Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
This commit is contained in:
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*/
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using System;
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using System.Diagnostics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics.Joints
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{
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/// <summary>
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/// Maintains a fixed angle between two bodies
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/// </summary>
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public class AngleJoint : Joint
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{
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private float _bias;
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private float _jointError;
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private float _massFactor;
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private float _targetAngle;
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internal AngleJoint()
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{
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JointType = JointType.Angle;
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}
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/// <summary>
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/// Constructor for AngleJoint
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/// </summary>
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/// <param name="bodyA">The first body</param>
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/// <param name="bodyB">The second body</param>
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public AngleJoint(Body bodyA, Body bodyB)
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: base(bodyA, bodyB)
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{
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JointType = JointType.Angle;
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BiasFactor = .2f;
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MaxImpulse = float.MaxValue;
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}
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public override Vector2 WorldAnchorA
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{
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get { return BodyA.Position; }
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set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
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}
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public override Vector2 WorldAnchorB
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{
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get { return BodyB.Position; }
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set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
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}
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/// <summary>
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/// The desired angle between BodyA and BodyB
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/// </summary>
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public float TargetAngle
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{
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get { return _targetAngle; }
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set
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{
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if (value != _targetAngle)
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{
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_targetAngle = value;
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WakeBodies();
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}
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}
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}
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/// <summary>
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/// Gets or sets the bias factor.
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/// Defaults to 0.2
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/// </summary>
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public float BiasFactor { get; set; }
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/// <summary>
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/// Gets or sets the maximum impulse
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/// Defaults to float.MaxValue
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/// </summary>
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public float MaxImpulse { get; set; }
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/// <summary>
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/// Gets or sets the softness of the joint
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/// Defaults to 0
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/// </summary>
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public float Softness { get; set; }
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public override Vector2 GetReactionForce(float invDt)
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{
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//TODO
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//return _inv_dt * _impulse;
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return Vector2.Zero;
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}
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public override float GetReactionTorque(float invDt)
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{
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return 0;
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}
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internal override void InitVelocityConstraints(ref SolverData data)
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{
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int indexA = BodyA.IslandIndex;
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int indexB = BodyB.IslandIndex;
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float aW = data.positions[indexA].a;
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float bW = data.positions[indexB].a;
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_jointError = (bW - aW - TargetAngle);
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_bias = -BiasFactor * data.step.inv_dt * _jointError;
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_massFactor = (1 - Softness) / (BodyA._invI + BodyB._invI);
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}
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internal override void SolveVelocityConstraints(ref SolverData data)
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{
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int indexA = BodyA.IslandIndex;
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int indexB = BodyB.IslandIndex;
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float p = (_bias - data.velocities[indexB].w + data.velocities[indexA].w) * _massFactor;
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data.velocities[indexA].w -= BodyA._invI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
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data.velocities[indexB].w += BodyB._invI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
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}
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internal override bool SolvePositionConstraints(ref SolverData data)
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{
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//no position solving for this joint
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return true;
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}
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}
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}
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@@ -0,0 +1,331 @@
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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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
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||||
* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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||||
* including commercial applications, and to alter it and redistribute it
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||||
* freely, subject to the following restrictions:
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||||
* 1. The origin of this software must not be misrepresented; you must not
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||||
* 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
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||||
* misrepresented as being the original software.
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||||
* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Diagnostics;
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics.Joints
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{
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// 1-D rained system
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// m (v2 - v1) = lambda
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// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
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// x2 = x1 + h * v2
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// 1-D mass-damper-spring system
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// m (v2 - v1) + h * d * v2 + h * k *
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// C = norm(p2 - p1) - L
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// u = (p2 - p1) / norm(p2 - p1)
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// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
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// J = [-u -cross(r1, u) u cross(r2, u)]
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// K = J * invM * JT
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// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
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/// <summary>
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/// A distance joint rains two points on two bodies
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/// to remain at a fixed distance from each other. You can view
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/// this as a massless, rigid rod.
