/* * 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 { /// /// 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. /// 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; /// /// 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. /// /// The body. /// The body anchor. /// The world anchor. 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; } /// /// Get the current joint angle in radians. /// /// public float JointAngle { get { return BodyA.Sweep.A - ReferenceAngle; } } /// /// Get the current joint angle speed in radians per second. /// /// public float JointSpeed { get { return BodyA.AngularVelocityInternal; } } /// /// Is the joint limit enabled? /// /// true if [limit enabled]; otherwise, false. public bool LimitEnabled { get { return _enableLimit; } set { WakeBodies(); _enableLimit = value; } } /// /// Get the lower joint limit in radians. /// /// public float LowerLimit { get { return _lowerAngle; } set { WakeBodies(); _lowerAngle = value; } } /// /// Get the upper joint limit in radians. /// /// public float UpperLimit { get { return _upperAngle; } set { WakeBodies(); _upperAngle = value; } } /// /// Is the joint motor enabled? /// /// true if [motor enabled]; otherwise, false. public bool MotorEnabled { get { return _enableMotor; } set { WakeBodies(); _enableMotor = value; } } /// /// Set the motor speed in radians per second. /// /// The speed. public float MotorSpeed { set { WakeBodies(); _motorSpeed = value; } get { return _motorSpeed; } } /// /// Set the maximum motor torque, usually in N-m. /// /// The torque. public float MaxMotorTorque { set { WakeBodies(); _maxMotorTorque = value; } get { return _maxMotorTorque; } } /// /// Get the current motor torque, usually in N-m. /// /// 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; } } }