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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
- {
- /// <summary>
- /// A mouse joint is used to make a point on a body track a
- /// specified world point. This a soft constraint with a maximum
- /// force. This allows the constraint to stretch and without
- /// applying huge forces.
- /// NOTE: this joint is not documented in the manual because it was
- /// developed to be used in the testbed. If you want to learn how to
- /// use the mouse joint, look at the testbed.
- /// </summary>
- public class FixedMouseJoint : Joint
- {
- public Vector2 LocalAnchorA;
- private Vector2 _C; // position error
- private float _beta;
- private float _gamma;
- private Vector2 _impulse;
- private Mat22 _mass; // effective mass for point-to-point constraint.
- private Vector2 _worldAnchor;
- /// <summary>
- /// This requires a world target point,
- /// tuning parameters, and the time step.
- /// </summary>
- /// <param name="body">The body.</param>
- /// <param name="worldAnchor">The target.</param>
- public FixedMouseJoint(Body body, Vector2 worldAnchor)
- : base(body)
- {
- JointType = JointType.FixedMouse;
- Frequency = 5.0f;
- DampingRatio = 0.7f;
- Debug.Assert(worldAnchor.IsValid());
- Transform xf1;
- BodyA.GetTransform(out xf1);
- _worldAnchor = worldAnchor;
- LocalAnchorA = BodyA.GetLocalPoint(worldAnchor);
- }
- public override Vector2 WorldAnchorA
- {
- get { return BodyA.GetWorldPoint(LocalAnchorA); }
- }
- public override Vector2 WorldAnchorB
- {
- get { return _worldAnchor; }
- set
- {
- BodyA.Awake = true;
- _worldAnchor = value;
- }
- }
- /// <summary>
- /// The maximum constraint force that can be exerted
- /// to move the candidate body. Usually you will express
- /// as some multiple of the weight (multiplier * mass * gravity).
- /// </summary>
- public float MaxForce { get; set; }
- /// <summary>
- /// The response speed.
- /// </summary>
- public float Frequency { get; set; }
- /// <summary>
- /// The damping ratio. 0 = no damping, 1 = critical damping.
- /// </summary>
- public float DampingRatio { get; set; }
- public override Vector2 GetReactionForce(float inv_dt)
- {
- return inv_dt * _impulse;
- }
- public override float GetReactionTorque(float inv_dt)
- {
- return inv_dt * 0.0f;
- }
- internal override void InitVelocityConstraints(ref TimeStep step)
- {
- Body b = BodyA;
- float mass = b.Mass;
- // Frequency
- float omega = 2.0f * Settings.Pi * Frequency;
- // Damping coefficient
- float d = 2.0f * mass * DampingRatio * omega;
- // Spring stiffness
- float k = mass * (omega * omega);
- // magic formulas
- // gamma has units of inverse mass.
- // beta has units of inverse time.
- Debug.Assert(d + step.dt * k > Settings.Epsilon);
- _gamma = step.dt * (d + step.dt * k);
- if (_gamma != 0.0f)
- {
- _gamma = 1.0f / _gamma;
- }
- _beta = step.dt * k * _gamma;
- // Compute the effective mass matrix.
- Transform xf1;
- b.GetTransform(out xf1);
- Vector2 r = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b.LocalCenter);
- // K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
- // = [1/m1+1/m2 0 ] + invI1 * [r1.Y*r1.Y -r1.X*r1.Y] + invI2 * [r1.Y*r1.Y -r1.X*r1.Y]
- // [ 0 1/m1+1/m2] [-r1.X*r1.Y r1.X*r1.X] [-r1.X*r1.Y r1.X*r1.X]
- float invMass = b.InvMass;
- float invI = b.InvI;
- Mat22 K1 = new Mat22(new Vector2(invMass, 0.0f), new Vector2(0.0f, invMass));
- Mat22 K2 = new Mat22(new Vector2(invI * r.Y * r.Y, -invI * r.X * r.Y),
- new Vector2(-invI * r.X * r.Y, invI * r.X * r.X));
- Mat22 K;
- Mat22.Add(ref K1, ref K2, out K);
- K.Col1.X += _gamma;
- K.Col2.Y += _gamma;
- _mass = K.Inverse;
- _C = b.Sweep.C + r - _worldAnchor;
- // Cheat with some damping
- b.AngularVelocityInternal *= 0.98f;
- // Warm starting.
- _impulse *= step.dtRatio;
- b.LinearVelocityInternal += invMass * _impulse;
- b.AngularVelocityInternal += invI * MathUtils.Cross(r, _impulse);
- }
- internal override void SolveVelocityConstraints(ref TimeStep step)
- {
- Body b = BodyA;
- Transform xf1;
- b.GetTransform(out xf1);
- Vector2 r = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b.LocalCenter);
- // Cdot = v + cross(w, r)
- Vector2 Cdot = b.LinearVelocityInternal + MathUtils.Cross(b.AngularVelocityInternal, r);
- Vector2 impulse = MathUtils.Multiply(ref _mass, -(Cdot + _beta * _C + _gamma * _impulse));
- Vector2 oldImpulse = _impulse;
- _impulse += impulse;
- float maxImpulse = step.dt * MaxForce;
- if (_impulse.LengthSquared() > maxImpulse * maxImpulse)
- {
- _impulse *= maxImpulse / _impulse.Length();
- }
- impulse = _impulse - oldImpulse;
- b.LinearVelocityInternal += b.InvMass * impulse;
- b.AngularVelocityInternal += b.InvI * MathUtils.Cross(r, impulse);
- }
- internal override bool SolvePositionConstraints()
- {
- return true;
- }
- }
- }
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