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/// </summary>
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public class DistanceJoint : Joint
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{
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// Solver shared
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private float _bias;
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private float _gamma;
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private float _impulse;
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// Solver temp
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private int _indexA;
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private int _indexB;
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private Vector2 _u;
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private Vector2 _rA;
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private Vector2 _rB;
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private Vector2 _localCenterA;
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private Vector2 _localCenterB;
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private float _invMassA;
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private float _invMassB;
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private float _invIA;
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private float _invIB;
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private float _mass;
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internal DistanceJoint()
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{
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JointType = JointType.Distance;
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}
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/// <summary>
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/// This requires defining an
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/// anchor point on both bodies and the non-zero length of the
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/// distance joint. If you don't supply a length, the local anchor points
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/// is used so that the initial configuration can violate the constraint
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/// slightly. This helps when saving and loading a game.
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/// Warning Do not use a zero or short length.
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/// </summary>
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/// <param name="bodyA">The first body</param>
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/// <param name="bodyB">The second body</param>
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/// <param name="anchorA">The first body anchor</param>
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/// <param name="anchorB">The second body anchor</param>
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/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
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public DistanceJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
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: base(bodyA, bodyB)
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{
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JointType = JointType.Distance;
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if (useWorldCoordinates)
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{
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LocalAnchorA = bodyA.GetLocalPoint(ref anchorA);
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LocalAnchorB = bodyB.GetLocalPoint(ref anchorB);
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Length = (anchorB - anchorA).Length();
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}
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else
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{
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LocalAnchorA = anchorA;
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LocalAnchorB = anchorB;
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Length = (BodyB.GetWorldPoint(ref anchorB) - BodyA.GetWorldPoint(ref anchorA)).Length();
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}
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}
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/// <summary>
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/// The local anchor point relative to bodyA's origin.
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/// </summary>
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public Vector2 LocalAnchorA { get; set; }
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/// <summary>
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/// The local anchor point relative to bodyB's origin.
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/// </summary>
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public Vector2 LocalAnchorB { get; set; }
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public override sealed Vector2 WorldAnchorA
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{
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get { return BodyA.GetWorldPoint(LocalAnchorA); }
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set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
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}
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public override sealed Vector2 WorldAnchorB
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{
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get { return BodyB.GetWorldPoint(LocalAnchorB); }
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set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
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}
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/// <summary>
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/// The natural length between the anchor points.
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/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
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/// </summary>
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public float Length { get; set; }
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/// <summary>
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/// The mass-spring-damper frequency in Hertz. A value of 0
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/// disables softness.
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/// </summary>
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public float Frequency { get; set; }
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/// <summary>
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/// The damping ratio. 0 = no damping, 1 = critical damping.
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/// </summary>
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public float DampingRatio { get; set; }
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/// <summary>
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/// Get the reaction force given the inverse time step. Unit is N.
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/// </summary>
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/// <param name="invDt"></param>
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/// <returns></returns>
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public override Vector2 GetReactionForce(float invDt)
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{
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Vector2 F = (invDt * _impulse) * _u;
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return F;
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}
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/// <summary>
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/// Get the reaction torque given the inverse time step.
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/// Unit is N*m. This is always zero for a distance joint.
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/// </summary>
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/// <param name="invDt"></param>
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/// <returns></returns>
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public override float GetReactionTorque(float invDt)
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{
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return 0.0f;
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}
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internal override void InitVelocityConstraints(ref SolverData data)
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{
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_indexA = BodyA.IslandIndex;
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_indexB = BodyB.IslandIndex;
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_localCenterA = BodyA._sweep.LocalCenter;
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_localCenterB = BodyB._sweep.LocalCenter;
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_invMassA = BodyA._invMass;
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_invMassB = BodyB._invMass;
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_invIA = BodyA._invI;
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_invIB = BodyB._invI;
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Vector2 cA = data.positions[_indexA].c;
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float aA = data.positions[_indexA].a;
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Vector2 vA = data.velocities[_indexA].v;
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float wA = data.velocities[_indexA].w;
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Vector2 cB = data.positions[_indexB].c;
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float aB = data.positions[_indexB].a;
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Vector2 vB = data.velocities[_indexB].v;
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float wB = data.velocities[_indexB].w;
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Rot qA = new Rot(aA), qB = new Rot(aB);
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_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
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_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
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_u = cB + _rB - cA - _rA;
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// Handle singularity.
