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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "dgUpVectorConstraint.h"
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#include "dgBody.h"
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#include "dgWorld.h"
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#include "hpl1/engine/libraries/newton/core/dg.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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dgUpVectorConstraint::dgUpVectorConstraint() : dgBilateralConstraint() {
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NEWTON_ASSERT((sizeof(dgUpVectorConstraint) & 15) == 0);
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NEWTON_ASSERT((((dgUnsigned64)&m_localMatrix0) & 15) == 0);
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// dgUpVectorConstraintArray& array = * world;
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// constraint = array.GetElement();
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SetStiffness(dgFloat32(0.995f));
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m_maxDOF = 2;
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m_constId = dgUpVectorConstraintId;
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m_callBack = NULL;
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}
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dgUpVectorConstraint::~dgUpVectorConstraint() {
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}
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/*
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dgUpVectorConstraint* dgUpVectorConstraint::Create(dgWorld* world)
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{
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dgUpVectorConstraint* constraint;
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// constraint = dgUpVectorConstraintArray::GetPool().GetElement();
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dgUpVectorConstraintArray& array = * world;
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constraint = array.GetElement();
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NEWTON_ASSERT ((((dgUnsigned64) &constraint->m_localMatrix0) & 15) == 0);
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constraint->Init ();
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constraint->SetStiffness (dgFloat32 (0.995f));
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constraint->m_maxDOF = 2;
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constraint->m_constId = dgUpVectorConstraintId;
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constraint->m_callBack = NULL;
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return constraint;
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}
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void dgUpVectorConstraint::Remove(dgWorld* world)
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{
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dgUpVectorConstraintArray& array = * world;
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dgBilateralConstraint::Remove (world);
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// dgUpVectorConstraintArray::GetPool().RemoveElement (this);
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array.RemoveElement (this);
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}
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*/
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bool dgUpVectorConstraint::IsBilateral() const {
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return false;
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}
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void dgUpVectorConstraint::InitPinDir(const dgVector &pin) {
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const dgMatrix &matrix = m_body0->GetMatrix();
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dgVector pivot(matrix.m_posit);
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SetPivotAndPinDir(pivot, pin);
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}
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void dgUpVectorConstraint::SetPinDir(const dgVector &pin) {
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m_localMatrix1 = dgMatrix(pin);
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}
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dgVector dgUpVectorConstraint::GetPinDir() const {
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return m_localMatrix1.m_front;
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}
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void dgUpVectorConstraint::SetJointParameterCallBack(
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dgUpVectorJointCallBack callback) {
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m_callBack = callback;
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}
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dgUnsigned32 dgUpVectorConstraint::JacobianDerivative(
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dgContraintDescritor ¶ms) {
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dgInt32 ret;
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dgFloat32 mag;
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dgFloat32 angle;
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dgMatrix matrix0;
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dgMatrix matrix1;
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CalculateGlobalMatrixAndAngle(matrix0, matrix1);
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dgVector lateralDir(matrix0.m_front * matrix1.m_front);
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ret = 0;
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mag = lateralDir % lateralDir;
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if (mag > 1.0e-6f) {
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mag = dgSqrt(mag);
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lateralDir = lateralDir.Scale(dgFloat32(1.0f) / mag);
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angle = dgAsin(mag);
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CalculateAngularDerivative(0, params, lateralDir, m_stiffness, angle,
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&m_jointForce[0]);
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dgVector frontDir(lateralDir * matrix1.m_front);
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CalculateAngularDerivative(1, params, frontDir, m_stiffness,
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dgFloat32(0.0f), &m_jointForce[1]);
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ret = 2;
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} else {
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CalculateAngularDerivative(0, params, matrix0.m_up, m_stiffness, 0.0,
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&m_jointForce[0]);
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CalculateAngularDerivative(1, params, matrix0.m_right, m_stiffness,
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dgFloat32(0.0f), &m_jointForce[1]);
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ret = 2;
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}
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return dgUnsigned32(ret);
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}
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