Package com.bulletphysics.linearmath

Source Code of com.bulletphysics.linearmath.TransformUtil

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* 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.
*/

package com.bulletphysics.linearmath;

import com.bulletphysics.BulletGlobals;
import cz.advel.stack.Stack;
import cz.advel.stack.StaticAlloc;
import javax.vecmath.Matrix3f;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;

/**
* Utility functions for transforms.
*
* @author jezek2
*/
public class TransformUtil {
 
  public static final float SIMDSQRT12 = 0.7071067811865475244008443621048490f;
  public static final float ANGULAR_MOTION_THRESHOLD = 0.5f*BulletGlobals.SIMD_HALF_PI;
 
  public static float recipSqrt(float x) {
    return 1f / (float)Math.sqrt(x)/* reciprocal square root */
  }

  public static void planeSpace1(Vector3f n, Vector3f p, Vector3f q) {
    if (Math.abs(n.z) > SIMDSQRT12) {
      // choose p in y-z plane
      float a = n.y * n.y + n.z * n.z;
      float k = recipSqrt(a);
      p.set(0, -n.z * k, n.y * k);
      // set q = n x p
      q.set(a * k, -n.x * p.z, n.x * p.y);
    }
    else {
      // choose p in x-y plane
      float a = n.x * n.x + n.y * n.y;
      float k = recipSqrt(a);
      p.set(-n.y * k, n.x * k, 0);
      // set q = n x p
      q.set(-n.z * p.y, n.z * p.x, a * k);
    }
  }
 
  @StaticAlloc
  public static void integrateTransform(Transform curTrans, Vector3f linvel, Vector3f angvel, float timeStep, Transform predictedTransform) {
    predictedTransform.origin.scaleAdd(timeStep, linvel, curTrans.origin);
//  //#define QUATERNION_DERIVATIVE
//  #ifdef QUATERNION_DERIVATIVE
//    btQuaternion predictedOrn = curTrans.getRotation();
//    predictedOrn += (angvel * predictedOrn) * (timeStep * btScalar(0.5));
//    predictedOrn.normalize();
//  #else
    // Exponential map
    // google for "Practical Parameterization of Rotations Using the Exponential Map", F. Sebastian Grassia
   
    Vector3f axis = Stack.alloc(Vector3f.class);
    float fAngle = angvel.length();

    // limit the angular motion
    if (fAngle * timeStep > ANGULAR_MOTION_THRESHOLD) {
      fAngle = ANGULAR_MOTION_THRESHOLD / timeStep;
    }

    if (fAngle < 0.001f) {
      // use Taylor's expansions of sync function
      axis.scale(0.5f * timeStep - (timeStep * timeStep * timeStep) * (0.020833333333f) * fAngle * fAngle, angvel);
    }
    else {
      // sync(fAngle) = sin(c*fAngle)/t
      axis.scale((float) Math.sin(0.5f * fAngle * timeStep) / fAngle, angvel);
    }
    Quat4f dorn = Stack.alloc(Quat4f.class);
    dorn.set(axis.x, axis.y, axis.z, (float) Math.cos(fAngle * timeStep * 0.5f));
    Quat4f orn0 = curTrans.getRotation(Stack.alloc(Quat4f.class));

    Quat4f predictedOrn = Stack.alloc(Quat4f.class);
    predictedOrn.mul(dorn, orn0);
    predictedOrn.normalize();
//  #endif
    predictedTransform.setRotation(predictedOrn);
  }

  public static void calculateVelocity(Transform transform0, Transform transform1, float timeStep, Vector3f linVel, Vector3f angVel) {
    linVel.sub(transform1.origin, transform0.origin);
    linVel.scale(1f / timeStep);

    Vector3f axis = Stack.alloc(Vector3f.class);
    float[] angle = new float[1];
    calculateDiffAxisAngle(transform0, transform1, axis, angle);
    angVel.scale(angle[0] / timeStep, axis);
  }
 
  public static void calculateDiffAxisAngle(Transform transform0, Transform transform1, Vector3f axis, float[] angle) {
// #ifdef USE_QUATERNION_DIFF
//    btQuaternion orn0 = transform0.getRotation();
//    btQuaternion orn1a = transform1.getRotation();
//    btQuaternion orn1 = orn0.farthest(orn1a);
//    btQuaternion dorn = orn1 * orn0.inverse();
// #else
    Matrix3f tmp = Stack.alloc(Matrix3f.class);
    tmp.set(transform0.basis);
    MatrixUtil.invert(tmp);

    Matrix3f dmat = Stack.alloc(Matrix3f.class);
    dmat.mul(transform1.basis, tmp);

    Quat4f dorn = Stack.alloc(Quat4f.class);
    MatrixUtil.getRotation(dmat, dorn);
// #endif

    // floating point inaccuracy can lead to w component > 1..., which breaks

    dorn.normalize();

    angle[0] = QuaternionUtil.getAngle(dorn);
    axis.set(dorn.x, dorn.y, dorn.z);
    // TODO: probably not needed
    //axis[3] = btScalar(0.);

    // check for axis length
    float len = axis.lengthSquared();
    if (len < BulletGlobals.FLT_EPSILON * BulletGlobals.FLT_EPSILON) {
      axis.set(1f, 0f, 0f);
    }
    else {
      axis.scale(1f / (float) Math.sqrt(len));
    }
  }
 
}
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