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- /*
- * Copyright (c) 2006-2010 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
- {
- // Limit:
- // C = norm(pB - pA) - L
- // u = (pB - pA) / norm(pB - pA)
- // Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
- // J = [-u -cross(rA, u) u cross(rB, u)]
- // K = J * invM * JT
- // = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
- /// <summary>
- /// A rope joint enforces a maximum distance between two points
- /// on two bodies. It has no other effect.
- /// Warning: if you attempt to change the maximum length during
- /// the simulation you will get some non-physical behavior.
- /// A model that would allow you to dynamically modify the length
- /// would have some sponginess, so I chose not to implement it
- /// that way. See b2DistanceJoint if you want to dynamically
- /// control length.
- /// </summary>
- public class RopeJoint : Joint
- {
- public Vector2 LocalAnchorA;
- public Vector2 LocalAnchorB;
- private float _impulse;
- private float _length;
- private float _mass;
- private Vector2 _rA, _rB;
- private LimitState _state;
- private Vector2 _u;
- internal RopeJoint()
- {
- JointType = JointType.Rope;
- }
- public RopeJoint(Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB)
- : base(bodyA, bodyB)
- {
- JointType = JointType.Rope;
- LocalAnchorA = localAnchorA;
- LocalAnchorB = localAnchorB;
- Vector2 d = WorldAnchorB - WorldAnchorA;
- MaxLength = d.Length();
- _mass = 0.0f;
- _impulse = 0.0f;
- _state = LimitState.Inactive;
- _length = 0.0f;
- }
- /// Get the maximum length of the rope.
- public float MaxLength { get; set; }
- public LimitState State
- {
- get { return _state; }
- }
- public override sealed Vector2 WorldAnchorA
- {
- get { return BodyA.GetWorldPoint(LocalAnchorA); }
- }
- public override sealed Vector2 WorldAnchorB
- {
- get { return BodyB.GetWorldPoint(LocalAnchorB); }
- set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
- }
- public override Vector2 GetReactionForce(float invDt)
- {
- return (invDt * _impulse) * _u;
- }
- public override float GetReactionTorque(float invDt)
- {
- return 0;
- }
- internal override void InitVelocityConstraints(ref TimeStep step)
- {
- Body bA = BodyA;
- Body bB = BodyB;
- Transform xf1;
- bA.GetTransform(out xf1);
- Transform xf2;
- bB.GetTransform(out xf2);
- _rA = MathUtils.Multiply(ref xf1.R, LocalAnchorA - bA.LocalCenter);
- _rB = MathUtils.Multiply(ref xf2.R, LocalAnchorB - bB.LocalCenter);
- // Rope axis
- _u = bB.Sweep.C + _rB - bA.Sweep.C - _rA;
- _length = _u.Length();
- float C = _length - MaxLength;
- if (C > 0.0f)
- {
- _state = LimitState.AtUpper;
- }
- else
- {
- _state = LimitState.Inactive;
- }
- if (_length > Settings.LinearSlop)
- {
- _u *= 1.0f / _length;
- }
- else
- {
- _u = Vector2.Zero;
- _mass = 0.0f;
- _impulse = 0.0f;
- return;
- }
- // Compute effective mass.
- float crA = MathUtils.Cross(_rA, _u);
- float crB = MathUtils.Cross(_rB, _u);
- float invMass = bA.InvMass + bA.InvI * crA * crA + bB.InvMass + bB.InvI * crB * crB;
- _mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
- if (Settings.EnableWarmstarting)
- {
- // Scale the impulse to support a variable time step.
- _impulse *= step.dtRatio;
- Vector2 P = _impulse * _u;
- bA.LinearVelocity -= bA.InvMass * P;
- bA.AngularVelocity -= bA.InvI * MathUtils.Cross(_rA, P);
- bB.LinearVelocity += bB.InvMass * P;
- bB.AngularVelocity += bB.InvI * MathUtils.Cross(_rB, P);
- }
- else
- {
- _impulse = 0.0f;
- }
- }
- internal override void SolveVelocityConstraints(ref TimeStep step)
- {
- Body bA = BodyA;
- Body bB = BodyB;
- // Cdot = dot(u, v + cross(w, r))
- Vector2 vA = bA.LinearVelocity + MathUtils.Cross(bA.AngularVelocity, _rA);
- Vector2 vB = bB.LinearVelocity + MathUtils.Cross(bB.AngularVelocity, _rB);
- float C = _length - MaxLength;
- float Cdot = Vector2.Dot(_u, vB - vA);
- // Predictive constraint.
- if (C < 0.0f)
- {
- Cdot += step.inv_dt * C;
- }
- float impulse = -_mass * Cdot;
- float oldImpulse = _impulse;
- _impulse = Math.Min(0.0f, _impulse + impulse);
- impulse = _impulse - oldImpulse;
- Vector2 P = impulse * _u;
- bA.LinearVelocity -= bA.InvMass * P;
- bA.AngularVelocity -= bA.InvI * MathUtils.Cross(_rA, P);
- bB.LinearVelocity += bB.InvMass * P;
- bB.AngularVelocity += bB.InvI * MathUtils.Cross(_rB, P);
- }
- internal override bool SolvePositionConstraints()
- {
- Body bA = BodyA;
- Body bB = BodyB;
- Transform xf1;
- bA.GetTransform(out xf1);
- Transform xf2;
- bB.GetTransform(out xf2);
- Vector2 rA = MathUtils.Multiply(ref xf1.R, LocalAnchorA - bA.LocalCenter);
- Vector2 rB = MathUtils.Multiply(ref xf2.R, LocalAnchorB - bB.LocalCenter);
- Vector2 u = bB.Sweep.C + rB - bA.Sweep.C - rA;
- float length = u.Length();
- u.Normalize();
- float C = length - MaxLength;
- C = MathUtils.Clamp(C, 0.0f, Settings.MaxLinearCorrection);
- float impulse = -_mass * C;
- Vector2 P = impulse * u;
- bA.Sweep.C -= bA.InvMass * P;
- bA.Sweep.A -= bA.InvI * MathUtils.Cross(rA, P);
- bB.Sweep.C += bB.InvMass * P;
- bB.Sweep.A += bB.InvI * MathUtils.Cross(rB, P);
- bA.SynchronizeTransform();
- bB.SynchronizeTransform();
- return length - MaxLength < Settings.LinearSlop;
- }
- }
- }
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