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authorsanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
committersanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
commitc5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch)
tree277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/ode/src/joints/contact.cpp
parent1cf9cc3408af7008451f9133fb95af66a9697d15 (diff)
add ode
Diffstat (limited to 'libs/ode-0.16.1/ode/src/joints/contact.cpp')
-rw-r--r--libs/ode-0.16.1/ode/src/joints/contact.cpp361
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diff --git a/libs/ode-0.16.1/ode/src/joints/contact.cpp b/libs/ode-0.16.1/ode/src/joints/contact.cpp
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+/*************************************************************************
+ * *
+ * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. *
+ * All rights reserved. Email: russ@q12.org Web: www.q12.org *
+ * *
+ * This library is free software; you can redistribute it and/or *
+ * modify it under the terms of EITHER: *
+ * (1) The GNU Lesser General Public License as published by the Free *
+ * Software Foundation; either version 2.1 of the License, or (at *
+ * your option) any later version. The text of the GNU Lesser *
+ * General Public License is included with this library in the *
+ * file LICENSE.TXT. *
+ * (2) The BSD-style license that is included with this library in *
+ * the file LICENSE-BSD.TXT. *
+ * *
+ * This library is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
+ * LICENSE.TXT and LICENSE-BSD.TXT for more details. *
+ * *
+ *************************************************************************/
+
+
+#include <ode/odeconfig.h>
+#include "config.h"
+#include "contact.h"
+#include "joint_internal.h"
+
+
+
+ //****************************************************************************
+ // contact
+
+dxJointContact::dxJointContact(dxWorld *w) :
+ dxJoint(w)
+{
+}
+
+
+void
+dxJointContact::getSureMaxInfo(SureMaxInfo* info)
+{
+ // ...as the actual m is very likely to hit the maximum
+ info->max_m = (contact.surface.mode&dContactRolling) ? 6 : 3;
+}
+
+
+void
+dxJointContact::getInfo1(dxJoint::Info1 *info)
+{
+ // make sure mu's >= 0, then calculate number of constraint rows and number
+ // of unbounded rows.
+ int m = 1, nub = 0;
+
+ // Anisotropic sliding and rolling and spinning friction
+ if (contact.surface.mode & dContactAxisDep) {
+ if (contact.surface.mu < 0) {
+ contact.surface.mu = 0;
+ }
+ else if (contact.surface.mu > 0) {
+ if (contact.surface.mu == dInfinity) { nub++; }
+ m++;
+ }
+
+ if (contact.surface.mu2 < 0) {
+ contact.surface.mu2 = 0;
+ }
+ else if (contact.surface.mu2 > 0) {
+ if (contact.surface.mu2 == dInfinity) { nub++; }
+ m++;
+ }
+
+ if ((contact.surface.mode & dContactRolling) != 0) {
+ if (contact.surface.rho < 0) {
+ contact.surface.rho = 0;
+ }
+ else {
+ if (contact.surface.rho == dInfinity) { nub++; }
+ m++;
+ }
+
+ if (contact.surface.rho2 < 0) {
+ contact.surface.rho2 = 0;
+ }
+ else {
+ if (contact.surface.rho2 == dInfinity) { nub++; }
+ m++;
+ }
+
+ if (contact.surface.rhoN < 0) {
+ contact.surface.rhoN = 0;
+ }
+ else {
+ if (contact.surface.rhoN == dInfinity) { nub++; }
+ m++;
+ }
+ }
+ }
+ else {
+ if (contact.surface.mu < 0) {
+ contact.surface.mu = 0;
+ }
+ else if (contact.surface.mu > 0) {
+ if (contact.surface.mu == dInfinity) { nub += 2; }
+ m += 2;
+ }
+
+ if ((contact.surface.mode & dContactRolling) != 0) {
+ if (contact.surface.rho < 0) {
