Adding initial files
This commit is contained in:
1388
axios/Dynamics/Body.cs
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1388
axios/Dynamics/Body.cs
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File diff suppressed because it is too large
Load Diff
142
axios/Dynamics/BreakableBody.cs
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142
axios/Dynamics/BreakableBody.cs
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@@ -0,0 +1,142 @@
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using System;
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using System.Collections.Generic;
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using FarseerPhysics.Collision.Shapes;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics
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{
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/// <summary>
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/// A type of body that supports multiple fixtures that can break apart.
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/// </summary>
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public class BreakableBody
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{
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public bool Broken;
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public Body MainBody;
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public List<Fixture> Parts = new List<Fixture>(8);
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/// <summary>
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/// The force needed to break the body apart.
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/// Default: 500
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/// </summary>
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public float Strength = 500.0f;
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private float[] _angularVelocitiesCache = new float[8];
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private bool _break;
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private Vector2[] _velocitiesCache = new Vector2[8];
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private World _world;
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public BreakableBody(IEnumerable<Vertices> vertices, World world, float density)
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: this(vertices, world, density, null)
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{
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}
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public BreakableBody()
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{
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}
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public BreakableBody(IEnumerable<Vertices> vertices, World world, float density, object userData)
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{
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_world = world;
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_world.ContactManager.PostSolve += PostSolve;
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MainBody = new Body(_world);
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MainBody.BodyType = BodyType.Dynamic;
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foreach (Vertices part in vertices)
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{
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PolygonShape polygonShape = new PolygonShape(part, density);
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Fixture fixture = MainBody.CreateFixture(polygonShape, userData);
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Parts.Add(fixture);
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}
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}
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private void PostSolve(Contact contact, ContactConstraint impulse)
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{
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if (!Broken)
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{
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if (Parts.Contains(contact.FixtureA) || Parts.Contains(contact.FixtureB))
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{
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float maxImpulse = 0.0f;
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int count = contact.Manifold.PointCount;
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for (int i = 0; i < count; ++i)
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{
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maxImpulse = Math.Max(maxImpulse, impulse.Points[i].NormalImpulse);
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}
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if (maxImpulse > Strength)
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{
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// Flag the body for breaking.
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_break = true;
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}
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}
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}
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}
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public void Update()
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{
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if (_break)
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{
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Decompose();
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Broken = true;
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_break = false;
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}
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// Cache velocities to improve movement on breakage.
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if (Broken == false)
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{
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//Enlarge the cache if needed
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if (Parts.Count > _angularVelocitiesCache.Length)
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{
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_velocitiesCache = new Vector2[Parts.Count];
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_angularVelocitiesCache = new float[Parts.Count];
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}
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//Cache the linear and angular velocities.
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for (int i = 0; i < Parts.Count; i++)
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{
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_velocitiesCache[i] = Parts[i].Body.LinearVelocity;
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_angularVelocitiesCache[i] = Parts[i].Body.AngularVelocity;
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}
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}
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}
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private void Decompose()
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{
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//Unsubsribe from the PostSolve delegate
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_world.ContactManager.PostSolve -= PostSolve;
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for (int i = 0; i < Parts.Count; i++)
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{
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Fixture fixture = Parts[i];
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Shape shape = fixture.Shape.Clone();
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object userdata = fixture.UserData;
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MainBody.DestroyFixture(fixture);
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Body body = BodyFactory.CreateBody(_world);
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body.BodyType = BodyType.Dynamic;
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body.Position = MainBody.Position;
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body.Rotation = MainBody.Rotation;
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body.UserData = MainBody.UserData;
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body.CreateFixture(shape, userdata);
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body.AngularVelocity = _angularVelocitiesCache[i];
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body.LinearVelocity = _velocitiesCache[i];
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}
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_world.RemoveBody(MainBody);
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_world.RemoveBreakableBody(this);
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}
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public void Break()
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{
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_break = true;
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}
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}
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}
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340
axios/Dynamics/ContactManager.cs
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340
axios/Dynamics/ContactManager.cs
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@@ -0,0 +1,340 @@
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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
|
||||
* 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.
|
||||
*/
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using System.Collections.Generic;
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using FarseerPhysics.Collision;
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using FarseerPhysics.Dynamics.Contacts;
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namespace FarseerPhysics.Dynamics
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{
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public class ContactManager
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{
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/// <summary>
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/// Fires when a contact is created
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/// </summary>
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public BeginContactDelegate BeginContact;
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public IBroadPhase BroadPhase;
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/// <summary>
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/// The filter used by the contact manager.
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/// </summary>
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public CollisionFilterDelegate ContactFilter;
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public List<Contact> ContactList = new List<Contact>(128);
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/// <summary>
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/// Fires when a contact is deleted
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/// </summary>
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public EndContactDelegate EndContact;
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/// <summary>
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/// Fires when the broadphase detects that two Fixtures are close to each other.
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/// </summary>
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public BroadphaseDelegate OnBroadphaseCollision;
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/// <summary>
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/// Fires after the solver has run
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/// </summary>
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public PostSolveDelegate PostSolve;
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/// <summary>
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/// Fires before the solver runs
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/// </summary>
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public PreSolveDelegate PreSolve;
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internal ContactManager(IBroadPhase broadPhase)
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{
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BroadPhase = broadPhase;
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OnBroadphaseCollision = AddPair;
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}
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// Broad-phase callback.
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private void AddPair(ref FixtureProxy proxyA, ref FixtureProxy proxyB)
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{
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Fixture fixtureA = proxyA.Fixture;
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Fixture fixtureB = proxyB.Fixture;
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int indexA = proxyA.ChildIndex;
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int indexB = proxyB.ChildIndex;
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Body bodyA = fixtureA.Body;
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Body bodyB = fixtureB.Body;
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// Are the fixtures on the same body?
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if (bodyA == bodyB)
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{
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return;
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}
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// Does a contact already exist?
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ContactEdge edge = bodyB.ContactList;
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while (edge != null)
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{
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if (edge.Other == bodyA)
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{
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Fixture fA = edge.Contact.FixtureA;
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Fixture fB = edge.Contact.FixtureB;
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int iA = edge.Contact.ChildIndexA;
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int iB = edge.Contact.ChildIndexB;
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if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
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{
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// A contact already exists.
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return;
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}
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if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
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{
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// A contact already exists.
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return;
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}
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}
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edge = edge.Next;
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}
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// Does a joint override collision? Is at least one body dynamic?
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if (bodyB.ShouldCollide(bodyA) == false)
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return;
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//Check default filter
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if (ShouldCollide(fixtureA, fixtureB) == false)
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return;
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// Check user filtering.
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if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
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return;
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if (fixtureA.BeforeCollision != null && fixtureA.BeforeCollision(fixtureA, fixtureB) == false)
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return;
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if (fixtureB.BeforeCollision != null && fixtureB.BeforeCollision(fixtureB, fixtureA) == false)
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return;
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// Call the factory.
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Contact c = Contact.Create(fixtureA, indexA, fixtureB, indexB);
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// Contact creation may swap fixtures.
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fixtureA = c.FixtureA;
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fixtureB = c.FixtureB;
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bodyA = fixtureA.Body;
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bodyB = fixtureB.Body;
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// Insert into the world.
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ContactList.Add(c);
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// Connect to island graph.
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// Connect to body A
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c.NodeA.Contact = c;
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c.NodeA.Other = bodyB;
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c.NodeA.Prev = null;
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c.NodeA.Next = bodyA.ContactList;
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if (bodyA.ContactList != null)
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{
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bodyA.ContactList.Prev = c.NodeA;
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}
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bodyA.ContactList = c.NodeA;
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// Connect to body B
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c.NodeB.Contact = c;
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c.NodeB.Other = bodyA;
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c.NodeB.Prev = null;
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c.NodeB.Next = bodyB.ContactList;
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if (bodyB.ContactList != null)
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{
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bodyB.ContactList.Prev = c.NodeB;
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}
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bodyB.ContactList = c.NodeB;
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}
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internal void FindNewContacts()
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{
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BroadPhase.UpdatePairs(OnBroadphaseCollision);
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}
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internal void Destroy(Contact contact)
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{
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Fixture fixtureA = contact.FixtureA;
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Fixture fixtureB = contact.FixtureB;
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Body bodyA = fixtureA.Body;
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Body bodyB = fixtureB.Body;
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if (EndContact != null && contact.IsTouching())
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{
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EndContact(contact);
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}
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// Remove from the world.
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ContactList.Remove(contact);
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// Remove from body 1
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if (contact.NodeA.Prev != null)
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||||
{
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contact.NodeA.Prev.Next = contact.NodeA.Next;
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}
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||||
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||||
if (contact.NodeA.Next != null)
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||||
{
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||||
contact.NodeA.Next.Prev = contact.NodeA.Prev;
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||||
}
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||||
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||||
if (contact.NodeA == bodyA.ContactList)
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{
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||||
bodyA.ContactList = contact.NodeA.Next;
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||||
}
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||||
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// Remove from body 2
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if (contact.NodeB.Prev != null)
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||||
{
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contact.NodeB.Prev.Next = contact.NodeB.Next;
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||||
}
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||||
if (contact.NodeB.Next != null)
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||||
{
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contact.NodeB.Next.Prev = contact.NodeB.Prev;
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||||
}
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||||
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if (contact.NodeB == bodyB.ContactList)
|
||||
{
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bodyB.ContactList = contact.NodeB.Next;
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||||
}
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||||
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||||
contact.Destroy();
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||||
}
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||||
|
||||
internal void Collide()
|
||||
{
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||||
// Update awake contacts.
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for (int i = 0; i < ContactList.Count; i++)
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{
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Contact c = ContactList[i];
|
||||
Fixture fixtureA = c.FixtureA;
|
||||
Fixture fixtureB = c.FixtureB;
|
||||
int indexA = c.ChildIndexA;
|
||||
int indexB = c.ChildIndexB;
|
||||
Body bodyA = fixtureA.Body;
|
||||
Body bodyB = fixtureB.Body;
|
||||
|
||||
if (bodyA.Awake == false && bodyB.Awake == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Is this contact flagged for filtering?
|
||||
if ((c.Flags & ContactFlags.Filter) == ContactFlags.Filter)
|
||||
{
|
||||
// Should these bodies collide?
|
||||
if (bodyB.ShouldCollide(bodyA) == false)
|
||||
{
|
||||
Contact cNuke = c;
|
||||
Destroy(cNuke);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check default filtering
|
||||
if (ShouldCollide(fixtureA, fixtureB) == false)
|
||||
{
|
||||
Contact cNuke = c;
|
||||
Destroy(cNuke);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check user filtering.
|
||||
if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
|
||||
{
|
||||
Contact cNuke = c;
|
||||
Destroy(cNuke);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Clear the filtering flag.
|
||||
c.Flags &= ~ContactFlags.Filter;
|
||||
}
|
||||
|
||||
int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
|
||||
int proxyIdB = fixtureB.Proxies[indexB].ProxyId;
|
||||
|
||||
bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);
|
||||
|
||||
// Here we destroy contacts that cease to overlap in the broad-phase.
|
||||
if (overlap == false)
|
||||
{
|
||||
Contact cNuke = c;
|
||||
Destroy(cNuke);
|
||||
continue;
|
||||
}
|
||||
|
||||
// The contact persists.
|
||||
c.Update(this);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool ShouldCollide(Fixture fixtureA, Fixture fixtureB)
|
||||
{
|
||||
if (Settings.UseFPECollisionCategories)
|
||||
{
|
||||
if ((fixtureA.CollisionGroup == fixtureB.CollisionGroup) &&
|
||||
fixtureA.CollisionGroup != 0 && fixtureB.CollisionGroup != 0)
|
||||
return false;
|
||||
|
||||
if (((fixtureA.CollisionCategories & fixtureB.CollidesWith) ==
|
||||
Category.None) &
|
||||
((fixtureB.CollisionCategories & fixtureA.CollidesWith) ==
|
||||
Category.None))
|
||||
return false;
|
||||
|
||||
if (fixtureA.IsFixtureIgnored(fixtureB) ||
|
||||
fixtureB.IsFixtureIgnored(fixtureA))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (fixtureA.CollisionGroup == fixtureB.CollisionGroup &&
|
||||
fixtureA.CollisionGroup != 0)
|
||||
{
|
||||
return fixtureA.CollisionGroup > 0;
|
||||
}
|
||||
|
||||
bool collide = (fixtureA.CollidesWith & fixtureB.CollisionCategories) != 0 &&
|
||||
(fixtureA.CollisionCategories & fixtureB.CollidesWith) != 0;
|
||||
|
||||
if (collide)
|
||||
{
|
||||
if (fixtureA.IsFixtureIgnored(fixtureB) ||
|
||||
fixtureB.IsFixtureIgnored(fixtureA))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return collide;
|
||||
}
|
||||
}
|
||||
}
|
502
axios/Dynamics/Contacts/Contact.cs
Normal file
502
axios/Dynamics/Contacts/Contact.cs
Normal file
@@ -0,0 +1,502 @@
|
||||
/*
|
||||
* 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.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using FarseerPhysics.Collision;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Contacts
|
||||
{
|
||||
/// <summary>
|
||||
/// A contact edge is used to connect bodies and contacts together
|
||||
/// in a contact graph where each body is a node and each contact
|
||||
/// is an edge. A contact edge belongs to a doubly linked list
|
||||
/// maintained in each attached body. Each contact has two contact
|
||||
/// nodes, one for each attached body.
|
||||
/// </summary>
|
||||
public sealed class ContactEdge
|
||||
{
|
||||
/// <summary>
|
||||
/// The contact
|
||||
/// </summary>
|
||||
public Contact Contact;
|
||||
|
||||
/// <summary>
|
||||
/// The next contact edge in the body's contact list
|
||||
/// </summary>
|
||||
public ContactEdge Next;
|
||||
|
||||
/// <summary>
|
||||
/// Provides quick access to the other body attached.
|
||||
/// </summary>
|
||||
public Body Other;
|
||||
|
||||
/// <summary>
|
||||
/// The previous contact edge in the body's contact list
|
||||
/// </summary>
|
||||
public ContactEdge Prev;
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum ContactFlags
|
||||
{
|
||||
None = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Used when crawling contact graph when forming islands.
|
||||
/// </summary>
|
||||
Island = 0x0001,
|
||||
|
||||
/// <summary>
|
||||
/// Set when the shapes are touching.
|
||||
/// </summary>
|
||||
Touching = 0x0002,
|
||||
|
||||
/// <summary>
|
||||
/// This contact can be disabled (by user)
|
||||
/// </summary>
|
||||
Enabled = 0x0004,
|
||||
|
||||
/// <summary>
|
||||
/// This contact needs filtering because a fixture filter was changed.
|
||||
/// </summary>
|
||||
Filter = 0x0008,
|
||||
|
||||
/// <summary>
|
||||
/// This bullet contact had a TOI event
|
||||
/// </summary>
|
||||
BulletHit = 0x0010,
|
||||
|
||||
/// <summary>
|
||||
/// This contact has a valid TOI i the field TOI
|
||||
/// </summary>
|
||||
TOI = 0x0020
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The class manages contact between two shapes. A contact exists for each overlapping
|
||||
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
|
||||
/// that has no contact points.
|
||||
/// </summary>
|
||||
public class Contact
|
||||
{
|
||||
private static EdgeShape _edge = new EdgeShape();
|
||||
|
||||
private static ContactType[,] _registers = new[,]
|
||||
{
|
||||
{
|
||||
ContactType.Circle,
|
||||
ContactType.EdgeAndCircle,
|
||||
ContactType.PolygonAndCircle,
|
||||
ContactType.LoopAndCircle,
|
||||
},
|
||||
{
|
||||
ContactType.EdgeAndCircle,
|
||||
ContactType.NotSupported,
|
||||
// 1,1 is invalid (no ContactType.Edge)
|
||||
ContactType.EdgeAndPolygon,
|
||||
ContactType.NotSupported,
|
||||
// 1,3 is invalid (no ContactType.EdgeAndLoop)
|
||||
},
|
||||
{
|
||||
ContactType.PolygonAndCircle,
|
||||
ContactType.EdgeAndPolygon,
|
||||
ContactType.Polygon,
|
||||
ContactType.LoopAndPolygon,
|
||||
},
|
||||
{
|
||||
ContactType.LoopAndCircle,
|
||||
ContactType.NotSupported,
|
||||
// 3,1 is invalid (no ContactType.EdgeAndLoop)
|
||||
ContactType.LoopAndPolygon,
|
||||
ContactType.NotSupported,
|
||||
// 3,3 is invalid (no ContactType.Loop)
|
||||
},
|
||||
};
|
||||
|
||||
public Fixture FixtureA;
|
||||
public Fixture FixtureB;
|
||||
internal ContactFlags Flags;
|
||||
|
||||
public Manifold Manifold;
|
||||
|
||||
// Nodes for connecting bodies.
|
||||
internal ContactEdge NodeA = new ContactEdge();
|
||||
internal ContactEdge NodeB = new ContactEdge();
|
||||
public float TOI;
|
||||
internal int TOICount;
|
||||
private ContactType _type;
|
||||
|
||||
private Contact(Fixture fA, int indexA, Fixture fB, int indexB)
|
||||
{
|
||||
Reset(fA, indexA, fB, indexB);
|
||||
}
|
||||
|
||||
/// Enable/disable this contact. This can be used inside the pre-solve
|
||||
/// contact listener. The contact is only disabled for the current
|
||||
/// time step (or sub-step in continuous collisions).
|
||||
public bool Enabled
|
||||
{
|
||||
set
|
||||
{
|
||||
if (value)
|
||||
{
|
||||
Flags |= ContactFlags.Enabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
Flags &= ~ContactFlags.Enabled;
|
||||
}
|
||||
}
|
||||
|
||||
get { return (Flags & ContactFlags.Enabled) == ContactFlags.Enabled; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the child primitive index for fixture A.
|
||||
/// </summary>
|
||||
/// <value>The child index A.</value>
|
||||
public int ChildIndexA { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the child primitive index for fixture B.
|
||||
/// </summary>
|
||||
/// <value>The child index B.</value>
|
||||
public int ChildIndexB { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the contact manifold. Do not modify the manifold unless you understand the
|
||||
/// internals of Box2D.
|
||||
/// </summary>
|
||||
/// <param name="manifold">The manifold.</param>
|
||||
public void GetManifold(out Manifold manifold)
|
||||
{
|
||||
manifold = Manifold;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the world manifold.
|
||||
/// </summary>
|
||||
public void GetWorldManifold(out Vector2 normal, out FixedArray2<Vector2> points)
|
||||
{
|
||||
Body bodyA = FixtureA.Body;
|
||||
Body bodyB = FixtureB.Body;
|
||||
Shape shapeA = FixtureA.Shape;
|
||||
Shape shapeB = FixtureB.Shape;
|
||||
|
||||
Collision.Collision.GetWorldManifold(ref Manifold, ref bodyA.Xf, shapeA.Radius, ref bodyB.Xf, shapeB.Radius,
|
||||
out normal, out points);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether this contact is touching.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// <c>true</c> if this instance is touching; otherwise, <c>false</c>.
|
||||
/// </returns>
|
||||
public bool IsTouching()
|
||||
{
|
||||
return (Flags & ContactFlags.Touching) == ContactFlags.Touching;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flag this contact for filtering. Filtering will occur the next time step.
|
||||
/// </summary>
|
||||
public void FlagForFiltering()
|
||||
{
|
||||
Flags |= ContactFlags.Filter;
|
||||
}
|
||||
|
||||
private void Reset(Fixture fA, int indexA, Fixture fB, int indexB)
|
||||
{
|
||||
Flags = ContactFlags.Enabled;
|
||||
|
||||
FixtureA = fA;
|
||||
FixtureB = fB;
|
||||
|
||||
ChildIndexA = indexA;
|
||||
ChildIndexB = indexB;
|
||||
|
||||
Manifold.PointCount = 0;
|
||||
|
||||
NodeA.Contact = null;
|
||||
NodeA.Prev = null;
|
||||
NodeA.Next = null;
|
||||
NodeA.Other = null;
|
||||
|
||||
NodeB.Contact = null;
|
||||
NodeB.Prev = null;
|
||||
NodeB.Next = null;
|
||||
NodeB.Other = null;
|
||||
|
||||
TOICount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the contact manifold and touching status.
|
||||
/// Note: do not assume the fixture AABBs are overlapping or are valid.
|
||||
/// </summary>
|
||||
/// <param name="contactManager">The contact manager.</param>
|
||||
internal void Update(ContactManager contactManager)
|
||||
{
|
||||
Manifold oldManifold = Manifold;
|
||||
|
||||
// Re-enable this contact.
|
||||
Flags |= ContactFlags.Enabled;
|
||||
|
||||
bool touching;
|
||||
bool wasTouching = (Flags & ContactFlags.Touching) == ContactFlags.Touching;
|
||||
|
||||
bool sensor = FixtureA.IsSensor || FixtureB.IsSensor;
|
||||
|
||||
Body bodyA = FixtureA.Body;
|
||||
Body bodyB = FixtureB.Body;
|
||||
|
||||
// Is this contact a sensor?
|
||||
if (sensor)
|
||||
{
|
||||
Shape shapeA = FixtureA.Shape;
|
||||
Shape shapeB = FixtureB.Shape;
|
||||
touching = AABB.TestOverlap(shapeA, ChildIndexA, shapeB, ChildIndexB, ref bodyA.Xf, ref bodyB.Xf);
|
||||
|
||||
// Sensors don't generate manifolds.
|
||||
Manifold.PointCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Evaluate(ref Manifold, ref bodyA.Xf, ref bodyB.Xf);
|
||||
touching = Manifold.PointCount > 0;
|
||||
|
||||
// Match old contact ids to new contact ids and copy the
|
||||
// stored impulses to warm start the solver.
|
||||
for (int i = 0; i < Manifold.PointCount; ++i)
|
||||
{
|
||||
ManifoldPoint mp2 = Manifold.Points[i];
|
||||
mp2.NormalImpulse = 0.0f;
|
||||
mp2.TangentImpulse = 0.0f;
|
||||
ContactID id2 = mp2.Id;
|
||||
bool found = false;
|
||||
|
||||
for (int j = 0; j < oldManifold.PointCount; ++j)
|
||||
{
|
||||
ManifoldPoint mp1 = oldManifold.Points[j];
|
||||
|
||||
if (mp1.Id.Key == id2.Key)
|
||||
{
|
||||
mp2.NormalImpulse = mp1.NormalImpulse;
|
||||
mp2.TangentImpulse = mp1.TangentImpulse;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (found == false)
|
||||
{
|
||||
mp2.NormalImpulse = 0.0f;
|
||||
mp2.TangentImpulse = 0.0f;
|
||||
}
|
||||
|
||||
Manifold.Points[i] = mp2;
|
||||
}
|
||||
|
||||
if (touching != wasTouching)
|
||||
{
|
||||
bodyA.Awake = true;
|
||||
bodyB.Awake = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (touching)
|
||||
{
|
||||
Flags |= ContactFlags.Touching;
|
||||
}
|
||||
else
|
||||
{
|
||||
Flags &= ~ContactFlags.Touching;
|
||||
}
|
||||
|
||||
if (wasTouching == false && touching)
|
||||
{
|
||||
//Report the collision to both participants:
|
||||
if (FixtureA.OnCollision != null)
|
||||
Enabled = FixtureA.OnCollision(FixtureA, FixtureB, this);
|
||||
|
||||
//Reverse the order of the reported fixtures. The first fixture is always the one that the
|
||||
//user subscribed to.
|
||||
if (FixtureB.OnCollision != null)
|
||||
Enabled = FixtureB.OnCollision(FixtureB, FixtureA, this);
|
||||
|
||||
//BeginContact can also return false and disable the contact
|
||||
if (contactManager.BeginContact != null)
|
||||
Enabled = contactManager.BeginContact(this);
|
||||
|
||||
//if the user disabled the contact (needed to exclude it in TOI solver), we also need to mark
|
||||
//it as not touching.
|
||||
if (Enabled == false)
|
||||
Flags &= ~ContactFlags.Touching;
|
||||
}
|
||||
|
||||
if (wasTouching && touching == false)
|
||||
{
|
||||
//Report the separation to both participants:
|
||||
if (FixtureA != null && FixtureA.OnSeparation != null)
|
||||
FixtureA.OnSeparation(FixtureA, FixtureB);
|
||||
|
||||
//Reverse the order of the reported fixtures. The first fixture is always the one that the
|
||||
//user subscribed to.
|
||||
if (FixtureB != null && FixtureB.OnSeparation != null)
|
||||
FixtureB.OnSeparation(FixtureB, FixtureA);
|
||||
|
||||
if (contactManager.EndContact != null)
|
||||
contactManager.EndContact(this);
|
||||
}
|
||||
|
||||
if (sensor)
|
||||
return;
|
||||
|
||||
if (contactManager.PreSolve != null)
|
||||
contactManager.PreSolve(this, ref oldManifold);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate this contact with your own manifold and transforms.
|
||||
/// </summary>
|
||||
/// <param name="manifold">The manifold.</param>
|
||||
/// <param name="transformA">The first transform.</param>
|
||||
/// <param name="transformB">The second transform.</param>
|
||||
private void Evaluate(ref Manifold manifold, ref Transform transformA, ref Transform transformB)
|
||||
{
|
||||
switch (_type)
|
||||
{
|
||||
case ContactType.Polygon:
|
||||
Collision.Collision.CollidePolygons(ref manifold,
|
||||
(PolygonShape)FixtureA.Shape, ref transformA,
|
||||
(PolygonShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.PolygonAndCircle:
|
||||
Collision.Collision.CollidePolygonAndCircle(ref manifold,
|
||||
(PolygonShape)FixtureA.Shape, ref transformA,
|
||||
(CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.EdgeAndCircle:
|
||||
Collision.Collision.CollideEdgeAndCircle(ref manifold,
|
||||
(EdgeShape)FixtureA.Shape, ref transformA,
|
||||
(CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.EdgeAndPolygon:
|
||||
Collision.Collision.CollideEdgeAndPolygon(ref manifold,
|
||||
(EdgeShape)FixtureA.Shape, ref transformA,
|
||||
(PolygonShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.LoopAndCircle:
|
||||
LoopShape loop = (LoopShape)FixtureA.Shape;
|
||||
loop.GetChildEdge(ref _edge, ChildIndexA);
|
||||
Collision.Collision.CollideEdgeAndCircle(ref manifold, _edge, ref transformA,
|
||||
(CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.LoopAndPolygon:
|
||||
LoopShape loop2 = (LoopShape)FixtureA.Shape;
|
||||
loop2.GetChildEdge(ref _edge, ChildIndexA);
|
||||
Collision.Collision.CollideEdgeAndPolygon(ref manifold, _edge, ref transformA,
|
||||
(PolygonShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.Circle:
|
||||
Collision.Collision.CollideCircles(ref manifold,
|
||||
(CircleShape)FixtureA.Shape, ref transformA,
|
||||
(CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
internal static Contact Create(Fixture fixtureA, int indexA, Fixture fixtureB, int indexB)
|
||||
{
|
||||
ShapeType type1 = fixtureA.ShapeType;
|
||||
ShapeType type2 = fixtureB.ShapeType;
|
||||
|
||||
Debug.Assert(ShapeType.Unknown < type1 && type1 < ShapeType.TypeCount);
|
||||
Debug.Assert(ShapeType.Unknown < type2 && type2 < ShapeType.TypeCount);
|
||||
|
||||
Contact c;
|
||||
Queue<Contact> pool = fixtureA.Body.World.ContactPool;
|
||||
if (pool.Count > 0)
|
||||
{
|
||||
c = pool.Dequeue();
|
||||
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon))
|
||||
&&
|
||||
!(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
|
||||
{
|
||||
c.Reset(fixtureA, indexA, fixtureB, indexB);
|
||||
}
|
||||
else
|
||||
{
|
||||
c.Reset(fixtureB, indexB, fixtureA, indexA);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Edge+Polygon is non-symetrical due to the way Erin handles collision type registration.
|
||||
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon))
|
||||
&&
|
||||
!(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
|
||||
{
|
||||
c = new Contact(fixtureA, indexA, fixtureB, indexB);
|
||||
}
|
||||
else
|
||||
{
|
||||
c = new Contact(fixtureB, indexB, fixtureA, indexA);
|
||||
}
|
||||
}
|
||||
|
||||
c._type = _registers[(int)type1, (int)type2];
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
internal void Destroy()
|
||||
{
|
||||
FixtureA.Body.World.ContactPool.Enqueue(this);
|
||||
Reset(null, 0, null, 0);
|
||||
}
|
||||
|
||||
#region Nested type: ContactType
|
||||
|
||||
private enum ContactType
|
||||
{
|
||||
NotSupported,
|
||||
Polygon,
|
||||
PolygonAndCircle,
|
||||
Circle,
|
||||
EdgeAndPolygon,
|
||||
EdgeAndCircle,
|
||||
LoopAndPolygon,
|
||||
LoopAndCircle,
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
794
axios/Dynamics/Contacts/ContactSolver.cs
Normal file
794
axios/Dynamics/Contacts/ContactSolver.cs
Normal file
@@ -0,0 +1,794 @@
|
||||
/*
|
||||
* 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.Collision;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Contacts
|
||||
{
|
||||
public sealed class ContactConstraintPoint
|
||||
{
|
||||
public Vector2 LocalPoint;
|
||||
public float NormalImpulse;
|
||||
public float NormalMass;
|
||||
public float TangentImpulse;
|
||||
public float TangentMass;
|
||||
public float VelocityBias;
|
||||
public Vector2 rA;
|
||||
public Vector2 rB;
|
||||
}
|
||||
|
||||
public sealed class ContactConstraint
|
||||
{
|
||||
public Body BodyA;
|
||||
public Body BodyB;
|
||||
public float Friction;
|
||||
public Mat22 K;
|
||||
public Vector2 LocalNormal;
|
||||
public Vector2 LocalPoint;
|
||||
public Manifold Manifold;
|
||||
public Vector2 Normal;
|
||||
public Mat22 NormalMass;
|
||||
public int PointCount;
|
||||
public ContactConstraintPoint[] Points = new ContactConstraintPoint[Settings.MaxPolygonVertices];
|
||||
public float RadiusA;
|
||||
public float RadiusB;
|
||||
public float Restitution;
|
||||
public ManifoldType Type;
|
||||
|
||||
public ContactConstraint()
|
||||
{
|
||||
for (int i = 0; i < Settings.MaxManifoldPoints; i++)
|
||||
{
|
||||
Points[i] = new ContactConstraintPoint();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class ContactSolver
|
||||
{
|
||||
public ContactConstraint[] Constraints;
|
||||
private int _constraintCount; // collection can be bigger.
