axiosengine/axios/Dynamics/Joints/FixedLineJoint.cs

413 lines
12 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
{
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;
}
}
}