Put quaternion constraint stuff inside namespace

This commit is contained in:
Irlan 2019-04-30 10:40:49 -03:00
parent c71b6edc72
commit c28069680e

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@ -112,7 +112,7 @@ C' = P_lim * (P_hinge * q') - target_speed
*/
static B3_FORCE_INLINE b3Mat44 iQ_mat(const b3Quat& q)
static B3_FORCE_INLINE b3Mat44 b3Mat44_Quat(const b3Quat& q)
{
b3Mat44 Q;
Q.x = b3Vec4(q.w, q.x, q.y, q.z);
@ -122,7 +122,7 @@ static B3_FORCE_INLINE b3Mat44 iQ_mat(const b3Quat& q)
return Q;
}
static B3_FORCE_INLINE b3Mat44 iP_mat(const b3Quat& q)
static B3_FORCE_INLINE b3Mat44 b3Mat44_Projection(const b3Quat& q)
{
b3Mat44 P;
P.x = b3Vec4(q.w, q.x, q.y, q.z);
@ -132,7 +132,7 @@ static B3_FORCE_INLINE b3Mat44 iP_mat(const b3Quat& q)
return P;
}
static B3_FORCE_INLINE b3Mat34 P_mat()
static B3_FORCE_INLINE b3Mat34 b3Mat34_Projection()
{
b3Mat34 P;
P.x = b3Vec3(0.0f, 0.0f, 0.0f);
@ -142,7 +142,7 @@ static B3_FORCE_INLINE b3Mat34 P_mat()
return P;
}
static B3_FORCE_INLINE b3Mat24 P_hinge_mat()
static B3_FORCE_INLINE b3Mat24 b3Mat24_Hinge_Projection()
{
b3Mat24 P;
P.x = b3Vec2(0.0f, 0.0f);
@ -152,21 +152,19 @@ static B3_FORCE_INLINE b3Mat24 P_hinge_mat()
return P;
}
// 1x4
static B3_FORCE_INLINE b3Vec4 P_hinge_limit_mat(const b3Quat& q)
static B3_FORCE_INLINE b3Vec4 b3Mat14_Hinge_Limit_Projection(const b3Quat& q)
{
return b3Vec4(-q.z, 0.0f, 0.0f, q.w);
}
// 4x1
static B3_FORCE_INLINE b3Vec4 q_to_v(const b3Quat& q)
static B3_FORCE_INLINE b3Vec4 b3Vec4_Quat(const b3Quat& q)
{
return b3Vec4(q.w, q.x, q.y, q.z);
}
static const b3Mat34 P = P_mat();
static const b3Mat43 PT = b3Transpose(P);
static const b3Mat24 P_hinge = P_hinge_mat();
static const b3Mat34 b3Mat34_P = b3Mat34_Projection();
static const b3Mat43 b3Mat43_PT = b3Transpose(b3Mat34_P);
static const b3Mat24 b3Mat24_P_Hinge = b3Mat24_Hinge_Projection();
void b3RevoluteJointDef::Initialize(b3Body* bA, b3Body* bB,
const b3Vec3& axis, const b3Vec3& anchor,
@ -263,13 +261,14 @@ void b3RevoluteJoint::InitializeConstraints(const b3SolverData* data)
// Add motor constraint.
if (m_enableMotor || m_enableLimit)
{
b3Vec4 P_hinge_limit = P_hinge_limit_mat(q);
b3Mat43 PT = b3Mat43_PT;
b3Vec4 P_limit = b3Mat14_Hinge_Limit_Projection(q);
b3Mat44 G1 = -0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Mat44 G2 = 0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Mat44 G1 = -0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Mat44 G2 = 0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Vec3 J1 = P_hinge_limit * G1 * PT;
b3Vec3 J2 = P_hinge_limit * G2 * PT;
b3Vec3 J1 = P_limit * G1 * PT;
b3Vec3 J2 = P_limit * G2 * PT;
b3Vec3 J1T = J1;
b3Vec3 J2T = J2;
@ -338,8 +337,11 @@ void b3RevoluteJoint::InitializeConstraints(const b3SolverData* data)
// Add hinge constraints.
{
b3Mat44 G1 = -0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Mat44 G2 = 0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Mat43 PT = b3Mat43_PT;
b3Mat24 P_hinge = b3Mat24_P_Hinge;
b3Mat44 G1 = -0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Mat44 G2 = 0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Mat23 J1 = P_hinge * G1 * PT;
b3Mat23 J2 = P_hinge * G2 * PT;
@ -518,13 +520,14 @@ bool b3RevoluteJoint::SolvePositionConstraints(const b3SolverData* data)
b3Quat fB = qB * m_localRotationB;
b3Quat q = b3Conjugate(m_referenceRotation) * b3Conjugate(fA) * fB;
b3Vec4 P_hinge_limit = P_hinge_limit_mat(q);
b3Mat43 PT = b3Mat43_PT;
b3Vec4 P_limit = b3Mat14_Hinge_Limit_Projection(q);
b3Mat44 G1 = -0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Mat44 G2 = 0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Mat44 G1 = -0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Mat44 G2 = 0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Vec3 J1 = P_hinge_limit * G1 * PT;
b3Vec3 J2 = P_hinge_limit * G2 * PT;
b3Vec3 J1 = P_limit * G1 * PT;
b3Vec3 J2 = P_limit * G2 * PT;
b3Vec3 J1T = J1;
b3Vec3 J2T = J2;
@ -617,13 +620,16 @@ bool b3RevoluteJoint::SolvePositionConstraints(const b3SolverData* data)
b3Quat fB = qB * m_localRotationB;
b3Quat q = b3Conjugate(m_referenceRotation) * b3Conjugate(fA) * fB;
b3Vec2 C = P_hinge * q_to_v(q);
b3Mat43 PT = b3Mat43_PT;
b3Mat24 P_hinge = b3Mat24_P_Hinge;
b3Vec2 C = P_hinge * b3Vec4_Quat(q);
angularError += b3Length(C);
// Compute effective mass
b3Mat44 G1 = -0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Mat44 G2 = 0.5f * iQ_mat(b3Conjugate(fA)) * iP_mat(fB);
b3Mat44 G1 = -0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Mat44 G2 = 0.5f * b3Mat44_Quat(b3Conjugate(fA)) * b3Mat44_Projection(fB);
b3Mat23 J1 = P_hinge * G1 * PT;
b3Mat23 J2 = P_hinge * G2 * PT;