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https://github.com/bulletphysics/bullet3
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68 lines
2.2 KiB
C++
68 lines
2.2 KiB
C++
#include <cmath>
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#include "CoilCreator.hpp"
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namespace btInverseDynamics {
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CoilCreator::CoilCreator(int n) : m_num_bodies(n), m_parent(n) {
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for (int i = 0; i < m_num_bodies; i++) {
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m_parent[i] = i - 1;
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}
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// DH parameters (that's what's in the paper ...)
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const idScalar theta_DH = 0;
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const idScalar d_DH = 0.0;
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const idScalar a_DH = 1.0 / m_num_bodies;
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const idScalar alpha_DH = 5.0 * BT_ID_PI / m_num_bodies;
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getVecMatFromDH(theta_DH, d_DH, a_DH, alpha_DH, &m_parent_r_parent_body_ref,
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&m_body_T_parent_ref);
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// always z-axis
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m_body_axis_of_motion(0) = 0.0;
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m_body_axis_of_motion(1) = 0.0;
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m_body_axis_of_motion(2) = 1.0;
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m_mass = 1.0 / m_num_bodies;
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m_body_r_body_com(0) = 1.0 / (2.0 * m_num_bodies);
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m_body_r_body_com(1) = 0.0;
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m_body_r_body_com(2) = 0.0;
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m_body_I_body(0, 0) = 1e-4 / (2.0 * m_num_bodies);
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m_body_I_body(0, 1) = 0.0;
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m_body_I_body(0, 2) = 0.0;
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m_body_I_body(1, 0) = 0.0;
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m_body_I_body(1, 1) = (3e-4 + 4.0 / BT_ID_POW(m_num_bodies, 2)) / (12.0 * m_num_bodies);
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m_body_I_body(1, 2) = 0.0;
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m_body_I_body(2, 0) = 0.0;
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m_body_I_body(2, 1) = 0.0;
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m_body_I_body(2, 2) = m_body_I_body(1, 1);
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}
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CoilCreator::~CoilCreator() {}
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int CoilCreator::getNumBodies(int* num_bodies) const {
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*num_bodies = m_num_bodies;
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return 0;
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}
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int CoilCreator::getBody(int body_index, int* parent_index, JointType* joint_type,
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vec3* parent_r_parent_body_ref, mat33* body_T_parent_ref,
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vec3* body_axis_of_motion, idScalar* mass, vec3* body_r_body_com,
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mat33* body_I_body, int* user_int, void** user_ptr) const {
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if (body_index < 0 || body_index >= m_num_bodies) {
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error_message("invalid body index %d\n", body_index);
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return -1;
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}
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*parent_index = m_parent[body_index];
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*joint_type = REVOLUTE;
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*parent_r_parent_body_ref = m_parent_r_parent_body_ref;
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*body_T_parent_ref = m_body_T_parent_ref;
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*body_axis_of_motion = m_body_axis_of_motion;
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*mass = m_mass;
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*body_r_body_com = m_body_r_body_com;
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*body_I_body = m_body_I_body;
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*user_int = 0;
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*user_ptr = 0;
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return 0;
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}
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}
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