axiosengine/axios/Dynamics/Joints/PulleyJoint.cs

507 lines
17 KiB
C#

/*
* 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;
}
}
}