507 lines
17 KiB
C#
507 lines
17 KiB
C#
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/*
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* Farseer Physics Engine based on Box2D.XNA port:
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* Copyright (c) 2010 Ian Qvist
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*
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* Box2D.XNA port of Box2D:
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* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
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*
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* Original source Box2D:
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Diagnostics;
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics.Joints
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{
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/// <summary>
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/// The pulley joint is connected to two bodies and two fixed ground points.
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/// The pulley supports a ratio such that:
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/// length1 + ratio * length2 <!--<-->= ant
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/// Yes, the force transmitted is scaled by the ratio.
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/// The pulley also enforces a maximum length limit on both sides. This is
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/// useful to prevent one side of the pulley hitting the top.
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/// </summary>
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public class PulleyJoint : Joint
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{
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/// <summary>
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/// Get the first ground anchor.
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/// </summary>
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/// <value></value>
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public Vector2 GroundAnchorA;
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/// <summary>
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/// Get the second ground anchor.
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/// </summary>
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/// <value></value>
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public Vector2 GroundAnchorB;
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public Vector2 LocalAnchorA;
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public Vector2 LocalAnchorB;
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public float MinPulleyLength = 2.0f;
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private float _ant;
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private float _impulse;
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private float _lengthA;
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private float _lengthB;
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private float _limitImpulse1;
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private float _limitImpulse2;
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private float _limitMass1;
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private float _limitMass2;
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private LimitState _limitState1;
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private LimitState _limitState2;
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private float _maxLengthA;
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private float _maxLengthB;
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// Effective masses
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private float _pulleyMass;
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private LimitState _state;
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private Vector2 _u1;
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private Vector2 _u2;
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internal PulleyJoint()
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{
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JointType = JointType.Pulley;
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}
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/// <summary>
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/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
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/// This requires two ground anchors,
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/// two dynamic body anchor points, max lengths for each side,
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/// and a pulley ratio.
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/// </summary>
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/// <param name="bodyA">The first body.</param>
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/// <param name="bodyB">The second body.</param>
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/// <param name="groundAnchorA">The ground anchor for the first body.</param>
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/// <param name="groundAnchorB">The ground anchor for the second body.</param>
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/// <param name="localAnchorA">The first body anchor.</param>
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/// <param name="localAnchorB">The second body anchor.</param>
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/// <param name="ratio">The ratio.</param>
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public PulleyJoint(Body bodyA, Body bodyB,
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Vector2 groundAnchorA, Vector2 groundAnchorB,
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Vector2 localAnchorA, Vector2 localAnchorB,
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float ratio)
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: base(bodyA, bodyB)
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{
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JointType = JointType.Pulley;
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GroundAnchorA = groundAnchorA;
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GroundAnchorB = groundAnchorB;
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LocalAnchorA = localAnchorA;
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LocalAnchorB = localAnchorB;
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Vector2 d1 = BodyA.GetWorldPoint(localAnchorA) - groundAnchorA;
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_lengthA = d1.Length();
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Vector2 d2 = BodyB.GetWorldPoint(localAnchorB) - groundAnchorB;
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_lengthB = d2.Length();
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Debug.Assert(ratio != 0.0f);
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Debug.Assert(ratio > Settings.Epsilon);
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Ratio = ratio;
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float C = _lengthA + Ratio * _lengthB;
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MaxLengthA = C - Ratio * MinPulleyLength;
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MaxLengthB = (C - MinPulleyLength) / Ratio;
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_ant = _lengthA + Ratio * _lengthB;
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MaxLengthA = Math.Min(MaxLengthA, _ant - Ratio * MinPulleyLength);
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MaxLengthB = Math.Min(MaxLengthB, (_ant - MinPulleyLength) / Ratio);
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_impulse = 0.0f;
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_limitImpulse1 = 0.0f;
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_limitImpulse2 = 0.0f;
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}
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public override Vector2 WorldAnchorA
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{
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get { return BodyA.GetWorldPoint(LocalAnchorA); }
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}
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public override Vector2 WorldAnchorB
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{
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get { return BodyB.GetWorldPoint(LocalAnchorB); }
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set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
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}
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/// <summary>
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/// Get the current length of the segment attached to body1.