|
||||
private Contact[] _contacts;
|
||||
|
||||
public void Reset(Contact[] contacts, int contactCount, float impulseRatio, bool warmstarting)
|
||||
{
|
||||
_contacts = contacts;
|
||||
|
||||
_constraintCount = contactCount;
|
||||
|
||||
// grow the array
|
||||
if (Constraints == null || Constraints.Length < _constraintCount)
|
||||
{
|
||||
Constraints = new ContactConstraint[_constraintCount * 2];
|
||||
|
||||
for (int i = 0; i < Constraints.Length; i++)
|
||||
{
|
||||
Constraints[i] = new ContactConstraint();
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize position independent portions of the constraints.
|
||||
for (int i = 0; i < _constraintCount; ++i)
|
||||
{
|
||||
Contact contact = contacts[i];
|
||||
|
||||
Fixture fixtureA = contact.FixtureA;
|
||||
Fixture fixtureB = contact.FixtureB;
|
||||
Shape shapeA = fixtureA.Shape;
|
||||
Shape shapeB = fixtureB.Shape;
|
||||
float radiusA = shapeA.Radius;
|
||||
float radiusB = shapeB.Radius;
|
||||
Body bodyA = fixtureA.Body;
|
||||
Body bodyB = fixtureB.Body;
|
||||
Manifold manifold = contact.Manifold;
|
||||
|
||||
Debug.Assert(manifold.PointCount > 0);
|
||||
|
||||
ContactConstraint cc = Constraints[i];
|
||||
cc.Friction = Settings.MixFriction(fixtureA.Friction, fixtureB.Friction);
|
||||
cc.Restitution = Settings.MixRestitution(fixtureA.Restitution, fixtureB.Restitution);
|
||||
cc.BodyA = bodyA;
|
||||
cc.BodyB = bodyB;
|
||||
cc.Manifold = manifold;
|
||||
cc.Normal = Vector2.Zero;
|
||||
cc.PointCount = manifold.PointCount;
|
||||
|
||||
cc.LocalNormal = manifold.LocalNormal;
|
||||
cc.LocalPoint = manifold.LocalPoint;
|
||||
cc.RadiusA = radiusA;
|
||||
cc.RadiusB = radiusB;
|
||||
cc.Type = manifold.Type;
|
||||
|
||||
for (int j = 0; j < cc.PointCount; ++j)
|
||||
{
|
||||
ManifoldPoint cp = manifold.Points[j];
|
||||
ContactConstraintPoint ccp = cc.Points[j];
|
||||
|
||||
if (warmstarting)
|
||||
{
|
||||
ccp.NormalImpulse = impulseRatio * cp.NormalImpulse;
|
||||
ccp.TangentImpulse = impulseRatio * cp.TangentImpulse;
|
||||
}
|
||||
else
|
||||
{
|
||||
ccp.NormalImpulse = 0.0f;
|
||||
ccp.TangentImpulse = 0.0f;
|
||||
}
|
||||
|
||||
ccp.LocalPoint = cp.LocalPoint;
|
||||
ccp.rA = Vector2.Zero;
|
||||
ccp.rB = Vector2.Zero;
|
||||
ccp.NormalMass = 0.0f;
|
||||
ccp.TangentMass = 0.0f;
|
||||
ccp.VelocityBias = 0.0f;
|
||||
}
|
||||
|
||||
cc.K.SetZero();
|
||||
cc.NormalMass.SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
public void InitializeVelocityConstraints()
|
||||
{
|
||||
for (int i = 0; i < _constraintCount; ++i)
|
||||
{
|
||||
ContactConstraint cc = Constraints[i];
|
||||
|
||||
float radiusA = cc.RadiusA;
|
||||
float radiusB = cc.RadiusB;
|
||||
Body bodyA = cc.BodyA;
|
||||
Body bodyB = cc.BodyB;
|
||||
Manifold manifold = cc.Manifold;
|
||||
|
||||
Vector2 vA = bodyA.LinearVelocity;
|
||||
Vector2 vB = bodyB.LinearVelocity;
|
||||
float wA = bodyA.AngularVelocity;
|
||||
float wB = bodyB.AngularVelocity;
|
||||
|
||||
Debug.Assert(manifold.PointCount > 0);
|
||||
FixedArray2<Vector2> points;
|
||||
|
||||
Collision.Collision.GetWorldManifold(ref manifold, ref bodyA.Xf, radiusA, ref bodyB.Xf, radiusB,
|
||||
out cc.Normal, out points);
|
||||
Vector2 tangent = new Vector2(cc.Normal.Y, -cc.Normal.X);
|
||||
|
||||
for (int j = 0; j < cc.PointCount; ++j)
|
||||
{
|
||||
ContactConstraintPoint ccp = cc.Points[j];
|
||||
|
||||
ccp.rA = points[j] - bodyA.Sweep.C;
|
||||
ccp.rB = points[j] - bodyB.Sweep.C;
|
||||
|
||||
float rnA = ccp.rA.X * cc.Normal.Y - ccp.rA.Y * cc.Normal.X;
|
||||
float rnB = ccp.rB.X * cc.Normal.Y - ccp.rB.Y * cc.Normal.X;
|
||||
rnA *= rnA;
|
||||
rnB *= rnB;
|
||||
|
||||
float kNormal = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rnA + bodyB.InvI * rnB;
|
||||
|
||||
Debug.Assert(kNormal > Settings.Epsilon);
|
||||
ccp.NormalMass = 1.0f / kNormal;
|
||||
|
||||
float rtA = ccp.rA.X * tangent.Y - ccp.rA.Y * tangent.X;
|
||||
float rtB = ccp.rB.X * tangent.Y - ccp.rB.Y * tangent.X;
|
||||
|
||||
rtA *= rtA;
|
||||
rtB *= rtB;
|
||||
float kTangent = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rtA + bodyB.InvI * rtB;
|
||||
|
||||
Debug.Assert(kTangent > Settings.Epsilon);
|
||||
ccp.TangentMass = 1.0f / kTangent;
|
||||
|
||||
// Setup a velocity bias for restitution.
|
||||
ccp.VelocityBias = 0.0f;
|
||||
float vRel = cc.Normal.X * (vB.X + -wB * ccp.rB.Y - vA.X - -wA * ccp.rA.Y) +
|
||||
cc.Normal.Y * (vB.Y + wB * ccp.rB.X - vA.Y - wA * ccp.rA.X);
|
||||
if (vRel < -Settings.VelocityThreshold)
|
||||
{
|
||||
ccp.VelocityBias = -cc.Restitution * vRel;
|
||||
}
|
||||
}
|
||||
|
||||
// If we have two points, then prepare the block solver.
|
||||
if (cc.PointCount == 2)
|
||||
{
|
||||
ContactConstraintPoint ccp1 = cc.Points[0];
|
||||
ContactConstraintPoint ccp2 = cc.Points[1];
|
||||
|
||||
float invMassA = bodyA.InvMass;
|
||||
float invIA = bodyA.InvI;
|
||||
float invMassB = bodyB.InvMass;
|
||||
float invIB = bodyB.InvI;
|
||||
|
||||
float rn1A = ccp1.rA.X * cc.Normal.Y - ccp1.rA.Y * cc.Normal.X;
|
||||
float rn1B = ccp1.rB.X * cc.Normal.Y - ccp1.rB.Y * cc.Normal.X;
|
||||
float rn2A = ccp2.rA.X * cc.Normal.Y - ccp2.rA.Y * cc.Normal.X;
|
||||
float rn2B = ccp2.rB.X * cc.Normal.Y - ccp2.rB.Y * cc.Normal.X;
|
||||
|
||||
float k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B;
|
||||
float k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B;
|
||||
float k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B;
|
||||
|
||||
// Ensure a reasonable condition number.
|
||||
const float k_maxConditionNumber = 100.0f;
|
||||
if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
|
||||
{
|
||||
// K is safe to invert.
|
||||
cc.K.Col1.X = k11;
|
||||
cc.K.Col1.Y = k12;
|
||||
cc.K.Col2.X = k12;
|
||||
cc.K.Col2.Y = k22;
|
||||
|
||||
float a = cc.K.Col1.X, b = cc.K.Col2.X, c = cc.K.Col1.Y, d = cc.K.Col2.Y;
|
||||
float det = a * d - b * c;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
|
||||
cc.NormalMass.Col1.X = det * d;
|
||||
cc.NormalMass.Col1.Y = -det * c;
|
||||
cc.NormalMass.Col2.X = -det * b;
|
||||
cc.NormalMass.Col2.Y = det * a;
|
||||
}
|
||||
else
|
||||
{
|
||||
// The constraints are redundant, just use one.
|
||||
// TODO_ERIN use deepest?
|
||||
cc.PointCount = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void WarmStart()
|
||||
{
|
||||
// Warm start.
|
||||
for (int i = 0; i < _constraintCount; ++i)
|
||||
{
|
||||
ContactConstraint c = Constraints[i];
|
||||
|
||||
float tangentx = c.Normal.Y;
|
||||
float tangenty = -c.Normal.X;
|
||||
|
||||
for (int j = 0; j < c.PointCount; ++j)
|
||||
{
|
||||
ContactConstraintPoint ccp = c.Points[j];
|
||||
float px = ccp.NormalImpulse * c.Normal.X + ccp.TangentImpulse * tangentx;
|
||||
float py = ccp.NormalImpulse * c.Normal.Y + ccp.TangentImpulse * tangenty;
|
||||
c.BodyA.AngularVelocityInternal -= c.BodyA.InvI * (ccp.rA.X * py - ccp.rA.Y * px);
|
||||
c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * px;
|
||||
c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * py;
|
||||
c.BodyB.AngularVelocityInternal += c.BodyB.InvI * (ccp.rB.X * py - ccp.rB.Y * px);
|
||||
c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * px;
|
||||
c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * py;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SolveVelocityConstraints()
|
||||
{
|
||||
for (int i = 0; i < _constraintCount; ++i)
|
||||
{
|
||||
ContactConstraint c = Constraints[i];
|
||||
float wA = c.BodyA.AngularVelocityInternal;
|
||||
float wB = c.BodyB.AngularVelocityInternal;
|
||||
|
||||
float tangentx = c.Normal.Y;
|
||||
float tangenty = -c.Normal.X;
|
||||
|
||||
float friction = c.Friction;
|
||||
|
||||
Debug.Assert(c.PointCount == 1 || c.PointCount == 2);
|
||||
|
||||
// Solve tangent constraints
|
||||
for (int j = 0; j < c.PointCount; ++j)
|
||||
{
|
||||
ContactConstraintPoint ccp = c.Points[j];
|
||||
float lambda = ccp.TangentMass *
|
||||
-((c.BodyB.LinearVelocityInternal.X + (-wB * ccp.rB.Y) -
|
||||
c.BodyA.LinearVelocityInternal.X - (-wA * ccp.rA.Y)) * tangentx +
|
||||
(c.BodyB.LinearVelocityInternal.Y + (wB * ccp.rB.X) -
|
||||
c.BodyA.LinearVelocityInternal.Y - (wA * ccp.rA.X)) * tangenty);
|
||||
|
||||
// MathUtils.Clamp the accumulated force
|
||||
float maxFriction = friction * ccp.NormalImpulse;
|
||||
float newImpulse = Math.Max(-maxFriction, Math.Min(ccp.TangentImpulse + lambda, maxFriction));
|
||||
lambda = newImpulse - ccp.TangentImpulse;
|
||||
|
||||
// Apply contact impulse
|
||||
float px = lambda * tangentx;
|
||||
float py = lambda * tangenty;
|
||||
|
||||
c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * px;
|
||||
c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * py;
|
||||
wA -= c.BodyA.InvI * (ccp.rA.X * py - ccp.rA.Y * px);
|
||||
|
||||
c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * px;
|
||||
c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * py;
|
||||
wB += c.BodyB.InvI * (ccp.rB.X * py - ccp.rB.Y * px);
|
||||
|
||||
ccp.TangentImpulse = newImpulse;
|
||||
}
|
||||
|
||||
// Solve normal constraints
|
||||
if (c.PointCount == 1)
|
||||
{
|
||||
ContactConstraintPoint ccp = c.Points[0];
|
||||
|
||||
// Relative velocity at contact
|
||||
// Compute normal impulse
|
||||
float lambda = -ccp.NormalMass *
|
||||
((c.BodyB.LinearVelocityInternal.X + (-wB * ccp.rB.Y) -
|
||||
c.BodyA.LinearVelocityInternal.X - (-wA * ccp.rA.Y)) * c.Normal.X +
|
||||
(c.BodyB.LinearVelocityInternal.Y + (wB * ccp.rB.X) -
|
||||
c.BodyA.LinearVelocityInternal.Y -
|
||||
(wA * ccp.rA.X)) * c.Normal.Y - ccp.VelocityBias);
|
||||
|
||||
// Clamp the accumulated impulse
|
||||
float newImpulse = Math.Max(ccp.NormalImpulse + lambda, 0.0f);
|
||||
lambda = newImpulse - ccp.NormalImpulse;
|
||||
|
||||
// Apply contact impulse
|
||||
float px = lambda * c.Normal.X;
|
||||
float py = lambda * c.Normal.Y;
|
||||
|
||||
c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * px;
|
||||
c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * py;
|
||||
wA -= c.BodyA.InvI * (ccp.rA.X * py - ccp.rA.Y * px);
|
||||
|
||||
c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * px;
|
||||
c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * py;
|
||||
wB += c.BodyB.InvI * (ccp.rB.X * py - ccp.rB.Y * px);
|
||||
|
||||
ccp.NormalImpulse = newImpulse;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
|
||||
// Build the mini LCP for this contact patch
|
||||
//
|
||||
// vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
|
||||
//
|
||||
// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
|
||||
// b = vn_0 - velocityBias
|
||||
//
|
||||
// The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
|
||||
// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
|
||||
// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
|
||||
// solution that satisfies the problem is chosen.
|
||||
//
|
||||
// In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
|
||||
// that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
|
||||
//
|
||||
// Substitute:
|
||||
//
|
||||
// x = x' - a
|
||||
//
|
||||
// Plug into above equation:
|
||||
//
|
||||
// vn = A * x + b
|
||||
// = A * (x' - a) + b
|
||||
// = A * x' + b - A * a
|
||||
// = A * x' + b'
|
||||
// b' = b - A * a;
|
||||
|
||||
ContactConstraintPoint cp1 = c.Points[0];
|
||||
ContactConstraintPoint cp2 = c.Points[1];
|
||||
|
||||
float ax = cp1.NormalImpulse;
|
||||
float ay = cp2.NormalImpulse;
|
||||
Debug.Assert(ax >= 0.0f && ay >= 0.0f);
|
||||
|
||||
// Relative velocity at contact
|
||||
// Compute normal velocity
|
||||
float vn1 = (c.BodyB.LinearVelocityInternal.X + (-wB * cp1.rB.Y) - c.BodyA.LinearVelocityInternal.X -
|
||||
(-wA * cp1.rA.Y)) * c.Normal.X +
|
||||
(c.BodyB.LinearVelocityInternal.Y + (wB * cp1.rB.X) - c.BodyA.LinearVelocityInternal.Y -
|
||||
(wA * cp1.rA.X)) * c.Normal.Y;
|
||||
float vn2 = (c.BodyB.LinearVelocityInternal.X + (-wB * cp2.rB.Y) - c.BodyA.LinearVelocityInternal.X -
|
||||
(-wA * cp2.rA.Y)) * c.Normal.X +
|
||||
(c.BodyB.LinearVelocityInternal.Y + (wB * cp2.rB.X) - c.BodyA.LinearVelocityInternal.Y -
|
||||
(wA * cp2.rA.X)) * c.Normal.Y;
|
||||
|
||||
float bx = vn1 - cp1.VelocityBias - (c.K.Col1.X * ax + c.K.Col2.X * ay);
|
||||
float by = vn2 - cp2.VelocityBias - (c.K.Col1.Y * ax + c.K.Col2.Y * ay);
|
||||
|
||||
float xx = -(c.NormalMass.Col1.X * bx + c.NormalMass.Col2.X * by);
|
||||
float xy = -(c.NormalMass.Col1.Y * bx + c.NormalMass.Col2.Y * by);
|
||||
|
||||
while (true)
|
||||
{
|
||||
//
|
||||
// Case 1: vn = 0
|
||||
//
|
||||
// 0 = A * x' + b'
|
||||
//
|
||||
// Solve for x':
|
||||
//
|
||||
// x' = - inv(A) * b'
|
||||
//
|
||||
if (xx >= 0.0f && xy >= 0.0f)
|
||||
{
|
||||
// Resubstitute for the incremental impulse
|
||||
float dx = xx - ax;
|
||||
float dy = xy - ay;
|
||||
|
||||
// Apply incremental impulse
|
||||
float p1x = dx * c.Normal.X;
|
||||
float p1y = dx * c.Normal.Y;
|
||||
|
||||
float p2x = dy * c.Normal.X;
|
||||
float p2y = dy * c.Normal.Y;
|
||||
|
||||
float p12x = p1x + p2x;
|
||||
float p12y = p1y + p2y;
|
||||
|
||||
c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x;
|
||||
c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y;
|
||||
wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x));
|
||||
|
||||
c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x;
|
||||
c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y;
|
||||
wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x));
|
||||
|
||||
// Accumulate
|
||||
cp1.NormalImpulse = xx;
|
||||
cp2.NormalImpulse = xy;
|
||||
|
||||
#if B2_DEBUG_SOLVER
|
||||
|
||||
float k_errorTol = 1e-3f;
|
||||
|
||||
// Postconditions
|
||||
dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA);
|
||||
dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA);
|
||||
|
||||
// Compute normal velocity
|
||||
vn1 = Vector2.Dot(dv1, normal);
|
||||
vn2 = Vector2.Dot(dv2, normal);
|
||||
|
||||
Debug.Assert(MathUtils.Abs(vn1 - cp1.velocityBias) < k_errorTol);
|
||||
Debug.Assert(MathUtils.Abs(vn2 - cp2.velocityBias) < k_errorTol);
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
//
|
||||
// Case 2: vn1 = 0 and x2 = 0
|
||||
//
|
||||
// 0 = a11 * x1' + a12 * 0 + b1'
|
||||
// vn2 = a21 * x1' + a22 * 0 + b2'
|
||||
//
|
||||
xx = -cp1.NormalMass * bx;
|
||||
xy = 0.0f;
|
||||
vn1 = 0.0f;
|
||||
vn2 = c.K.Col1.Y * xx + by;
|
||||
|
||||
if (xx >= 0.0f && vn2 >= 0.0f)
|
||||
{
|
||||
// Resubstitute for the incremental impulse
|
||||
float dx = xx - ax;
|
||||
float dy = xy - ay;
|
||||
|
||||
// Apply incremental impulse
|
||||
float p1x = dx * c.Normal.X;
|
||||
float p1y = dx * c.Normal.Y;
|
||||
|
||||
float p2x = dy * c.Normal.X;
|
||||
float p2y = dy * c.Normal.Y;
|
||||
|
||||
float p12x = p1x + p2x;
|
||||
float p12y = p1y + p2y;
|
||||
|
||||
c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x;
|
||||
c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y;
|
||||
wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x));
|
||||
|
||||
c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x;
|
||||
c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y;
|
||||
wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x));
|
||||
|
||||
// Accumulate
|
||||
cp1.NormalImpulse = xx;
|
||||
cp2.NormalImpulse = xy;
|
||||
|
||||
#if B2_DEBUG_SOLVER
|
||||
// Postconditions
|
||||
dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA);
|
||||
|
||||
// Compute normal velocity
|
||||
vn1 = Vector2.Dot(dv1, normal);
|
||||
|
||||
Debug.Assert(MathUtils.Abs(vn1 - cp1.velocityBias) < k_errorTol);
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Case 3: vn2 = 0 and x1 = 0
|
||||
//
|
||||
// vn1 = a11 * 0 + a12 * x2' + b1'
|
||||
// 0 = a21 * 0 + a22 * x2' + b2'
|
||||
//
|
||||
xx = 0.0f;
|
||||
xy = -cp2.NormalMass * by;
|
||||
vn1 = c.K.Col2.X * xy + bx;
|
||||
vn2 = 0.0f;
|
||||
|
||||
if (xy >= 0.0f && vn1 >= 0.0f)
|
||||
{
|
||||
// Resubstitute for the incremental impulse
|
||||
float dx = xx - ax;
|
||||
float dy = xy - ay;
|
||||
|
||||
// Apply incremental impulse
|
||||
float p1x = dx * c.Normal.X;
|
||||
float p1y = dx * c.Normal.Y;
|
||||
|
||||
float p2x = dy * c.Normal.X;
|
||||
float p2y = dy * c.Normal.Y;
|
||||
|
||||
float p12x = p1x + p2x;
|
||||
float p12y = p1y + p2y;
|
||||
|
||||
c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x;
|
||||
c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y;
|
||||
wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x));
|
||||
|
||||
c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x;
|
||||
c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y;
|
||||
wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x));
|
||||
|
||||
// Accumulate
|
||||
cp1.NormalImpulse = xx;
|
||||
cp2.NormalImpulse = xy;
|
||||
|
||||
#if B2_DEBUG_SOLVER
|
||||
// Postconditions
|
||||
dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA);
|
||||
|
||||
// Compute normal velocity
|
||||
vn2 = Vector2.Dot(dv2, normal);
|
||||
|
||||
Debug.Assert(MathUtils.Abs(vn2 - cp2.velocityBias) < k_errorTol);
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
//
|
||||
// Case 4: x1 = 0 and x2 = 0
|
||||
//
|
||||
// vn1 = b1
|
||||
// vn2 = b2;
|
||||
xx = 0.0f;
|
||||
xy = 0.0f;
|
||||
vn1 = bx;
|
||||
vn2 = by;
|
||||
|
||||
if (vn1 >= 0.0f && vn2 >= 0.0f)
|
||||
{
|
||||
// Resubstitute for the incremental impulse
|
||||
float dx = xx - ax;
|
||||
float dy = xy - ay;
|
||||
|
||||
// Apply incremental impulse
|
||||
float p1x = dx * c.Normal.X;
|
||||
float p1y = dx * c.Normal.Y;
|
||||
|
||||
float p2x = dy * c.Normal.X;
|
||||
float p2y = dy * c.Normal.Y;
|
||||
|
||||
float p12x = p1x + p2x;
|
||||
float p12y = p1y + p2y;
|
||||
|
||||
c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x;
|
||||
c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y;
|
||||
wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x));
|
||||
|
||||
c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x;
|
||||
c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y;
|
||||
wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x));
|
||||
|
||||
// Accumulate
|
||||
cp1.NormalImpulse = xx;
|
||||
cp2.NormalImpulse = xy;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
c.BodyA.AngularVelocityInternal = wA;
|
||||
c.BodyB.AngularVelocityInternal = wB;
|
||||
}
|
||||
}
|
||||
|
||||
public void StoreImpulses()
|
||||
{
|
||||
for (int i = 0; i < _constraintCount; ++i)
|
||||
{
|
||||
ContactConstraint c = Constraints[i];
|
||||
Manifold m = c.Manifold;
|
||||
|
||||
for (int j = 0; j < c.PointCount; ++j)
|
||||
{
|
||||
ManifoldPoint pj = m.Points[j];
|
||||
ContactConstraintPoint cp = c.Points[j];
|
||||
|
||||
pj.NormalImpulse = cp.NormalImpulse;
|
||||
pj.TangentImpulse = cp.TangentImpulse;
|
||||
|
||||
m.Points[j] = pj;
|
||||
}
|
||||
|
||||
c.Manifold = m;
|
||||
_contacts[i].Manifold = m;
|
||||
}
|
||||
}
|
||||
|
||||
public bool SolvePositionConstraints(float baumgarte)
|
||||
{
|
||||
float minSeparation = 0.0f;
|
||||
|
||||
for (int i = 0; i < _constraintCount; ++i)
|
||||
{
|
||||
ContactConstraint c = Constraints[i];
|
||||
|
||||
Body bodyA = c.BodyA;
|
||||
Body bodyB = c.BodyB;
|
||||
|
||||
float invMassA = bodyA.Mass * bodyA.InvMass;
|
||||
float invIA = bodyA.Mass * bodyA.InvI;
|
||||
float invMassB = bodyB.Mass * bodyB.InvMass;
|
||||
float invIB = bodyB.Mass * bodyB.InvI;
|
||||
|
||||
// Solve normal constraints
|
||||
for (int j = 0; j < c.PointCount; ++j)
|
||||
{
|
||||
Vector2 normal;
|
||||
Vector2 point;
|
||||
float separation;
|
||||
|
||||
Solve(c, j, out normal, out point, out separation);
|
||||
|
||||
float rax = point.X - bodyA.Sweep.C.X;
|
||||
float ray = point.Y - bodyA.Sweep.C.Y;
|
||||
|
||||
float rbx = point.X - bodyB.Sweep.C.X;
|
||||
float rby = point.Y - bodyB.Sweep.C.Y;
|
||||
|
||||
// Track max constraint error.
|
||||
minSeparation = Math.Min(minSeparation, separation);
|
||||
|
||||
// Prevent large corrections and allow slop.
|
||||
float C = Math.Max(-Settings.MaxLinearCorrection,
|
||||
Math.Min(baumgarte * (separation + Settings.LinearSlop), 0.0f));
|
||||
|
||||
// Compute the effective mass.
|
||||
float rnA = rax * normal.Y - ray * normal.X;
|
||||
float rnB = rbx * normal.Y - rby * normal.X;
|
||||
float K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;
|
||||
|
||||
// Compute normal impulse
|
||||
float impulse = K > 0.0f ? -C / K : 0.0f;
|
||||
|
||||
float px = impulse * normal.X;
|
||||
float py = impulse * normal.Y;
|
||||
|
||||
bodyA.Sweep.C.X -= invMassA * px;
|
||||
bodyA.Sweep.C.Y -= invMassA * py;
|
||||
bodyA.Sweep.A -= invIA * (rax * py - ray * px);
|
||||
|
||||
bodyB.Sweep.C.X += invMassB * px;
|
||||
bodyB.Sweep.C.Y += invMassB * py;
|
||||
bodyB.Sweep.A += invIB * (rbx * py - rby * px);
|
||||
|
||||
bodyA.SynchronizeTransform();
|
||||
bodyB.SynchronizeTransform();
|
||||
}
|
||||
}
|
||||
|
||||
// We can't expect minSpeparation >= -Settings.b2_linearSlop because we don't
|
||||
// push the separation above -Settings.b2_linearSlop.
|
||||
return minSeparation >= -1.5f * Settings.LinearSlop;
|
||||
}
|
||||
|
||||
private static void Solve(ContactConstraint cc, int index, out Vector2 normal, out Vector2 point,
|
||||
out float separation)
|
||||
{
|
||||
Debug.Assert(cc.PointCount > 0);
|
||||
|
||||
normal = Vector2.Zero;
|
||||
|
||||
switch (cc.Type)
|
||||
{
|
||||
case ManifoldType.Circles:
|
||||
{
|
||||
Vector2 pointA = cc.BodyA.GetWorldPoint(ref cc.LocalPoint);
|
||||
Vector2 pointB = cc.BodyB.GetWorldPoint(ref cc.Points[0].LocalPoint);
|
||||
float a = (pointA.X - pointB.X) * (pointA.X - pointB.X) +
|
||||
(pointA.Y - pointB.Y) * (pointA.Y - pointB.Y);
|
||||
if (a > Settings.Epsilon * Settings.Epsilon)
|
||||
{
|
||||
Vector2 normalTmp = pointB - pointA;
|
||||
float factor = 1f / (float)Math.Sqrt(normalTmp.X * normalTmp.X + normalTmp.Y * normalTmp.Y);
|
||||
normal.X = normalTmp.X * factor;
|
||||
normal.Y = normalTmp.Y * factor;
|
||||
}
|
||||
else
|
||||
{
|
||||
normal.X = 1;
|
||||
normal.Y = 0;
|
||||
}
|
||||
|
||||
point = 0.5f * (pointA + pointB);
|
||||
separation = (pointB.X - pointA.X) * normal.X + (pointB.Y - pointA.Y) * normal.Y - cc.RadiusA -
|
||||
cc.RadiusB;
|
||||
}
|
||||
break;
|
||||
|
||||
case ManifoldType.FaceA:
|
||||
{
|
||||
normal = cc.BodyA.GetWorldVector(ref cc.LocalNormal);
|
||||
Vector2 planePoint = cc.BodyA.GetWorldPoint(ref cc.LocalPoint);
|
||||
Vector2 clipPoint = cc.BodyB.GetWorldPoint(ref cc.Points[index].LocalPoint);
|
||||
separation = (clipPoint.X - planePoint.X) * normal.X + (clipPoint.Y - planePoint.Y) * normal.Y -
|
||||
cc.RadiusA - cc.RadiusB;
|
||||
point = clipPoint;
|
||||
}
|
||||
break;
|
||||
|
||||
case ManifoldType.FaceB:
|
||||
{
|
||||
normal = cc.BodyB.GetWorldVector(ref cc.LocalNormal);
|
||||
Vector2 planePoint = cc.BodyB.GetWorldPoint(ref cc.LocalPoint);
|
||||
|
||||
Vector2 clipPoint = cc.BodyA.GetWorldPoint(ref cc.Points[index].LocalPoint);
|
||||
separation = (clipPoint.X - planePoint.X) * normal.X + (clipPoint.Y - planePoint.Y) * normal.Y -
|
||||
cc.RadiusA - cc.RadiusB;
|
||||
point = clipPoint;
|
||||
|
||||
// Ensure normal points from A to B
|
||||
normal = -normal;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
point = Vector2.Zero;
|
||||
separation = 0.0f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
611
axios/Dynamics/Fixture.cs
Normal file
611
axios/Dynamics/Fixture.cs
Normal file
@@ -0,0 +1,611 @@
|
||||
/*
|
||||
* 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.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using FarseerPhysics.Collision;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics
|
||||
{
|
||||
[Flags]
|
||||
public enum Category
|
||||
{
|
||||
None = 0,
|
||||
All = int.MaxValue,
|
||||
Cat1 = 1,
|
||||
Cat2 = 2,
|
||||
Cat3 = 4,
|
||||
Cat4 = 8,
|
||||
Cat5 = 16,
|
||||
Cat6 = 32,
|
||||
Cat7 = 64,
|
||||
Cat8 = 128,
|
||||
Cat9 = 256,
|
||||
Cat10 = 512,
|
||||
Cat11 = 1024,
|
||||
Cat12 = 2048,
|
||||
Cat13 = 4096,
|
||||
Cat14 = 8192,
|
||||
Cat15 = 16384,
|
||||
Cat16 = 32768,
|
||||
Cat17 = 65536,
|
||||
Cat18 = 131072,
|
||||
Cat19 = 262144,
|
||||
Cat20 = 524288,
|
||||
Cat21 = 1048576,
|
||||
Cat22 = 2097152,
|
||||
Cat23 = 4194304,
|
||||
Cat24 = 8388608,
|
||||
Cat25 = 16777216,
|
||||
Cat26 = 33554432,
|
||||
Cat27 = 67108864,
|
||||
Cat28 = 134217728,
|
||||
Cat29 = 268435456,
|
||||
Cat30 = 536870912,
|
||||
Cat31 = 1073741824
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This proxy is used internally to connect fixtures to the broad-phase.
