/************************************************************************* * * * 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. * * * *************************************************************************/ #ifndef _ODE_JOINT_H_ #define _ODE_JOINT_H_ #include "objects.h" #include #include "obstack.h" // joint flags enum { // if this flag is set, the joint was allocated in a joint group dJOINT_INGROUP = 1, // if this flag is set, the joint was attached with arguments (0,body). // our convention is to treat all attaches as (body,0), i.e. so node[0].body // is always nonzero, so this flag records the fact that the arguments were // swapped. dJOINT_REVERSE = 2, // if this flag is set, the joint can not have just one body attached to it, // it must have either zero or two bodies attached. dJOINT_TWOBODIES = 4 }; // there are two of these nodes in the joint, one for each connection to a // body. these are node of a linked list kept by each body of it's connecting // joints. but note that the body pointer in each node points to the body that // makes use of the *other* node, not this node. this trick makes it a bit // easier to traverse the body/joint graph. struct dxJointNode { dxJoint *joint; // pointer to enclosing dxJoint object dxBody *body; // *other* body this joint is connected to dxJointNode *next; // next node in body's list of connected joints }; struct dxJoint : public dObject { // naming convention: the "first" body this is connected to is node[0].body, // and the "second" body is node[1].body. if this joint is only connected // to one body then the second body is 0. // info returned by getInfo1 function. the constraint dimension is m (<=6). // i.e. that is the total number of rows in the jacobian. `nub' is the // number of unbounded variables (which have lo,hi = -/+ infinity). struct Info1 { int m,nub; }; // info returned by getInfo2 function struct Info2 { // integrator parameters: frames per second (1/stepsize), default error // reduction parameter (0..1). dReal fps,erp; // for the first and second body, pointers to two (linear and angular) // n*3 jacobian sub matrices, stored by rows. these matrices will have // been initialized to 0 on entry. if the second body is zero then the // J2xx pointers may be 0. dReal *J1l,*J1a,*J2l,*J2a; // elements to jump from one row to the next in J's int rowskip; // right hand sides of the equation J*v = c + cfm * lambda. cfm is the // "constraint force mixing" vector. c is set to zero on entry, cfm is // set to a constant value (typically very small or zero) value on entry. dReal *c,*cfm; // lo and hi limits for variables (set to -/+ infinity on entry). dReal *lo,*hi; // findex vector for variables. see the LCP solver interface for a // description of what this does. this is set to -1 on entry. // note that the returned indexes are relative to the first index of // the constraint. int *findex; }; // virtual function table: size of the joint structure, function pointers. // we do it this way instead of using C++ virtual functions because // sometimes we need to allocate joints ourself within a memory pool. typedef void init_fn (dxJoint *joint); typedef void getInfo1_fn (dxJoint *joint, Info1 *info); typedef void getInfo2_fn (dxJoint *joint, Info2 *info); struct Vtable { int size; init_fn *init; getInfo1_fn *getInfo1; getInfo2_fn *getInfo2; int typenum; // a dJointTypeXXX type number }; Vtable *vtable; // virtual function table int flags; // dJOINT_xxx flags dxJointNode node[2]; // connections to bodies. node[1].body can be 0 dJointFeedback *feedback; // optional feedback structure dReal lambda[6]; // lambda generated by last step }; // joint group. NOTE: any joints in the group that have their world destroyed // will have their world pointer set to 0. struct dxJointGroup : public dBase { int num; // number of joints on the stack dObStack stack; // a stack of (possibly differently sized) dxJoint }; // objects. // common limit and motor information for a single joint axis of movement struct dxJointLimitMotor { dReal vel,fmax; // powered joint: velocity, max force dReal lostop,histop; // joint limits, relative to initial position dReal fudge_factor; // when powering away from joint limits dReal normal_cfm; // cfm to use when not at a stop dReal stop_erp,stop_cfm; // erp and cfm for when at joint limit dReal bounce; // restitution factor // variables used between getInfo1() and getInfo2() int limit; // 0=free, 1=at lo limit, 2=at hi limit dReal limit_err; // if at limit, amount over limit void init (dxWorld *); void set (int num, dReal value); dReal get (int num); int testRotationalLimit (dReal angle); int addLimot (dxJoint *joint, dxJoint::Info2 *info, int row, dVector3 ax1, int rotational); }; // ball and socket struct dxJointBall : public dxJoint { dVector3 anchor1; // anchor w.r.t first body dVector3 anchor2; // anchor w.r.t second body }; extern struct dxJoint::Vtable __dball_vtable; // hinge struct dxJointHinge : public dxJoint { dVector3 anchor1; // anchor w.r.t first body dVector3 anchor2; // anchor w.r.t second body dVector3 axis1; // axis w.r.t first body dVector3 axis2; // axis w.r.t second body dQuaternion qrel; // initial relative rotation body1 -> body2 dxJointLimitMotor limot; // limit and motor information }; extern struct dxJoint::Vtable __dhinge_vtable; // universal struct dxJointUniversal : public dxJoint { dVector3 anchor1; // anchor w.r.t first body dVector3 anchor2; // anchor w.r.t second body dVector3 axis1; // axis w.r.t first body dVector3 axis2; // axis w.r.t second body dQuaternion qrel1; // initial relative rotation body1 -> virtual cross piece dQuaternion qrel2; // initial relative rotation virtual cross piece -> body2 dxJointLimitMotor limot1; // limit and motor information for axis1 dxJointLimitMotor limot2; // limit and motor information for axis2 }; extern struct dxJoint::Vtable __duniversal_vtable; /** * The axisP must be perpendicular to axis2 *
 *                                        +-------------+
 *                                        |      x      |
 *                                        +------------\+
 * Prismatic articulation                   ..     ..