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float length = _u.Length();
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if (length > Settings.LinearSlop)
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{
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_u *= 1.0f / length;
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}
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else
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{
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_u = Vector2.Zero;
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}
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float crAu = MathUtils.Cross(_rA, _u);
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float crBu = MathUtils.Cross(_rB, _u);
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float invMass = _invMassA + _invIA * crAu * crAu + _invMassB + _invIB * crBu * crBu;
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// Compute the effective mass matrix.
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_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
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if (Frequency > 0.0f)
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{
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float C = length - Length;
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// Frequency
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float omega = 2.0f * Settings.Pi * Frequency;
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// Damping coefficient
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float d = 2.0f * _mass * DampingRatio * omega;
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// Spring stiffness
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float k = _mass * omega * omega;
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// magic formulas
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float h = data.step.dt;
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_gamma = h * (d + h * k);
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_gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f;
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_bias = C * h * k * _gamma;
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invMass += _gamma;
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_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
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}
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else
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{
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_gamma = 0.0f;
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_bias = 0.0f;
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}
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if (Settings.EnableWarmstarting)
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{
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// Scale the impulse to support a variable time step.
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_impulse *= data.step.dtRatio;
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Vector2 P = _impulse * _u;
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vA -= _invMassA * P;
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wA -= _invIA * MathUtils.Cross(_rA, P);
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vB += _invMassB * P;
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wB += _invIB * MathUtils.Cross(_rB, P);
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}
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else
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{
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_impulse = 0.0f;
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}
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data.velocities[_indexA].v = vA;
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data.velocities[_indexA].w = wA;
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data.velocities[_indexB].v = vB;
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data.velocities[_indexB].w = wB;
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}
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internal override void SolveVelocityConstraints(ref SolverData data)
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{
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Vector2 vA = data.velocities[_indexA].v;
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float wA = data.velocities[_indexA].w;
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Vector2 vB = data.velocities[_indexB].v;
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float wB = data.velocities[_indexB].w;
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// Cdot = dot(u, v + cross(w, r))
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Vector2 vpA = vA + MathUtils.Cross(wA, _rA);
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Vector2 vpB = vB + MathUtils.Cross(wB, _rB);
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float Cdot = Vector2.Dot(_u, vpB - vpA);
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float impulse = -_mass * (Cdot + _bias + _gamma * _impulse);
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_impulse += impulse;
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Vector2 P = impulse * _u;
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vA -= _invMassA * P;
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wA -= _invIA * MathUtils.Cross(_rA, P);
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vB += _invMassB * P;
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wB += _invIB * MathUtils.Cross(_rB, P);
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data.velocities[_indexA].v = vA;
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data.velocities[_indexA].w = wA;
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data.velocities[_indexB].v = vB;
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data.velocities[_indexB].w = wB;
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|
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}
|
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internal override bool SolvePositionConstraints(ref SolverData data)
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{
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if (Frequency > 0.0f)
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{
|
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// There is no position correction for soft distance constraints.
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return true;
|
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}
|
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|
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Vector2 cA = data.positions[_indexA].c;
|
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float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
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Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
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Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
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Vector2 u = cB + rB - cA - rA;
|
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|
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float length = u.Length(); u.Normalize();
|
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float C = length - Length;
|
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C = MathUtils.Clamp(C, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
|
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|
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float impulse = -_mass * C;
|
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Vector2 P = impulse * u;
|
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|
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cA -= _invMassA * P;
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aA -= _invIA * MathUtils.Cross(rA, P);
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cB += _invMassB * P;
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aB += _invIB * MathUtils.Cross(rB, P);
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data.positions[_indexA].c = cA;
|
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data.positions[_indexA].a = aA;
|
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data.positions[_indexB].c = cB;
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data.positions[_indexB].a = aB;
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return Math.Abs(C) < Settings.LinearSlop;
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}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,261 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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
|
||||
{
|
||||
// p = attached point, m = mouse point
|
||||
// C = p - m
|
||||
// Cdot = v
|
||||
// = v + cross(w, r)
|
||||
// J = [I r_skew]
|
||||
// Identity used:
|
||||
// w k % (rx i + ry j) = w * (-ry i + rx j)
|
||||
|
||||
/// <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
|
||||
{
|
||||
private Vector2 _worldAnchor;
|
||||
private float _frequency;
|
||||
private float _dampingRatio;
|
||||
private float _beta;
|
||||
|
||||
// Solver shared
|
||||
private Vector2 _impulse;
|
||||
private float _maxForce;
|
||||
private float _gamma;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private Vector2 _rA;
|
||||
private Vector2 _localCenterA;
|
||||
private float _invMassA;
|
||||
private float _invIA;
|
||||
private Mat22 _mass;
|
||||
private Vector2 _C;
|
||||
|
||||
/// <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;
|
||||
MaxForce = 1000 * body.Mass;
|
||||
|
||||
Debug.Assert(worldAnchor.IsValid());
|
||||
|
||||
_worldAnchor = worldAnchor;
|
||||
LocalAnchorA = MathUtils.MulT(BodyA._xf, worldAnchor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return _worldAnchor; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_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 { return _maxForce; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(MathUtils.IsValid(value) && value >= 0.0f);
|
||||
_maxForce = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The response speed.
