283 lines
10 KiB
C
283 lines
10 KiB
C
/*************************************************************************
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* *
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* Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. *
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* All rights reserved. Email: russ@q12.org Web: www.q12.org *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of EITHER: *
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* (1) The GNU Lesser General Public License as published by the Free *
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* Software Foundation; either version 2.1 of the License, or (at *
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* your option) any later version. The text of the GNU Lesser *
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* General Public License is included with this library in the *
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* file LICENSE.TXT. *
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* (2) The BSD-style license that is included with this library in *
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* the file LICENSE-BSD.TXT. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
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* LICENSE.TXT and LICENSE-BSD.TXT for more details. *
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* *
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*************************************************************************/
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#ifndef _ODE_JOINT_H_
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#define _ODE_JOINT_H_
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#include "objects.h"
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#include <ode/contact.h>
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#include "obstack.h"
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// joint flags
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enum {
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// if this flag is set, the joint was allocated in a joint group
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dJOINT_INGROUP = 1,
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// if this flag is set, the joint was attached with arguments (0,body).
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// our convention is to treat all attaches as (body,0), i.e. so node[0].body
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// is always nonzero, so this flag records the fact that the arguments were
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// swapped.
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dJOINT_REVERSE = 2,
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// if this flag is set, the joint can not have just one body attached to it,
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// it must have either zero or two bodies attached.
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dJOINT_TWOBODIES = 4
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};
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// there are two of these nodes in the joint, one for each connection to a
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// body. these are node of a linked list kept by each body of it's connecting
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// joints. but note that the body pointer in each node points to the body that
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// makes use of the *other* node, not this node. this trick makes it a bit
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// easier to traverse the body/joint graph.
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struct dxJointNode {
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dxJoint *joint; // pointer to enclosing dxJoint object
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dxBody *body; // *other* body this joint is connected to
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dxJointNode *next; // next node in body's list of connected joints
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};
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/******************** breakable joint contribution ***********************/
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struct dxJointBreakInfo : public dBase {
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int flags;
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dReal b1MaxF[3]; // maximum force on body 1
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dReal b1MaxT[3]; // maximum torque on body 1
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dReal b2MaxF[3]; // maximum force on body 2
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dReal b2MaxT[3]; // maximum torque on body 2
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dJointBreakCallback *callback; // function that is called when this joint breaks
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};
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/*************************************************************************/
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struct dxJoint : public dObject {
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// naming convention: the "first" body this is connected to is node[0].body,
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// and the "second" body is node[1].body. if this joint is only connected
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// to one body then the second body is 0.
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// info returned by getInfo1 function. the constraint dimension is m (<=6).
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// i.e. that is the total number of rows in the jacobian. `nub' is the
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// number of unbounded variables (which have lo,hi = -/+ infinity).
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struct Info1 {
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int m,nub;
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};
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// info returned by getInfo2 function
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struct Info2 {
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// integrator parameters: frames per second (1/stepsize), default error
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// reduction parameter (0..1).
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dReal fps,erp;
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// for the first and second body, pointers to two (linear and angular)
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// n*3 jacobian sub matrices, stored by rows. these matrices will have
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// been initialized to 0 on entry. if the second body is zero then the
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// J2xx pointers may be 0.
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dReal *J1l,*J1a,*J2l,*J2a;
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// elements to jump from one row to the next in J's
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int rowskip;
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// right hand sides of the equation J*v = c + cfm * lambda. cfm is the
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// "constraint force mixing" vector. c is set to zero on entry, cfm is
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// set to a constant value (typically very small or zero) value on entry.
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dReal *c,*cfm;
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// lo and hi limits for variables (set to -/+ infinity on entry).
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dReal *lo,*hi;
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// findex vector for variables. see the LCP solver interface for a
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// description of what this does. this is set to -1 on entry.
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// note that the returned indexes are relative to the first index of
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// the constraint.
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int *findex;
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};
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// virtual function table: size of the joint structure, function pointers.
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// we do it this way instead of using C++ virtual functions because
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// sometimes we need to allocate joints ourself within a memory pool.
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typedef void init_fn (dxJoint *joint);
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typedef void getInfo1_fn (dxJoint *joint, Info1 *info);
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typedef void getInfo2_fn (dxJoint *joint, Info2 *info);
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struct Vtable {
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int size;
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init_fn *init;
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getInfo1_fn *getInfo1;
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getInfo2_fn *getInfo2;
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int typenum; // a dJointTypeXXX type number
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};
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Vtable *vtable; // virtual function table
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int flags; // dJOINT_xxx flags
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dxJointNode node[2]; // connections to bodies. node[1].body can be 0
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dJointFeedback *feedback; // optional feedback structure
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/******************** breakable joint contribution ***********************/
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// optional break info structure. if this is not NULL the the joint is
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// breakable.
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dxJointBreakInfo *breakInfo;
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/*************************************************************************/
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};
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// joint group. NOTE: any joints in the group that have their world destroyed
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// will have their world pointer set to 0.