+ contact.surface.rho = 0;
+ }
+ else {
+ if (contact.surface.rho == dInfinity) { nub += 3; }
+ m += 3;
+ }
+ }
+ }
+
+ the_m = m;
+ info->m = m;
+ info->nub = nub;
+}
+
+
+void
+dxJointContact::getInfo2(dReal worldFPS, dReal worldERP,
+ int rowskip, dReal *J1, dReal *J2,
+ int pairskip, dReal *pairRhsCfm, dReal *pairLoHi,
+ int *findex)
+{
+ enum
+ {
+ ROW_NORMAL,
+
+ ROW__OPTIONAL_MIN,
+ };
+
+ const int surface_mode = contact.surface.mode;
+
+ // set right hand side and cfm value for normal
+ dReal erp = (surface_mode & dContactSoftERP) != 0 ? contact.surface.soft_erp : worldERP;
+ dReal k = worldFPS * erp;
+
+ dReal depth = contact.geom.depth - world->contactp.min_depth;
+ if (depth < 0) depth = 0;
+
+ dReal motionN = (surface_mode & dContactMotionN) != 0 ? contact.surface.motionN : REAL(0.0);
+ const dReal pushout = k * depth + motionN;
+
+ bool apply_bounce = (surface_mode & dContactBounce) != 0 && contact.surface.bounce_vel >= 0;
+ dReal outgoing = 0;
+
+ // note: this cap should not limit bounce velocity
+ const dReal maxvel = world->contactp.max_vel;
+ dReal c = pushout > maxvel ? maxvel : pushout;
+
+ // c1,c2 = contact points with respect to body PORs
+ dVector3 c1, c2 = { 0, };
+
+ // get normal, with sign adjusted for body1/body2 polarity
+ dVector3 normal;
+ if ((flags & dJOINT_REVERSE) != 0) {
+ dCopyNegatedVector3(normal, contact.geom.normal);
+ }
+ else {
+ dCopyVector3(normal, contact.geom.normal);
+ }
+
+ dxBody *b1 = node[1].body;
+ if (b1) {
+ dSubtractVectors3(c2, contact.geom.pos, b1->posr.pos);
+ // set Jacobian for b1 normal
+ dCopyNegatedVector3(J2 + ROW_NORMAL * rowskip + GI2__JL_MIN, normal);
+ dCalcVectorCross3(J2 + ROW_NORMAL * rowskip + GI2__JA_MIN, normal, c2); //== dCalcVectorCross3( J2 + GI2__JA_MIN, c2, normal ); dNegateVector3( J2 + GI2__JA_MIN );
+ if (apply_bounce) {
+ outgoing /*+*/= dCalcVectorDot3(J2 + ROW_NORMAL * rowskip + GI2__JA_MIN, node[1].body->avel)
+ - dCalcVectorDot3(normal, node[1].body->lvel);
+ }
+ }
+
+ dxBody *b0 = node[0].body;
+ dSubtractVectors3(c1, contact.geom.pos, b0->posr.pos);
+ // set Jacobian for b0 normal
+ dCopyVector3(J1 + ROW_NORMAL * rowskip + GI2__JL_MIN, normal);
+ dCalcVectorCross3(J1 + ROW_NORMAL * rowskip + GI2__JA_MIN, c1, normal);
+ if (apply_bounce) {
+ // calculate outgoing velocity (-ve for incoming contact)
+ outgoing += dCalcVectorDot3(J1 + ROW_NORMAL * rowskip + GI2__JA_MIN, node[0].body->avel)
+ + dCalcVectorDot3(normal, node[0].body->lvel);
+ }
+
+ // deal with bounce
+ if (apply_bounce) {
+ dReal negated_outgoing = motionN - outgoing;
+ // only apply bounce if the outgoing velocity is greater than the
+ // threshold, and if the resulting c[rowNormal] exceeds what we already have.
+ dIASSERT(contact.surface.bounce_vel >= 0);
+ if (/*contact.surface.bounce_vel >= 0 &&*/
+ negated_outgoing > contact.surface.bounce_vel) {
+ const dReal newc = contact.surface.bounce * negated_outgoing + motionN;
+ if (newc > c) { c = newc; }
+ }
+ }
+
+ pairRhsCfm[ROW_NORMAL * pairskip + GI2_RHS] = c;
+
+ if ((surface_mode & dContactSoftCFM) != 0) {
+ pairRhsCfm[ROW_NORMAL * pairskip + GI2_CFM] = contact.surface.soft_cfm;
+ }
+
+ // set LCP limits for normal
+ pairLoHi[ROW_NORMAL * pairskip + GI2_LO] = 0;
+ pairLoHi[ROW_NORMAL * pairskip + GI2_HI] = dInfinity;
+
+
+ if (the_m > 1) { // if no friction, there is nothing else to do
+ // now do jacobian for tangential forces
+ dVector3 t1, t2; // two vectors tangential to normal
+
+ if ((surface_mode & dContactFDir1) != 0) { // use fdir1 ?