|
||||
/// </summary>
|
||||
public float Frequency
|
||||
{
|
||||
get { return _frequency; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(MathUtils.IsValid(value) && value >= 0.0f);
|
||||
_frequency = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The damping ratio. 0 = no damping, 1 = critical damping.
|
||||
/// </summary>
|
||||
public float DampingRatio
|
||||
{
|
||||
get { return _dampingRatio; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(MathUtils.IsValid(value) && value >= 0.0f);
|
||||
_dampingRatio = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
return invDt * _impulse;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return invDt * 0.0f;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
Rot qA = new Rot(aA);
|
||||
|
||||
float mass = BodyA.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.
|
||||
float h = data.step.dt;
|
||||
Debug.Assert(d + h * k > Settings.Epsilon);
|
||||
_gamma = h * (d + h * k);
|
||||
if (_gamma != 0.0f)
|
||||
{
|
||||
_gamma = 1.0f / _gamma;
|
||||
}
|
||||
|
||||
_beta = h * k * _gamma;
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
// 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]
|
||||
Mat22 K = new Mat22();
|
||||
K.ex.X = _invMassA + _invIA * _rA.Y * _rA.Y + _gamma;
|
||||
K.ex.Y = -_invIA * _rA.X * _rA.Y;
|
||||
K.ey.X = K.ex.Y;
|
||||
K.ey.Y = _invMassA + _invIA * _rA.X * _rA.X + _gamma;
|
||||
|
||||
_mass = K.Inverse;
|
||||
|
||||
_C = cA + _rA - _worldAnchor;
|
||||
_C *= _beta;
|
||||
|
||||
// Cheat with some damping
|
||||
wA *= 0.98f;
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
_impulse *= data.step.dtRatio;
|
||||
vA += _invMassA * _impulse;
|
||||
wA += _invIA * MathUtils.Cross(_rA, _impulse);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector2.Zero;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
// Cdot = v + cross(w, r)
|
||||
Vector2 Cdot = vA + MathUtils.Cross(wA, _rA);
|
||||
Vector2 impulse = MathUtils.Mul(ref _mass, -(Cdot + _C + _gamma * _impulse));
|
||||
|
||||
Vector2 oldImpulse = _impulse;
|
||||
_impulse += impulse;
|
||||
float maxImpulse = data.step.dt * MaxForce;
|
||||
if (_impulse.LengthSquared() > maxImpulse * maxImpulse)
|
||||
{
|
||||
_impulse *= maxImpulse / _impulse.Length();
|
||||
}
|
||||
impulse = _impulse - oldImpulse;
|
||||
|
||||
vA += _invMassA * impulse;
|
||||
wA += _invIA * MathUtils.Cross(_rA, impulse);
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,272 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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.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
|
||||
{
|
||||
// Solver shared
|
||||
private Vector2 _linearImpulse;
|
||||
private float _angularImpulse;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _rA;
|
||||
private Vector2 _rB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private float _angularMass;
|
||||
private Mat22 _linearMass;
|
||||
|
||||
internal FrictionJoint()
|
||||
{
|
||||
JointType = JointType.Friction;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for FrictionJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA"></param>
|
||||
/// <param name="bodyB"></param>
|
||||
/// <param name="anchor"></param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public FrictionJoint(Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Friction;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = BodyA.GetLocalPoint(anchor);
|
||||
LocalAnchorB = BodyB.GetLocalPoint(anchor);
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = anchor;
|
||||
LocalAnchorB = anchor;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchorB); }
|
||||
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
/// <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 invDt)
|
||||
{
|
||||
return invDt * _linearImpulse;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return invDt * _angularImpulse;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
// 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 = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Mat22 K = new Mat22();
|
||||
K.ex.X = mA + mB + iA * _rA.Y * _rA.Y + iB * _rB.Y * _rB.Y;