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struct dxJointGroup : public dBase {
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int num; // number of joints on the stack
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dObStack stack; // a stack of (possibly differently sized) dxJoint
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}; // objects.
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// common limit and motor information for a single joint axis of movement
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struct dxJointLimitMotor {
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dReal vel,fmax; // powered joint: velocity, max force
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dReal lostop,histop; // joint limits, relative to initial position
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dReal fudge_factor; // when powering away from joint limits
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dReal normal_cfm; // cfm to use when not at a stop
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dReal stop_erp,stop_cfm; // erp and cfm for when at joint limit
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dReal bounce; // restitution factor
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// variables used between getInfo1() and getInfo2()
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int limit; // 0=free, 1=at lo limit, 2=at hi limit
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dReal limit_err; // if at limit, amount over limit
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void init (dxWorld *);
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void set (int num, dReal value);
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dReal get (int num);
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int testRotationalLimit (dReal angle);
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int addLimot (dxJoint *joint, dxJoint::Info2 *info, int row,
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dVector3 ax1, int rotational);
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};
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// ball and socket
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struct dxJointBall : public dxJoint {
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dVector3 anchor1; // anchor w.r.t first body
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dVector3 anchor2; // anchor w.r.t second body
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};
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extern struct dxJoint::Vtable __dball_vtable;
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// hinge
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struct dxJointHinge : public dxJoint {
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dVector3 anchor1; // anchor w.r.t first body
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dVector3 anchor2; // anchor w.r.t second body
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dVector3 axis1; // axis w.r.t first body
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dVector3 axis2; // axis w.r.t second body
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dQuaternion qrel; // initial relative rotation body1 -> body2
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dxJointLimitMotor limot; // limit and motor information
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};
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extern struct dxJoint::Vtable __dhinge_vtable;
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// universal
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struct dxJointUniversal : public dxJoint {
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dVector3 anchor1; // anchor w.r.t first body
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dVector3 anchor2; // anchor w.r.t second body
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dVector3 axis1; // axis w.r.t first body
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dVector3 axis2; // axis w.r.t second body
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dQuaternion qrel1; // initial relative rotation body1 -> virtual cross piece
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dQuaternion qrel2; // initial relative rotation virtual cross piece -> body2
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dxJointLimitMotor limot1; // limit and motor information for axis1
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dxJointLimitMotor limot2; // limit and motor information for axis2
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};
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extern struct dxJoint::Vtable __duniversal_vtable;
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// slider. if body2 is 0 then qrel is the absolute rotation of body1 and
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// offset is the position of body1 center along axis1.
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struct dxJointSlider : public dxJoint {
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dVector3 axis1; // axis w.r.t first body
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dQuaternion qrel; // initial relative rotation body1 -> body2
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dVector3 offset; // point relative to body2 that should be
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// aligned with body1 center along axis1
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dxJointLimitMotor limot; // limit and motor information
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};
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extern struct dxJoint::Vtable __dslider_vtable;
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// contact
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struct dxJointContact : public dxJoint {
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int the_m; // number of rows computed by getInfo1
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dContact contact;
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};
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extern struct dxJoint::Vtable __dcontact_vtable;
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// hinge 2
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struct dxJointHinge2 : public dxJoint {
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dVector3 anchor1; // anchor w.r.t first body
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dVector3 anchor2; // anchor w.r.t second body
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dVector3 axis1; // axis 1 w.r.t first body
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dVector3 axis2; // axis 2 w.r.t second body
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dReal c0,s0; // cos,sin of desired angle between axis 1,2
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dVector3 v1,v2; // angle ref vectors embedded in first body
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dxJointLimitMotor limot1; // limit+motor info for axis 1
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dxJointLimitMotor limot2; // limit+motor info for axis 2
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dReal susp_erp,susp_cfm; // suspension parameters (erp,cfm)
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};
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extern struct dxJoint::Vtable __dhinge2_vtable;
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// angular motor
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struct dxJointAMotor : public dxJoint {
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int num; // number of axes (0..3)
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int mode; // a dAMotorXXX constant
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int rel[3]; // what the axes are relative to (global,b1,b2)
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dVector3 axis[3]; // three axes
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dxJointLimitMotor limot[3]; // limit+motor info for axes
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dReal angle[3]; // user-supplied angles for axes
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// these vectors are used for calculating euler angles
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dVector3 reference1; // original axis[2], relative to body 1
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dVector3 reference2; // original axis[0], relative to body 2
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};
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extern struct dxJoint::Vtable __damotor_vtable;
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// fixed
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struct dxJointFixed : public dxJoint {
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dQuaternion qrel; // initial relative rotation body1 -> body2
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dVector3 offset; // relative offset between the bodies
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};
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extern struct dxJoint::Vtable __dfixed_vtable;
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// null joint, for testing only
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struct dxJointNull : public dxJoint {
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};
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extern struct dxJoint::Vtable __dnull_vtable;
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#endif
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