 *                       |                ..     ..
 *                      \/              ..      ..
 * +--------------+    --|        __..      ..  anchor2
 * |      x       | .....|.......(__)     ..
 * +--------------+    --|         ^     <
 *        |----------------------->|
 *            Offset               |--- Rotoide articulation
 * 
*/ struct dxJointPR : public dxJoint { dVector3 anchor2; ///< @brief Position of the rotoide articulation ///< w.r.t second body. ///< @note Position of body 2 in world frame + ///< anchor2 in world frame give the position ///< of the rotoide articulation dVector3 axisR1; ///< axis of the rotoide articulation w.r.t first body. ///< @note This is considered as axis1 from the parameter ///< view. dVector3 axisR2; ///< axis of the rotoide articulation w.r.t second body. ///< @note This is considered also as axis1 from the ///< parameter view dVector3 axisP1; ///< axis for the prismatic articulation w.r.t first body. ///< @note This is considered as axis2 in from the parameter ///< view dQuaternion qrel; ///< initial relative rotation body1 -> body2. dVector3 offset; ///< @brief vector between the body1 and the rotoide ///< articulation. ///< ///< Going from the first to the second in the frame ///< of body1. ///< That should be aligned with body1 center along axisP ///< This is calculated whe the axis are set. dVector3 prev; ///< Previous position in world frame of cm of body to w.r.t anchor2. dxJointLimitMotor limotR; ///< limit and motor information for the rotoide articulation. dxJointLimitMotor limotP; ///< limit and motor information for the prismatic articulation. }; extern struct dxJoint::Vtable __dPR_vtable; // slider. if body2 is 0 then qrel is the absolute rotation of body1 and // offset is the position of body1 center along axis1. struct dxJointSlider : public dxJoint { dVector3 axis1; // axis w.r.t first body dQuaternion qrel; // initial relative rotation body1 -> body2 dVector3 offset; // point relative to body2 that should be // aligned with body1 center along axis1 dxJointLimitMotor limot; // limit and motor information }; extern struct dxJoint::Vtable __dslider_vtable; // contact struct dxJointContact : public dxJoint { int the_m; // number of rows computed by getInfo1 dContact contact; }; extern struct dxJoint::Vtable __dcontact_vtable; // hinge 2 struct dxJointHinge2 : public dxJoint { dVector3 anchor1; // anchor w.r.t first body dVector3 anchor2; // anchor w.r.t second body dVector3 axis1; // axis 1 w.r.t first body dVector3 axis2; // axis 2 w.r.t second body dReal c0,s0; // cos,sin of desired angle between axis 1,2 dVector3 v1,v2; // angle ref vectors embedded in first body dxJointLimitMotor limot1; // limit+motor info for axis 1 dxJointLimitMotor limot2; // limit+motor info for axis 2 dReal susp_erp,susp_cfm; // suspension parameters (erp,cfm) }; extern struct dxJoint::Vtable __dhinge2_vtable; // angular motor struct dxJointAMotor : public dxJoint { int num; // number of axes (0..3) int mode; // a dAMotorXXX constant int rel[3]; // what the axes are relative to (global,b1,b2) dVector3 axis[3]; // three axes dxJointLimitMotor limot[3]; // limit+motor info for axes dReal angle[3]; // user-supplied angles for axes // these vectors are used for calculating euler angles dVector3 reference1; // original axis[2], relative to body 1 dVector3 reference2; // original axis[0], relative to body 2 }; extern struct dxJoint::Vtable __damotor_vtable; struct dxJointLMotor : public dxJoint { int num; int rel[3]; dVector3 axis[3]; dxJointLimitMotor limot[3]; }; extern struct dxJoint::Vtable __dlmotor_vtable; // 2d joint, constrains to z == 0 struct dxJointPlane2D : public dxJoint { int row_motor_x; int row_motor_y; int row_motor_angle; dxJointLimitMotor motor_x; dxJointLimitMotor motor_y; dxJointLimitMotor motor_angle; }; extern struct dxJoint::Vtable __dplane2d_vtable; // fixed struct dxJointFixed : public dxJoint { dQuaternion qrel; // initial relative rotation body1 -> body2 dVector3 offset; // relative offset between the bodies }; extern struct dxJoint::Vtable __dfixed_vtable; // null joint, for testing only struct dxJointNull : public dxJoint { }; extern struct dxJoint::Vtable __dnull_vtable; #endif