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/// </summary>
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/// <value></value>
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public float LengthA
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{
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get
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{
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Vector2 d = BodyA.GetWorldPoint(LocalAnchorA) - GroundAnchorA;
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return d.Length();
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}
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set { _lengthA = value; }
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}
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/// <summary>
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/// Get the current length of the segment attached to body2.
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/// </summary>
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/// <value></value>
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public float LengthB
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{
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get
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{
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Vector2 d = BodyB.GetWorldPoint(LocalAnchorB) - GroundAnchorB;
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return d.Length();
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}
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set { _lengthB = value; }
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}
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/// <summary>
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/// Get the pulley ratio.
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/// </summary>
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/// <value></value>
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public float Ratio { get; set; }
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public float MaxLengthA
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{
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get { return _maxLengthA; }
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set { _maxLengthA = value; }
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}
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public float MaxLengthB
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{
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get { return _maxLengthB; }
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set { _maxLengthB = value; }
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}
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public override Vector2 GetReactionForce(float inv_dt)
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{
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Vector2 P = _impulse * _u2;
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return inv_dt * P;
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}
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public override float GetReactionTorque(float inv_dt)
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{
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return 0.0f;
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}
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internal override void InitVelocityConstraints(ref TimeStep step)
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{
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Body b1 = BodyA;
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Body b2 = BodyB;
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Transform xf1, xf2;
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b1.GetTransform(out xf1);
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b2.GetTransform(out xf2);
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Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
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Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
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Vector2 p1 = b1.Sweep.C + r1;
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Vector2 p2 = b2.Sweep.C + r2;
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Vector2 s1 = GroundAnchorA;
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Vector2 s2 = GroundAnchorB;
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// Get the pulley axes.
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_u1 = p1 - s1;
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_u2 = p2 - s2;
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float length1 = _u1.Length();
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float length2 = _u2.Length();
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if (length1 > Settings.LinearSlop)
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{
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_u1 *= 1.0f / length1;
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}
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else
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{
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_u1 = Vector2.Zero;
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}
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if (length2 > Settings.LinearSlop)
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{
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_u2 *= 1.0f / length2;
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}
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else
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{
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_u2 = Vector2.Zero;
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}
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float C = _ant - length1 - Ratio * length2;
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if (C > 0.0f)
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{
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_state = LimitState.Inactive;
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_impulse = 0.0f;
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}
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else
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{
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_state = LimitState.AtUpper;
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}
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if (length1 < MaxLengthA)
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{
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_limitState1 = LimitState.Inactive;
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_limitImpulse1 = 0.0f;
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}
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else
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{
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_limitState1 = LimitState.AtUpper;
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}
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if (length2 < MaxLengthB)
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{
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_limitState2 = LimitState.Inactive;
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_limitImpulse2 = 0.0f;
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}
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else
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{
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_limitState2 = LimitState.AtUpper;
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}
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// Compute effective mass.
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float cr1u1 = MathUtils.Cross(r1, _u1);
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float cr2u2 = MathUtils.Cross(r2, _u2);
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_limitMass1 = b1.InvMass + b1.InvI * cr1u1 * cr1u1;
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_limitMass2 = b2.InvMass + b2.InvI * cr2u2 * cr2u2;
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_pulleyMass = _limitMass1 + Ratio * Ratio * _limitMass2;
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Debug.Assert(_limitMass1 > Settings.Epsilon);
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Debug.Assert(_limitMass2 > Settings.Epsilon);
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Debug.Assert(_pulleyMass > Settings.Epsilon);
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_limitMass1 = 1.0f / _limitMass1;
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_limitMass2 = 1.0f / _limitMass2;
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_pulleyMass = 1.0f / _pulleyMass;
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if (Settings.EnableWarmstarting)
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{
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// Scale impulses to support variable time steps.