|
||||
/// </summary>
|
||||
public struct FixtureProxy
|
||||
{
|
||||
public AABB AABB;
|
||||
public int ChildIndex;
|
||||
public Fixture Fixture;
|
||||
public int ProxyId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A fixture is used to attach a Shape to a body for collision detection. A fixture
|
||||
/// inherits its transform from its parent. Fixtures hold additional non-geometric data
|
||||
/// such as friction, collision filters, etc.
|
||||
/// Fixtures are created via Body.CreateFixture.
|
||||
/// Warning: You cannot reuse fixtures.
|
||||
/// </summary>
|
||||
public class Fixture : IDisposable
|
||||
{
|
||||
private static int _fixtureIdCounter;
|
||||
|
||||
/// <summary>
|
||||
/// Fires after two shapes has collided and are solved. This gives you a chance to get the impact force.
|
||||
/// </summary>
|
||||
public AfterCollisionEventHandler AfterCollision;
|
||||
|
||||
/// <summary>
|
||||
/// Fires when two fixtures are close to each other.
|
||||
/// Due to how the broadphase works, this can be quite inaccurate as shapes are approximated using AABBs.
|
||||
/// </summary>
|
||||
public BeforeCollisionEventHandler BeforeCollision;
|
||||
|
||||
/// <summary>
|
||||
/// Fires when two shapes collide and a contact is created between them.
|
||||
/// Note that the first fixture argument is always the fixture that the delegate is subscribed to.
|
||||
/// </summary>
|
||||
public OnCollisionEventHandler OnCollision;
|
||||
|
||||
/// <summary>
|
||||
/// Fires when two shapes separate and a contact is removed between them.
|
||||
/// Note that the first fixture argument is always the fixture that the delegate is subscribed to.
|
||||
/// </summary>
|
||||
public OnSeparationEventHandler OnSeparation;
|
||||
|
||||
public FixtureProxy[] Proxies;
|
||||
public int ProxyCount;
|
||||
internal Category _collidesWith;
|
||||
internal Category _collisionCategories;
|
||||
internal short _collisionGroup;
|
||||
internal Dictionary<int, bool> _collisionIgnores;
|
||||
private float _friction;
|
||||
private float _restitution;
|
||||
|
||||
internal Fixture()
|
||||
{
|
||||
}
|
||||
|
||||
public Fixture(Body body, Shape shape)
|
||||
: this(body, shape, null)
|
||||
{
|
||||
}
|
||||
|
||||
public Fixture(Body body, Shape shape, object userData)
|
||||
{
|
||||
if (Settings.UseFPECollisionCategories)
|
||||
_collisionCategories = Category.All;
|
||||
else
|
||||
_collisionCategories = Category.Cat1;
|
||||
|
||||
_collidesWith = Category.All;
|
||||
_collisionGroup = 0;
|
||||
|
||||
//Fixture defaults
|
||||
Friction = 0.2f;
|
||||
Restitution = 0;
|
||||
|
||||
IsSensor = false;
|
||||
|
||||
Body = body;
|
||||
UserData = userData;
|
||||
|
||||
#pragma warning disable 162
|
||||
if (Settings.ConserveMemory)
|
||||
Shape = shape;
|
||||
else
|
||||
Shape = shape.Clone();
|
||||
#pragma warning restore 162
|
||||
|
||||
RegisterFixture();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Defaults to 0
|
||||
///
|
||||
/// If Settings.UseFPECollisionCategories is set to false:
|
||||
/// Collision groups allow a certain group of objects to never collide (negative)
|
||||
/// or always collide (positive). Zero means no collision group. Non-zero group
|
||||
/// filtering always wins against the mask bits.
|
||||
///
|
||||
/// If Settings.UseFPECollisionCategories is set to true:
|
||||
/// If 2 fixtures are in the same collision group, they will not collide.
|
||||
/// </summary>
|
||||
public short CollisionGroup
|
||||
{
|
||||
set
|
||||
{
|
||||
if (_collisionGroup == value)
|
||||
return;
|
||||
|
||||
_collisionGroup = value;
|
||||
Refilter();
|
||||
}
|
||||
get { return _collisionGroup; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Defaults to Category.All
|
||||
///
|
||||
/// The collision mask bits. This states the categories that this
|
||||
/// fixture would accept for collision.
|
||||
/// Use Settings.UseFPECollisionCategories to change the behavior.
|
||||
/// </summary>
|
||||
public Category CollidesWith
|
||||
{
|
||||
get { return _collidesWith; }
|
||||
|
||||
set
|
||||
{
|
||||
if (_collidesWith == value)
|
||||
return;
|
||||
|
||||
_collidesWith = value;
|
||||
Refilter();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The collision categories this fixture is a part of.
|
||||
///
|
||||
/// If Settings.UseFPECollisionCategories is set to false:
|
||||
/// Defaults to Category.Cat1
|
||||
///
|
||||
/// If Settings.UseFPECollisionCategories is set to true:
|
||||
/// Defaults to Category.All
|
||||
/// </summary>
|
||||
public Category CollisionCategories
|
||||
{
|
||||
get { return _collisionCategories; }
|
||||
|
||||
set
|
||||
{
|
||||
if (_collisionCategories == value)
|
||||
return;
|
||||
|
||||
_collisionCategories = value;
|
||||
Refilter();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the type of the child Shape. You can use this to down cast to the concrete Shape.
|
||||
/// </summary>
|
||||
/// <value>The type of the shape.</value>
|
||||
public ShapeType ShapeType
|
||||
{
|
||||
get { return Shape.ShapeType; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the child Shape. You can modify the child Shape, however you should not change the
|
||||
/// number of vertices because this will crash some collision caching mechanisms.
|
||||
/// </summary>
|
||||
/// <value>The shape.</value>
|
||||
public Shape Shape { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether this fixture is a sensor.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if this instance is a sensor; otherwise, <c>false</c>.</value>
|
||||
public bool IsSensor { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the parent body of this fixture. This is null if the fixture is not attached.
|
||||
/// </summary>
|
||||
/// <value>The body.</value>
|
||||
public Body Body { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Set the user data. Use this to store your application specific data.
|
||||
/// </summary>
|
||||
/// <value>The user data.</value>
|
||||
public object UserData { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the coefficient of friction.
|
||||
/// </summary>
|
||||
/// <value>The friction.</value>
|
||||
public float Friction
|
||||
{
|
||||
get { return _friction; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(!float.IsNaN(value));
|
||||
|
||||
_friction = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the coefficient of restitution.
|
||||
/// </summary>
|
||||
/// <value>The restitution.</value>
|
||||
public float Restitution
|
||||
{
|
||||
get { return _restitution; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(!float.IsNaN(value));
|
||||
|
||||
_restitution = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a unique ID for this fixture.
|
||||
/// </summary>
|
||||
/// <value>The fixture id.</value>
|
||||
public int FixtureId { get; private set; }
|
||||
|
||||
#region IDisposable Members
|
||||
|
||||
public bool IsDisposed { get; set; }
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
Body.DestroyFixture(this);
|
||||
IsDisposed = true;
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Restores collisions between this fixture and the provided fixture.
|
||||
/// </summary>
|
||||
/// <param name="fixture">The fixture.</param>
|
||||
public void RestoreCollisionWith(Fixture fixture)
|
||||
{
|
||||
if (_collisionIgnores == null)
|
||||
return;
|
||||
|
||||
if (_collisionIgnores.ContainsKey(fixture.FixtureId))
|
||||
{
|
||||
_collisionIgnores[fixture.FixtureId] = false;
|
||||
Refilter();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ignores collisions between this fixture and the provided fixture.
|
||||
/// </summary>
|
||||
/// <param name="fixture">The fixture.</param>
|
||||
public void IgnoreCollisionWith(Fixture fixture)
|
||||
{
|
||||
if (_collisionIgnores == null)
|
||||
_collisionIgnores = new Dictionary<int, bool>();
|
||||
|
||||
if (_collisionIgnores.ContainsKey(fixture.FixtureId))
|
||||
_collisionIgnores[fixture.FixtureId] = true;
|
||||
else
|
||||
_collisionIgnores.Add(fixture.FixtureId, true);
|
||||
|
||||
Refilter();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether collisions are ignored between this fixture and the provided fixture.
|
||||
/// </summary>
|
||||
/// <param name="fixture">The fixture.</param>
|
||||
/// <returns>
|
||||
/// <c>true</c> if the fixture is ignored; otherwise, <c>false</c>.
|
||||
/// </returns>
|
||||
public bool IsFixtureIgnored(Fixture fixture)
|
||||
{
|
||||
if (_collisionIgnores == null)
|
||||
return false;
|
||||
|
||||
if (_collisionIgnores.ContainsKey(fixture.FixtureId))
|
||||
return _collisionIgnores[fixture.FixtureId];
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Contacts are persistant and will keep being persistant unless they are
|
||||
/// flagged for filtering.
|
||||
/// This methods flags all contacts associated with the body for filtering.
|
||||
/// </summary>
|
||||
internal void Refilter()
|
||||
{
|
||||
// Flag associated contacts for filtering.
|
||||
ContactEdge edge = Body.ContactList;
|
||||
while (edge != null)
|
||||
{
|
||||
Contact contact = edge.Contact;
|
||||
Fixture fixtureA = contact.FixtureA;
|
||||
Fixture fixtureB = contact.FixtureB;
|
||||
if (fixtureA == this || fixtureB == this)
|
||||
{
|
||||
contact.FlagForFiltering();
|
||||
}
|
||||
|
||||
edge = edge.Next;
|
||||
}
|
||||
|
||||
World world = Body.World;
|
||||
|
||||
if (world == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Touch each proxy so that new pairs may be created
|
||||
IBroadPhase broadPhase = world.ContactManager.BroadPhase;
|
||||
for (int i = 0; i < ProxyCount; ++i)
|
||||
{
|
||||
broadPhase.TouchProxy(Proxies[i].ProxyId);
|
||||
}
|
||||
}
|
||||
|
||||
private void RegisterFixture()
|
||||
{
|
||||
// Reserve proxy space
|
||||
Proxies = new FixtureProxy[Shape.ChildCount];
|
||||
ProxyCount = 0;
|
||||
|
||||
FixtureId = _fixtureIdCounter++;
|
||||
|
||||
if ((Body.Flags & BodyFlags.Enabled) == BodyFlags.Enabled)
|
||||
{
|
||||
IBroadPhase broadPhase = Body.World.ContactManager.BroadPhase;
|
||||
CreateProxies(broadPhase, ref Body.Xf);
|
||||
}
|
||||
|
||||
Body.FixtureList.Add(this);
|
||||
|
||||
// Adjust mass properties if needed.
|
||||
if (Shape._density > 0.0f)
|
||||
{
|
||||
Body.ResetMassData();
|
||||
}
|
||||
|
||||
// Let the world know we have a new fixture. This will cause new contacts
|
||||
// to be created at the beginning of the next time step.
|
||||
Body.World.Flags |= WorldFlags.NewFixture;
|
||||
|
||||
if (Body.World.FixtureAdded != null)
|
||||
{
|
||||
Body.World.FixtureAdded(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test a point for containment in this fixture.
|
||||
/// </summary>
|
||||
/// <param name="point">A point in world coordinates.</param>
|
||||
/// <returns></returns>
|
||||
public bool TestPoint(ref Vector2 point)
|
||||
{
|
||||
return Shape.TestPoint(ref Body.Xf, ref point);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cast a ray against this Shape.
|
||||
/// </summary>
|
||||
/// <param name="output">The ray-cast results.</param>
|
||||
/// <param name="input">The ray-cast input parameters.</param>
|
||||
/// <param name="childIndex">Index of the child.</param>
|
||||
/// <returns></returns>
|
||||
public bool RayCast(out RayCastOutput output, ref RayCastInput input, int childIndex)
|
||||
{
|
||||
return Shape.RayCast(out output, ref input, ref Body.Xf, childIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
|
||||
/// If you need a more accurate AABB, compute it using the Shape and
|
||||
/// the body transform.
|
||||
/// </summary>
|
||||
/// <param name="aabb">The aabb.</param>
|
||||
/// <param name="childIndex">Index of the child.</param>
|
||||
public void GetAABB(out AABB aabb, int childIndex)
|
||||
{
|
||||
Debug.Assert(0 <= childIndex && childIndex < ProxyCount);
|
||||
aabb = Proxies[childIndex].AABB;
|
||||
}
|
||||
|
||||
public Fixture Clone(Body body)
|
||||
{
|
||||
Fixture fixture = new Fixture();
|
||||
fixture.Body = body;
|
||||
|
||||
#pragma warning disable 162
|
||||
if (Settings.ConserveMemory)
|
||||
fixture.Shape = Shape;
|
||||
else
|
||||
fixture.Shape = Shape.Clone();
|
||||
#pragma warning restore 162
|
||||
|
||||
fixture.UserData = UserData;
|
||||
fixture.Restitution = Restitution;
|
||||
fixture.Friction = Friction;
|
||||
fixture.IsSensor = IsSensor;
|
||||
fixture._collisionGroup = CollisionGroup;
|
||||
fixture._collisionCategories = CollisionCategories;
|
||||
fixture._collidesWith = CollidesWith;
|
||||
|
||||
if (_collisionIgnores != null)
|
||||
{
|
||||
fixture._collisionIgnores = new Dictionary<int, bool>();
|
||||
|
||||
foreach (KeyValuePair<int, bool> pair in _collisionIgnores)
|
||||
{
|
||||
fixture._collisionIgnores.Add(pair.Key, pair.Value);
|
||||
}
|
||||
}
|
||||
|
||||
fixture.RegisterFixture();
|
||||
return fixture;
|
||||
}
|
||||
|
||||
public Fixture DeepClone()
|
||||
{
|
||||
Fixture fix = Clone(Body.Clone());
|
||||
return fix;
|
||||
}
|
||||
|
||||
internal void Destroy()
|
||||
{
|
||||
// The proxies must be destroyed before calling this.
|
||||
Debug.Assert(ProxyCount == 0);
|
||||
|
||||
// Free the proxy array.
|
||||
Proxies = null;
|
||||
Shape = null;
|
||||
|
||||
BeforeCollision = null;
|
||||
OnCollision = null;
|
||||
OnSeparation = null;
|
||||
AfterCollision = null;
|
||||
|
||||
if (Body.World.FixtureRemoved != null)
|
||||
{
|
||||
Body.World.FixtureRemoved(this);
|
||||
}
|
||||
|
||||
Body.World.FixtureAdded = null;
|
||||
Body.World.FixtureRemoved = null;
|
||||
OnSeparation = null;
|
||||
OnCollision = null;
|
||||
}
|
||||
|
||||
// These support body activation/deactivation.
|
||||
internal void CreateProxies(IBroadPhase broadPhase, ref Transform xf)
|
||||
{
|
||||
Debug.Assert(ProxyCount == 0);
|
||||
|
||||
// Create proxies in the broad-phase.
|
||||
ProxyCount = Shape.ChildCount;
|
||||
|
||||
for (int i = 0; i < ProxyCount; ++i)
|
||||
{
|
||||
FixtureProxy proxy = new FixtureProxy();
|
||||
Shape.ComputeAABB(out proxy.AABB, ref xf, i);
|
||||
|
||||
proxy.Fixture = this;
|
||||
proxy.ChildIndex = i;
|
||||
proxy.ProxyId = broadPhase.AddProxy(ref proxy);
|
||||
|
||||
Proxies[i] = proxy;
|
||||
}
|
||||
}
|
||||
|
||||
internal void DestroyProxies(IBroadPhase broadPhase)
|
||||
{
|
||||
// Destroy proxies in the broad-phase.
|
||||
for (int i = 0; i < ProxyCount; ++i)
|
||||
{
|
||||
broadPhase.RemoveProxy(Proxies[i].ProxyId);
|
||||
Proxies[i].ProxyId = -1;
|
||||
}
|
||||
|
||||
ProxyCount = 0;
|
||||
}
|
||||
|
||||
internal void Synchronize(IBroadPhase broadPhase, ref Transform transform1, ref Transform transform2)
|
||||
{
|
||||
if (ProxyCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < ProxyCount; ++i)
|
||||
{
|
||||
FixtureProxy proxy = Proxies[i];
|
||||
|
||||
// Compute an AABB that covers the swept Shape (may miss some rotation effect).
|
||||
AABB aabb1, aabb2;
|
||||
Shape.ComputeAABB(out aabb1, ref transform1, proxy.ChildIndex);
|
||||
Shape.ComputeAABB(out aabb2, ref transform2, proxy.ChildIndex);
|
||||
|
||||
proxy.AABB.Combine(ref aabb1, ref aabb2);
|
||||
|
||||
Vector2 displacement = transform2.Position - transform1.Position;
|
||||
|
||||
broadPhase.MoveProxy(proxy.ProxyId, ref proxy.AABB, displacement);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool CompareTo(Fixture fixture)
|
||||
{
|
||||
return (
|
||||
CollidesWith == fixture.CollidesWith &&
|
||||
CollisionCategories == fixture.CollisionCategories &&
|
||||
CollisionGroup == fixture.CollisionGroup &&
|
||||
Friction == fixture.Friction &&
|
||||
IsSensor == fixture.IsSensor &&
|
||||
Restitution == fixture.Restitution &&
|
||||
Shape.CompareTo(fixture.Shape) &&
|
||||
UserData == fixture.UserData);
|
||||
}
|
||||
}
|
||||
}
|
484
axios/Dynamics/Island.cs
Normal file
484
axios/Dynamics/Island.cs
Normal file
@@ -0,0 +1,484 @@
|
||||
/*
|
||||
* 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 FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics
|
||||
{
|
||||
/// <summary>
|
||||
/// This is an internal class.
|
||||
/// </summary>
|
||||
public class Island
|
||||
{
|
||||
public Body[] Bodies;
|
||||
public int BodyCount;
|
||||
public int ContactCount;
|
||||
public int JointCount;
|
||||
private int _bodyCapacity;
|
||||
private int _contactCapacity;
|
||||
private ContactManager _contactManager;
|
||||
private ContactSolver _contactSolver = new ContactSolver();
|
||||
private Contact[] _contacts;
|
||||
private int _jointCapacity;
|
||||
private Joint[] _joints;
|
||||
public float JointUpdateTime;
|
||||
|
||||
private const float LinTolSqr = Settings.LinearSleepTolerance * Settings.LinearSleepTolerance;
|
||||
private const float AngTolSqr = Settings.AngularSleepTolerance * Settings.AngularSleepTolerance;
|
||||
|
||||
#if (!SILVERLIGHT)
|
||||
private Stopwatch _watch = new Stopwatch();
|
||||
#endif
|
||||
|
||||
public void Reset(int bodyCapacity, int contactCapacity, int jointCapacity, ContactManager contactManager)
|
||||
{
|
||||
_bodyCapacity = bodyCapacity;
|
||||
_contactCapacity = contactCapacity;
|
||||
_jointCapacity = jointCapacity;
|
||||
|
||||
BodyCount = 0;
|
||||
ContactCount = 0;
|
||||
JointCount = 0;
|
||||
|
||||
_contactManager = contactManager;
|
||||
|
||||
if (Bodies == null || Bodies.Length < bodyCapacity)
|
||||
{
|
||||
Bodies = new Body[bodyCapacity];
|
||||
}
|
||||
|
||||
if (_contacts == null || _contacts.Length < contactCapacity)
|
||||
{
|
||||
_contacts = new Contact[contactCapacity * 2];
|
||||
}
|
||||
|
||||
if (_joints == null || _joints.Length < jointCapacity)
|
||||
{
|
||||
_joints = new Joint[jointCapacity * 2];
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
BodyCount = 0;
|
||||
ContactCount = 0;
|
||||
JointCount = 0;
|
||||
}
|
||||
|
||||
private float _tmpTime;
|
||||
|
||||
public void Solve(ref TimeStep step, ref Vector2 gravity)
|
||||
{
|
||||
// Integrate velocities and apply damping.
|
||||
for (int i = 0; i < BodyCount; ++i)
|
||||
{
|
||||
Body b = Bodies[i];
|
||||
|
||||
if (b.BodyType != BodyType.Dynamic)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Integrate velocities.
|
||||
// FPE 3 only - Only apply gravity if the body wants it.
|
||||
if (b.IgnoreGravity)
|
||||
{
|
||||
b.LinearVelocityInternal.X += step.dt * (b.InvMass * b.Force.X);
|
||||
b.LinearVelocityInternal.Y += step.dt * (b.InvMass * b.Force.Y);
|
||||
b.AngularVelocityInternal += step.dt * b.InvI * b.Torque;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.LinearVelocityInternal.X += step.dt * (gravity.X + b.InvMass * b.Force.X);
|
||||
b.LinearVelocityInternal.Y += step.dt * (gravity.Y + b.InvMass * b.Force.Y);
|
||||
b.AngularVelocityInternal += step.dt * b.InvI * b.Torque;
|
||||
}
|
||||
|
||||
// Apply damping.
|
||||
// ODE: dv/dt + c * v = 0
|
||||
// Solution: v(t) = v0 * exp(-c * t)
|
||||
// Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
|
||||
// v2 = exp(-c * dt) * v1
|
||||
// Taylor expansion:
|
||||
// v2 = (1.0f - c * dt) * v1
|
||||
b.LinearVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.LinearDamping, 0.0f, 1.0f);
|
||||
b.AngularVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.AngularDamping, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
// Partition contacts so that contacts with static bodies are solved last.
|
||||
int i1 = -1;
|
||||
for (int i2 = 0; i2 < ContactCount; ++i2)
|
||||
{
|
||||
Fixture fixtureA = _contacts[i2].FixtureA;
|
||||
Fixture fixtureB = _contacts[i2].FixtureB;
|
||||
Body bodyA = fixtureA.Body;
|
||||
Body bodyB = fixtureB.Body;
|
||||
bool nonStatic = bodyA.BodyType != BodyType.Static && bodyB.BodyType != BodyType.Static;
|
||||
if (nonStatic)
|
||||
{
|
||||
++i1;
|
||||
|
||||
//TODO: Only swap if they are not the same? see http://code.google.com/p/box2d/issues/detail?id=162
|
||||
Contact tmp = _contacts[i1];
|
||||
_contacts[i1] = _contacts[i2];
|
||||
_contacts[i2] = tmp;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize velocity constraints.
|
||||
_contactSolver.Reset(_contacts, ContactCount, step.dtRatio, Settings.EnableWarmstarting);
|
||||
_contactSolver.InitializeVelocityConstraints();
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
_contactSolver.WarmStart();
|
||||
}
|
||||
|
||||
#if (!SILVERLIGHT)
|
||||
if (Settings.EnableDiagnostics)
|
||||
{
|
||||
_watch.Start();
|
||||
_tmpTime = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < JointCount; ++i)
|
||||
{
|
||||
if (_joints[i].Enabled)
|
||||
_joints[i].InitVelocityConstraints(ref step);
|
||||
}
|
||||
|
||||
#if (!SILVERLIGHT)
|
||||
if (Settings.EnableDiagnostics)
|
||||
{
|
||||
_tmpTime += _watch.ElapsedTicks;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Solve velocity constraints.
|
||||
for (int i = 0; i < Settings.VelocityIterations; ++i)
|
||||
{
|
||||
#if (!SILVERLIGHT)
|
||||
if (Settings.EnableDiagnostics)
|
||||
_watch.Start();
|
||||
#endif
|
||||
for (int j = 0; j < JointCount; ++j)
|
||||
{
|
||||
Joint joint = _joints[j];
|
||||
|
||||
if (!joint.Enabled)
|
||||
continue;
|
||||
|
||||
joint.SolveVelocityConstraints(ref step);
|
||||
joint.Validate(step.inv_dt);
|
||||
}
|
||||
|
||||
#if (!SILVERLIGHT)
|
||||
if (Settings.EnableDiagnostics)
|
||||
{
|
||||
_watch.Stop();
|
||||
_tmpTime += _watch.ElapsedTicks;
|
||||
_watch.Reset();
|
||||
}
|
||||
#endif
|
||||
|
||||
_contactSolver.SolveVelocityConstraints();
|
||||
}
|
||||
|
||||
// Post-solve (store impulses for warm starting).
|
||||
_contactSolver.StoreImpulses();
|
||||
|
||||
// Integrate positions.
|
||||
for (int i = 0; i < BodyCount; ++i)
|
||||
{
|
||||
Body b = Bodies[i];
|
||||
|
||||
if (b.BodyType == BodyType.Static)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check for large velocities.
|
||||
float translationX = step.dt * b.LinearVelocityInternal.X;
|
||||
float translationY = step.dt * b.LinearVelocityInternal.Y;
|
||||
float result = translationX * translationX + translationY * translationY;
|
||||
|
||||
if (result > Settings.MaxTranslationSquared)
|
||||
{
|
||||
float sq = (float)Math.Sqrt(result);
|
||||
|
||||
float ratio = Settings.MaxTranslation / sq;
|
||||
b.LinearVelocityInternal.X *= ratio;
|
||||
b.LinearVelocityInternal.Y *= ratio;
|
||||
}
|
||||
|
||||
float rotation = step.dt * b.AngularVelocityInternal;
|
||||
if (rotation * rotation > Settings.MaxRotationSquared)
|
||||
{
|
||||
float ratio = Settings.MaxRotation / Math.Abs(rotation);
|
||||
b.AngularVelocityInternal *= ratio;
|
||||
}
|
||||
|
||||
// Store positions for continuous collision.
|
||||
b.Sweep.C0.X = b.Sweep.C.X;
|
||||
b.Sweep.C0.Y = b.Sweep.C.Y;
|
||||
b.Sweep.A0 = b.Sweep.A;
|
||||
|
||||
// Integrate
|
||||
b.Sweep.C.X += step.dt * b.LinearVelocityInternal.X;
|
||||
b.Sweep.C.Y += step.dt * b.LinearVelocityInternal.Y;
|
||||
b.Sweep.A += step.dt * b.AngularVelocityInternal;
|
||||
|
||||
// Compute new transform
|
||||
b.SynchronizeTransform();
|
||||
|
||||
// Note: shapes are synchronized later.
|
||||
}
|
||||
|
||||
// Iterate over constraints.
|
||||
for (int i = 0; i < Settings.PositionIterations; ++i)
|
||||
{
|
||||
bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte);
|
||||
bool jointsOkay = true;
|
||||
|
||||
#if (!SILVERLIGHT)
|
||||
if (Settings.EnableDiagnostics)
|
||||
_watch.Start();
|
||||
#endif
|
||||
for (int j = 0; j < JointCount; ++j)
|
||||
{
|
||||
Joint joint = _joints[j];
|
||||
if (!joint.Enabled)
|
||||
continue;
|
||||
|
||||
bool jointOkay = joint.SolvePositionConstraints();
|
||||
jointsOkay = jointsOkay && jointOkay;
|
||||
}
|
||||
|
||||
#if (!SILVERLIGHT)
|
||||
if (Settings.EnableDiagnostics)
|
||||
{
|
||||
_watch.Stop();
|
||||
_tmpTime += _watch.ElapsedTicks;
|
||||
_watch.Reset();
|
||||
}
|
||||
#endif
|
||||
if (contactsOkay && jointsOkay)
|
||||
{
|
||||
// Exit early if the position errors are small.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#if (!SILVERLIGHT)
|
||||
if (Settings.EnableDiagnostics)
|
||||
{
|
||||
JointUpdateTime = _tmpTime;
|
||||
}
|
||||
#endif
|
||||
|
||||
Report(_contactSolver.Constraints);
|
||||
|
||||
if (Settings.AllowSleep)
|
||||
{
|
||||
float minSleepTime = Settings.MaxFloat;
|
||||
|
||||
for (int i = 0; i < BodyCount; ++i)
|
||||
{
|
||||
Body b = Bodies[i];
|
||||
if (b.BodyType == BodyType.Static)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((b.Flags & BodyFlags.AutoSleep) == 0)
|
||||
{
|
||||
b.SleepTime = 0.0f;
|
||||
minSleepTime = 0.0f;
|
||||
}
|
||||
|
||||
if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
|
||||
b.AngularVelocityInternal * b.AngularVelocityInternal > AngTolSqr ||
|
||||
Vector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > LinTolSqr)
|
||||
{
|
||||
b.SleepTime = 0.0f;
|
||||
minSleepTime = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.SleepTime += step.dt;
|
||||
minSleepTime = Math.Min(minSleepTime, b.SleepTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (minSleepTime >= Settings.TimeToSleep)
|
||||
{
|
||||
for (int i = 0; i < BodyCount; ++i)
|
||||
{
|
||||
Body b = Bodies[i];
|
||||
b.Awake = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void SolveTOI(ref TimeStep subStep)
|
||||
{
|
||||
_contactSolver.Reset(_contacts, ContactCount, subStep.dtRatio, false);
|
||||
|
||||
// Solve position constraints.