|
||||
K.ex.Y = -iA * _rA.X * _rA.Y - iB * _rB.X * _rB.Y;
|
||||
K.ey.X = K.ex.Y;
|
||||
K.ey.Y = mA + mB + iA * _rA.X * _rA.X + iB * _rB.X * _rB.X;
|
||||
|
||||
_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 *= data.step.dtRatio;
|
||||
_angularImpulse *= data.step.dtRatio;
|
||||
|
||||
Vector2 P = new Vector2(_linearImpulse.X, _linearImpulse.Y);
|
||||
vA -= mA * P;
|
||||
wA -= iA * (MathUtils.Cross(_rA, P) + _angularImpulse);
|
||||
vB += mB * P;
|
||||
wB += iB * (MathUtils.Cross(_rB, P) + _angularImpulse);
|
||||
}
|
||||
else
|
||||
{
|
||||
_linearImpulse = Vector2.Zero;
|
||||
_angularImpulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
float h = data.step.dt;
|
||||
|
||||
// Solve angular friction
|
||||
{
|
||||
float Cdot = wB - wA;
|
||||
float impulse = -_angularMass * Cdot;
|
||||
|
||||
float oldImpulse = _angularImpulse;
|
||||
float maxImpulse = h * 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.Mul(ref _linearMass, Cdot);
|
||||
Vector2 oldImpulse = _linearImpulse;
|
||||
_linearImpulse += impulse;
|
||||
|
||||
float maxImpulse = h * 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);
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,478 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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
|
||||
{
|
||||
// Gear Joint:
|
||||
// C0 = (coordinate1 + ratio * coordinate2)_initial
|
||||
// C = (coordinate1 + ratio * coordinate2) - C0 = 0
|
||||
// J = [J1 ratio * J2]
|
||||
// K = J * invM * JT
|
||||
// = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
|
||||
//
|
||||
// Revolute:
|
||||
// coordinate = rotation
|
||||
// Cdot = angularVelocity
|
||||
// J = [0 0 1]
|
||||
// K = J * invM * JT = invI
|
||||
//
|
||||
// Prismatic:
|
||||
// coordinate = dot(p - pg, ug)
|
||||
// Cdot = dot(v + cross(w, r), ug)
|
||||
// J = [ug cross(r, ug)]
|
||||
// K = J * invM * JT = invMass + invI * cross(r, ug)^2
|
||||
|
||||
/// <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:
|
||||
/// <![CDATA[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: You have to manually destroy the gear joint if jointA or jointB is destroyed.
|
||||
/// </summary>
|
||||
public class GearJoint : Joint
|
||||
{
|
||||
private JointType _typeA;
|
||||
private JointType _typeB;
|
||||
|
||||
private Body _bodyA;
|
||||
private Body _bodyB;
|
||||
private Body _bodyC;
|
||||
private Body _bodyD;
|
||||
|
||||
// Solver shared
|
||||
private Vector2 _localAnchorA;
|
||||
private Vector2 _localAnchorB;
|
||||
private Vector2 _localAnchorC;
|
||||
private Vector2 _localAnchorD;
|
||||
|
||||
private Vector2 _localAxisC;
|
||||
private Vector2 _localAxisD;
|
||||
|
||||
private float _referenceAngleA;
|
||||
private float _referenceAngleB;
|
||||
|
||||
private float _constant;
|
||||
private float _ratio;
|
||||
|
||||
private float _impulse;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA, _indexB, _indexC, _indexD;
|
||||
private Vector2 _lcA, _lcB, _lcC, _lcD;
|
||||
private float _mA, _mB, _mC, _mD;
|
||||
private float _iA, _iB, _iC, _iD;
|
||||
private Vector2 _JvAC, _JvBD;
|
||||
private float _JwA, _JwB, _JwC, _JwD;
|
||||
private float _mass;
|
||||
|
||||
/// <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>
|
||||
/// <param name="bodyA">The first body</param>
|
||||
/// <param name="bodyB">The second body</param>
|
||||
public GearJoint(Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio = 1f)
|
||||
{
|
||||
JointType = JointType.Gear;
|
||||
BodyA = bodyA;
|
||||
BodyB = bodyB;
|
||||
JointA = jointA;
|
||||
JointB = jointB;
|
||||
Ratio = ratio;
|
||||
|
||||
_typeA = jointA.JointType;
|
||||
_typeB = jointB.JointType;
|
||||
|
||||
Debug.Assert(_typeA == JointType.Revolute || _typeA == JointType.Prismatic || _typeA == JointType.FixedRevolute || _typeA == JointType.FixedPrismatic);
|
||||
Debug.Assert(_typeB == JointType.Revolute || _typeB == JointType.Prismatic || _typeB == JointType.FixedRevolute || _typeB == JointType.FixedPrismatic);
|
||||
|
||||
float coordinateA, coordinateB;
|
||||
|
||||
// TODO_ERIN there might be some problem with the joint edges in b2Joint.
