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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.Diagnostics;
- using FarseerPhysics.Common;
- using Microsoft.Xna.Framework;
- namespace FarseerPhysics.Dynamics.Joints
- {
- // Point-to-point constraint
- // Cdot = v2 - v1
- // = v2 + cross(w2, r2) - v1 - cross(w1, r1)
- // J = [-I -r1_skew I r2_skew ]
- // Identity used:
- // w k % (rx i + ry j) = w * (-ry i + rx j)
- // Angle constraint
- // Cdot = w2 - w1
- // J = [0 0 -1 0 0 1]
- // K = invI1 + invI2
- /// <summary>
- /// Friction joint. This is used for top-down friction.
- /// It provides 2D translational friction and angular friction.
- /// </summary>
- public class FrictionJoint : Joint
- {
- public Vector2 LocalAnchorA;
- public Vector2 LocalAnchorB;
- private float _angularImpulse;
- private float _angularMass;
- private Vector2 _linearImpulse;
- private Mat22 _linearMass;
- internal FrictionJoint()
- {
- JointType = JointType.Friction;
- }
- public FrictionJoint(Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB)
- : base(bodyA, bodyB)
- {
- JointType = JointType.Friction;
- LocalAnchorA = localAnchorA;
- LocalAnchorB = localAnchorB;
- }
- 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."); }
- }
- /// <summary>
- /// The maximum friction force in N.
- /// </summary>
- public float MaxForce { get; set; }
- /// <summary>
- /// The maximum friction torque in N-m.
- /// </summary>
- public float MaxTorque { get; set; }
- public override Vector2 GetReactionForce(float inv_dt)
- {
- return inv_dt * _linearImpulse;
- }
- public override float GetReactionTorque(float inv_dt)
- {
- return inv_dt * _angularImpulse;
- }
- internal override void InitVelocityConstraints(ref TimeStep step)
- {
- Body bA = BodyA;
- Body bB = BodyB;
- Transform xfA, xfB;
- bA.GetTransform(out xfA);
- bB.GetTransform(out xfB);
- // Compute the effective mass matrix.
- Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);
- Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - bB.LocalCenter);
- // J = [-I -r1_skew I r2_skew]
- // [ 0 -1 0 1]
- // r_skew = [-ry; rx]
- // Matlab
- // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
- // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
- // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
- float mA = bA.InvMass, mB = bB.InvMass;
- float iA = bA.InvI, iB = bB.InvI;
- Mat22 K1 = new Mat22();
- K1.Col1.X = mA + mB;
- K1.Col2.X = 0.0f;
- K1.Col1.Y = 0.0f;
- K1.Col2.Y = mA + mB;
- Mat22 K2 = new Mat22();
- K2.Col1.X = iA * rA.Y * rA.Y;
- K2.Col2.X = -iA * rA.X * rA.Y;
- K2.Col1.Y = -iA * rA.X * rA.Y;
- K2.Col2.Y = iA * rA.X * rA.X;
- Mat22 K3 = new Mat22();
- K3.Col1.X = iB * rB.Y * rB.Y;
- K3.Col2.X = -iB * rB.X * rB.Y;
- K3.Col1.Y = -iB * rB.X * rB.Y;
- K3.Col2.Y = iB * rB.X * rB.X;
- Mat22 K12;
- Mat22.Add(ref K1, ref K2, out K12);
- Mat22 K;
- Mat22.Add(ref K12, ref K3, out K);
- _linearMass = K.Inverse;
- _angularMass = iA + iB;
- if (_angularMass > 0.0f)
- {
- _angularMass = 1.0f / _angularMass;
- }
- if (Settings.EnableWarmstarting)
- {
- // Scale impulses to support a variable time step.
- _linearImpulse *= step.dtRatio;
- _angularImpulse *= step.dtRatio;
- Vector2 P = new Vector2(_linearImpulse.X, _linearImpulse.Y);
- bA.LinearVelocityInternal -= mA * P;
- bA.AngularVelocityInternal -= iA * (MathUtils.Cross(rA, P) + _angularImpulse);
- bB.LinearVelocityInternal += mB * P;
- bB.AngularVelocityInternal += iB * (MathUtils.Cross(rB, P) + _angularImpulse);
- }
- else
- {
- _linearImpulse = Vector2.Zero;
- _angularImpulse = 0.0f;
- }
- }
- internal override void SolveVelocityConstraints(ref TimeStep step)
- {
- Body bA = BodyA;
- Body bB = BodyB;
- Vector2 vA = bA.LinearVelocityInternal;
- float wA = bA.AngularVelocityInternal;
- Vector2 vB = bB.LinearVelocityInternal;
- float wB = bB.AngularVelocityInternal;
- float mA = bA.InvMass, mB = bB.InvMass;
- float iA = bA.InvI, iB = bB.InvI;
- Transform xfA, xfB;
- bA.GetTransform(out xfA);
- bB.GetTransform(out xfB);
- Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);
- Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - bB.LocalCenter);
- // Solve angular friction
- {
- float Cdot = wB - wA;
- float impulse = -_angularMass * Cdot;
- float oldImpulse = _angularImpulse;
- float maxImpulse = step.dt * MaxTorque;
- _angularImpulse = MathUtils.Clamp(_angularImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = _angularImpulse - oldImpulse;
- wA -= iA * impulse;
- wB += iB * impulse;
- }
- // Solve linear friction
- {
- Vector2 Cdot = vB + MathUtils.Cross(wB, rB) - vA - MathUtils.Cross(wA, rA);
- Vector2 impulse = -MathUtils.Multiply(ref _linearMass, Cdot);
- Vector2 oldImpulse = _linearImpulse;
- _linearImpulse += impulse;
- float maxImpulse = step.dt * MaxForce;
- if (_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
- {
- _linearImpulse.Normalize();
- _linearImpulse *= maxImpulse;
- }
- impulse = _linearImpulse - oldImpulse;
- vA -= mA * impulse;
- wA -= iA * MathUtils.Cross(rA, impulse);
- vB += mB * impulse;
- wB += iB * MathUtils.Cross(rB, impulse);
- }
- bA.LinearVelocityInternal = vA;
- bA.AngularVelocityInternal = wA;
- bB.LinearVelocityInternal = vB;
- bB.AngularVelocityInternal = wB;
- }
- internal override bool SolvePositionConstraints()
- {
- return true;
- }
- }
- }
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