|
||||
const float kTOIBaumgarte = 0.75f;
|
||||
for (int i = 0; i < Settings.TOIPositionIterations; ++i)
|
||||
{
|
||||
bool contactsOkay = _contactSolver.SolvePositionConstraints(kTOIBaumgarte);
|
||||
if (contactsOkay)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (i == Settings.TOIPositionIterations - 1)
|
||||
{
|
||||
i += 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Leap of faith to new safe state.
|
||||
for (int i = 0; i < BodyCount; ++i)
|
||||
{
|
||||
Body body = Bodies[i];
|
||||
body.Sweep.A0 = body.Sweep.A;
|
||||
body.Sweep.C0 = body.Sweep.C;
|
||||
}
|
||||
|
||||
// No warm starting is needed for TOI events because warm
|
||||
// starting impulses were applied in the discrete solver.
|
||||
_contactSolver.InitializeVelocityConstraints();
|
||||
|
||||
// Solve velocity constraints.
|
||||
for (int i = 0; i < Settings.TOIVelocityIterations; ++i)
|
||||
{
|
||||
_contactSolver.SolveVelocityConstraints();
|
||||
}
|
||||
|
||||
// Don't store the TOI contact forces for warm starting
|
||||
// because they can be quite large.
|
||||
|
||||
// Integrate positions.
|
||||
for (int i = 0; i < BodyCount; ++i)
|
||||
{
|
||||
Body b = Bodies[i];
|
||||
|
||||
if (b.BodyType == BodyType.Static)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check for large velocities.
|
||||
float translationx = subStep.dt * b.LinearVelocityInternal.X;
|
||||
float translationy = subStep.dt * b.LinearVelocityInternal.Y;
|
||||
float dot = translationx * translationx + translationy * translationy;
|
||||
if (dot > Settings.MaxTranslationSquared)
|
||||
{
|
||||
float norm = 1f / (float)Math.Sqrt(dot);
|
||||
float value = Settings.MaxTranslation * subStep.inv_dt;
|
||||
b.LinearVelocityInternal.X = value * (translationx * norm);
|
||||
b.LinearVelocityInternal.Y = value * (translationy * norm);
|
||||
}
|
||||
|
||||
float rotation = subStep.dt * b.AngularVelocity;
|
||||
if (rotation * rotation > Settings.MaxRotationSquared)
|
||||
{
|
||||
if (rotation < 0.0)
|
||||
{
|
||||
b.AngularVelocityInternal = -subStep.inv_dt * Settings.MaxRotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.AngularVelocityInternal = subStep.inv_dt * Settings.MaxRotation;
|
||||
}
|
||||
}
|
||||
|
||||
// Integrate
|
||||
b.Sweep.C.X += subStep.dt * b.LinearVelocityInternal.X;
|
||||
b.Sweep.C.Y += subStep.dt * b.LinearVelocityInternal.Y;
|
||||
b.Sweep.A += subStep.dt * b.AngularVelocityInternal;
|
||||
|
||||
// Compute new transform
|
||||
b.SynchronizeTransform();
|
||||
|
||||
// Note: shapes are synchronized later.
|
||||
}
|
||||
|
||||
Report(_contactSolver.Constraints);
|
||||
}
|
||||
|
||||
public void Add(Body body)
|
||||
{
|
||||
Debug.Assert(BodyCount < _bodyCapacity);
|
||||
Bodies[BodyCount++] = body;
|
||||
}
|
||||
|
||||
public void Add(Contact contact)
|
||||
{
|
||||
Debug.Assert(ContactCount < _contactCapacity);
|
||||
_contacts[ContactCount++] = contact;
|
||||
}
|
||||
|
||||
public void Add(Joint joint)
|
||||
{
|
||||
Debug.Assert(JointCount < _jointCapacity);
|
||||
_joints[JointCount++] = joint;
|
||||
}
|
||||
|
||||
private void Report(ContactConstraint[] constraints)
|
||||
{
|
||||
if (_contactManager == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < ContactCount; ++i)
|
||||
{
|
||||
Contact c = _contacts[i];
|
||||
|
||||
if (c.FixtureA.AfterCollision != null)
|
||||
c.FixtureA.AfterCollision(c.FixtureA, c.FixtureB, c);
|
||||
|
||||
if (c.FixtureB.AfterCollision != null)
|
||||
c.FixtureB.AfterCollision(c.FixtureB, c.FixtureA, c);
|
||||
|
||||
if (_contactManager.PostSolve != null)
|
||||
{
|
||||
ContactConstraint cc = constraints[i];
|
||||
|
||||
_contactManager.PostSolve(c, cc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
93
axios/Dynamics/Joints/AngleJoint.cs
Normal file
93
axios/Dynamics/Joints/AngleJoint.cs
Normal file
@@ -0,0 +1,93 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Joints
|
||||
{
|
||||
/// <summary>
|
||||
/// Maintains a fixed angle between two bodies
|
||||
/// </summary>
|
||||
public class AngleJoint : Joint
|
||||
{
|
||||
public float BiasFactor;
|
||||
public float MaxImpulse;
|
||||
public float Softness;
|
||||
private float _bias;
|
||||
private float _jointError;
|
||||
private float _massFactor;
|
||||
private float _targetAngle;
|
||||
|
||||
internal AngleJoint()
|
||||
{
|
||||
JointType = JointType.Angle;
|
||||
}
|
||||
|
||||
public AngleJoint(Body bodyA, Body bodyB)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Angle;
|
||||
TargetAngle = 0;
|
||||
BiasFactor = .2f;
|
||||
Softness = 0f;
|
||||
MaxImpulse = float.MaxValue;
|
||||
}
|
||||
|
||||
public float TargetAngle
|
||||
{
|
||||
get { return _targetAngle; }
|
||||
set
|
||||
{
|
||||
if (value != _targetAngle)
|
||||
{
|
||||
_targetAngle = value;
|
||||
WakeBodies();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.Position; }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.Position; }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
//TODO
|
||||
//return _inv_dt * _impulse;
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
_jointError = (BodyB.Sweep.A - BodyA.Sweep.A - TargetAngle);
|
||||
|
||||
_bias = -BiasFactor * step.inv_dt * _jointError;
|
||||
|
||||
_massFactor = (1 - Softness) / (BodyA.InvI + BodyB.InvI);
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
float p = (_bias - BodyB.AngularVelocity + BodyA.AngularVelocity) * _massFactor;
|
||||
BodyA.AngularVelocity -= BodyA.InvI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
|
||||
BodyB.AngularVelocity += BodyB.InvI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
//no position solving for this joint
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
286
axios/Dynamics/Joints/DistanceJoint.cs
Normal file
286
axios/Dynamics/Joints/DistanceJoint.cs
Normal file
@@ -0,0 +1,286 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
// 1-D rained system
|
||||
// m (v2 - v1) = lambda
|
||||
// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
|
||||
// x2 = x1 + h * v2
|
||||
|
||||
// 1-D mass-damper-spring system
|
||||
// m (v2 - v1) + h * d * v2 + h * k *
|
||||
|
||||
// C = norm(p2 - p1) - L
|
||||
// u = (p2 - p1) / norm(p2 - p1)
|
||||
// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
|
||||
// J = [-u -cross(r1, u) u cross(r2, u)]
|
||||
// K = J * invM * JT
|
||||
// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
|
||||
|
||||
/// <summary>
|
||||
/// A distance joint rains two points on two bodies
|
||||
/// to remain at a fixed distance from each other. You can view
|
||||
/// this as a massless, rigid rod.
|
||||
/// </summary>
|
||||
public class DistanceJoint : Joint
|
||||
{
|
||||
/// <summary>
|
||||
/// The local anchor point relative to bodyA's origin.
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA;
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point relative to bodyB's origin.
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB;
|
||||
|
||||
private float _bias;
|
||||
private float _gamma;
|
||||
private float _impulse;
|
||||
private float _mass;
|
||||
private float _tmpFloat1;
|
||||
private Vector2 _tmpVector1;
|
||||
private Vector2 _u;
|
||||
|
||||
internal DistanceJoint()
|
||||
{
|
||||
JointType = JointType.Distance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This requires defining an
|
||||
/// anchor point on both bodies and the non-zero length of the
|
||||
/// distance joint. If you don't supply a length, the local anchor points
|
||||
/// is used so that the initial configuration can violate the constraint
|
||||
/// slightly. This helps when saving and loading a game.
|
||||
/// @warning Do not use a zero or short length.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body</param>
|
||||
/// <param name="bodyB">The second body</param>
|
||||
/// <param name="localAnchorA">The first body anchor</param>
|
||||
/// <param name="localAnchorB">The second body anchor</param>
|
||||
public DistanceJoint(Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Distance;
|
||||
|
||||
LocalAnchorA = localAnchorA;
|
||||
LocalAnchorB = localAnchorB;
|
||||
|
||||
Vector2 d = WorldAnchorB - WorldAnchorA;
|
||||
Length = d.Length();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The natural length between the anchor points.
|
||||
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
|
||||
/// </summary>
|
||||
public float Length { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The mass-spring-damper frequency in Hertz.
|
||||
/// </summary>
|
||||
public float Frequency { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The damping ratio. 0 = no damping, 1 = critical damping.
|
||||
/// </summary>
|
||||
public float DampingRatio { get; set; }
|
||||
|
||||
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 inv_dt)
|
||||
{
|
||||
Vector2 F = (inv_dt * _impulse) * _u;
|
||||
return F;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
Vector2 r1 = MathUtils.Multiply(ref b1.Xf.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref b2.Xf.R, LocalAnchorB - b2.LocalCenter);
|
||||
_u = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
|
||||
// Handle singularity.
|
||||
float length = _u.Length();
|
||||
if (length > Settings.LinearSlop)
|
||||
{
|
||||
_u *= 1.0f / length;
|
||||
}
|
||||
else
|
||||
{
|
||||
_u = Vector2.Zero;
|
||||
}
|
||||
|
||||
float cr1u, cr2u;
|
||||
MathUtils.Cross(ref r1, ref _u, out cr1u);
|
||||
MathUtils.Cross(ref r2, ref _u, out cr2u);
|
||||
float invMass = b1.InvMass + b1.InvI * cr1u * cr1u + b2.InvMass + b2.InvI * cr2u * cr2u;
|
||||
Debug.Assert(invMass > Settings.Epsilon);
|
||||
_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
|
||||
if (Frequency > 0.0f)
|
||||
{
|
||||
float C = length - Length;
|
||||
|
||||
// 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 = step.dt * (d + step.dt * k);
|
||||
_gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f;
|
||||
_bias = C * step.dt * k * _gamma;
|
||||
|
||||
_mass = invMass + _gamma;
|
||||
_mass = _mass != 0.0f ? 1.0f / _mass : 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale the impulse to support a variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse * _u;
|
||||
b1.LinearVelocityInternal -= b1.InvMass * P;
|
||||
MathUtils.Cross(ref r1, ref P, out _tmpFloat1);
|
||||
b1.AngularVelocityInternal -= b1.InvI * /* r1 x P */ _tmpFloat1;
|
||||
b2.LinearVelocityInternal += b2.InvMass * P;
|
||||
MathUtils.Cross(ref r2, ref P, out _tmpFloat1);
|
||||
b2.AngularVelocityInternal += b2.InvI * /* r2 x P */ _tmpFloat1;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
MathUtils.Cross(b1.AngularVelocityInternal, ref r1, out _tmpVector1);
|
||||
Vector2 v1 = b1.LinearVelocityInternal + _tmpVector1;
|
||||
MathUtils.Cross(b2.AngularVelocityInternal, ref r2, out _tmpVector1);
|
||||
Vector2 v2 = b2.LinearVelocityInternal + _tmpVector1;
|
||||
float Cdot = Vector2.Dot(_u, v2 - v1);
|
||||
|
||||
float impulse = -_mass * (Cdot + _bias + _gamma * _impulse);
|
||||
_impulse += impulse;
|
||||
|
||||
Vector2 P = impulse * _u;
|
||||
b1.LinearVelocityInternal -= b1.InvMass * P;
|
||||
MathUtils.Cross(ref r1, ref P, out _tmpFloat1);
|
||||
b1.AngularVelocityInternal -= b1.InvI * _tmpFloat1;
|
||||
b2.LinearVelocityInternal += b2.InvMass * P;
|
||||
MathUtils.Cross(ref r2, ref P, out _tmpFloat1);
|
||||
b2.AngularVelocityInternal += b2.InvI * _tmpFloat1;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
if (Frequency > 0.0f)
|
||||
{
|
||||
// There is no position correction for soft distance constraints.
|
||||
return true;
|
||||
}
|
||||
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
Vector2 d = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
|
||||
float length = d.Length();
|
||||
|
||||
if (length == 0.0f)
|
||||
return true;
|
||||
|
||||
d /= length;
|
||||
float C = length - Length;
|
||||
C = MathUtils.Clamp(C, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
|
||||
|
||||
float impulse = -_mass * C;
|
||||
_u = d;
|
||||
Vector2 P = impulse * _u;
|
||||
|
||||
b1.Sweep.C -= b1.InvMass * P;
|
||||
MathUtils.Cross(ref r1, ref P, out _tmpFloat1);
|
||||
b1.Sweep.A -= b1.InvI * _tmpFloat1;
|
||||
b2.Sweep.C += b2.InvMass * P;
|
||||
MathUtils.Cross(ref r2, ref P, out _tmpFloat1);
|
||||
b2.Sweep.A += b2.InvI * _tmpFloat1;
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
b2.SynchronizeTransform();
|
||||
|
||||
return Math.Abs(C) < Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
84
axios/Dynamics/Joints/FixedAngleJoint.cs
Normal file
84
axios/Dynamics/Joints/FixedAngleJoint.cs
Normal file
@@ -0,0 +1,84 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Joints
|
||||
{
|
||||
public class FixedAngleJoint : Joint
|
||||
{
|
||||
public float BiasFactor;
|
||||
public float MaxImpulse;
|
||||
public float Softness;
|
||||
private float _bias;
|
||||
private float _jointError;
|
||||
private float _massFactor;
|
||||
private float _targetAngle;
|
||||
|
||||
public FixedAngleJoint(Body bodyA)
|
||||
: base(bodyA)
|
||||
{
|
||||
JointType = JointType.FixedAngle;
|
||||
TargetAngle = 0;
|
||||
BiasFactor = .2f;
|
||||
Softness = 0f;
|
||||
MaxImpulse = float.MaxValue;
|
||||
}
|
||||
|
||||
public float TargetAngle
|
||||
{
|
||||
get { return _targetAngle; }
|
||||
set
|
||||
{
|
||||
if (value != _targetAngle)
|
||||
{
|
||||
_targetAngle = value;
|
||||
WakeBodies();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.Position; }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyA.Position; }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
//TODO
|
||||
//return _inv_dt * _impulse;
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
_jointError = BodyA.Sweep.A - TargetAngle;
|
||||
|
||||
_bias = -BiasFactor * step.inv_dt * _jointError;
|
||||
|
||||
_massFactor = (1 - Softness) / (BodyA.InvI);
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
float p = (_bias - BodyA.AngularVelocity) * _massFactor;
|
||||
BodyA.AngularVelocity += BodyA.InvI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
//no position solving for this joint
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
255
axios/Dynamics/Joints/FixedDistanceJoint.cs
Normal file
255
axios/Dynamics/Joints/FixedDistanceJoint.cs
Normal file
@@ -0,0 +1,255 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
// 1-D rained system
|
||||
// m (v2 - v1) = lambda
|
||||
// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
|
||||
// x2 = x1 + h * v2
|
||||
|
||||
// 1-D mass-damper-spring system
|
||||
// m (v2 - v1) + h * d * v2 + h * k *
|
||||
|
||||
// C = norm(p2 - p1) - L
|
||||
// u = (p2 - p1) / norm(p2 - p1)
|
||||
// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
|
||||
// J = [-u -cross(r1, u) u cross(r2, u)]
|
||||
// K = J * invM * JT
|
||||
// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
|
||||
|
||||
/// <summary>
|
||||
/// A distance joint rains two points on two bodies
|
||||
/// to remain at a fixed distance from each other. You can view
|
||||
/// this as a massless, rigid rod.
|
||||
/// </summary>
|
||||
public class FixedDistanceJoint : Joint
|
||||
{
|
||||
/// <summary>
|
||||
/// The local anchor point relative to bodyA's origin.
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA;
|
||||
|
||||
private float _bias;
|
||||
private float _gamma;
|
||||
private float _impulse;
|
||||
private float _mass;
|
||||
private Vector2 _u;
|
||||
private Vector2 _worldAnchorB;
|
||||
|
||||
/// <summary>
|
||||
/// This requires defining an
|
||||
/// anchor point on both bodies and the non-zero length of the
|
||||
/// distance joint. If you don't supply a length, the local anchor points
|
||||
/// is used so that the initial configuration can violate the constraint
|
||||
/// slightly. This helps when saving and loading a game.
|
||||
/// @warning Do not use a zero or short length.
|
||||
/// </summary>
|
||||
/// <param name="body">The body.</param>
|
||||
/// <param name="bodyAnchor">The body anchor.</param>
|
||||
/// <param name="worldAnchor">The world anchor.</param>
|
||||
public FixedDistanceJoint(Body body, Vector2 bodyAnchor, Vector2 worldAnchor)
|
||||
: base(body)
|
||||
{
|
||||
JointType = JointType.FixedDistance;
|
||||
|
||||
LocalAnchorA = bodyAnchor;
|
||||
_worldAnchorB = worldAnchor;
|
||||
|
||||
//Calculate the length
|
||||
Vector2 d = WorldAnchorB - WorldAnchorA;
|
||||
Length = d.Length();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The natural length between the anchor points.
|
||||
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
|
||||
/// </summary>
|
||||
public float Length { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The mass-spring-damper frequency in Hertz.
|
||||
/// </summary>
|
||||
public float Frequency { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The damping ratio. 0 = no damping, 1 = critical damping.
|
||||
/// </summary>
|
||||
public float DampingRatio { get; set; }
|
||||
|
||||
public override sealed Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
}
|
||||
|
||||
public override sealed Vector2 WorldAnchorB
|
||||
{
|
||||
get { return _worldAnchorB; }
|
||||
set { _worldAnchorB = value; }
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
return (invDt * _impulse) * _u;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
|
||||
Transform xf1;
|
||||
b1.GetTransform(out xf1);
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = _worldAnchorB;
|
||||
_u = r2 - b1.Sweep.C - r1;
|
||||
|
||||
// Handle singularity.
|
||||
float length = _u.Length();
|
||||
if (length > Settings.LinearSlop)
|
||||
{
|
||||
_u *= 1.0f / length;
|
||||
}
|
||||
else
|
||||
{
|
||||
_u = Vector2.Zero;
|
||||
}
|
||||
|
||||
float cr1u = MathUtils.Cross(r1, _u);
|
||||
float cr2u = MathUtils.Cross(r2, _u);
|
||||
float invMass = b1.InvMass + b1.InvI * cr1u * cr1u + 0 * cr2u * cr2u;
|
||||
Debug.Assert(invMass > Settings.Epsilon);
|
||||
_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
|
||||
if (Frequency > 0.0f)
|
||||
{
|
||||
float C = length - Length;
|
||||
|
||||
// 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 = step.dt * (d + step.dt * k);
|
||||
_gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f;
|
||||
_bias = C * step.dt * k * _gamma;
|
||||
|
||||
_mass = invMass + _gamma;
|
||||
_mass = _mass != 0.0f ? 1.0f / _mass : 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale the impulse to support a variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse * _u;
|
||||
b1.LinearVelocityInternal -= b1.InvMass * P;
|
||||
b1.AngularVelocityInternal -= b1.InvI * MathUtils.Cross(r1, P);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
|
||||
Transform xf1;
|
||||
b1.GetTransform(out xf1);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
Vector2 v1 = b1.LinearVelocityInternal + MathUtils.Cross(b1.AngularVelocityInternal, r1);
|
||||
Vector2 v2 = Vector2.Zero;
|
||||
float Cdot = Vector2.Dot(_u, v2 - v1);
|
||||
|
||||
float impulse = -_mass * (Cdot + _bias + _gamma * _impulse);
|
||||
_impulse += impulse;
|
||||
|
||||
Vector2 P = impulse * _u;
|
||||
b1.LinearVelocityInternal -= b1.InvMass * P;
|
||||
b1.AngularVelocityInternal -= b1.InvI * MathUtils.Cross(r1, P);
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
if (Frequency > 0.0f)
|
||||
{
|
||||
// There is no position correction for soft distance constraints.
|
||||
return true;
|
||||
}
|
||||
|
||||
Body b1 = BodyA;
|
||||
|
||||
Transform xf1;
|
||||
b1.GetTransform(out xf1);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = _worldAnchorB;
|
||||
|
||||
Vector2 d = r2 - b1.Sweep.C - r1;
|
||||
|
||||
float length = d.Length();
|
||||
|
||||
if (length == 0.0f)
|
||||
return true;
|
||||
|
||||
d /= length;
|
||||
float C = length - Length;
|
||||
C = MathUtils.Clamp(C, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
|
||||
|
||||
float impulse = -_mass * C;
|
||||
_u = d;
|
||||
Vector2 P = impulse * _u;
|
||||
|
||||
b1.Sweep.C -= b1.InvMass * P;
|
||||
b1.Sweep.A -= b1.InvI * MathUtils.Cross(r1, P);
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
|
||||
return Math.Abs(C) < Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
227
axios/Dynamics/Joints/FixedFrictionJoint.cs
Normal file
227
axios/Dynamics/Joints/FixedFrictionJoint.cs
Normal file
@@ -0,0 +1,227 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
// 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 FixedFrictionJoint : Joint
|
||||
{
|
||||
public Vector2 LocalAnchorA;
|
||||
|
||||
/// <summary>
|
||||
/// The maximum friction force in N.
|
||||
/// </summary>
|
||||
public float MaxForce;
|
||||
|
||||
/// <summary>
|
||||
/// The maximum friction torque in N-m.
|
||||
/// </summary>
|
||||
public float MaxTorque;
|
||||
|
||||
private float _angularImpulse;
|
||||
private float _angularMass;
|
||||
private Vector2 _linearImpulse;
|
||||
private Mat22 _linearMass;
|
||||
|
||||
public FixedFrictionJoint(Body body, Vector2 localAnchorA)
|
||||
: base(body)
|
||||
{
|
||||
JointType = JointType.FixedFriction;
|
||||
LocalAnchorA = localAnchorA;
|
||||
|
||||
//Setting default max force and max torque
|
||||
const float gravity = 10.0f;
|
||||
|
||||
// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
|
||||
float radius = (float)Math.Sqrt(2.0 * (body.Inertia / body.Mass));
|
||||
|
||||
MaxForce = body.Mass * gravity;
|
||||
MaxTorque = body.Mass * radius * gravity;
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return Vector2.Zero; }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float invDT)
|
||||
{
|
||||
return invDT * _linearImpulse;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDT)
|
||||
{
|
||||
return invDT * _angularImpulse;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body bA = BodyA;
|
||||
|
||||
Transform xfA;
|
||||
bA.GetTransform(out xfA);
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.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;
|
||||
float iA = bA.InvI;
|
||||
|
||||
Mat22 K1 = new Mat22();
|
||||
K1.Col1.X = mA;
|
||||
K1.Col2.X = 0.0f;
|
||||
K1.Col1.Y = 0.0f;
|
||||
K1.Col2.Y = mA;
|
||||
|
||||
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 K12;
|
||||
Mat22.Add(ref K1, ref K2, out K12);
|
||||
|
||||
_linearMass = K12.Inverse;
|
||||
|
||||
_angularMass = iA;
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
_linearImpulse = Vector2.Zero;
|
||||
_angularImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body bA = BodyA;
|
||||
|
||||
Vector2 vA = bA.LinearVelocityInternal;
|
||||
float wA = bA.AngularVelocityInternal;
|
||||
|
||||
float mA = bA.InvMass;
|
||||
float iA = bA.InvI;
|
||||
|
||||
Transform xfA;
|
||||
bA.GetTransform(out xfA);
|
||||
|
||||
Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);
|
||||
|
||||
// Solve angular friction
|
||||
{
|
||||
float Cdot = -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;
|
||||
}
|
||||
|
||||
// Solve linear friction
|
||||
{
|
||||
Vector2 Cdot = -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);
|
||||
}
|
||||
|
||||
bA.LinearVelocityInternal = vA;
|
||||
bA.AngularVelocityInternal = wA;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
413
axios/Dynamics/Joints/FixedLineJoint.cs
Normal file
413
axios/Dynamics/Joints/FixedLineJoint.cs
Normal file
@@ -0,0 +1,413 @@
|
||||
/*
|
||||
* 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 FixedLineJoint : 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 FixedLineJoint() { JointType = JointType.FixedLine; }
|
||||
|
||||
public FixedLineJoint(Body body, Vector2 worldAnchor, Vector2 axis)
|
||||
: base(body)
|
||||
{
|
||||
JointType = JointType.FixedLine;
|
||||
|
||||
BodyB = BodyA;
|
||||
|
||||
LocalAnchorA = worldAnchor;
|
||||
LocalAnchorB = BodyB.GetLocalPoint(worldAnchor);
|
||||
LocalXAxis = axis;
|
||||
}
|
||||
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return LocalAnchorA; }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyA.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 bB = BodyB;
|
||||
|
||||
LocalCenterA = Vector2.Zero;
|
||||
LocalCenterB = bB.LocalCenter;
|
||||
|
||||
Transform xfB;
|
||||
bB.GetTransform(out xfB);
|
||||
|
||||
// Compute the effective masses.
|
||||
Vector2 rA = LocalAnchorA;
|
||||
Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - LocalCenterB);
|
||||
Vector2 d = bB.Sweep.C + rB - rA;
|
||||
|
||||
InvMassA = 0.0f;
|
||||
InvIA = 0.0f;
|
||||
InvMassB = bB.InvMass;
|
||||
InvIB = bB.InvI;
|
||||
|
||||
// Point to line constraint
|
||||
{
|
||||
_ay = _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 = 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 LB = _impulse * _sBy + _springImpulse * _sBx + _motorImpulse;
|
||||
|
||||
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 bB = BodyB;
|
||||
|
||||
Vector2 vA = Vector2.Zero;
|
||||
float wA = 0.0f;
|
||||
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 LB = impulse * _sBy;
|
||||
|
||||
vB += InvMassB * P;
|
||||
wB += InvIB * LB;
|
||||
}
|
||||
|
||||
bB.LinearVelocityInternal = vB;
|
||||
bB.AngularVelocityInternal = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
Body bB = BodyB;
|
||||
|
||||
Vector2 xA = Vector2.Zero;
|
||||
const float angleA = 0.0f;
|
||||
|
||||
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 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 LB = impulse * sBy;
|
||||
|
||||
xB += InvMassB * P;
|
||||
angleB += InvIB * LB;
|
||||
|
||||
// TODO_ERIN remove need for this.
|
||||
bB.Sweep.C = xB;
|
||||
bB.Sweep.A = angleB;
|
||||
bB.SynchronizeTransform();
|
||||
|
||||
return Math.Abs(C) <= Settings.LinearSlop;
|
||||
}
|
||||
|
||||
public float GetMotorTorque(float invDt)
|
||||
{
|
||||
return invDt * _motorImpulse;
|
||||
}
|
||||
}
|
||||
}
|
209
axios/Dynamics/Joints/FixedMouseJoint.cs
Normal file
209
axios/Dynamics/Joints/FixedMouseJoint.cs
Normal file
@@ -0,0 +1,209 @@
|
||||
/*
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
}
|
636
axios/Dynamics/Joints/FixedPrismaticJoint.cs
Normal file
636
axios/Dynamics/Joints/FixedPrismaticJoint.cs
Normal file
@@ -0,0 +1,636 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
// Linear constraint (point-to-line)
|
||||
// d = p2 - p1 = x2 + r2 - x1 - r1
|
||||
// C = dot(perp, d)
|
||||
// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
|
||||
// = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
|
||||
// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
|
||||
//
|
||||
// Angular constraint
|
||||
// C = a2 - a1 + a_initial
|
||||
// Cdot = w2 - w1
|
||||
// J = [0 0 -1 0 0 1]
|
||||
//
|
||||
// K = J * invM * JT
|
||||
//
|
||||
// J = [-a -s1 a s2]
|
||||
// [0 -1 0 1]
|
||||
// a = perp
|
||||
// s1 = cross(d + r1, a) = cross(p2 - x1, a)
|
||||
// s2 = cross(r2, a) = cross(p2 - x2, a)
|
||||
// Motor/Limit linear constraint
|
||||
// C = dot(ax1, d)
|
||||
// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
|
||||
// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
|
||||
// Block Solver
|
||||
// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
|
||||
// when the mass has poor distribution (leading to large torques about the joint anchor points).
|
||||
//
|
||||
// The Jacobian has 3 rows:
|
||||
// J = [-uT -s1 uT s2] // linear
|
||||
// [0 -1 0 1] // angular
|
||||
// [-vT -a1 vT a2] // limit
|
||||
//
|
||||
// u = perp
|
||||
// v = axis
|
||||
// s1 = cross(d + r1, u), s2 = cross(r2, u)
|
||||
// a1 = cross(d + r1, v), a2 = cross(r2, v)
|
||||
// M * (v2 - v1) = JT * df
|
||||
// J * v2 = bias
|
||||
//
|
||||
// v2 = v1 + invM * JT * df
|
||||
// J * (v1 + invM * JT * df) = bias
|
||||
// K * df = bias - J * v1 = -Cdot
|
||||
// K = J * invM * JT
|
||||
// Cdot = J * v1 - bias
|
||||
//
|
||||
// Now solve for f2.
