A physics constraint class Hinge2Constraint derived from Generic6DofSpringConstraint. It constructs a 2-axis hinge (universal) joint between two RigidBody objects, builds local frames from world anchor and axes, sets linear and angular limits, enables a spring on one axis, and exposes accessors for anchors, axes and angles.
/* * C# / XNA port of Bullet (c) 2011 Mark Neale <[email protected]> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * 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. */ // Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file. #nullable disable #pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114 using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics; internal class Hinge2Constraint : Generic6DofSpringConstraint { // constructor // anchor, axis1 and axis2 are in world coordinate system // axis1 must be orthogonal to axis2 public Hinge2Constraint(RigidBody rbA, RigidBody rbB, ref IndexedVector3 anchor, ref IndexedVector3 axis1, ref IndexedVector3 axis2) : base(rbA, rbB, IndexedMatrix.Identity, IndexedMatrix.Identity, true) { m_anchor = anchor; m_axis1 = axis1; m_axis2 = axis2; // build frame basis // 6DOF constraint uses Euler angles and to define limits // it is assumed that rotational order is : // Z - first, allowed limits are (-PI,PI); // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number // used to prevent constraint from instability on poles; // new position of X, allowed limits are (-PI,PI); // So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs // Build the frame in world coordinate system first IndexedVector3 zAxis = IndexedVector3.Normalize(axis1); IndexedVector3 xAxis = IndexedVector3.Normalize(axis2); IndexedVector3 yAxis = IndexedVector3.Cross(zAxis, xAxis); // we want right coordinate system IndexedMatrix frameInW = IndexedMatrix.Identity; frameInW._basis = new IndexedBasisMatrix(xAxis.X, yAxis.X, zAxis.X, xAxis.Y, yAxis.Y, zAxis.Y, xAxis.Z, yAxis.Z, zAxis.Z); frameInW._origin = anchor; // now get constraint frame in local coordinate systems m_frameInA = rbA.GetCenterOfMassTransform().Inverse() * frameInW; m_frameInB = rbB.GetCenterOfMassTransform().Inverse() * frameInW; // sei limits SetLinearLowerLimit(new IndexedVector3(0.0f, 0.0f, -1.0f)); SetLinearUpperLimit(new IndexedVector3(0.0f, 0.0f, 1.0f)); // like front wheels of a car SetAngularLowerLimit(new IndexedVector3(1.0f, 0.0f, -MathUtil.SIMD_HALF_PI * 0.5f)); SetAngularUpperLimit(new IndexedVector3(-1.0f, 0.0f, MathUtil.SIMD_HALF_PI * 0.5f)); // enable suspension EnableSpring(2, true); SetStiffness(2, MathUtil.SIMD_PI * MathUtil.SIMD_PI * 4.0f); // period 1 sec for 1 kilogramm weel :-) SetDamping(2, 0.01f); SetEquilibriumPoint(); } // access public IndexedVector3 GetAnchor() { return m_calculatedTransformA._origin; } public IndexedVector3 GetAnchor2() { return m_calculatedTransformB._origin; } public IndexedVector3 GetAxis1() { return m_axis1; } public IndexedVector3 GetAxis2() { return m_axis2; } public float GetAngle1() { return GetAngle(2); } public float GetAngle2() { return GetAngle(0); } // limits public void SetUpperLimit(float ang1max) { SetAngularUpperLimit(new IndexedVector3(-1.0f, 0.0f, ang1max)); } public void SetLowerLimit(float ang1min) { SetAngularLowerLimit(new IndexedVector3(1.0f, 0.0f, ang1min)); } protected IndexedVector3 m_anchor; protected IndexedVector3 m_axis1; protected IndexedVector3 m_axis2; }