/* * 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 /// /// 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. /// public class DistanceJoint : Joint { /// /// The local anchor point relative to bodyA's origin. /// public Vector2 LocalAnchorA; /// /// The local anchor point relative to bodyB's origin. /// 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; } /// /// 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. /// /// The first body /// The second body /// The first body anchor /// The second body anchor 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(); } /// /// The natural length between the anchor points. /// Manipulating the length can lead to non-physical behavior when the frequency is zero. /// public float Length { get; set; } /// /// The mass-spring-damper frequency in Hertz. /// public float Frequency { get; set; } /// /// The damping ratio. 0 = no damping, 1 = critical damping. /// 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; } } }