|
||||
// df = f2 - f1
|
||||
// K * (f2 - f1) = -Cdot
|
||||
// f2 = invK * (-Cdot) + f1
|
||||
//
|
||||
// Clamp accumulated limit impulse.
|
||||
// lower: f2(3) = max(f2(3), 0)
|
||||
// upper: f2(3) = min(f2(3), 0)
|
||||
//
|
||||
// Solve for correct f2(1:2)
|
||||
// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
|
||||
// = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
|
||||
// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
|
||||
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
|
||||
//
|
||||
// Now compute impulse to be applied:
|
||||
// df = f2 - f1
|
||||
|
||||
/// <summary>
|
||||
/// A prismatic joint. This joint provides one degree of freedom: translation
|
||||
/// along an axis fixed in body1. Relative rotation is prevented. You can
|
||||
/// use a joint limit to restrict the range of motion and a joint motor to
|
||||
/// drive the motion or to model joint friction.
|
||||
/// </summary>
|
||||
public class FixedPrismaticJoint : Joint
|
||||
{
|
||||
private Mat33 _K;
|
||||
private float _a1, _a2;
|
||||
private Vector2 _axis;
|
||||
private bool _enableLimit;
|
||||
private bool _enableMotor;
|
||||
private Vector3 _impulse;
|
||||
private LimitState _limitState;
|
||||
private Vector2 _localXAxis1;
|
||||
private Vector2 _localYAxis1;
|
||||
private float _lowerTranslation;
|
||||
private float _maxMotorForce;
|
||||
private float _motorMass; // effective mass for motor/limit translational constraint.
|
||||
private float _motorSpeed;
|
||||
private Vector2 _perp;
|
||||
private float _refAngle;
|
||||
private float _s1, _s2;
|
||||
private float _upperTranslation;
|
||||
|
||||
/// <summary>
|
||||
/// This requires defining a line of
|
||||
/// motion using an axis and an anchor point. The definition uses local
|
||||
/// anchor points and a local axis so that the initial configuration
|
||||
/// can violate the constraint slightly. The joint translation is zero
|
||||
/// when the local anchor points coincide in world space. Using local
|
||||
/// anchors and a local axis helps when saving and loading a game.
|
||||
/// </summary>
|
||||
/// <param name="body">The body.</param>
|
||||
/// <param name="worldAnchor">The anchor.</param>
|
||||
/// <param name="axis">The axis.</param>
|
||||
public FixedPrismaticJoint(Body body, Vector2 worldAnchor, Vector2 axis)
|
||||
: base(body)
|
||||
{
|
||||
JointType = JointType.FixedPrismatic;
|
||||
|
||||
BodyB = BodyA;
|
||||
|
||||
LocalAnchorA = worldAnchor;
|
||||
LocalAnchorB = BodyB.GetLocalPoint(worldAnchor);
|
||||
|
||||
_localXAxis1 = axis;
|
||||
_localYAxis1 = MathUtils.Cross(1.0f, _localXAxis1);
|
||||
_refAngle = BodyB.Rotation;
|
||||
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return LocalAnchorA; }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorB); }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint translation, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointTranslation
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 d = BodyB.GetWorldPoint(LocalAnchorB) - LocalAnchorA;
|
||||
Vector2 axis = _localXAxis1;
|
||||
|
||||
return Vector2.Dot(d, axis);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint translation speed, usually in meters per second.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
Transform xf2;
|
||||
BodyB.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = LocalAnchorA;
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - BodyB.LocalCenter);
|
||||
Vector2 p1 = r1;
|
||||
Vector2 p2 = BodyB.Sweep.C + r2;
|
||||
Vector2 d = p2 - p1;
|
||||
Vector2 axis = _localXAxis1;
|
||||
|
||||
Vector2 v1 = Vector2.Zero;
|
||||
Vector2 v2 = BodyB.LinearVelocityInternal;
|
||||
const float w1 = 0.0f;
|
||||
float w2 = BodyB.AngularVelocityInternal;
|
||||
|
||||
float speed = Vector2.Dot(d, MathUtils.Cross(w1, axis)) +
|
||||
Vector2.Dot(axis, v2 + MathUtils.Cross(w2, r2) - v1 - MathUtils.Cross(w1, r1));
|
||||
return speed;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint limit enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [limit enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool LimitEnabled
|
||||
{
|
||||
get { return _enableLimit; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(BodyA.FixedRotation == false, "Warning: limits does currently not work with fixed rotation");
|
||||
|
||||
WakeBodies();
|
||||
_enableLimit = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lower joint limit, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LowerLimit
|
||||
{
|
||||
get { return _lowerTranslation; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_lowerTranslation = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the upper joint limit, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float UpperLimit
|
||||
{
|
||||
get { return _upperTranslation; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_upperTranslation = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint motor enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [motor enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool MotorEnabled
|
||||
{
|
||||
get { return _enableMotor; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableMotor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the motor speed, usually in meters per second.
|
||||
/// </summary>
|
||||
/// <value>The speed.</value>
|
||||
public float MotorSpeed
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorSpeed = value;
|
||||
}
|
||||
get { return _motorSpeed; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the maximum motor force, usually in N.
|
||||
/// </summary>
|
||||
/// <value>The force.</value>
|
||||
public float MaxMotorForce
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_maxMotorForce = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current motor force, usually in N.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float MotorForce { get; set; }
|
||||
|
||||
public Vector2 LocalXAxis1
|
||||
{
|
||||
get { return _localXAxis1; }
|
||||
set
|
||||
{
|
||||
_localXAxis1 = value;
|
||||
_localYAxis1 = MathUtils.Cross(1.0f, _localXAxis1);
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
return inv_dt * (_impulse.X * _perp + (MotorForce + _impulse.Z) * _axis);
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return inv_dt * _impulse.Y;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body bB = BodyB;
|
||||
|
||||
LocalCenterA = Vector2.Zero;
|
||||
LocalCenterB = bB.LocalCenter;
|
||||
|
||||
Transform xf2;
|
||||
bB.GetTransform(out xf2);
|
||||
|
||||
// Compute the effective masses.
|
||||
Vector2 r1 = LocalAnchorA;
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - LocalCenterB);
|
||||
Vector2 d = bB.Sweep.C + r2 - /* b1._sweep.Center - */ r1;
|
||||
|
||||
InvMassA = 0.0f;
|
||||
InvIA = 0.0f;
|
||||
InvMassB = bB.InvMass;
|
||||
InvIB = bB.InvI;
|
||||
|
||||
// Compute motor Jacobian and effective mass.
|
||||
{
|
||||
_axis = _localXAxis1;
|
||||
_a1 = MathUtils.Cross(d + r1, _axis);
|
||||
_a2 = MathUtils.Cross(r2, _axis);
|
||||
|
||||
_motorMass = InvMassA + InvMassB + InvIA * _a1 * _a1 + InvIB * _a2 * _a2;
|
||||
|
||||
if (_motorMass > Settings.Epsilon)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
}
|
||||
|
||||
// Prismatic constraint.
|
||||
{
|
||||
_perp = _localYAxis1;
|
||||
|
||||
_s1 = MathUtils.Cross(d + r1, _perp);
|
||||
_s2 = MathUtils.Cross(r2, _perp);
|
||||
|
||||
float m1 = InvMassA, m2 = InvMassB;
|
||||
float i1 = InvIA, i2 = InvIB;
|
||||
|
||||
float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
|
||||
float k12 = i1 * _s1 + i2 * _s2;
|
||||
float k13 = i1 * _s1 * _a1 + i2 * _s2 * _a2;
|
||||
float k22 = i1 + i2;
|
||||
float k23 = i1 * _a1 + i2 * _a2;
|
||||
float k33 = m1 + m2 + i1 * _a1 * _a1 + i2 * _a2 * _a2;
|
||||
|
||||
_K.Col1 = new Vector3(k11, k12, k13);
|
||||
_K.Col2 = new Vector3(k12, k22, k23);
|
||||
_K.Col3 = new Vector3(k13, k23, k33);
|
||||
}
|
||||
|
||||
// Compute motor and limit terms.
|
||||
if (_enableLimit)
|
||||
{
|
||||
float jointTranslation = Vector2.Dot(_axis, d);
|
||||
if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.LinearSlop)
|
||||
{
|
||||
_limitState = LimitState.Equal;
|
||||
}
|
||||
else if (jointTranslation <= _lowerTranslation)
|
||||
{
|
||||
if (_limitState != LimitState.AtLower)
|
||||
{
|
||||
_limitState = LimitState.AtLower;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else if (jointTranslation >= _upperTranslation)
|
||||
{
|
||||
if (_limitState != LimitState.AtUpper)
|
||||
{
|
||||
_limitState = LimitState.AtUpper;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
if (_enableMotor == false)
|
||||
{
|
||||
MotorForce = 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Account for variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
MotorForce *= step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse.X * _perp + (MotorForce + _impulse.Z) * _axis;
|
||||
float L2 = _impulse.X * _s2 + _impulse.Y + (MotorForce + _impulse.Z) * _a2;
|
||||
|
||||
bB.LinearVelocityInternal += InvMassB * P;
|
||||
bB.AngularVelocityInternal += InvIB * L2;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
MotorForce = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body bB = BodyB;
|
||||
|
||||
Vector2 v1 = Vector2.Zero;
|
||||
float w1 = 0.0f;
|
||||
Vector2 v2 = bB.LinearVelocityInternal;
|
||||
float w2 = bB.AngularVelocityInternal;
|
||||
|
||||
// Solve linear motor constraint.
|
||||
if (_enableMotor && _limitState != LimitState.Equal)
|
||||
{
|
||||
float Cdot = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1;
|
||||
float impulse = _motorMass * (_motorSpeed - Cdot);
|
||||
float oldImpulse = MotorForce;
|
||||
float maxImpulse = step.dt * _maxMotorForce;
|
||||
MotorForce = MathUtils.Clamp(MotorForce + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = MotorForce - oldImpulse;
|
||||
|
||||
Vector2 P = impulse * _axis;
|
||||
float L1 = impulse * _a1;
|
||||
float L2 = impulse * _a2;
|
||||
|
||||
v1 -= InvMassA * P;
|
||||
w1 -= InvIA * L1;
|
||||
|
||||
v2 += InvMassB * P;
|
||||
w2 += InvIB * L2;
|
||||
}
|
||||
|
||||
Vector2 Cdot1 = new Vector2(Vector2.Dot(_perp, v2 - v1) + _s2 * w2 - _s1 * w1, w2 - w1);
|
||||
|
||||
if (_enableLimit && _limitState != LimitState.Inactive)
|
||||
{
|
||||
// Solve prismatic and limit constraint in block form.
|
||||
float Cdot2 = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1;
|
||||
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
|
||||
|
||||
Vector3 f1 = _impulse;
|
||||
Vector3 df = _K.Solve33(-Cdot);
|
||||
_impulse += df;
|
||||
|
||||
if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
_impulse.Z = Math.Max(_impulse.Z, 0.0f);
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
_impulse.Z = Math.Min(_impulse.Z, 0.0f);
|
||||
}
|
||||
|
||||
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
|
||||
Vector2 b = -Cdot1 - (_impulse.Z - f1.Z) * new Vector2(_K.Col3.X, _K.Col3.Y);
|
||||
Vector2 f2r = _K.Solve22(b) + new Vector2(f1.X, f1.Y);
|
||||
_impulse.X = f2r.X;
|
||||
_impulse.Y = f2r.Y;
|
||||
|
||||
df = _impulse - f1;
|
||||
|
||||
Vector2 P = df.X * _perp + df.Z * _axis;
|
||||
float L2 = df.X * _s2 + df.Y + df.Z * _a2;
|
||||
|
||||
v2 += InvMassB * P;
|
||||
w2 += InvIB * L2;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Limit is inactive, just solve the prismatic constraint in block form.
|
||||
Vector2 df = _K.Solve22(-Cdot1);
|
||||
_impulse.X += df.X;
|
||||
_impulse.Y += df.Y;
|
||||
|
||||
Vector2 P = df.X * _perp;
|
||||
float L2 = df.X * _s2 + df.Y;
|
||||
|
||||
v2 += InvMassB * P;
|
||||
w2 += InvIB * L2;
|
||||
}
|
||||
|
||||
bB.LinearVelocityInternal = v2;
|
||||
bB.AngularVelocityInternal = w2;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
//Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Vector2 c1 = Vector2.Zero; // b1._sweep.Center;
|
||||
float a1 = 0.0f; // b1._sweep.Angle;
|
||||
|
||||
Vector2 c2 = b2.Sweep.C;
|
||||
float a2 = b2.Sweep.A;
|
||||
|
||||
// Solve linear limit constraint.
|
||||
float linearError = 0.0f;
|
||||
bool active = false;
|
||||
float C2 = 0.0f;
|
||||
|
||||
Mat22 R1 = new Mat22(a1);
|
||||
Mat22 R2 = new Mat22(a2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref R1, LocalAnchorA - LocalCenterA);
|
||||
Vector2 r2 = MathUtils.Multiply(ref R2, LocalAnchorB - LocalCenterB);
|
||||
Vector2 d = c2 + r2 - c1 - r1;
|
||||
|
||||
if (_enableLimit)
|
||||
{
|
||||
_axis = MathUtils.Multiply(ref R1, _localXAxis1);
|
||||
|
||||
_a1 = MathUtils.Cross(d + r1, _axis);
|
||||
_a2 = MathUtils.Cross(r2, _axis);
|
||||
|
||||
float translation = Vector2.Dot(_axis, d);
|
||||
if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.LinearSlop)
|
||||
{
|
||||
// Prevent large angular corrections
|
||||
C2 = MathUtils.Clamp(translation, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
|
||||
linearError = Math.Abs(translation);
|
||||
active = true;
|
||||
}
|
||||
else if (translation <= _lowerTranslation)
|
||||
{
|
||||
// Prevent large linear corrections and allow some slop.
|
||||
C2 = MathUtils.Clamp(translation - _lowerTranslation + Settings.LinearSlop,
|
||||
-Settings.MaxLinearCorrection, 0.0f);
|
||||
linearError = _lowerTranslation - translation;
|
||||
active = true;
|
||||
}
|
||||
else if (translation >= _upperTranslation)
|
||||
{
|
||||
// Prevent large linear corrections and allow some slop.
|
||||
C2 = MathUtils.Clamp(translation - _upperTranslation - Settings.LinearSlop, 0.0f,
|
||||
Settings.MaxLinearCorrection);
|
||||
linearError = translation - _upperTranslation;
|
||||
active = true;
|
||||
}
|
||||
}
|
||||
|
||||
_perp = MathUtils.Multiply(ref R1, _localYAxis1);
|
||||
|
||||
_s1 = MathUtils.Cross(d + r1, _perp);
|
||||
_s2 = MathUtils.Cross(r2, _perp);
|
||||
|
||||
Vector3 impulse;
|
||||
Vector2 C1 = new Vector2(Vector2.Dot(_perp, d), a2 - a1 - _refAngle);
|
||||
|
||||
linearError = Math.Max(linearError, Math.Abs(C1.X));
|
||||
float angularError = Math.Abs(C1.Y);
|
||||
|
||||
if (active)
|
||||
{
|
||||
float m1 = InvMassA, m2 = InvMassB;
|
||||
float i1 = InvIA, i2 = InvIB;
|
||||
|
||||
float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
|
||||
float k12 = i1 * _s1 + i2 * _s2;
|
||||
float k13 = i1 * _s1 * _a1 + i2 * _s2 * _a2;
|
||||
float k22 = i1 + i2;
|
||||
float k23 = i1 * _a1 + i2 * _a2;
|
||||
float k33 = m1 + m2 + i1 * _a1 * _a1 + i2 * _a2 * _a2;
|
||||
|
||||
_K.Col1 = new Vector3(k11, k12, k13);
|
||||
_K.Col2 = new Vector3(k12, k22, k23);
|
||||
_K.Col3 = new Vector3(k13, k23, k33);
|
||||
|
||||
Vector3 C = new Vector3(-C1.X, -C1.Y, -C2);
|
||||
impulse = _K.Solve33(C); // negated above
|
||||
}
|
||||
else
|
||||
{
|
||||
float m1 = InvMassA, m2 = InvMassB;
|
||||
float i1 = InvIA, i2 = InvIB;
|
||||
|
||||
float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
|
||||
float k12 = i1 * _s1 + i2 * _s2;
|
||||
float k22 = i1 + i2;
|
||||
|
||||
_K.Col1 = new Vector3(k11, k12, 0.0f);
|
||||
_K.Col2 = new Vector3(k12, k22, 0.0f);
|
||||
|
||||
Vector2 impulse1 = _K.Solve22(-C1);
|
||||
impulse.X = impulse1.X;
|
||||
impulse.Y = impulse1.Y;
|
||||
impulse.Z = 0.0f;
|
||||
}
|
||||
|
||||
Vector2 P = impulse.X * _perp + impulse.Z * _axis;
|
||||
float L2 = impulse.X * _s2 + impulse.Y + impulse.Z * _a2;
|
||||
|
||||
c2 += InvMassB * P;
|
||||
a2 += InvIB * L2;
|
||||
|
||||
// TODO_ERIN remove need for this.
|
||||
b2.Sweep.C = c2;
|
||||
b2.Sweep.A = a2;
|
||||
b2.SynchronizeTransform();
|
||||
|
||||
return linearError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
541
axios/Dynamics/Joints/FixedRevoluteJoint.cs
Normal file
541
axios/Dynamics/Joints/FixedRevoluteJoint.cs
Normal file
@@ -0,0 +1,541 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
/// <summary>
|
||||
/// A revolute joint rains to bodies to share a common point while they
|
||||
/// are free to rotate about the point. The relative rotation about the shared
|
||||
/// point is the joint angle. You can limit the relative rotation with
|
||||
/// a joint limit that specifies a lower and upper angle. You can use a motor
|
||||
/// to drive the relative rotation about the shared point. A maximum motor torque
|
||||
/// is provided so that infinite forces are not generated.
|
||||
/// </summary>
|
||||
public class FixedRevoluteJoint : Joint
|
||||
{
|
||||
private bool _enableLimit;
|
||||
private bool _enableMotor;
|
||||
private Vector3 _impulse;
|
||||
private LimitState _limitState;
|
||||
private float _lowerAngle;
|
||||
private Mat33 _mass; // effective mass for point-to-point constraint.
|
||||
private float _maxMotorTorque;
|
||||
private float _motorImpulse;
|
||||
private float _motorMass; // effective mass for motor/limit angular constraint.
|
||||
private float _motorSpeed;
|
||||
private float _upperAngle;
|
||||
private Vector2 _worldAnchor;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the bodies, anchors, and reference angle using the world
|
||||
/// anchor.
|
||||
/// This requires defining an
|
||||
/// anchor point where the bodies are joined. The definition
|
||||
/// uses local anchor points so that the initial configuration
|
||||
/// can violate the constraint slightly. You also need to
|
||||
/// specify the initial relative angle for joint limits. This
|
||||
/// helps when saving and loading a game.
|
||||
/// The local anchor points are measured from the body's origin
|
||||
/// rather than the center of mass because:
|
||||
/// 1. you might not know where the center of mass will be.
|
||||
/// 2. if you add/remove shapes from a body and recompute the mass,
|
||||
/// the joints will be broken.
|
||||
/// </summary>
|
||||
/// <param name="body">The body.</param>
|
||||
/// <param name="bodyAnchor">The body anchor.</param>
|
||||
/// <param name="worldAnchor">The world anchor.</param>
|
||||
public FixedRevoluteJoint(Body body, Vector2 bodyAnchor, Vector2 worldAnchor)
|
||||
: base(body)
|
||||
{
|
||||
JointType = JointType.FixedRevolute;
|
||||
|
||||
// Changed to local coordinates.
|
||||
LocalAnchorA = bodyAnchor;
|
||||
_worldAnchor = worldAnchor;
|
||||
|
||||
ReferenceAngle = -BodyA.Rotation;
|
||||
|
||||
_impulse = Vector3.Zero;
|
||||
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return _worldAnchor; }
|
||||
set { _worldAnchor = value; }
|
||||
}
|
||||
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
public float ReferenceAngle { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle in radians.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointAngle
|
||||
{
|
||||
get { return BodyA.Sweep.A - ReferenceAngle; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle speed in radians per second.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointSpeed
|
||||
{
|
||||
get { return BodyA.AngularVelocityInternal; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint limit enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [limit enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool LimitEnabled
|
||||
{
|
||||
get { return _enableLimit; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableLimit = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lower joint limit in radians.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LowerLimit
|
||||
{
|
||||
get { return _lowerAngle; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_lowerAngle = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the upper joint limit in radians.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float UpperLimit
|
||||
{
|
||||
get { return _upperAngle; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_upperAngle = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint motor enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [motor enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool MotorEnabled
|
||||
{
|
||||
get { return _enableMotor; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableMotor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the motor speed in radians per second.
|
||||
/// </summary>
|
||||
/// <value>The speed.</value>
|
||||
public float MotorSpeed
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorSpeed = value;
|
||||
}
|
||||
get { return _motorSpeed; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the maximum motor torque, usually in N-m.
|
||||
/// </summary>
|
||||
/// <value>The torque.</value>
|
||||
public float MaxMotorTorque
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_maxMotorTorque = value;
|
||||
}
|
||||
get { return _maxMotorTorque; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current motor torque, usually in N-m.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float MotorTorque
|
||||
{
|
||||
get { return _motorImpulse; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorImpulse = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
return inv_dt * new Vector2(_impulse.X, _impulse.Y);
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return inv_dt * _impulse.Z;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
|
||||
if (_enableMotor || _enableLimit)
|
||||
{
|
||||
// You cannot create a rotation limit between bodies that
|
||||
// both have fixed rotation.
|
||||
Debug.Assert(b1.InvI > 0.0f /* || b2._invI > 0.0f*/);
|
||||
}
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
Transform xf1;
|
||||
b1.GetTransform(out xf1);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = _worldAnchor; // MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
// J = [-I -r1_skew I r2_skew]
|
||||
// [ 0 -1 0 1]
|
||||
// r_skew = [-ry; rx]
|
||||
|
||||
// Matlab
|
||||
// K = [ m1+r1y^2*i1+m2+r2y^2*i2, -r1y*i1*r1x-r2y*i2*r2x, -r1y*i1-r2y*i2]
|
||||
// [ -r1y*i1*r1x-r2y*i2*r2x, m1+r1x^2*i1+m2+r2x^2*i2, r1x*i1+r2x*i2]
|
||||
// [ -r1y*i1-r2y*i2, r1x*i1+r2x*i2, i1+i2]
|
||||
|
||||
float m1 = b1.InvMass;
|
||||
const float m2 = 0;
|
||||
float i1 = b1.InvI;
|
||||
const float i2 = 0;
|
||||
|
||||
_mass.Col1.X = m1 + m2 + r1.Y * r1.Y * i1 + r2.Y * r2.Y * i2;
|
||||
_mass.Col2.X = -r1.Y * r1.X * i1 - r2.Y * r2.X * i2;
|
||||
_mass.Col3.X = -r1.Y * i1 - r2.Y * i2;
|
||||
_mass.Col1.Y = _mass.Col2.X;
|
||||
_mass.Col2.Y = m1 + m2 + r1.X * r1.X * i1 + r2.X * r2.X * i2;
|
||||
_mass.Col3.Y = r1.X * i1 + r2.X * i2;
|
||||
_mass.Col1.Z = _mass.Col3.X;
|
||||
_mass.Col2.Z = _mass.Col3.Y;
|
||||
_mass.Col3.Z = i1 + i2;
|
||||
|
||||
_motorMass = i1 + i2;
|
||||
if (_motorMass > 0.0f)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
|
||||
if (_enableMotor == false)
|
||||
{
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (_enableLimit)
|
||||
{
|
||||
float jointAngle = 0 - b1.Sweep.A - ReferenceAngle;
|
||||
if (Math.Abs(_upperAngle - _lowerAngle) < 2.0f * Settings.AngularSlop)
|
||||
{
|
||||
_limitState = LimitState.Equal;
|
||||
}
|
||||
else if (jointAngle <= _lowerAngle)
|
||||
{
|
||||
if (_limitState != LimitState.AtLower)
|
||||
{
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
_limitState = LimitState.AtLower;
|
||||
}
|
||||
else if (jointAngle >= _upperAngle)
|
||||
{
|
||||
if (_limitState != LimitState.AtUpper)
|
||||
{
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
_limitState = LimitState.AtUpper;
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
_motorImpulse *= step.dtRatio;
|
||||
|
||||
Vector2 P = new Vector2(_impulse.X, _impulse.Y);
|
||||
|
||||
b1.LinearVelocityInternal -= m1 * P;
|
||||
b1.AngularVelocityInternal -= i1 * (MathUtils.Cross(r1, P) + _motorImpulse + _impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
|
||||
Vector2 v1 = b1.LinearVelocityInternal;
|
||||
float w1 = b1.AngularVelocityInternal;
|
||||
Vector2 v2 = Vector2.Zero;
|
||||
const float w2 = 0;
|
||||
|
||||
float m1 = b1.InvMass;
|
||||
float i1 = b1.InvI;
|
||||
|
||||
// Solve motor constraint.
|
||||
if (_enableMotor && _limitState != LimitState.Equal)
|
||||
{
|
||||
float Cdot = w2 - w1 - _motorSpeed;
|
||||
float impulse = _motorMass * (-Cdot);
|
||||
float oldImpulse = _motorImpulse;
|
||||
float maxImpulse = step.dt * _maxMotorTorque;
|
||||
_motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = _motorImpulse - oldImpulse;
|
||||
|
||||
w1 -= i1 * impulse;
|
||||
}
|
||||
|
||||
// Solve limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive)
|
||||
{
|
||||
Transform xf1;
|
||||
b1.GetTransform(out xf1);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = _worldAnchor;
|
||||
|
||||
// Solve point-to-point constraint
|
||||
Vector2 Cdot1 = v2 + MathUtils.Cross(w2, r2) - v1 - MathUtils.Cross(w1, r1);
|
||||
float Cdot2 = w2 - w1;
|
||||
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
|
||||
|
||||
Vector3 impulse = _mass.Solve33(-Cdot);
|
||||
|
||||
if (_limitState == LimitState.Equal)
|
||||
{
|
||||
_impulse += impulse;
|
||||
}
|
||||
else if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse < 0.0f)
|
||||
{
|
||||
Vector2 reduced = _mass.Solve22(-Cdot1);
|
||||
impulse.X = reduced.X;
|
||||
impulse.Y = reduced.Y;
|
||||
impulse.Z = -_impulse.Z;
|
||||
_impulse.X += reduced.X;
|
||||
_impulse.Y += reduced.Y;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse > 0.0f)
|
||||
{
|
||||
Vector2 reduced = _mass.Solve22(-Cdot1);
|
||||
impulse.X = reduced.X;
|
||||
impulse.Y = reduced.Y;
|
||||
impulse.Z = -_impulse.Z;
|
||||
_impulse.X += reduced.X;
|
||||
_impulse.Y += reduced.Y;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 P = new Vector2(impulse.X, impulse.Y);
|
||||
|
||||
v1 -= m1 * P;
|
||||
w1 -= i1 * (MathUtils.Cross(r1, P) + impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
Transform xf1;
|
||||
b1.GetTransform(out xf1);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = _worldAnchor;
|
||||
|
||||
// Solve point-to-point constraint
|
||||
Vector2 Cdot = v2 + MathUtils.Cross(w2, r2) - v1 - MathUtils.Cross(w1, r1);
|
||||
Vector2 impulse = _mass.Solve22(-Cdot);
|
||||
|
||||
_impulse.X += impulse.X;
|
||||
_impulse.Y += impulse.Y;
|
||||
|
||||
v1 -= m1 * impulse;
|
||||
w1 -= i1 * MathUtils.Cross(r1, impulse);
|
||||
}
|
||||
|
||||
b1.LinearVelocityInternal = v1;
|
||||
b1.AngularVelocityInternal = w1;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
// TODO_ERIN block solve with limit. COME ON ERIN
|
||||
|
||||
Body b1 = BodyA;
|
||||
|
||||
float angularError = 0.0f;
|
||||
float positionError;
|
||||
|
||||
// Solve angular limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive)
|
||||
{
|
||||
float angle = 0 - b1.Sweep.A - ReferenceAngle;
|
||||
float limitImpulse = 0.0f;
|
||||
|
||||
if (_limitState == LimitState.Equal)
|
||||
{
|
||||
// Prevent large angular corrections
|
||||
float C = MathUtils.Clamp(angle - _lowerAngle, -Settings.MaxAngularCorrection,
|
||||
Settings.MaxAngularCorrection);
|
||||
limitImpulse = -_motorMass * C;
|
||||
angularError = Math.Abs(C);
|
||||
}
|
||||
else if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
float C = angle - _lowerAngle;
|
||||
angularError = -C;
|
||||
|
||||
// Prevent large angular corrections and allow some slop.
|
||||
C = MathUtils.Clamp(C + Settings.AngularSlop, -Settings.MaxAngularCorrection, 0.0f);
|
||||
limitImpulse = -_motorMass * C;
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
float C = angle - _upperAngle;
|
||||
angularError = C;
|
||||
|
||||
// Prevent large angular corrections and allow some slop.
|
||||
C = MathUtils.Clamp(C - Settings.AngularSlop, 0.0f, Settings.MaxAngularCorrection);
|
||||
limitImpulse = -_motorMass * C;
|
||||
}
|
||||
|
||||
b1.Sweep.A -= b1.InvI * limitImpulse;
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
}
|
||||
|
||||
// Solve point-to-point constraint.