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_impulse *= step.dtRatio;
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_limitImpulse1 *= step.dtRatio;
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_limitImpulse2 *= step.dtRatio;
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// Warm starting.
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Vector2 P1 = -(_impulse + _limitImpulse1) * _u1;
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Vector2 P2 = (-Ratio * _impulse - _limitImpulse2) * _u2;
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b1.LinearVelocityInternal += b1.InvMass * P1;
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b1.AngularVelocityInternal += b1.InvI * MathUtils.Cross(r1, P1);
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b2.LinearVelocityInternal += b2.InvMass * P2;
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b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P2);
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}
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else
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{
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_impulse = 0.0f;
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_limitImpulse1 = 0.0f;
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_limitImpulse2 = 0.0f;
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}
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}
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internal override void SolveVelocityConstraints(ref TimeStep step)
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{
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Body b1 = BodyA;
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Body b2 = BodyB;
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Transform xf1, xf2;
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b1.GetTransform(out xf1);
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b2.GetTransform(out xf2);
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Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
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Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
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if (_state == LimitState.AtUpper)
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{
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Vector2 v1 = b1.LinearVelocityInternal + MathUtils.Cross(b1.AngularVelocityInternal, r1);
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Vector2 v2 = b2.LinearVelocityInternal + MathUtils.Cross(b2.AngularVelocityInternal, r2);
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float Cdot = -Vector2.Dot(_u1, v1) - Ratio * Vector2.Dot(_u2, v2);
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float impulse = _pulleyMass * (-Cdot);
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float oldImpulse = _impulse;
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_impulse = Math.Max(0.0f, _impulse + impulse);
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impulse = _impulse - oldImpulse;
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Vector2 P1 = -impulse * _u1;
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Vector2 P2 = -Ratio * impulse * _u2;
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b1.LinearVelocityInternal += b1.InvMass * P1;
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b1.AngularVelocityInternal += b1.InvI * MathUtils.Cross(r1, P1);
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b2.LinearVelocityInternal += b2.InvMass * P2;
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b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P2);
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}
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if (_limitState1 == LimitState.AtUpper)
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{
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Vector2 v1 = b1.LinearVelocityInternal + MathUtils.Cross(b1.AngularVelocityInternal, r1);
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float Cdot = -Vector2.Dot(_u1, v1);
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float impulse = -_limitMass1 * Cdot;
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float oldImpulse = _limitImpulse1;
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_limitImpulse1 = Math.Max(0.0f, _limitImpulse1 + impulse);
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impulse = _limitImpulse1 - oldImpulse;
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Vector2 P1 = -impulse * _u1;
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b1.LinearVelocityInternal += b1.InvMass * P1;
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b1.AngularVelocityInternal += b1.InvI * MathUtils.Cross(r1, P1);
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}
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if (_limitState2 == LimitState.AtUpper)
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{
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Vector2 v2 = b2.LinearVelocityInternal + MathUtils.Cross(b2.AngularVelocityInternal, r2);
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float Cdot = -Vector2.Dot(_u2, v2);
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float impulse = -_limitMass2 * Cdot;
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float oldImpulse = _limitImpulse2;
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_limitImpulse2 = Math.Max(0.0f, _limitImpulse2 + impulse);
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impulse = _limitImpulse2 - oldImpulse;
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Vector2 P2 = -impulse * _u2;
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b2.LinearVelocityInternal += b2.InvMass * P2;
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b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P2);
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}
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}
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internal override bool SolvePositionConstraints()
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{
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Body b1 = BodyA;
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Body b2 = BodyB;
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Vector2 s1 = GroundAnchorA;
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Vector2 s2 = GroundAnchorB;
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float linearError = 0.0f;
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if (_state == LimitState.AtUpper)
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{
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Transform xf1, xf2;
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b1.GetTransform(out xf1);
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b2.GetTransform(out xf2);
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Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
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Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
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Vector2 p1 = b1.Sweep.C + r1;
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Vector2 p2 = b2.Sweep.C + r2;
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// Get the pulley axes.
