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- /*
- * Farseer Physics Engine based on Box2D.XNA port:
- * Copyright (c) 2010 Ian Qvist
- *
- * Box2D.XNA port of Box2D:
- * Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
- *
- * Original source Box2D:
- * Copyright (c) 2006-2009 Erin Catto http://www.gphysics.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.
- */
- using System;
- using System.Diagnostics;
- using FarseerPhysics.Common;
- using Microsoft.Xna.Framework;
- namespace FarseerPhysics.Dynamics.Joints
- {
- public class LineJoint : Joint
- {
- private Vector2 _ax, _ay;
- private float _bias;
- private bool _enableMotor;
- private float _gamma;
- private float _impulse;
- private Vector2 _localXAxis;
- private Vector2 _localYAxisA;
- private float _mass;
- private float _maxMotorTorque;
- private float _motorImpulse;
- private float _motorMass;
- private float _motorSpeed;
- private float _sAx;
- private float _sAy;
- private float _sBx;
- private float _sBy;
- private float _springImpulse;
- private float _springMass;
- // Linear constraint (point-to-line)
- // d = pB - pA = xB + rB - xA - rA
- // C = dot(ay, d)
- // Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
- // = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
- // J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
- // Spring linear constraint
- // C = dot(ax, d)
- // Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
- // J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
- // Motor rotational constraint
- // Cdot = wB - wA
- // J = [0 0 -1 0 0 1]
- internal LineJoint()
- {
- JointType = JointType.Line;
- }
- public LineJoint(Body bA, Body bB, Vector2 anchor, Vector2 axis)
- : base(bA, bB)
- {
- JointType = JointType.Line;
- LocalAnchorA = bA.GetLocalPoint(anchor);
- LocalAnchorB = bB.GetLocalPoint(anchor);
- LocalXAxis = bA.GetLocalVector(axis);
- }
- public Vector2 LocalAnchorA { get; set; }
- public Vector2 LocalAnchorB { get; set; }
- public override Vector2 WorldAnchorA
- {
- get { return BodyA.GetWorldPoint(LocalAnchorA); }
- }
- public override Vector2 WorldAnchorB
- {
- get { return BodyB.GetWorldPoint(LocalAnchorB); }
- set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
- }
- public float JointTranslation
- {
- get
- {
- Body bA = BodyA;
- Body bB = BodyB;
- Vector2 pA = bA.GetWorldPoint(LocalAnchorA);
- Vector2 pB = bB.GetWorldPoint(LocalAnchorB);
- Vector2 d = pB - pA;
- Vector2 axis = bA.GetWorldVector(LocalXAxis);
- float translation = Vector2.Dot(d, axis);
- return translation;
- }
- }
- public float JointSpeed
- {
- get
- {
- float wA = BodyA.AngularVelocityInternal;
- float wB = BodyB.AngularVelocityInternal;
- return wB - wA;
- }
- }
- public bool MotorEnabled
- {
- get { return _enableMotor; }
- set
- {
- BodyA.Awake = true;
- BodyB.Awake = true;
- _enableMotor = value;
- }
- }
- public float MotorSpeed
- {
- set
- {
- BodyA.Awake = true;
- BodyB.Awake = true;
- _motorSpeed = value;
- }
- get { return _motorSpeed; }
- }
- public float MaxMotorTorque
- {
- set
- {
- BodyA.Awake = true;
- BodyB.Awake = true;
- _maxMotorTorque = value;
- }
- get { return _maxMotorTorque; }
- }
- public float Frequency { get; set; }
- public float DampingRatio { get; set; }
- public Vector2 LocalXAxis
- {
- get { return _localXAxis; }
- set
- {
- _localXAxis = value;
- _localYAxisA = MathUtils.Cross(1.0f, _localXAxis);
- }
- }
- public override Vector2 GetReactionForce(float invDt)
- {
- return invDt * (_impulse * _ay + _springImpulse * _ax);
- }
- public override float GetReactionTorque(float invDt)
- {
- return invDt * _motorImpulse;
- }
- internal override void InitVelocityConstraints(ref TimeStep step)
- {
- Body bA = BodyA;
- Body bB = BodyB;
- LocalCenterA = bA.LocalCenter;
- LocalCenterB = bB.LocalCenter;
- Transform xfA;
- bA.GetTransform(out xfA);
- Transform xfB;
- bB.GetTransform(out xfB);
- // Compute the effective masses.
- Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - LocalCenterA);
- Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - LocalCenterB);
- Vector2 d = bB.Sweep.C + rB - bA.Sweep.C - rA;
- InvMassA = bA.InvMass;
- InvIA = bA.InvI;
- InvMassB = bB.InvMass;
- InvIB = bB.InvI;
- // Point to line constraint
- {
- _ay = MathUtils.Multiply(ref xfA.R, _localYAxisA);
- _sAy = MathUtils.Cross(d + rA, _ay);
- _sBy = MathUtils.Cross(rB, _ay);
- _mass = InvMassA + InvMassB + InvIA * _sAy * _sAy + InvIB * _sBy * _sBy;
- if (_mass > 0.0f)
- {
- _mass = 1.0f / _mass;
- }
- }
- // Spring constraint
- _springMass = 0.0f;
- if (Frequency > 0.0f)
- {
- _ax = MathUtils.Multiply(ref xfA.R, LocalXAxis);
- _sAx = MathUtils.Cross(d + rA, _ax);
- _sBx = MathUtils.Cross(rB, _ax);
- float invMass = InvMassA + InvMassB + InvIA * _sAx * _sAx + InvIB * _sBx * _sBx;
- if (invMass > 0.0f)
- {
- _springMass = 1.0f / invMass;
- float C = Vector2.Dot(d, _ax);
- // Frequency
- float omega = 2.0f * Settings.Pi * Frequency;
- // Damping coefficient
- float da = 2.0f * _springMass * DampingRatio * omega;
- // Spring stiffness
- float k = _springMass * omega * omega;
- // magic formulas
- _gamma = step.dt * (da + step.dt * k);
- if (_gamma > 0.0f)
- {
- _gamma = 1.0f / _gamma;
- }
- _bias = C * step.dt * k * _gamma;
- _springMass = invMass + _gamma;
- if (_springMass > 0.0f)
- {
- _springMass = 1.0f / _springMass;
- }
- }
- }
- else
- {
- _springImpulse = 0.0f;
- _springMass = 0.0f;
- }
- // Rotational motor
- if (_enableMotor)
- {
- _motorMass = InvIA + InvIB;
- if (_motorMass > 0.0f)
- {
- _motorMass = 1.0f / _motorMass;
- }
- }
- else
- {
- _motorMass = 0.0f;
- _motorImpulse = 0.0f;
- }
- if (Settings.EnableWarmstarting)
- {
- // Account for variable time step.