|
||||
{
|
||||
Transform xf1;
|
||||
b1.GetTransform(out xf1);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = _worldAnchor;
|
||||
|
||||
Vector2 C = Vector2.Zero + r2 - b1.Sweep.C - r1;
|
||||
positionError = C.Length();
|
||||
|
||||
float invMass1 = b1.InvMass;
|
||||
const float invMass2 = 0;
|
||||
float invI1 = b1.InvI;
|
||||
const float invI2 = 0;
|
||||
|
||||
// Handle large detachment.
|
||||
const float k_allowedStretch = 10.0f * Settings.LinearSlop;
|
||||
if (C.LengthSquared() > k_allowedStretch * k_allowedStretch)
|
||||
{
|
||||
// Use a particle solution (no rotation).
|
||||
Vector2 u = C;
|
||||
u.Normalize();
|
||||
float k = invMass1 + invMass2;
|
||||
Debug.Assert(k > Settings.Epsilon);
|
||||
float m = 1.0f / k;
|
||||
Vector2 impulse2 = m * (-C);
|
||||
const float k_beta = 0.5f;
|
||||
b1.Sweep.C -= k_beta * invMass1 * impulse2;
|
||||
|
||||
C = Vector2.Zero + r2 - b1.Sweep.C - r1;
|
||||
}
|
||||
|
||||
Mat22 K1 = new Mat22(new Vector2(invMass1 + invMass2, 0.0f), new Vector2(0.0f, invMass1 + invMass2));
|
||||
Mat22 K2 = new Mat22(new Vector2(invI1 * r1.Y * r1.Y, -invI1 * r1.X * r1.Y),
|
||||
new Vector2(-invI1 * r1.X * r1.Y, invI1 * r1.X * r1.X));
|
||||
Mat22 K3 = new Mat22(new Vector2(invI2 * r2.Y * r2.Y, -invI2 * r2.X * r2.Y),
|
||||
new Vector2(-invI2 * r2.X * r2.Y, invI2 * r2.X * r2.X));
|
||||
|
||||
Mat22 Ka;
|
||||
Mat22.Add(ref K1, ref K2, out Ka);
|
||||
|
||||
Mat22 K;
|
||||
Mat22.Add(ref Ka, ref K3, out K);
|
||||
|
||||
Vector2 impulse = K.Solve(-C);
|
||||
|
||||
b1.Sweep.C -= b1.InvMass * impulse;
|
||||
b1.Sweep.A -= b1.InvI * MathUtils.Cross(r1, impulse);
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
}
|
||||
|
||||
return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
249
axios/Dynamics/Joints/FrictionJoint.cs
Normal file
249
axios/Dynamics/Joints/FrictionJoint.cs
Normal file
@@ -0,0 +1,249 @@
|
||||
/*
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
}
|
350
axios/Dynamics/Joints/GearJoint.cs
Normal file
350
axios/Dynamics/Joints/GearJoint.cs
Normal file
@@ -0,0 +1,350 @@
|
||||
/*
|
||||
* 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 gear joint is used to connect two joints together. Either joint
|
||||
/// can be a revolute or prismatic joint. You specify a gear ratio
|
||||
/// to bind the motions together:
|
||||
/// coordinate1 + ratio * coordinate2 = ant
|
||||
/// The ratio can be negative or positive. If one joint is a revolute joint
|
||||
/// and the other joint is a prismatic joint, then the ratio will have units
|
||||
/// of length or units of 1/length.
|
||||
/// @warning The revolute and prismatic joints must be attached to
|
||||
/// fixed bodies (which must be body1 on those joints).
|
||||
/// </summary>
|
||||
public class GearJoint : Joint
|
||||
{
|
||||
private Jacobian _J;
|
||||
|
||||
private float _ant;
|
||||
private FixedPrismaticJoint _fixedPrismatic1;
|
||||
private FixedPrismaticJoint _fixedPrismatic2;
|
||||
private FixedRevoluteJoint _fixedRevolute1;
|
||||
private FixedRevoluteJoint _fixedRevolute2;
|
||||
private float _impulse;
|
||||
private float _mass;
|
||||
private PrismaticJoint _prismatic1;
|
||||
private PrismaticJoint _prismatic2;
|
||||
private RevoluteJoint _revolute1;
|
||||
private RevoluteJoint _revolute2;
|
||||
|
||||
/// <summary>
|
||||
/// Requires two existing revolute or prismatic joints (any combination will work).
|
||||
/// The provided joints must attach a dynamic body to a static body.
|
||||
/// </summary>
|
||||
/// <param name="jointA">The first joint.</param>
|
||||
/// <param name="jointB">The second joint.</param>
|
||||
/// <param name="ratio">The ratio.</param>
|
||||
public GearJoint(Joint jointA, Joint jointB, float ratio)
|
||||
: base(jointA.BodyA, jointA.BodyB)
|
||||
{
|
||||
JointType = JointType.Gear;
|
||||
JointA = jointA;
|
||||
JointB = jointB;
|
||||
Ratio = ratio;
|
||||
|
||||
JointType type1 = jointA.JointType;
|
||||
JointType type2 = jointB.JointType;
|
||||
|
||||
// Make sure its the right kind of joint
|
||||
Debug.Assert(type1 == JointType.Revolute ||
|
||||
type1 == JointType.Prismatic ||
|
||||
type1 == JointType.FixedRevolute ||
|
||||
type1 == JointType.FixedPrismatic);
|
||||
Debug.Assert(type2 == JointType.Revolute ||
|
||||
type2 == JointType.Prismatic ||
|
||||
type2 == JointType.FixedRevolute ||
|
||||
type2 == JointType.FixedPrismatic);
|
||||
|
||||
// In the case of a prismatic and revolute joint, the first body must be static.
|
||||
if (type1 == JointType.Revolute || type1 == JointType.Prismatic)
|
||||
Debug.Assert(jointA.BodyA.BodyType == BodyType.Static);
|
||||
if (type2 == JointType.Revolute || type2 == JointType.Prismatic)
|
||||
Debug.Assert(jointB.BodyA.BodyType == BodyType.Static);
|
||||
|
||||
float coordinate1 = 0.0f, coordinate2 = 0.0f;
|
||||
|
||||
switch (type1)
|
||||
{
|
||||
case JointType.Revolute:
|
||||
BodyA = jointA.BodyB;
|
||||
_revolute1 = (RevoluteJoint)jointA;
|
||||
LocalAnchor1 = _revolute1.LocalAnchorB;
|
||||
coordinate1 = _revolute1.JointAngle;
|
||||
break;
|
||||
case JointType.Prismatic:
|
||||
BodyA = jointA.BodyB;
|
||||
_prismatic1 = (PrismaticJoint)jointA;
|
||||
LocalAnchor1 = _prismatic1.LocalAnchorB;
|
||||
coordinate1 = _prismatic1.JointTranslation;
|
||||
break;
|
||||
case JointType.FixedRevolute:
|
||||
BodyA = jointA.BodyA;
|
||||
_fixedRevolute1 = (FixedRevoluteJoint)jointA;
|
||||
LocalAnchor1 = _fixedRevolute1.LocalAnchorA;
|
||||
coordinate1 = _fixedRevolute1.JointAngle;
|
||||
break;
|
||||
case JointType.FixedPrismatic:
|
||||
BodyA = jointA.BodyA;
|
||||
_fixedPrismatic1 = (FixedPrismaticJoint)jointA;
|
||||
LocalAnchor1 = _fixedPrismatic1.LocalAnchorA;
|
||||
coordinate1 = _fixedPrismatic1.JointTranslation;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (type2)
|
||||
{
|
||||
case JointType.Revolute:
|
||||
BodyB = jointB.BodyB;
|
||||
_revolute2 = (RevoluteJoint)jointB;
|
||||
LocalAnchor2 = _revolute2.LocalAnchorB;
|
||||
coordinate2 = _revolute2.JointAngle;
|
||||
break;
|
||||
case JointType.Prismatic:
|
||||
BodyB = jointB.BodyB;
|
||||
_prismatic2 = (PrismaticJoint)jointB;
|
||||
LocalAnchor2 = _prismatic2.LocalAnchorB;
|
||||
coordinate2 = _prismatic2.JointTranslation;
|
||||
break;
|
||||
case JointType.FixedRevolute:
|
||||
BodyB = jointB.BodyA;
|
||||
_fixedRevolute2 = (FixedRevoluteJoint)jointB;
|
||||
LocalAnchor2 = _fixedRevolute2.LocalAnchorA;
|
||||
coordinate2 = _fixedRevolute2.JointAngle;
|
||||
break;
|
||||
case JointType.FixedPrismatic:
|
||||
BodyB = jointB.BodyA;
|
||||
_fixedPrismatic2 = (FixedPrismaticJoint)jointB;
|
||||
LocalAnchor2 = _fixedPrismatic2.LocalAnchorA;
|
||||
coordinate2 = _fixedPrismatic2.JointTranslation;
|
||||
break;
|
||||
}
|
||||
|
||||
_ant = coordinate1 + Ratio * coordinate2;
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchor1); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchor2); }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The gear ratio.
|
||||
/// </summary>
|
||||
public float Ratio { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The first revolute/prismatic joint attached to the gear joint.
|
||||
/// </summary>
|
||||
public Joint JointA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The second revolute/prismatic joint attached to the gear joint.
|
||||
/// </summary>
|
||||
public Joint JointB { get; set; }
|
||||
|
||||
public Vector2 LocalAnchor1 { get; private set; }
|
||||
public Vector2 LocalAnchor2 { get; private set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
Vector2 P = _impulse * _J.LinearB;
|
||||
return inv_dt * P;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
Transform xf1;
|
||||
BodyB.GetTransform(out xf1);
|
||||
|
||||
Vector2 r = MathUtils.Multiply(ref xf1.R, LocalAnchor2 - BodyB.LocalCenter);
|
||||
Vector2 P = _impulse * _J.LinearB;
|
||||
float L = _impulse * _J.AngularB - MathUtils.Cross(r, P);
|
||||
return inv_dt * L;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
float K = 0.0f;
|
||||
_J.SetZero();
|
||||
|
||||
if (_revolute1 != null || _fixedRevolute1 != null)
|
||||
{
|
||||
_J.AngularA = -1.0f;
|
||||
K += b1.InvI;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 ug;
|
||||
if (_prismatic1 != null)
|
||||
ug = _prismatic1.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
|
||||
else
|
||||
ug = _fixedPrismatic1.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
|
||||
|
||||
Transform xf1 /*, xfg1*/;
|
||||
b1.GetTransform(out xf1);
|
||||
//g1.GetTransform(out xfg1);
|
||||
|
||||
|
||||
Vector2 r = MathUtils.Multiply(ref xf1.R, LocalAnchor1 - b1.LocalCenter);
|
||||
float crug = MathUtils.Cross(r, ug);
|
||||
_J.LinearA = -ug;
|
||||
_J.AngularA = -crug;
|
||||
K += b1.InvMass + b1.InvI * crug * crug;
|
||||
}
|
||||
|
||||
if (_revolute2 != null || _fixedRevolute2 != null)
|
||||
{
|
||||
_J.AngularB = -Ratio;
|
||||
K += Ratio * Ratio * b2.InvI;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 ug;
|
||||
if (_prismatic2 != null)
|
||||
ug = _prismatic2.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
|
||||
else
|
||||
ug = _fixedPrismatic2.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
|
||||
|
||||
Transform /*xfg1,*/ xf2;
|
||||
//g1.GetTransform(out xfg1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r = MathUtils.Multiply(ref xf2.R, LocalAnchor2 - b2.LocalCenter);
|
||||
float crug = MathUtils.Cross(r, ug);
|
||||
_J.LinearB = -Ratio * ug;
|
||||
_J.AngularB = -Ratio * crug;
|
||||
K += Ratio * Ratio * (b2.InvMass + b2.InvI * crug * crug);
|
||||
}
|
||||
|
||||
// Compute effective mass.
|
||||
Debug.Assert(K > 0.0f);
|
||||
_mass = K > 0.0f ? 1.0f / K : 0.0f;
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Warm starting.
|
||||
b1.LinearVelocityInternal += b1.InvMass * _impulse * _J.LinearA;
|
||||
b1.AngularVelocityInternal += b1.InvI * _impulse * _J.AngularA;
|
||||
b2.LinearVelocityInternal += b2.InvMass * _impulse * _J.LinearB;
|
||||
b2.AngularVelocityInternal += b2.InvI * _impulse * _J.AngularB;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
float Cdot = _J.Compute(b1.LinearVelocityInternal, b1.AngularVelocityInternal,
|
||||
b2.LinearVelocityInternal, b2.AngularVelocityInternal);
|
||||
|
||||
float impulse = _mass * (-Cdot);
|
||||
_impulse += impulse;
|
||||
|
||||
b1.LinearVelocityInternal += b1.InvMass * impulse * _J.LinearA;
|
||||
b1.AngularVelocityInternal += b1.InvI * impulse * _J.AngularA;
|
||||
b2.LinearVelocityInternal += b2.InvMass * impulse * _J.LinearB;
|
||||
b2.AngularVelocityInternal += b2.InvI * impulse * _J.AngularB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
const float linearError = 0.0f;
|
||||
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
float coordinate1 = 0.0f, coordinate2 = 0.0f;
|
||||
if (_revolute1 != null)
|
||||
{
|
||||
coordinate1 = _revolute1.JointAngle;
|
||||
}
|
||||
else if (_fixedRevolute1 != null)
|
||||
{
|
||||
coordinate1 = _fixedRevolute1.JointAngle;
|
||||
}
|
||||
else if (_prismatic1 != null)
|
||||
{
|
||||
coordinate1 = _prismatic1.JointTranslation;
|
||||
}
|
||||
else if (_fixedPrismatic1 != null)
|
||||
{
|
||||
coordinate1 = _fixedPrismatic1.JointTranslation;
|
||||
}
|
||||
|
||||
if (_revolute2 != null)
|
||||
{
|
||||
coordinate2 = _revolute2.JointAngle;
|
||||
}
|
||||
else if (_fixedRevolute2 != null)
|
||||
{
|
||||
coordinate2 = _fixedRevolute2.JointAngle;
|
||||
}
|
||||
else if (_prismatic2 != null)
|
||||
{
|
||||
coordinate2 = _prismatic2.JointTranslation;
|
||||
}
|
||||
else if (_fixedPrismatic2 != null)
|
||||
{
|
||||
coordinate2 = _fixedPrismatic2.JointTranslation;
|
||||
}
|
||||
|
||||
float C = _ant - (coordinate1 + Ratio * coordinate2);
|
||||
|
||||
float impulse = _mass * (-C);
|
||||
|
||||
b1.Sweep.C += b1.InvMass * impulse * _J.LinearA;
|
||||
b1.Sweep.A += b1.InvI * impulse * _J.AngularA;
|
||||
b2.Sweep.C += b2.InvMass * impulse * _J.LinearB;
|
||||
b2.Sweep.A += b2.InvI * impulse * _J.AngularB;
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
b2.SynchronizeTransform();
|
||||
|
||||
// TODO_ERIN not implemented
|
||||
return linearError < Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
282
axios/Dynamics/Joints/Joint.cs
Normal file
282
axios/Dynamics/Joints/Joint.cs
Normal file
@@ -0,0 +1,282 @@
|
||||
/*
|
||||
* 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 Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Joints
|
||||
{
|
||||
public enum JointType
|
||||
{
|
||||
Revolute,
|
||||
Prismatic,
|
||||
Distance,
|
||||
Pulley,
|
||||
Gear,
|
||||
Line,
|
||||
Weld,
|
||||
Friction,
|
||||
Slider,
|
||||
Angle,
|
||||
Rope,
|
||||
FixedMouse,
|
||||
FixedRevolute,
|
||||
FixedDistance,
|
||||
FixedLine,
|
||||
FixedPrismatic,
|
||||
FixedAngle,
|
||||
FixedFriction,
|
||||
}
|
||||
|
||||
public enum LimitState
|
||||
{
|
||||
Inactive,
|
||||
AtLower,
|
||||
AtUpper,
|
||||
Equal,
|
||||
}
|
||||
|
||||
internal struct Jacobian
|
||||
{
|
||||
public float AngularA;
|
||||
public float AngularB;
|
||||
public Vector2 LinearA;
|
||||
public Vector2 LinearB;
|
||||
|
||||
public void SetZero()
|
||||
{
|
||||
LinearA = Vector2.Zero;
|
||||
AngularA = 0.0f;
|
||||
LinearB = Vector2.Zero;
|
||||
AngularB = 0.0f;
|
||||
}
|
||||
|
||||
public void Set(Vector2 x1, float a1, Vector2 x2, float a2)
|
||||
{
|
||||
LinearA = x1;
|
||||
AngularA = a1;
|
||||
LinearB = x2;
|
||||
AngularB = a2;
|
||||
}
|
||||
|
||||
public float Compute(Vector2 x1, float a1, Vector2 x2, float a2)
|
||||
{
|
||||
return Vector2.Dot(LinearA, x1) + AngularA * a1 + Vector2.Dot(LinearB, x2) + AngularB * a2;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A joint edge is used to connect bodies and joints together
|
||||
/// in a joint graph where each body is a node and each joint
|
||||
/// is an edge. A joint edge belongs to a doubly linked list
|
||||
/// maintained in each attached body. Each joint has two joint
|
||||
/// nodes, one for each attached body.
|
||||
/// </summary>
|
||||
public sealed class JointEdge
|
||||
{
|
||||
/// <summary>
|
||||
/// The joint.
|
||||
/// </summary>
|
||||
public Joint Joint;
|
||||
|
||||
/// <summary>
|
||||
/// The next joint edge in the body's joint list.
|
||||
/// </summary>
|
||||
public JointEdge Next;
|
||||
|
||||
/// <summary>
|
||||
/// Provides quick access to the other body attached.
|
||||
/// </summary>
|
||||
public Body Other;
|
||||
|
||||
/// <summary>
|
||||
/// The previous joint edge in the body's joint list.
|
||||
/// </summary>
|
||||
public JointEdge Prev;
|
||||
}
|
||||
|
||||
public abstract class Joint
|
||||
{
|
||||
/// <summary>
|
||||
/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
|
||||
/// The default value is float.MaxValue
|
||||
/// </summary>
|
||||
public float Breakpoint = float.MaxValue;
|
||||
|
||||
internal JointEdge EdgeA = new JointEdge();
|
||||
internal JointEdge EdgeB = new JointEdge();
|
||||
public bool Enabled = true;
|
||||
protected float InvIA;
|
||||
protected float InvIB;
|
||||
protected float InvMassA;
|
||||
protected float InvMassB;
|
||||
internal bool IslandFlag;
|
||||
protected Vector2 LocalCenterA, LocalCenterB;
|
||||
|
||||
protected Joint()
|
||||
{
|
||||
}
|
||||
|
||||
protected Joint(Body body, Body bodyB)
|
||||
{
|
||||
Debug.Assert(body != bodyB);
|
||||
|
||||
BodyA = body;
|
||||
BodyB = bodyB;
|
||||
|
||||
//Connected bodies should not collide by default
|
||||
CollideConnected = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for fixed joint
|
||||
/// </summary>
|
||||
protected Joint(Body body)
|
||||
{
|
||||
BodyA = body;
|
||||
|
||||
//Connected bodies should not collide by default
|
||||
CollideConnected = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the type of the joint.
|
||||
/// </summary>
|
||||
/// <value>The type of the joint.</value>
|
||||
public JointType JointType { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the first body attached to this joint.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public Body BodyA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the second body attached to this joint.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public Body BodyB { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the anchor point on body1 in world coordinates.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public abstract Vector2 WorldAnchorA { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the anchor point on body2 in world coordinates.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public abstract Vector2 WorldAnchorB { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Set the user data pointer.
|
||||
/// </summary>
|
||||
/// <value>The data.</value>
|
||||
public object UserData { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Short-cut function to determine if either body is inactive.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if active; otherwise, <c>false</c>.</value>
|
||||
public bool Active
|
||||
{
|
||||
get { return BodyA.Enabled && BodyB.Enabled; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set this flag to true if the attached bodies should collide.
|
||||
/// </summary>
|
||||
public bool CollideConnected { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Fires when the joint is broken.
|
||||
/// </summary>
|
||||
public event Action<Joint, float> Broke;
|
||||
|
||||
/// <summary>
|
||||
/// Get the reaction force on body2 at the joint anchor in Newtons.
|
||||
/// </summary>
|
||||
/// <param name="inv_dt">The inv_dt.</param>
|
||||
/// <returns></returns>
|
||||
public abstract Vector2 GetReactionForce(float inv_dt);
|
||||
|
||||
/// <summary>
|
||||
/// Get the reaction torque on body2 in N*m.
|
||||
/// </summary>
|
||||
/// <param name="inv_dt">The inv_dt.</param>
|
||||
/// <returns></returns>
|
||||
public abstract float GetReactionTorque(float inv_dt);
|
||||
|
||||
protected void WakeBodies()
|
||||
{
|
||||
BodyA.Awake = true;
|
||||
if (BodyB != null)
|
||||
{
|
||||
BodyB.Awake = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return true if the joint is a fixed type.
|
||||
/// </summary>
|
||||
public bool IsFixedType()
|
||||
{
|
||||
return JointType == JointType.FixedRevolute ||
|
||||
JointType == JointType.FixedDistance ||
|
||||
JointType == JointType.FixedPrismatic ||
|
||||
JointType == JointType.FixedLine ||
|
||||
JointType == JointType.FixedMouse ||
|
||||
JointType == JointType.FixedAngle ||
|
||||
JointType == JointType.FixedFriction;
|
||||
}
|
||||
|
||||
internal abstract void InitVelocityConstraints(ref TimeStep step);
|
||||
|
||||
internal void Validate(float invDT)
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
float jointError = GetReactionForce(invDT).Length();
|
||||
if (Math.Abs(jointError) <= Breakpoint)
|
||||
return;
|
||||
|
||||
Enabled = false;
|
||||
|
||||
if (Broke != null)
|
||||
Broke(this, jointError);
|
||||
}
|
||||
|
||||
internal abstract void SolveVelocityConstraints(ref TimeStep step);
|
||||
|
||||
/// <summary>
|
||||
/// Solves the position constraints.
|
||||
/// </summary>
|
||||
/// <returns>returns true if the position errors are within tolerance.</returns>
|
||||
internal abstract bool SolvePositionConstraints();
|
||||
}
|
||||
}
|
436
axios/Dynamics/Joints/LineJoint.cs
Normal file
436
axios/Dynamics/Joints/LineJoint.cs
Normal file
@@ -0,0 +1,436 @@
|
||||
/*
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
}
|
677
axios/Dynamics/Joints/PrismaticJoint.cs
Normal file
677
axios/Dynamics/Joints/PrismaticJoint.cs
Normal file
@@ -0,0 +1,677 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
// Linear constraint (point-to-line)
|
||||
// d = p2 - p1 = x2 + r2 - x1 - r1
|
||||
// C = dot(perp, d)
|
||||
// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
|
||||
// = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
|
||||
// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
|
||||
//
|
||||
// Angular constraint
|
||||
// C = a2 - a1 + a_initial
|
||||
// Cdot = w2 - w1
|
||||
// J = [0 0 -1 0 0 1]
|
||||
//
|
||||
// K = J * invM * JT
|
||||
//
|
||||
// J = [-a -s1 a s2]
|
||||
// [0 -1 0 1]
|
||||
// a = perp
|
||||
// s1 = cross(d + r1, a) = cross(p2 - x1, a)
|
||||
// s2 = cross(r2, a) = cross(p2 - x2, a)
|
||||
// Motor/Limit linear constraint
|
||||
// C = dot(ax1, d)
|
||||
// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
|
||||
// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
|
||||
// Block Solver
|
||||
// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
|
||||
// when the mass has poor distribution (leading to large torques about the joint anchor points).
|
||||
//
|
||||
// The Jacobian has 3 rows:
|
||||
// J = [-uT -s1 uT s2] // linear
|
||||
// [0 -1 0 1] // angular
|
||||
// [-vT -a1 vT a2] // limit
|
||||
//
|
||||
// u = perp
|
||||
// v = axis
|
||||
// s1 = cross(d + r1, u), s2 = cross(r2, u)
|
||||
// a1 = cross(d + r1, v), a2 = cross(r2, v)
|
||||
// M * (v2 - v1) = JT * df
|
||||
// J * v2 = bias
|
||||
//
|
||||
// v2 = v1 + invM * JT * df
|
||||
// J * (v1 + invM * JT * df) = bias
|
||||
// K * df = bias - J * v1 = -Cdot
|
||||
// K = J * invM * JT
|
||||
// Cdot = J * v1 - bias
|
||||
//
|
||||
// Now solve for f2.
|
||||
// df = f2 - f1
|
||||
// K * (f2 - f1) = -Cdot
|
||||
// f2 = invK * (-Cdot) + f1
|
||||
//
|
||||
// Clamp accumulated limit impulse.
|
||||
// lower: f2(3) = max(f2(3), 0)
|
||||
// upper: f2(3) = min(f2(3), 0)
|
||||
//
|
||||
// Solve for correct f2(1:2)
|
||||
// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
|
||||
// = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
|
||||
// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
|
||||
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
|
||||
//
|
||||
// Now compute impulse to be applied:
|
||||
// df = f2 - f1
|
||||
|
||||
/// <summary>
|
||||
/// A prismatic joint. This joint provides one degree of freedom: translation
|
||||
/// along an axis fixed in body1. Relative rotation is prevented. You can
|
||||
/// use a joint limit to restrict the range of motion and a joint motor to
|
||||
/// drive the motion or to model joint friction.
|
||||
/// </summary>
|
||||
public class PrismaticJoint : Joint
|
||||
{
|
||||
public Vector2 LocalAnchorA;
|
||||
|
||||
public Vector2 LocalAnchorB;
|
||||
private Mat33 _K;
|
||||
private float _a1, _a2;
|
||||
private Vector2 _axis;
|
||||
private bool _enableLimit;
|
||||
private bool _enableMotor;
|
||||
private Vector3 _impulse;
|
||||
private LimitState _limitState;
|
||||
private Vector2 _localXAxis1;
|
||||
private Vector2 _localYAxis1;
|
||||
private float _lowerTranslation;
|
||||
private float _maxMotorForce;
|
||||
private float _motorImpulse;
|
||||
private float _motorMass; // effective mass for motor/limit translational constraint.
|
||||
private float _motorSpeed;
|
||||
private Vector2 _perp;
|
||||
private float _refAngle;
|
||||
private float _s1, _s2;
|
||||
private float _upperTranslation;
|
||||
|
||||
internal PrismaticJoint()
|
||||
{
|
||||
JointType = JointType.Prismatic;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This requires defining a line of
|
||||
/// motion using an axis and an anchor point. The definition uses local
|
||||
/// anchor points and a local axis so that the initial configuration
|
||||
/// can violate the constraint slightly. The joint translation is zero
|
||||
/// when the local anchor points coincide in world space. Using local
|
||||
/// anchors and a local axis helps when saving and loading a game.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="localAnchorA">The first body anchor.</param>
|
||||
/// <param name="localAnchorB">The second body anchor.</param>
|
||||
/// <param name="axis">The axis.</param>
|
||||
public PrismaticJoint(Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB, Vector2 axis)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Prismatic;
|
||||
|
||||
LocalAnchorA = localAnchorA;
|
||||
LocalAnchorB = localAnchorB;
|
||||
|
||||
_localXAxis1 = BodyA.GetLocalVector(axis);
|
||||
_localYAxis1 = MathUtils.Cross(1.0f, _localXAxis1);
|
||||
_refAngle = BodyB.Rotation - BodyA.Rotation;
|
||||
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
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>
|
||||
/// Get the current joint translation, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointTranslation
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 d = BodyB.GetWorldPoint(LocalAnchorB) - BodyA.GetWorldPoint(LocalAnchorA);
|
||||
Vector2 axis = BodyA.GetWorldVector(ref _localXAxis1);
|
||||
|
||||
return Vector2.Dot(d, axis);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint translation speed, usually in meters per second.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
Transform xf1, xf2;
|
||||
BodyA.GetTransform(out xf1);
|
||||
BodyB.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - BodyA.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - BodyB.LocalCenter);
|
||||
Vector2 p1 = BodyA.Sweep.C + r1;
|
||||
Vector2 p2 = BodyB.Sweep.C + r2;
|
||||
Vector2 d = p2 - p1;
|
||||
Vector2 axis = BodyA.GetWorldVector(ref _localXAxis1);
|
||||
|
||||
Vector2 v1 = BodyA.LinearVelocityInternal;
|
||||
Vector2 v2 = BodyB.LinearVelocityInternal;
|
||||
float w1 = BodyA.AngularVelocityInternal;
|
||||
float w2 = BodyB.AngularVelocityInternal;
|
||||
|
||||
float speed = Vector2.Dot(d, MathUtils.Cross(w1, axis)) +
|
||||
Vector2.Dot(axis, v2 + MathUtils.Cross(w2, r2) - v1 - MathUtils.Cross(w1, r1));
|
||||
return speed;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint limit enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [limit enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool LimitEnabled
|
||||
{
|
||||
get { return _enableLimit; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(BodyA.FixedRotation == false || BodyB.FixedRotation == false,
|
||||
"Warning: limits does currently not work with fixed rotation");
|
||||
|
||||
WakeBodies();
|
||||
_enableLimit = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lower joint limit, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LowerLimit
|
||||
{
|
||||
get { return _lowerTranslation; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_lowerTranslation = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the upper joint limit, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float UpperLimit
|
||||
{
|
||||
get { return _upperTranslation; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_upperTranslation = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint motor enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [motor enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool MotorEnabled
|
||||
{
|
||||
get { return _enableMotor; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableMotor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the motor speed, usually in meters per second.
|
||||
/// </summary>
|
||||
/// <value>The speed.</value>
|
||||
public float MotorSpeed
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorSpeed = value;
|
||||
}
|
||||
get { return _motorSpeed; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the maximum motor force, usually in N.
|
||||
/// </summary>
|
||||
/// <value>The force.</value>
|
||||
public float MaxMotorForce
|
||||
{
|
||||
get { return _maxMotorForce; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_maxMotorForce = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current motor force, usually in N.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float MotorForce
|
||||
{
|
||||
get { return _motorImpulse; }
|
||||
set { _motorImpulse = value; }
|
||||
}
|
||||
|
||||
public Vector2 LocalXAxis1
|
||||
{
|
||||
get { return _localXAxis1; }
|
||||
set
|
||||
{
|
||||
_localXAxis1 = BodyA.GetLocalVector(value);
|
||||
_localYAxis1 = MathUtils.Cross(1.0f, _localXAxis1);
|
||||
}
|
||||
}
|
||||
|
||||
public float ReferenceAngle
|
||||
{
|
||||
get { return _refAngle; }
|
||||
set { _refAngle = value; }
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
return inv_dt * (_impulse.X * _perp + (_motorImpulse + _impulse.Z) * _axis);
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return inv_dt * _impulse.Y;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
LocalCenterA = b1.LocalCenter;
|
||||
LocalCenterB = b2.LocalCenter;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
// Compute the effective masses.
