+ int m_solverBodyIdA;
+ btMultiBody* m_multiBodyA;
+ int m_linkA;
+
+ int m_solverBodyIdB;
+ btMultiBody* m_multiBodyB;
+ int m_linkB;
+
+ enum btSolverConstraintType
+ {
+ BT_SOLVER_CONTACT_1D = 0,
+ BT_SOLVER_FRICTION_1D
+ };
+};
+
+typedef btAlignedObjectArray<btMultiBodySolverConstraint> btMultiBodyConstraintArray;
+
+#endif //BT_MULTIBODY_SOLVER_CONSTRAINT_H