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_u1 = p1 - s1;
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_u2 = p2 - s2;
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float length1 = _u1.Length();
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float length2 = _u2.Length();
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if (length1 > Settings.LinearSlop)
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{
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_u1 *= 1.0f / length1;
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}
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else
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{
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_u1 = Vector2.Zero;
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}
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if (length2 > Settings.LinearSlop)
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{
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_u2 *= 1.0f / length2;
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}
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else
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{
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_u2 = Vector2.Zero;
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}
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float C = _ant - length1 - Ratio * length2;
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linearError = Math.Max(linearError, -C);
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C = MathUtils.Clamp(C + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
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float impulse = -_pulleyMass * C;
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Vector2 P1 = -impulse * _u1;
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Vector2 P2 = -Ratio * impulse * _u2;
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b1.Sweep.C += b1.InvMass * P1;
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b1.Sweep.A += b1.InvI * MathUtils.Cross(r1, P1);
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b2.Sweep.C += b2.InvMass * P2;
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b2.Sweep.A += b2.InvI * MathUtils.Cross(r2, P2);
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b1.SynchronizeTransform();
|
||
|
b2.SynchronizeTransform();
|
||
|
}
|
||
|
|
||
|
if (_limitState1 == LimitState.AtUpper)
|
||
|
{
|
||
|
Transform xf1;
|
||
|
b1.GetTransform(out xf1);
|
||
|
|
||
|
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||
|
Vector2 p1 = b1.Sweep.C + r1;
|
||
|
|
||
|
_u1 = p1 - s1;
|
||
|
float length1 = _u1.Length();
|
||
|
|
||
|
if (length1 > Settings.LinearSlop)
|
||
|
{
|
||
|
_u1 *= 1.0f / length1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_u1 = Vector2.Zero;
|
||
|
}
|
||
|
|
||
|
float C = MaxLengthA - length1;
|
||
|
linearError = Math.Max(linearError, -C);
|
||
|
C = MathUtils.Clamp(C + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
|
||
|
float impulse = -_limitMass1 * C;
|
||
|
|
||
|
Vector2 P1 = -impulse * _u1;
|
||
|
b1.Sweep.C += b1.InvMass * P1;
|
||
|
b1.Sweep.A += b1.InvI * MathUtils.Cross(r1, P1);
|
||
|
|
||
|
b1.SynchronizeTransform();
|
||
|
}
|
||
|
|
||
|
if (_limitState2 == LimitState.AtUpper)
|
||
|
{
|
||
|
Transform xf2;
|
||
|
b2.GetTransform(out xf2);
|
||
|
|
||
|
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||
|
Vector2 p2 = b2.Sweep.C + r2;
|
||
|
|
||
|
_u2 = p2 - s2;
|
||
|
float length2 = _u2.Length();
|
||
|
|
||
|
if (length2 > Settings.LinearSlop)
|
||
|
{
|
||
|
_u2 *= 1.0f / length2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_u2 = Vector2.Zero;
|
||
|
}
|
||
|
|
||
|
float C = MaxLengthB - length2;
|
||
|
linearError = Math.Max(linearError, -C);
|
||
|
C = MathUtils.Clamp(C + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
|
||
|
float impulse = -_limitMass2 * C;
|
||
|
|
||
|
Vector2 P2 = -impulse * _u2;
|
||
|
b2.Sweep.C += b2.InvMass * P2;
|
||
|
b2.Sweep.A += b2.InvI * MathUtils.Cross(r2, P2);
|
||
|
|
||
|
b2.SynchronizeTransform();
|
||
|
}
|
||
|
|
||
|
return linearError < Settings.LinearSlop;
|
||
|
}
|
||
|
}
|
||
|
}
|