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - LocalCenterA);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - LocalCenterB);
|
||||
Vector2 d = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
|
||||
InvMassA = b1.InvMass;
|
||||
InvIA = b1.InvI;
|
||||
InvMassB = b2.InvMass;
|
||||
InvIB = b2.InvI;
|
||||
|
||||
// Compute motor Jacobian and effective mass.
|
||||
{
|
||||
_axis = MathUtils.Multiply(ref xf1.R, _localXAxis1);
|
||||
_a1 = MathUtils.Cross(d + r1, _axis);
|
||||
_a2 = MathUtils.Cross(r2, _axis);
|
||||
|
||||
_motorMass = InvMassA + InvMassB + InvIA * _a1 * _a1 + InvIB * _a2 * _a2;
|
||||
|
||||
if (_motorMass > Settings.Epsilon)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
}
|
||||
|
||||
// Prismatic constraint.
|
||||
{
|
||||
_perp = MathUtils.Multiply(ref xf1.R, _localYAxis1);
|
||||
|
||||
_s1 = MathUtils.Cross(d + r1, _perp);
|
||||
_s2 = MathUtils.Cross(r2, _perp);
|
||||
|
||||
float m1 = InvMassA, m2 = InvMassB;
|
||||
float i1 = InvIA, i2 = InvIB;
|
||||
|
||||
float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
|
||||
float k12 = i1 * _s1 + i2 * _s2;
|
||||
float k13 = i1 * _s1 * _a1 + i2 * _s2 * _a2;
|
||||
float k22 = i1 + i2;
|
||||
float k23 = i1 * _a1 + i2 * _a2;
|
||||
float k33 = m1 + m2 + i1 * _a1 * _a1 + i2 * _a2 * _a2;
|
||||
|
||||
_K.Col1 = new Vector3(k11, k12, k13);
|
||||
_K.Col2 = new Vector3(k12, k22, k23);
|
||||
_K.Col3 = new Vector3(k13, k23, k33);
|
||||
}
|
||||
|
||||
// Compute motor and limit terms.
|
||||
if (_enableLimit)
|
||||
{
|
||||
float jointTranslation = Vector2.Dot(_axis, d);
|
||||
if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.LinearSlop)
|
||||
{
|
||||
_limitState = LimitState.Equal;
|
||||
}
|
||||
else if (jointTranslation <= _lowerTranslation)
|
||||
{
|
||||
if (_limitState != LimitState.AtLower)
|
||||
{
|
||||
_limitState = LimitState.AtLower;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else if (jointTranslation >= _upperTranslation)
|
||||
{
|
||||
if (_limitState != LimitState.AtUpper)
|
||||
{
|
||||
_limitState = LimitState.AtUpper;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
if (_enableMotor == false)
|
||||
{
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Account for variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
_motorImpulse *= step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse.X * _perp + (_motorImpulse + _impulse.Z) * _axis;
|
||||
float L1 = _impulse.X * _s1 + _impulse.Y + (_motorImpulse + _impulse.Z) * _a1;
|
||||
float L2 = _impulse.X * _s2 + _impulse.Y + (_motorImpulse + _impulse.Z) * _a2;
|
||||
|
||||
b1.LinearVelocityInternal -= InvMassA * P;
|
||||
b1.AngularVelocityInternal -= InvIA * L1;
|
||||
|
||||
b2.LinearVelocityInternal += InvMassB * P;
|
||||
b2.AngularVelocityInternal += InvIB * L2;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Vector2 v1 = b1.LinearVelocityInternal;
|
||||
float w1 = b1.AngularVelocityInternal;
|
||||
Vector2 v2 = b2.LinearVelocityInternal;
|
||||
float w2 = b2.AngularVelocityInternal;
|
||||
|
||||
// Solve linear motor constraint.
|
||||
if (_enableMotor && _limitState != LimitState.Equal)
|
||||
{
|
||||
float Cdot = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1;
|
||||
float impulse = _motorMass * (_motorSpeed - Cdot);
|
||||
float oldImpulse = _motorImpulse;
|
||||
float maxImpulse = step.dt * _maxMotorForce;
|
||||
_motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = _motorImpulse - oldImpulse;
|
||||
|
||||
Vector2 P = impulse * _axis;
|
||||
float L1 = impulse * _a1;
|
||||
float L2 = impulse * _a2;
|
||||
|
||||
v1 -= InvMassA * P;
|
||||
w1 -= InvIA * L1;
|
||||
|
||||
v2 += InvMassB * P;
|
||||
w2 += InvIB * L2;
|
||||
}
|
||||
|
||||
Vector2 Cdot1 = new Vector2(Vector2.Dot(_perp, v2 - v1) + _s2 * w2 - _s1 * w1, w2 - w1);
|
||||
|
||||
if (_enableLimit && _limitState != LimitState.Inactive)
|
||||
{
|
||||
// Solve prismatic and limit constraint in block form.
|
||||
float Cdot2 = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1;
|
||||
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
|
||||
|
||||
Vector3 f1 = _impulse;
|
||||
Vector3 df = _K.Solve33(-Cdot);
|
||||
_impulse += df;
|
||||
|
||||
if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
_impulse.Z = Math.Max(_impulse.Z, 0.0f);
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
_impulse.Z = Math.Min(_impulse.Z, 0.0f);
|
||||
}
|
||||
|
||||
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
|
||||
Vector2 b = -Cdot1 - (_impulse.Z - f1.Z) * new Vector2(_K.Col3.X, _K.Col3.Y);
|
||||
Vector2 f2r = _K.Solve22(b) + new Vector2(f1.X, f1.Y);
|
||||
_impulse.X = f2r.X;
|
||||
_impulse.Y = f2r.Y;
|
||||
|
||||
df = _impulse - f1;
|
||||
|
||||
Vector2 P = df.X * _perp + df.Z * _axis;
|
||||
float L1 = df.X * _s1 + df.Y + df.Z * _a1;
|
||||
float L2 = df.X * _s2 + df.Y + df.Z * _a2;
|
||||
|
||||
v1 -= InvMassA * P;
|
||||
w1 -= InvIA * L1;
|
||||
|
||||
v2 += InvMassB * P;
|
||||
w2 += InvIB * L2;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Limit is inactive, just solve the prismatic constraint in block form.
|
||||
Vector2 df = _K.Solve22(-Cdot1);
|
||||
_impulse.X += df.X;
|
||||
_impulse.Y += df.Y;
|
||||
|
||||
Vector2 P = df.X * _perp;
|
||||
float L1 = df.X * _s1 + df.Y;
|
||||
float L2 = df.X * _s2 + df.Y;
|
||||
|
||||
v1 -= InvMassA * P;
|
||||
w1 -= InvIA * L1;
|
||||
|
||||
v2 += InvMassB * P;
|
||||
w2 += InvIB * L2;
|
||||
}
|
||||
|
||||
b1.LinearVelocityInternal = v1;
|
||||
b1.AngularVelocityInternal = w1;
|
||||
b2.LinearVelocityInternal = v2;
|
||||
b2.AngularVelocityInternal = w2;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Vector2 c1 = b1.Sweep.C;
|
||||
float a1 = b1.Sweep.A;
|
||||
|
||||
Vector2 c2 = b2.Sweep.C;
|
||||
float a2 = b2.Sweep.A;
|
||||
|
||||
// Solve linear limit constraint.
|
||||
float linearError = 0.0f;
|
||||
bool active = false;
|
||||
float C2 = 0.0f;
|
||||
|
||||
Mat22 R1 = new Mat22(a1);
|
||||
Mat22 R2 = new Mat22(a2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref R1, LocalAnchorA - LocalCenterA);
|
||||
Vector2 r2 = MathUtils.Multiply(ref R2, LocalAnchorB - LocalCenterB);
|
||||
Vector2 d = c2 + r2 - c1 - r1;
|
||||
|
||||
if (_enableLimit)
|
||||
{
|
||||
_axis = MathUtils.Multiply(ref R1, _localXAxis1);
|
||||
|
||||
_a1 = MathUtils.Cross(d + r1, _axis);
|
||||
_a2 = MathUtils.Cross(r2, _axis);
|
||||
|
||||
float translation = Vector2.Dot(_axis, d);
|
||||
if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.LinearSlop)
|
||||
{
|
||||
// Prevent large angular corrections
|
||||
C2 = MathUtils.Clamp(translation, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
|
||||
linearError = Math.Abs(translation);
|
||||
active = true;
|
||||
}
|
||||
else if (translation <= _lowerTranslation)
|
||||
{
|
||||
// Prevent large linear corrections and allow some slop.
|
||||
C2 = MathUtils.Clamp(translation - _lowerTranslation + Settings.LinearSlop,
|
||||
-Settings.MaxLinearCorrection, 0.0f);
|
||||
linearError = _lowerTranslation - translation;
|
||||
active = true;
|
||||
}
|
||||
else if (translation >= _upperTranslation)
|
||||
{
|
||||
// Prevent large linear corrections and allow some slop.
|
||||
C2 = MathUtils.Clamp(translation - _upperTranslation - Settings.LinearSlop, 0.0f,
|
||||
Settings.MaxLinearCorrection);
|
||||
linearError = translation - _upperTranslation;
|
||||
active = true;
|
||||
}
|
||||
}
|
||||
|
||||
_perp = MathUtils.Multiply(ref R1, _localYAxis1);
|
||||
|
||||
_s1 = MathUtils.Cross(d + r1, _perp);
|
||||
_s2 = MathUtils.Cross(r2, _perp);
|
||||
|
||||
Vector3 impulse;
|
||||
Vector2 C1 = new Vector2(Vector2.Dot(_perp, d), a2 - a1 - ReferenceAngle);
|
||||
|
||||
linearError = Math.Max(linearError, Math.Abs(C1.X));
|
||||
float angularError = Math.Abs(C1.Y);
|
||||
|
||||
if (active)
|
||||
{
|
||||
float m1 = InvMassA, m2 = InvMassB;
|
||||
float i1 = InvIA, i2 = InvIB;
|
||||
|
||||
float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
|
||||
float k12 = i1 * _s1 + i2 * _s2;
|
||||
float k13 = i1 * _s1 * _a1 + i2 * _s2 * _a2;
|
||||
float k22 = i1 + i2;
|
||||
float k23 = i1 * _a1 + i2 * _a2;
|
||||
float k33 = m1 + m2 + i1 * _a1 * _a1 + i2 * _a2 * _a2;
|
||||
|
||||
_K.Col1 = new Vector3(k11, k12, k13);
|
||||
_K.Col2 = new Vector3(k12, k22, k23);
|
||||
_K.Col3 = new Vector3(k13, k23, k33);
|
||||
|
||||
Vector3 C = new Vector3(-C1.X, -C1.Y, -C2);
|
||||
impulse = _K.Solve33(C); // negated above
|
||||
}
|
||||
else
|
||||
{
|
||||
float m1 = InvMassA, m2 = InvMassB;
|
||||
float i1 = InvIA, i2 = InvIB;
|
||||
|
||||
float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
|
||||
float k12 = i1 * _s1 + i2 * _s2;
|
||||
float k22 = i1 + i2;
|
||||
|
||||
_K.Col1 = new Vector3(k11, k12, 0.0f);
|
||||
_K.Col2 = new Vector3(k12, k22, 0.0f);
|
||||
|
||||
Vector2 impulse1 = _K.Solve22(-C1);
|
||||
impulse.X = impulse1.X;
|
||||
impulse.Y = impulse1.Y;
|
||||
impulse.Z = 0.0f;
|
||||
}
|
||||
|
||||
Vector2 P = impulse.X * _perp + impulse.Z * _axis;
|
||||
float L1 = impulse.X * _s1 + impulse.Y + impulse.Z * _a1;
|
||||
float L2 = impulse.X * _s2 + impulse.Y + impulse.Z * _a2;
|
||||
|
||||
c1 -= InvMassA * P;
|
||||
a1 -= InvIA * L1;
|
||||
c2 += InvMassB * P;
|
||||
a2 += InvIB * L2;
|
||||
|
||||
// TODO_ERIN remove need for this.
|
||||
b1.Sweep.C = c1;
|
||||
b1.Sweep.A = a1;
|
||||
b2.Sweep.C = c2;
|
||||
b2.Sweep.A = a2;
|
||||
b1.SynchronizeTransform();
|
||||
b2.SynchronizeTransform();
|
||||
|
||||
return linearError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
507
axios/Dynamics/Joints/PulleyJoint.cs
Normal file
507
axios/Dynamics/Joints/PulleyJoint.cs
Normal file
@@ -0,0 +1,507 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
/// <summary>
|
||||
/// The pulley joint is connected to two bodies and two fixed ground points.
|
||||
/// The pulley supports a ratio such that:
|
||||
/// length1 + ratio * length2 <!--<-->= ant
|
||||
/// Yes, the force transmitted is scaled by the ratio.
|
||||
/// The pulley also enforces a maximum length limit on both sides. This is
|
||||
/// useful to prevent one side of the pulley hitting the top.
|
||||
/// </summary>
|
||||
public class PulleyJoint : Joint
|
||||
{
|
||||
/// <summary>
|
||||
/// Get the first ground anchor.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public Vector2 GroundAnchorA;
|
||||
|
||||
/// <summary>
|
||||
/// Get the second ground anchor.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public Vector2 GroundAnchorB;
|
||||
|
||||
public Vector2 LocalAnchorA;
|
||||
public Vector2 LocalAnchorB;
|
||||
|
||||
public float MinPulleyLength = 2.0f;
|
||||
private float _ant;
|
||||
private float _impulse;
|
||||
private float _lengthA;
|
||||
private float _lengthB;
|
||||
private float _limitImpulse1;
|
||||
private float _limitImpulse2;
|
||||
private float _limitMass1;
|
||||
private float _limitMass2;
|
||||
private LimitState _limitState1;
|
||||
private LimitState _limitState2;
|
||||
private float _maxLengthA;
|
||||
private float _maxLengthB;
|
||||
|
||||
// Effective masses
|
||||
private float _pulleyMass;
|
||||
private LimitState _state;
|
||||
private Vector2 _u1;
|
||||
private Vector2 _u2;
|
||||
|
||||
internal PulleyJoint()
|
||||
{
|
||||
JointType = JointType.Pulley;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
|
||||
/// This requires two ground anchors,
|
||||
/// two dynamic body anchor points, max lengths for each side,
|
||||
/// and a pulley ratio.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="groundAnchorA">The ground anchor for the first body.</param>
|
||||
/// <param name="groundAnchorB">The ground anchor for the second body.</param>
|
||||
/// <param name="localAnchorA">The first body anchor.</param>
|
||||
/// <param name="localAnchorB">The second body anchor.</param>
|
||||
/// <param name="ratio">The ratio.</param>
|
||||
public PulleyJoint(Body bodyA, Body bodyB,
|
||||
Vector2 groundAnchorA, Vector2 groundAnchorB,
|
||||
Vector2 localAnchorA, Vector2 localAnchorB,
|
||||
float ratio)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Pulley;
|
||||
|
||||
GroundAnchorA = groundAnchorA;
|
||||
GroundAnchorB = groundAnchorB;
|
||||
LocalAnchorA = localAnchorA;
|
||||
LocalAnchorB = localAnchorB;
|
||||
|
||||
Vector2 d1 = BodyA.GetWorldPoint(localAnchorA) - groundAnchorA;
|
||||
_lengthA = d1.Length();
|
||||
|
||||
Vector2 d2 = BodyB.GetWorldPoint(localAnchorB) - groundAnchorB;
|
||||
_lengthB = d2.Length();
|
||||
|
||||
Debug.Assert(ratio != 0.0f);
|
||||
Debug.Assert(ratio > Settings.Epsilon);
|
||||
Ratio = ratio;
|
||||
|
||||
float C = _lengthA + Ratio * _lengthB;
|
||||
|
||||
MaxLengthA = C - Ratio * MinPulleyLength;
|
||||
MaxLengthB = (C - MinPulleyLength) / Ratio;
|
||||
|
||||
_ant = _lengthA + Ratio * _lengthB;
|
||||
|
||||
MaxLengthA = Math.Min(MaxLengthA, _ant - Ratio * MinPulleyLength);
|
||||
MaxLengthB = Math.Min(MaxLengthB, (_ant - MinPulleyLength) / Ratio);
|
||||
|
||||
_impulse = 0.0f;
|
||||
_limitImpulse1 = 0.0f;
|
||||
_limitImpulse2 = 0.0f;
|
||||
}
|
||||
|
||||
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>
|
||||
/// Get the current length of the segment attached to body1.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LengthA
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 d = BodyA.GetWorldPoint(LocalAnchorA) - GroundAnchorA;
|
||||
return d.Length();
|
||||
}
|
||||
set { _lengthA = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current length of the segment attached to body2.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LengthB
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 d = BodyB.GetWorldPoint(LocalAnchorB) - GroundAnchorB;
|
||||
return d.Length();
|
||||
}
|
||||
set { _lengthB = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the pulley ratio.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float Ratio { get; set; }
|
||||
|
||||
public float MaxLengthA
|
||||
{
|
||||
get { return _maxLengthA; }
|
||||
set { _maxLengthA = value; }
|
||||
}
|
||||
|
||||
public float MaxLengthB
|
||||
{
|
||||
get { return _maxLengthB; }
|
||||
set { _maxLengthB = value; }
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
Vector2 P = _impulse * _u2;
|
||||
return inv_dt * P;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
Vector2 p1 = b1.Sweep.C + r1;
|
||||
Vector2 p2 = b2.Sweep.C + r2;
|
||||
|
||||
Vector2 s1 = GroundAnchorA;
|
||||
Vector2 s2 = GroundAnchorB;
|
||||
|
||||
// Get the pulley axes.
|
||||
_u1 = p1 - s1;
|
||||
_u2 = p2 - s2;
|
||||
|
||||
float length1 = _u1.Length();
|
||||
float length2 = _u2.Length();
|
||||
|
||||
if (length1 > Settings.LinearSlop)
|
||||
{
|
||||
_u1 *= 1.0f / length1;
|
||||
}
|
||||
else
|
||||
{
|
||||
_u1 = Vector2.Zero;
|
||||
}
|
||||
|
||||
if (length2 > Settings.LinearSlop)
|
||||
{
|
||||
_u2 *= 1.0f / length2;
|
||||
}
|
||||
else
|
||||
{
|
||||
_u2 = Vector2.Zero;
|
||||
}
|
||||
|
||||
float C = _ant - length1 - Ratio * length2;
|
||||
if (C > 0.0f)
|
||||
{
|
||||
_state = LimitState.Inactive;
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_state = LimitState.AtUpper;
|
||||
}
|
||||
|
||||
if (length1 < MaxLengthA)
|
||||
{
|
||||
_limitState1 = LimitState.Inactive;
|
||||
_limitImpulse1 = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState1 = LimitState.AtUpper;
|
||||
}
|
||||
|
||||
if (length2 < MaxLengthB)
|
||||
{
|
||||
_limitState2 = LimitState.Inactive;
|
||||
_limitImpulse2 = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState2 = LimitState.AtUpper;
|
||||
}
|
||||
|
||||
// Compute effective mass.
|
||||
float cr1u1 = MathUtils.Cross(r1, _u1);
|
||||
float cr2u2 = MathUtils.Cross(r2, _u2);
|
||||
|
||||
_limitMass1 = b1.InvMass + b1.InvI * cr1u1 * cr1u1;
|
||||
_limitMass2 = b2.InvMass + b2.InvI * cr2u2 * cr2u2;
|
||||
_pulleyMass = _limitMass1 + Ratio * Ratio * _limitMass2;
|
||||
Debug.Assert(_limitMass1 > Settings.Epsilon);
|
||||
Debug.Assert(_limitMass2 > Settings.Epsilon);
|
||||
Debug.Assert(_pulleyMass > Settings.Epsilon);
|
||||
_limitMass1 = 1.0f / _limitMass1;
|
||||
_limitMass2 = 1.0f / _limitMass2;
|
||||
_pulleyMass = 1.0f / _pulleyMass;
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support variable time steps.
|
||||
_impulse *= step.dtRatio;
|
||||
_limitImpulse1 *= step.dtRatio;
|
||||
_limitImpulse2 *= step.dtRatio;
|
||||
|
||||
// Warm starting.
|
||||
Vector2 P1 = -(_impulse + _limitImpulse1) * _u1;
|
||||
Vector2 P2 = (-Ratio * _impulse - _limitImpulse2) * _u2;
|
||||
b1.LinearVelocityInternal += b1.InvMass * P1;
|
||||
b1.AngularVelocityInternal += b1.InvI * MathUtils.Cross(r1, P1);
|
||||
b2.LinearVelocityInternal += b2.InvMass * P2;
|
||||
b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P2);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
_limitImpulse1 = 0.0f;
|
||||
_limitImpulse2 = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
if (_state == LimitState.AtUpper)
|
||||
{
|
||||
Vector2 v1 = b1.LinearVelocityInternal + MathUtils.Cross(b1.AngularVelocityInternal, r1);
|
||||
Vector2 v2 = b2.LinearVelocityInternal + MathUtils.Cross(b2.AngularVelocityInternal, r2);
|
||||
|
||||
float Cdot = -Vector2.Dot(_u1, v1) - Ratio * Vector2.Dot(_u2, v2);
|
||||
float impulse = _pulleyMass * (-Cdot);
|
||||
float oldImpulse = _impulse;
|
||||
_impulse = Math.Max(0.0f, _impulse + impulse);
|
||||
impulse = _impulse - oldImpulse;
|
||||
|
||||
Vector2 P1 = -impulse * _u1;
|
||||
Vector2 P2 = -Ratio * impulse * _u2;
|
||||
b1.LinearVelocityInternal += b1.InvMass * P1;
|
||||
b1.AngularVelocityInternal += b1.InvI * MathUtils.Cross(r1, P1);
|
||||
b2.LinearVelocityInternal += b2.InvMass * P2;
|
||||
b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P2);
|
||||
}
|
||||
|
||||
if (_limitState1 == LimitState.AtUpper)
|
||||
{
|
||||
Vector2 v1 = b1.LinearVelocityInternal + MathUtils.Cross(b1.AngularVelocityInternal, r1);
|
||||
|
||||
float Cdot = -Vector2.Dot(_u1, v1);
|
||||
float impulse = -_limitMass1 * Cdot;
|
||||
float oldImpulse = _limitImpulse1;
|
||||
_limitImpulse1 = Math.Max(0.0f, _limitImpulse1 + impulse);
|
||||
impulse = _limitImpulse1 - oldImpulse;
|
||||
|
||||
Vector2 P1 = -impulse * _u1;
|
||||
b1.LinearVelocityInternal += b1.InvMass * P1;
|
||||
b1.AngularVelocityInternal += b1.InvI * MathUtils.Cross(r1, P1);
|
||||
}
|
||||
|
||||
if (_limitState2 == LimitState.AtUpper)
|
||||
{
|
||||
Vector2 v2 = b2.LinearVelocityInternal + MathUtils.Cross(b2.AngularVelocityInternal, r2);
|
||||
|
||||
float Cdot = -Vector2.Dot(_u2, v2);
|
||||
float impulse = -_limitMass2 * Cdot;
|
||||
float oldImpulse = _limitImpulse2;
|
||||
_limitImpulse2 = Math.Max(0.0f, _limitImpulse2 + impulse);
|
||||
impulse = _limitImpulse2 - oldImpulse;
|
||||
|
||||
Vector2 P2 = -impulse * _u2;
|
||||
b2.LinearVelocityInternal += b2.InvMass * P2;
|
||||
b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P2);
|
||||
}
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Vector2 s1 = GroundAnchorA;
|
||||
Vector2 s2 = GroundAnchorB;
|
||||
|
||||
float linearError = 0.0f;
|
||||
|
||||
if (_state == LimitState.AtUpper)
|
||||
{
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
Vector2 p1 = b1.Sweep.C + r1;
|
||||
Vector2 p2 = b2.Sweep.C + r2;
|
||||
|
||||
// Get the pulley axes.
|
||||
_u1 = p1 - s1;
|
||||
_u2 = p2 - s2;
|
||||
|
||||
float length1 = _u1.Length();
|
||||
float length2 = _u2.Length();
|
||||
|
||||
if (length1 > Settings.LinearSlop)
|
||||
{
|
||||
_u1 *= 1.0f / length1;
|
||||
}
|
||||
else
|
||||
{
|
||||
_u1 = Vector2.Zero;
|
||||
}
|
||||
|
||||
if (length2 > Settings.LinearSlop)
|
||||
{
|
||||
_u2 *= 1.0f / length2;
|
||||
}
|
||||
else
|
||||
{
|
||||
_u2 = Vector2.Zero;
|
||||
}
|
||||
|
||||
float C = _ant - length1 - Ratio * length2;
|
||||
linearError = Math.Max(linearError, -C);
|
||||
|
||||
C = MathUtils.Clamp(C + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
|
||||
float impulse = -_pulleyMass * C;
|
||||
|
||||
Vector2 P1 = -impulse * _u1;
|
||||
Vector2 P2 = -Ratio * impulse * _u2;
|
||||
|
||||
b1.Sweep.C += b1.InvMass * P1;
|
||||
b1.Sweep.A += b1.InvI * MathUtils.Cross(r1, P1);
|
||||
b2.Sweep.C += b2.InvMass * P2;
|
||||
b2.Sweep.A += b2.InvI * MathUtils.Cross(r2, P2);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
595
axios/Dynamics/Joints/RevoluteJoint.cs
Normal file
595
axios/Dynamics/Joints/RevoluteJoint.cs
Normal file
@@ -0,0 +1,595 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
/// <summary>
|
||||
/// A revolute joint rains to bodies to share a common point while they
|
||||
/// are free to rotate about the point. The relative rotation about the shared
|
||||
/// point is the joint angle. You can limit the relative rotation with
|
||||
/// a joint limit that specifies a lower and upper angle. You can use a motor
|
||||
/// to drive the relative rotation about the shared point. A maximum motor torque
|
||||
/// is provided so that infinite forces are not generated.
|
||||
/// </summary>
|
||||
public class RevoluteJoint : Joint
|
||||
{
|
||||
public Vector2 LocalAnchorA;
|
||||
|
||||
public Vector2 LocalAnchorB;
|
||||
private bool _enableLimit;
|
||||
private bool _enableMotor;
|
||||
private Vector3 _impulse;
|
||||
private LimitState _limitState;
|
||||
private float _lowerAngle;
|
||||
private Mat33 _mass; // effective mass for point-to-point constraint.
|
||||
private float _maxMotorTorque;
|
||||
private float _motorImpulse;
|
||||
private float _motorMass; // effective mass for motor/limit angular constraint.
|
||||
private float _motorSpeed;
|
||||
private float _referenceAngle;
|
||||
private float _tmpFloat1;
|
||||
private Vector2 _tmpVector1, _tmpVector2;
|
||||
private float _upperAngle;
|
||||
|
||||
internal RevoluteJoint()
|
||||
{
|
||||
JointType = JointType.Revolute;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the bodies and local anchor.
|
||||
/// This requires defining an
|
||||
/// anchor point where the bodies are joined. The definition
|
||||
/// uses local anchor points so that the initial configuration
|
||||
/// can violate the constraint slightly. You also need to
|
||||
/// specify the initial relative angle for joint limits. This
|
||||
/// helps when saving and loading a game.
|
||||
/// The local anchor points are measured from the body's origin
|
||||
/// rather than the center of mass because:
|
||||
/// 1. you might not know where the center of mass will be.
|
||||
/// 2. if you add/remove shapes from a body and recompute the mass,
|
||||
/// the joints will be broken.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="localAnchorA">The first body anchor.</param>
|
||||
/// <param name="localAnchorB">The second anchor.</param>
|
||||
public RevoluteJoint(Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Revolute;
|
||||
|
||||
// Changed to local coordinates.
|
||||
LocalAnchorA = localAnchorA;
|
||||
LocalAnchorB = localAnchorB;
|
||||
|
||||
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
|
||||
|
||||
_impulse = Vector3.Zero;
|
||||
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
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 ReferenceAngle
|
||||
{
|
||||
get { return _referenceAngle; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_referenceAngle = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle in radians.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointAngle
|
||||
{
|
||||
get { return BodyB.Sweep.A - BodyA.Sweep.A - ReferenceAngle; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle speed in radians per second.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float JointSpeed
|
||||
{
|
||||
get { return BodyB.AngularVelocityInternal - BodyA.AngularVelocityInternal; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint limit enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [limit enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool LimitEnabled
|
||||
{
|
||||
get { return _enableLimit; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableLimit = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lower joint limit in radians.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LowerLimit
|
||||
{
|
||||
get { return _lowerAngle; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_lowerAngle = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the upper joint limit in radians.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float UpperLimit
|
||||
{
|
||||
get { return _upperAngle; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_upperAngle = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint motor enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [motor enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool MotorEnabled
|
||||
{
|
||||
get { return _enableMotor; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableMotor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the motor speed in radians per second.