- _impulse *= step.dtRatio;
- _springImpulse *= step.dtRatio;
- _motorImpulse *= step.dtRatio;
- Vector2 P = _impulse * _ay + _springImpulse * _ax;
- float LA = _impulse * _sAy + _springImpulse * _sAx + _motorImpulse;
- float LB = _impulse * _sBy + _springImpulse * _sBx + _motorImpulse;
- bA.LinearVelocityInternal -= InvMassA * P;
- bA.AngularVelocityInternal -= InvIA * LA;
- bB.LinearVelocityInternal += InvMassB * P;
- bB.AngularVelocityInternal += InvIB * LB;
- }
- else
- {
- _impulse = 0.0f;
- _springImpulse = 0.0f;
- _motorImpulse = 0.0f;
- }
- }
- internal override void SolveVelocityConstraints(ref TimeStep step)
- {
- Body bA = BodyA;
- Body bB = BodyB;
- Vector2 vA = bA.LinearVelocity;
- float wA = bA.AngularVelocityInternal;
- Vector2 vB = bB.LinearVelocityInternal;
- float wB = bB.AngularVelocityInternal;
- // Solve spring constraint
- {
- float Cdot = Vector2.Dot(_ax, vB - vA) + _sBx * wB - _sAx * wA;
- float impulse = -_springMass * (Cdot + _bias + _gamma * _springImpulse);
- _springImpulse += impulse;
- Vector2 P = impulse * _ax;
- float LA = impulse * _sAx;
- float LB = impulse * _sBx;
- vA -= InvMassA * P;
- wA -= InvIA * LA;
- vB += InvMassB * P;
- wB += InvIB * LB;
- }
- // Solve rotational motor constraint
- {
- float Cdot = wB - wA - _motorSpeed;
- float impulse = -_motorMass * Cdot;
- float oldImpulse = _motorImpulse;
- float maxImpulse = step.dt * _maxMotorTorque;
- _motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = _motorImpulse - oldImpulse;
- wA -= InvIA * impulse;
- wB += InvIB * impulse;
- }
- // Solve point to line constraint
- {
- float Cdot = Vector2.Dot(_ay, vB - vA) + _sBy * wB - _sAy * wA;
- float impulse = _mass * (-Cdot);
- _impulse += impulse;
- Vector2 P = impulse * _ay;
- float LA = impulse * _sAy;
- float LB = impulse * _sBy;
- vA -= InvMassA * P;
- wA -= InvIA * LA;
- vB += InvMassB * P;
- wB += InvIB * LB;
- }
- bA.LinearVelocityInternal = vA;
- bA.AngularVelocityInternal = wA;
- bB.LinearVelocityInternal = vB;
- bB.AngularVelocityInternal = wB;
- }
- internal override bool SolvePositionConstraints()
- {
- Body bA = BodyA;
- Body bB = BodyB;
- Vector2 xA = bA.Sweep.C;
- float angleA = bA.Sweep.A;
- Vector2 xB = bB.Sweep.C;
- float angleB = bB.Sweep.A;
- Mat22 RA = new Mat22(angleA);
- Mat22 RB = new Mat22(angleB);
- Vector2 rA = MathUtils.Multiply(ref RA, LocalAnchorA - LocalCenterA);
- Vector2 rB = MathUtils.Multiply(ref RB, LocalAnchorB - LocalCenterB);
- Vector2 d = xB + rB - xA - rA;
- Vector2 ay = MathUtils.Multiply(ref RA, _localYAxisA);
- float sAy = MathUtils.Cross(d + rA, ay);
- float sBy = MathUtils.Cross(rB, ay);
- float C = Vector2.Dot(d, ay);
- float k = InvMassA + InvMassB + InvIA * _sAy * _sAy + InvIB * _sBy * _sBy;
- float impulse;
- if (k != 0.0f)
- {
- impulse = -C / k;
- }
- else
- {
- impulse = 0.0f;
- }
- Vector2 P = impulse * ay;
- float LA = impulse * sAy;
- float LB = impulse * sBy;
- xA -= InvMassA * P;
- angleA -= InvIA * LA;
- xB += InvMassB * P;
- angleB += InvIB * LB;
- // TODO_ERIN remove need for this.
- bA.Sweep.C = xA;
- bA.Sweep.A = angleA;
- bB.Sweep.C = xB;
- bB.Sweep.A = angleB;
- bA.SynchronizeTransform();
- bB.SynchronizeTransform();
- return Math.Abs(C) <= Settings.LinearSlop;
- }
- public float GetMotorTorque(float invDt)
- {
- return invDt * _motorImpulse;
- }
- }
- }
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