+ dCopyVector3(t1, contact.fdir1);
+ dCalcVectorCross3(t2, normal, t1);
+ }
+ else {
+ dPlaneSpace(normal, t1, t2);
+ }
+
+ int row = ROW__OPTIONAL_MIN;
+ int currRowSkip = row * rowskip, currPairSkip = row * pairskip;
+
+ // first friction direction
+ const dReal mu = contact.surface.mu;
+
+ if (mu > 0) {
+ dCopyVector3(J1 + currRowSkip + GI2__JL_MIN, t1);
+ dCalcVectorCross3(J1 + currRowSkip + GI2__JA_MIN, c1, t1);
+
+ if (node[1].body) {
+ dCopyNegatedVector3(J2 + currRowSkip + GI2__JL_MIN, t1);
+ dCalcVectorCross3(J2 + currRowSkip + GI2__JA_MIN, t1, c2); //== dCalcVectorCross3( J2 + rowskip + GI2__JA_MIN, c2, t1 ); dNegateVector3( J2 + rowskip + GI2__JA_MIN );
+ }
+
+ // set right hand side
+ if ((surface_mode & dContactMotion1) != 0) {
+ pairRhsCfm[currPairSkip + GI2_RHS] = contact.surface.motion1;
+ }
+ // set slip (constraint force mixing)
+ if ((surface_mode & dContactSlip1) != 0) {
+ pairRhsCfm[currPairSkip + GI2_CFM] = contact.surface.slip1;
+ }
+
+ // set LCP bounds and friction index. this depends on the approximation
+ // mode
+ pairLoHi[currPairSkip + GI2_LO] = -mu;
+ pairLoHi[currPairSkip + GI2_HI] = mu;
+
+ if ((surface_mode & dContactApprox1_1) != 0) {
+ findex[row] = 0;
+ }
+
+ ++row;
+ currRowSkip += rowskip; currPairSkip += pairskip;
+ }
+
+ // second friction direction
+ const dReal mu2 = (surface_mode & dContactMu2) != 0 ? contact.surface.mu2 : mu;
+
+ if (mu2 > 0) {
+ dCopyVector3(J1 + currRowSkip + GI2__JL_MIN, t2);
+ dCalcVectorCross3(J1 + currRowSkip + GI2__JA_MIN, c1, t2);
+
+ if (node[1].body) {
+ dCopyNegatedVector3(J2 + currRowSkip + GI2__JL_MIN, t2);
+ dCalcVectorCross3(J2 + currRowSkip + GI2__JA_MIN, t2, c2); //== dCalcVectorCross3( J2 + currRowSkip + GI2__JA_MIN, c2, t2 ); dNegateVector3( J2 + currRowSkip + GI2__JA_MIN );
+ }
+
+ // set right hand side
+ if ((surface_mode & dContactMotion2) != 0) {
+ pairRhsCfm[currPairSkip + GI2_RHS] = contact.surface.motion2;
+ }
+ // set slip (constraint force mixing)
+ if ((surface_mode & dContactSlip2) != 0) {
+ pairRhsCfm[currPairSkip + GI2_CFM] = contact.surface.slip2;
+ }
+
+ // set LCP bounds and friction index. this depends on the approximation
+ // mode
+ pairLoHi[currPairSkip + GI2_LO] = -mu2;
+ pairLoHi[currPairSkip + GI2_HI] = mu2;
+
+ if ((surface_mode & dContactApprox1_2) != 0) {
+ findex[row] = 0;
+ }
+
+ ++row;
+ currRowSkip += rowskip; currPairSkip += pairskip;
+ }
+
+ // Handle rolling/spinning friction
+ if ((surface_mode & dContactRolling) != 0) {
+
+ const dReal *const ax[3] = {
+ t1, // Rolling around t1 creates movement parallel to t2
+ t2,
+ normal // Spinning axis
+ };
+
+ const int approx_bits[3] = { dContactApprox1_1, dContactApprox1_2, dContactApprox1_N };
+
+ // Get the coefficients
+ dReal rho[3];
+ rho[0] = contact.surface.rho;
+ if ((surface_mode & dContactAxisDep) != 0) {
+ rho[1] = contact.surface.rho2;
+ rho[2] = contact.surface.rhoN;
+ }
+ else {
+ rho[1] = rho[0];
+ rho[2] = rho[0];
+ }
+
+ for (int i = 0; i != 3; ++i) {
+ if (rho[i] > 0) {
+ // Set the angular axis
+ dCopyVector3(J1 + currRowSkip + GI2__JA_MIN, ax[i]);
+
+ if (b1) {
+ dCopyNegatedVector3(J2 + currRowSkip + GI2__JA_MIN, ax[i]);
+ }
+
+ // Set the lcp limits
+ pairLoHi[currPairSkip + GI2_LO] = -rho[i];
+ pairLoHi[currPairSkip + GI2_HI] = rho[i];
+
+ // Should we use proportional force?
+ if ((surface_mode & approx_bits[i]) != 0) {
+ // Make limits proportional to normal force
+ findex[row] = 0;
+ }
+
+ ++row;
+ currRowSkip += rowskip; currPairSkip += pairskip;
+ }
+ }
+ }
+ }
+}
+
+dJointType
+dxJointContact::type() const
+{
+ return dJointTypeContact;
+}
+
+
+sizeint
+dxJointContact::size() const
+{
+ return sizeof(*this);
+}
+