|
||||
/// </summary>
|
||||
/// <value>The speed.</value>
|
||||
public float MotorSpeed
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorSpeed = value;
|
||||
}
|
||||
get { return _motorSpeed; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the maximum motor torque, usually in N-m.
|
||||
/// </summary>
|
||||
/// <value>The torque.</value>
|
||||
public float MaxMotorTorque
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_maxMotorTorque = value;
|
||||
}
|
||||
get { return _maxMotorTorque; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current motor torque, usually in N-m.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float MotorTorque
|
||||
{
|
||||
get { return _motorImpulse; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorImpulse = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
Vector2 P = new Vector2(_impulse.X, _impulse.Y);
|
||||
return inv_dt * P;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return inv_dt * _impulse.Z;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
if (_enableMotor || _enableLimit)
|
||||
{
|
||||
// You cannot create a rotation limit between bodies that
|
||||
// both have fixed rotation.
|
||||
Debug.Assert(b1.InvI > 0.0f || b2.InvI > 0.0f);
|
||||
}
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
/*Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);*/
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref b1.Xf.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref b2.Xf.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
// J = [-I -r1_skew I r2_skew]
|
||||
// [ 0 -1 0 1]
|
||||
// r_skew = [-ry; rx]
|
||||
|
||||
// Matlab
|
||||
// K = [ m1+r1y^2*i1+m2+r2y^2*i2, -r1y*i1*r1x-r2y*i2*r2x, -r1y*i1-r2y*i2]
|
||||
// [ -r1y*i1*r1x-r2y*i2*r2x, m1+r1x^2*i1+m2+r2x^2*i2, r1x*i1+r2x*i2]
|
||||
// [ -r1y*i1-r2y*i2, r1x*i1+r2x*i2, i1+i2]
|
||||
|
||||
float m1 = b1.InvMass, m2 = b2.InvMass;
|
||||
float i1 = b1.InvI, i2 = b2.InvI;
|
||||
|
||||
_mass.Col1.X = m1 + m2 + r1.Y * r1.Y * i1 + r2.Y * r2.Y * i2;
|
||||
_mass.Col2.X = -r1.Y * r1.X * i1 - r2.Y * r2.X * i2;
|
||||
_mass.Col3.X = -r1.Y * i1 - r2.Y * i2;
|
||||
_mass.Col1.Y = _mass.Col2.X;
|
||||
_mass.Col2.Y = m1 + m2 + r1.X * r1.X * i1 + r2.X * r2.X * i2;
|
||||
_mass.Col3.Y = r1.X * i1 + r2.X * i2;
|
||||
_mass.Col1.Z = _mass.Col3.X;
|
||||
_mass.Col2.Z = _mass.Col3.Y;
|
||||
_mass.Col3.Z = i1 + i2;
|
||||
|
||||
_motorMass = i1 + i2;
|
||||
if (_motorMass > 0.0f)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
|
||||
if (_enableMotor == false)
|
||||
{
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (_enableLimit)
|
||||
{
|
||||
float jointAngle = b2.Sweep.A - b1.Sweep.A - ReferenceAngle;
|
||||
if (Math.Abs(_upperAngle - _lowerAngle) < 2.0f * Settings.AngularSlop)
|
||||
{
|
||||
_limitState = LimitState.Equal;
|
||||
}
|
||||
else if (jointAngle <= _lowerAngle)
|
||||
{
|
||||
if (_limitState != LimitState.AtLower)
|
||||
{
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
_limitState = LimitState.AtLower;
|
||||
}
|
||||
else if (jointAngle >= _upperAngle)
|
||||
{
|
||||
if (_limitState != LimitState.AtUpper)
|
||||
{
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
_limitState = LimitState.AtUpper;
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
_motorImpulse *= step.dtRatio;
|
||||
|
||||
Vector2 P = new Vector2(_impulse.X, _impulse.Y);
|
||||
|
||||
b1.LinearVelocityInternal -= m1 * P;
|
||||
MathUtils.Cross(ref r1, ref P, out _tmpFloat1);
|
||||
b1.AngularVelocityInternal -= i1 * ( /* r1 x P */_tmpFloat1 + _motorImpulse + _impulse.Z);
|
||||
|
||||
b2.LinearVelocityInternal += m2 * P;
|
||||
MathUtils.Cross(ref r2, ref P, out _tmpFloat1);
|
||||
b2.AngularVelocityInternal += i2 * ( /* r2 x P */_tmpFloat1 + _motorImpulse + _impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Vector2 v1 = b1.LinearVelocityInternal;
|
||||
float w1 = b1.AngularVelocityInternal;
|
||||
Vector2 v2 = b2.LinearVelocityInternal;
|
||||
float w2 = b2.AngularVelocityInternal;
|
||||
|
||||
float m1 = b1.InvMass, m2 = b2.InvMass;
|
||||
float i1 = b1.InvI, i2 = b2.InvI;
|
||||
|
||||
// Solve motor constraint.
|
||||
if (_enableMotor && _limitState != LimitState.Equal)
|
||||
{
|
||||
float Cdot = w2 - w1 - _motorSpeed;
|
||||
float impulse = _motorMass * (-Cdot);
|
||||
float oldImpulse = _motorImpulse;
|
||||
float maxImpulse = step.dt * _maxMotorTorque;
|
||||
_motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = _motorImpulse - oldImpulse;
|
||||
|
||||
w1 -= i1 * impulse;
|
||||
w2 += i2 * impulse;
|
||||
}
|
||||
|
||||
// Solve limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive)
|
||||
{
|
||||
/*Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);*/
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref b1.Xf.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref b2.Xf.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
// Solve point-to-point constraint
|
||||
MathUtils.Cross(w2, ref r2, out _tmpVector2);
|
||||
MathUtils.Cross(w1, ref r1, out _tmpVector1);
|
||||
Vector2 Cdot1 = v2 + /* w2 x r2 */ _tmpVector2 - v1 - /* w1 x r1 */ _tmpVector1;
|
||||
float Cdot2 = w2 - w1;
|
||||
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
|
||||
|
||||
Vector3 impulse = _mass.Solve33(-Cdot);
|
||||
|
||||
if (_limitState == LimitState.Equal)
|
||||
{
|
||||
_impulse += impulse;
|
||||
}
|
||||
else if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse < 0.0f)
|
||||
{
|
||||
Vector2 reduced = _mass.Solve22(-Cdot1);
|
||||
impulse.X = reduced.X;
|
||||
impulse.Y = reduced.Y;
|
||||
impulse.Z = -_impulse.Z;
|
||||
_impulse.X += reduced.X;
|
||||
_impulse.Y += reduced.Y;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse > 0.0f)
|
||||
{
|
||||
Vector2 reduced = _mass.Solve22(-Cdot1);
|
||||
impulse.X = reduced.X;
|
||||
impulse.Y = reduced.Y;
|
||||
impulse.Z = -_impulse.Z;
|
||||
_impulse.X += reduced.X;
|
||||
_impulse.Y += reduced.Y;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 P = new Vector2(impulse.X, impulse.Y);
|
||||
|
||||
v1 -= m1 * P;
|
||||
MathUtils.Cross(ref r1, ref P, out _tmpFloat1);
|
||||
w1 -= i1 * ( /* r1 x P */_tmpFloat1 + impulse.Z);
|
||||
|
||||
v2 += m2 * P;
|
||||
MathUtils.Cross(ref r2, ref P, out _tmpFloat1);
|
||||
w2 += i2 * ( /* r2 x P */_tmpFloat1 + impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
/*Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);*/
|
||||
|
||||
_tmpVector1 = LocalAnchorA - b1.LocalCenter;
|
||||
_tmpVector2 = LocalAnchorB - b2.LocalCenter;
|
||||
Vector2 r1 = MathUtils.Multiply(ref b1.Xf.R, ref _tmpVector1);
|
||||
Vector2 r2 = MathUtils.Multiply(ref b2.Xf.R, ref _tmpVector2);
|
||||
|
||||
// Solve point-to-point constraint
|
||||
MathUtils.Cross(w2, ref r2, out _tmpVector2);
|
||||
MathUtils.Cross(w1, ref r1, out _tmpVector1);
|
||||
Vector2 Cdot = v2 + /* w2 x r2 */ _tmpVector2 - v1 - /* w1 x r1 */ _tmpVector1;
|
||||
Vector2 impulse = _mass.Solve22(-Cdot);
|
||||
|
||||
_impulse.X += impulse.X;
|
||||
_impulse.Y += impulse.Y;
|
||||
|
||||
v1 -= m1 * impulse;
|
||||
MathUtils.Cross(ref r1, ref impulse, out _tmpFloat1);
|
||||
w1 -= i1 * /* r1 x impulse */ _tmpFloat1;
|
||||
|
||||
v2 += m2 * impulse;
|
||||
MathUtils.Cross(ref r2, ref impulse, out _tmpFloat1);
|
||||
w2 += i2 * /* r2 x impulse */ _tmpFloat1;
|
||||
}
|
||||
|
||||
b1.LinearVelocityInternal = v1;
|
||||
b1.AngularVelocityInternal = w1;
|
||||
b2.LinearVelocityInternal = v2;
|
||||
b2.AngularVelocityInternal = w2;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
// TODO_ERIN block solve with limit. COME ON ERIN
|
||||
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
float angularError = 0.0f;
|
||||
float positionError;
|
||||
|
||||
// Solve angular limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive)
|
||||
{
|
||||
float angle = b2.Sweep.A - b1.Sweep.A - ReferenceAngle;
|
||||
float limitImpulse = 0.0f;
|
||||
|
||||
if (_limitState == LimitState.Equal)
|
||||
{
|
||||
// Prevent large angular corrections
|
||||
float C = MathUtils.Clamp(angle - _lowerAngle, -Settings.MaxAngularCorrection,
|
||||
Settings.MaxAngularCorrection);
|
||||
limitImpulse = -_motorMass * C;
|
||||
angularError = Math.Abs(C);
|
||||
}
|
||||
else if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
float C = angle - _lowerAngle;
|
||||
angularError = -C;
|
||||
|
||||
// Prevent large angular corrections and allow some slop.
|
||||
C = MathUtils.Clamp(C + Settings.AngularSlop, -Settings.MaxAngularCorrection, 0.0f);
|
||||
limitImpulse = -_motorMass * C;
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
float C = angle - _upperAngle;
|
||||
angularError = C;
|
||||
|
||||
// Prevent large angular corrections and allow some slop.
|
||||
C = MathUtils.Clamp(C - Settings.AngularSlop, 0.0f, Settings.MaxAngularCorrection);
|
||||
limitImpulse = -_motorMass * C;
|
||||
}
|
||||
|
||||
b1.Sweep.A -= b1.InvI * limitImpulse;
|
||||
b2.Sweep.A += b2.InvI * limitImpulse;
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
b2.SynchronizeTransform();
|
||||
}
|
||||
|
||||
// Solve point-to-point constraint.
|
||||
{
|
||||
/*Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);*/
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref b1.Xf.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref b2.Xf.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
Vector2 C = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
positionError = C.Length();
|
||||
|
||||
float invMass1 = b1.InvMass, invMass2 = b2.InvMass;
|
||||
float invI1 = b1.InvI, invI2 = b2.InvI;
|
||||
|
||||
// Handle large detachment.
|
||||
const float k_allowedStretch = 10.0f * Settings.LinearSlop;
|
||||
if (C.LengthSquared() > k_allowedStretch * k_allowedStretch)
|
||||
{
|
||||
// Use a particle solution (no rotation).
|
||||
Vector2 u = C;
|
||||
u.Normalize();
|
||||
float k = invMass1 + invMass2;
|
||||
Debug.Assert(k > Settings.Epsilon);
|
||||
float m = 1.0f / k;
|
||||
Vector2 impulse2 = m * (-C);
|
||||
const float k_beta = 0.5f;
|
||||
b1.Sweep.C -= k_beta * invMass1 * impulse2;
|
||||
b2.Sweep.C += k_beta * invMass2 * impulse2;
|
||||
|
||||
C = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
}
|
||||
|
||||
Mat22 K1 = new Mat22(new Vector2(invMass1 + invMass2, 0.0f), new Vector2(0.0f, invMass1 + invMass2));
|
||||
Mat22 K2 = new Mat22(new Vector2(invI1 * r1.Y * r1.Y, -invI1 * r1.X * r1.Y),
|
||||
new Vector2(-invI1 * r1.X * r1.Y, invI1 * r1.X * r1.X));
|
||||
Mat22 K3 = new Mat22(new Vector2(invI2 * r2.Y * r2.Y, -invI2 * r2.X * r2.Y),
|
||||
new Vector2(-invI2 * r2.X * r2.Y, invI2 * r2.X * r2.X));
|
||||
|
||||
Mat22 Ka;
|
||||
Mat22.Add(ref K1, ref K2, out Ka);
|
||||
|
||||
Mat22 K;
|
||||
Mat22.Add(ref Ka, ref K3, out K);
|
||||
|
||||
|
||||
Vector2 impulse = K.Solve(-C);
|
||||
|
||||
b1.Sweep.C -= b1.InvMass * impulse;
|
||||
MathUtils.Cross(ref r1, ref impulse, out _tmpFloat1);
|
||||
b1.Sweep.A -= b1.InvI * /* r1 x impulse */ _tmpFloat1;
|
||||
|
||||
b2.Sweep.C += b2.InvMass * impulse;
|
||||
MathUtils.Cross(ref r2, ref impulse, out _tmpFloat1);
|
||||
b2.Sweep.A += b2.InvI * /* r2 x impulse */ _tmpFloat1;
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
b2.SynchronizeTransform();
|
||||
}
|
||||
|
||||
return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
239
axios/Dynamics/Joints/RopeJoint.cs
Normal file
239
axios/Dynamics/Joints/RopeJoint.cs
Normal file
@@ -0,0 +1,239 @@
|
||||
/*
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
}
|
298
axios/Dynamics/Joints/SliderJoint.cs
Normal file
298
axios/Dynamics/Joints/SliderJoint.cs
Normal file
@@ -0,0 +1,298 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
/// <summary>
|
||||
/// A distance joint contrains two points on two bodies
|
||||
/// to remain at a fixed distance from each other. You can view
|
||||
/// this as a massless, rigid rod.
|
||||
/// </summary>
|
||||
public class SliderJoint : Joint
|
||||
{
|
||||
// 1-D constrained system
|
||||
// m (v2 - v1) = lambda
|
||||
// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
|
||||
// x2 = x1 + h * v2
|
||||
|
||||
// 1-D mass-damper-spring system
|
||||
// m (v2 - v1) + h * d * v2 + h * k *
|
||||
|
||||
// C = norm(p2 - p1) - L
|
||||
// u = (p2 - p1) / norm(p2 - p1)
|
||||
// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
|
||||
// J = [-u -cross(r1, u) u cross(r2, u)]
|
||||
// K = J * invM * JT
|
||||
// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
|
||||
|
||||
public Vector2 LocalAnchorA;
|
||||
|
||||
public Vector2 LocalAnchorB;
|
||||
private float _bias;
|
||||
private float _gamma;
|
||||
private float _impulse;
|
||||
private float _mass;
|
||||
private Vector2 _u;
|
||||
|
||||
internal SliderJoint()
|
||||
{
|
||||
JointType = JointType.Slider;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SliderJoint"/> class.
|
||||
/// Warning: Do not use a zero or short length.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="localAnchorA">The first body anchor.</param>
|
||||
/// <param name="localAnchorB">The second body anchor.</param>
|
||||
/// <param name="minLength">The minimum length between anchorpoints</param>
|
||||
/// <param name="maxlength">The maximum length between anchorpoints.</param>
|
||||
public SliderJoint(Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB, float minLength,
|
||||
float maxlength)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Slider;
|
||||
|
||||
LocalAnchorA = localAnchorA;
|
||||
LocalAnchorB = localAnchorB;
|
||||
MaxLength = maxlength;
|
||||
MinLength = minLength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The maximum length between the anchor points.
|
||||
/// </summary>
|
||||
/// <value>The length.</value>
|
||||
public float MaxLength { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The minimal length between the anchor points.
|
||||
/// </summary>
|
||||
/// <value>The length.</value>
|
||||
public float MinLength { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The mass-spring-damper frequency in Hertz.
|
||||
/// </summary>
|
||||
/// <value>The frequency.</value>
|
||||
public float Frequency { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The damping ratio. 0 = no damping, 1 = critical damping.
|
||||
/// </summary>
|
||||
/// <value>The damping ratio.</value>
|
||||
public float DampingRatio { 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 override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
Vector2 F = (inv_dt * _impulse) * _u;
|
||||
return F;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
_u = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
|
||||
// Handle singularity.
|
||||
float length = _u.Length();
|
||||
|
||||
if (length < MaxLength && length > MinLength)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (length > Settings.LinearSlop)
|
||||
{
|
||||
_u *= 1.0f / length;
|
||||
}
|
||||
else
|
||||
{
|
||||
_u = Vector2.Zero;
|
||||
}
|
||||
|
||||
float cr1u = MathUtils.Cross(r1, _u);
|
||||
float cr2u = MathUtils.Cross(r2, _u);
|
||||
float invMass = b1.InvMass + b1.InvI * cr1u * cr1u + b2.InvMass + b2.InvI * cr2u * cr2u;
|
||||
Debug.Assert(invMass > Settings.Epsilon);
|
||||
_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
|
||||
if (Frequency > 0.0f)
|
||||
{
|
||||
float C = length - MaxLength;
|
||||
|
||||
// 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 = step.dt * (d + step.dt * k);
|
||||
_gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f;
|
||||
_bias = C * step.dt * k * _gamma;
|
||||
|
||||
_mass = invMass + _gamma;
|
||||
_mass = _mass != 0.0f ? 1.0f / _mass : 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale the impulse to support a variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse * _u;
|
||||
b1.LinearVelocityInternal -= b1.InvMass * P;
|
||||
b1.AngularVelocityInternal -= b1.InvI * MathUtils.Cross(r1, P);
|
||||
b2.LinearVelocityInternal += b2.InvMass * P;
|
||||
b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref TimeStep step)
|
||||
{
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
Vector2 d = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
|
||||
float length = d.Length();
|
||||
|
||||
if (length < MaxLength && length > MinLength)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
Vector2 v1 = b1.LinearVelocityInternal + MathUtils.Cross(b1.AngularVelocityInternal, r1);
|
||||
Vector2 v2 = b2.LinearVelocityInternal + MathUtils.Cross(b2.AngularVelocityInternal, r2);
|
||||
float Cdot = Vector2.Dot(_u, v2 - v1);
|
||||
|
||||
float impulse = -_mass * (Cdot + _bias + _gamma * _impulse);
|
||||
_impulse += impulse;
|
||||
|
||||
Vector2 P = impulse * _u;
|
||||
b1.LinearVelocityInternal -= b1.InvMass * P;
|
||||
b1.AngularVelocityInternal -= b1.InvI * MathUtils.Cross(r1, P);
|
||||
b2.LinearVelocityInternal += b2.InvMass * P;
|
||||
b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P);
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
if (Frequency > 0.0f)
|
||||
{
|
||||
// There is no position correction for soft distance constraints.
|
||||
return true;
|
||||
}
|
||||
|
||||
Body b1 = BodyA;
|
||||
Body b2 = BodyB;
|
||||
|
||||
Transform xf1, xf2;
|
||||
b1.GetTransform(out xf1);
|
||||
b2.GetTransform(out xf2);
|
||||
|
||||
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Multiply(ref xf2.R, LocalAnchorB - b2.LocalCenter);
|
||||
|
||||
Vector2 d = b2.Sweep.C + r2 - b1.Sweep.C - r1;
|
||||
|
||||
float length = d.Length();
|
||||
|
||||
if (length < MaxLength && length > MinLength)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (length == 0.0f)
|
||||
return true;
|
||||
|
||||
d /= length;
|
||||
float C = length - MaxLength;
|
||||
C = MathUtils.Clamp(C, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
|
||||
|
||||
float impulse = -_mass * C;
|
||||
_u = d;
|
||||
Vector2 P = impulse * _u;
|
||||
|
||||
b1.Sweep.C -= b1.InvMass * P;
|
||||
b1.Sweep.A -= b1.InvI * MathUtils.Cross(r1, P);
|
||||
b2.Sweep.C += b2.InvMass * P;
|
||||
b2.Sweep.A += b2.InvI * MathUtils.Cross(r2, P);
|
||||
|
||||
b1.SynchronizeTransform();
|
||||
b2.SynchronizeTransform();
|
||||
|
||||
return Math.Abs(C) < Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
263
axios/Dynamics/Joints/WeldJoint.cs
Normal file
263
axios/Dynamics/Joints/WeldJoint.cs
Normal file
@@ -0,0 +1,263 @@
|
||||
/*
|
||||
* 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
|
||||
{
|
||||
// Point-to-point constraint
|
||||
// C = p2 - p1
|
||||
// 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
|
||||
// C = angle2 - angle1 - referenceAngle
|
||||
// Cdot = w2 - w1
|
||||
// J = [0 0 -1 0 0 1]
|
||||
// K = invI1 + invI2
|
||||
|
||||
/// <summary>
|
||||
/// A weld joint essentially glues two bodies together. A weld joint may
|
||||
/// distort somewhat because the island constraint solver is approximate.
|
||||
/// </summary>
|
||||
public class WeldJoint : Joint
|
||||
{
|
||||
public Vector2 LocalAnchorA;
|
||||
public Vector2 LocalAnchorB;
|
||||
private Vector3 _impulse;
|
||||
private Mat33 _mass;
|
||||
|
||||
internal WeldJoint()
|
||||
{
|
||||
JointType = JointType.Weld;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// You need to specify a local anchor point
|
||||
/// where they are attached and the relative body angle. The position
|
||||
/// of the anchor point is important for computing the reaction torque.
|
||||
/// You can change the anchor points relative to bodyA or bodyB by changing LocalAnchorA
|
||||
/// and/or LocalAnchorB.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body</param>
|
||||
/// <param name="bodyB">The second body</param>
|
||||
/// <param name="localAnchorA">The first body anchor.</param>
|
||||
/// <param name="localAnchorB">The second body anchor.</param>
|
||||
public WeldJoint(Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Weld;
|
||||
|
||||
LocalAnchorA = localAnchorA;
|
||||
LocalAnchorB = localAnchorB;
|
||||
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
|
||||
}
|
||||
|
||||
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 body2 angle minus body1 angle in the reference state (radians).
|
||||
/// </summary>
|
||||
public float ReferenceAngle { get; private set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float inv_dt)
|
||||
{
|
||||
return inv_dt * new Vector2(_impulse.X, _impulse.Y);
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float inv_dt)
|
||||
{
|
||||
return inv_dt * _impulse.Z;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
_mass.Col1.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB;
|
||||
_mass.Col2.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB;
|
||||
_mass.Col3.X = -rA.Y * iA - rB.Y * iB;
|
||||
_mass.Col1.Y = _mass.Col2.X;
|
||||
_mass.Col2.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB;
|
||||
_mass.Col3.Y = rA.X * iA + rB.X * iB;
|
||||
_mass.Col1.Z = _mass.Col3.X;
|
||||
_mass.Col2.Z = _mass.Col3.Y;
|
||||
_mass.Col3.Z = iA + iB;
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
_impulse *= step.dtRatio;
|
||||
|
||||
Vector2 P = new Vector2(_impulse.X, _impulse.Y);
|
||||
|
||||
bA.LinearVelocityInternal -= mA * P;
|
||||
bA.AngularVelocityInternal -= iA * (MathUtils.Cross(rA, P) + _impulse.Z);
|
||||
|
||||
bB.LinearVelocityInternal += mB * P;
|
||||
bB.AngularVelocityInternal += iB * (MathUtils.Cross(rB, P) + _impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
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 point-to-point constraint
|
||||
Vector2 Cdot1 = vB + MathUtils.Cross(wB, rB) - vA - MathUtils.Cross(wA, rA);
|
||||
float Cdot2 = wB - wA;
|
||||
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
|
||||
|
||||
Vector3 impulse = _mass.Solve33(-Cdot);
|
||||
_impulse += impulse;
|
||||
|
||||
Vector2 P = new Vector2(impulse.X, impulse.Y);
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * (MathUtils.Cross(rA, P) + impulse.Z);
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * (MathUtils.Cross(rB, P) + impulse.Z);
|
||||
|
||||
bA.LinearVelocityInternal = vA;
|
||||
bA.AngularVelocityInternal = wA;
|
||||
bB.LinearVelocityInternal = vB;
|
||||
bB.AngularVelocityInternal = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints()
|
||||
{
|
||||
Body bA = BodyA;
|
||||
Body bB = BodyB;
|
||||
|
||||
float mA = bA.InvMass, mB = bB.InvMass;
|
||||
float iA = bA.InvI, iB = bB.InvI;
|
||||
|
||||
Transform xfA;
|
||||
Transform 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);
|
||||
|
||||
Vector2 C1 = bB.Sweep.C + rB - bA.Sweep.C - rA;
|
||||
float C2 = bB.Sweep.A - bA.Sweep.A - ReferenceAngle;
|
||||
|
||||
// Handle large detachment.
|
||||
const float k_allowedStretch = 10.0f * Settings.LinearSlop;
|
||||
float positionError = C1.Length();
|
||||
float angularError = Math.Abs(C2);
|
||||
if (positionError > k_allowedStretch)
|
||||
{
|
||||
iA *= 1.0f;
|
||||
iB *= 1.0f;
|
||||
}
|
||||
|
||||
_mass.Col1.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB;
|
||||
_mass.Col2.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB;
|
||||
_mass.Col3.X = -rA.Y * iA - rB.Y * iB;
|
||||
_mass.Col1.Y = _mass.Col2.X;
|
||||
_mass.Col2.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB;
|
||||
_mass.Col3.Y = rA.X * iA + rB.X * iB;
|
||||
_mass.Col1.Z = _mass.Col3.X;
|
||||
_mass.Col2.Z = _mass.Col3.Y;
|
||||
_mass.Col3.Z = iA + iB;
|
||||
|
||||
Vector3 C = new Vector3(C1.X, C1.Y, C2);
|
||||
|
||||
Vector3 impulse = _mass.Solve33(-C);
|
||||
|
||||
Vector2 P = new Vector2(impulse.X, impulse.Y);
|
||||
|
||||
bA.Sweep.C -= mA * P;
|
||||
bA.Sweep.A -= iA * (MathUtils.Cross(rA, P) + impulse.Z);
|
||||
|
||||
bB.Sweep.C += mB * P;
|
||||
bB.Sweep.A += iB * (MathUtils.Cross(rB, P) + impulse.Z);
|
||||
|
||||
bA.SynchronizeTransform();
|
||||
bB.SynchronizeTransform();
|
||||
|
||||
return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
45
axios/Dynamics/TimeStep.cs
Normal file
45
axios/Dynamics/TimeStep.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
namespace FarseerPhysics.Dynamics
|
||||
{
|
||||
/// <summary>
|
||||
/// This is an internal structure.
|
||||
/// </summary>
|
||||
public struct TimeStep
|
||||
{
|
||||
/// <summary>
|
||||
/// Time step (Delta time)
|
||||
/// </summary>
|
||||
public float dt;
|
||||
|
||||
/// <summary>
|
||||
/// dt * inv_dt0
|
||||
/// </summary>
|
||||
public float dtRatio;
|
||||
|
||||
/// <summary>
|
||||
/// Inverse time step (0 if dt == 0).
|
||||
/// </summary>
|
||||
public float inv_dt;
|
||||
}
|
||||
}
|
1456
axios/Dynamics/World.cs
Normal file
1456
axios/Dynamics/World.cs
Normal file
File diff suppressed because it is too large
Load Diff
74
axios/Dynamics/WorldCallbacks.cs
Normal file
74
axios/Dynamics/WorldCallbacks.cs
Normal file
@@ -0,0 +1,74 @@
|
||||
/*
|
||||
* 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 FarseerPhysics.Collision;
|
||||
using FarseerPhysics.Controllers;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics
|
||||
{
|
||||
/// <summary>
|
||||
/// Called for each fixture found in the query. You control how the ray cast
|
||||
/// proceeds by returning a float:
|
||||
/// <returns>-1 to filter, 0 to terminate, fraction to clip the ray for closest hit, 1 to continue</returns>
|
||||
/// </summary>
|
||||
public delegate float RayCastCallback(Fixture fixture, Vector2 point, Vector2 normal, float fraction);
|
||||
|
||||
/// <summary>
|
||||
/// This delegate is called when a contact is deleted
|
||||
/// </summary>
|
||||
public delegate void EndContactDelegate(Contact contact);
|
||||
|
||||
/// <summary>
|
||||
/// This delegate is called when a contact is created
|
||||
/// </summary>
|
||||
public delegate bool BeginContactDelegate(Contact contact);
|
||||
|
||||
public delegate void PreSolveDelegate(Contact contact, ref Manifold oldManifold);
|
||||
|
||||
public delegate void PostSolveDelegate(Contact contact, ContactConstraint impulse);
|
||||
|
||||
public delegate void FixtureDelegate(Fixture fixture);
|
||||
|
||||
public delegate void JointDelegate(Joint joint);
|
||||
|
||||
public delegate void BodyDelegate(Body body);
|
||||
|
||||
public delegate void ControllerDelegate(Controller controller);
|
||||
|
||||
public delegate bool CollisionFilterDelegate(Fixture fixtureA, Fixture fixtureB);
|
||||
|
||||
public delegate void BroadphaseDelegate(ref FixtureProxy proxyA, ref FixtureProxy proxyB);
|
||||
|
||||
public delegate bool BeforeCollisionEventHandler(Fixture fixtureA, Fixture fixtureB);
|
||||
|
||||
public delegate bool OnCollisionEventHandler(Fixture fixtureA, Fixture fixtureB, Contact contact);
|
||||
|
||||
public delegate void AfterCollisionEventHandler(Fixture fixtureA, Fixture fixtureB, Contact contact);
|
||||
|
||||
public delegate void OnSeparationEventHandler(Fixture fixtureA, Fixture fixtureB);
|
||||
}
|
Reference in New Issue
Block a user