|
||||
|
||||
_bodyC = JointA.BodyA;
|
||||
_bodyA = JointA.BodyB;
|
||||
|
||||
// Get geometry of joint1
|
||||
Transform xfA = _bodyA._xf;
|
||||
float aA = _bodyA._sweep.A;
|
||||
Transform xfC = _bodyC._xf;
|
||||
float aC = _bodyC._sweep.A;
|
||||
|
||||
if (_typeA == JointType.Revolute)
|
||||
{
|
||||
RevoluteJoint revolute = (RevoluteJoint)jointA;
|
||||
_localAnchorC = revolute.LocalAnchorA;
|
||||
_localAnchorA = revolute.LocalAnchorB;
|
||||
_referenceAngleA = revolute.ReferenceAngle;
|
||||
_localAxisC = Vector2.Zero;
|
||||
|
||||
coordinateA = aA - aC - _referenceAngleA;
|
||||
}
|
||||
else
|
||||
{
|
||||
PrismaticJoint prismatic = (PrismaticJoint)jointA;
|
||||
_localAnchorC = prismatic.LocalAnchorA;
|
||||
_localAnchorA = prismatic.LocalAnchorB;
|
||||
_referenceAngleA = prismatic.ReferenceAngle;
|
||||
_localAxisC = prismatic.LocalXAxis;
|
||||
|
||||
Vector2 pC = _localAnchorC;
|
||||
Vector2 pA = MathUtils.MulT(xfC.q, MathUtils.Mul(xfA.q, _localAnchorA) + (xfA.p - xfC.p));
|
||||
coordinateA = Vector2.Dot(pA - pC, _localAxisC);
|
||||
}
|
||||
|
||||
_bodyD = JointB.BodyA;
|
||||
_bodyB = JointB.BodyB;
|
||||
|
||||
// Get geometry of joint2
|
||||
Transform xfB = _bodyB._xf;
|
||||
float aB = _bodyB._sweep.A;
|
||||
Transform xfD = _bodyD._xf;
|
||||
float aD = _bodyD._sweep.A;
|
||||
|
||||
if (_typeB == JointType.Revolute)
|
||||
{
|
||||
RevoluteJoint revolute = (RevoluteJoint)jointB;
|
||||
_localAnchorD = revolute.LocalAnchorA;
|
||||
_localAnchorB = revolute.LocalAnchorB;
|
||||
_referenceAngleB = revolute.ReferenceAngle;
|
||||
_localAxisD = Vector2.Zero;
|
||||
|
||||
coordinateB = aB - aD - _referenceAngleB;
|
||||
}
|
||||
else
|
||||
{
|
||||
PrismaticJoint prismatic = (PrismaticJoint)jointB;
|
||||
_localAnchorD = prismatic.LocalAnchorA;
|
||||
_localAnchorB = prismatic.LocalAnchorB;
|
||||
_referenceAngleB = prismatic.ReferenceAngle;
|
||||
_localAxisD = prismatic.LocalXAxis;
|
||||
|
||||
Vector2 pD = _localAnchorD;
|
||||
Vector2 pB = MathUtils.MulT(xfD.q, MathUtils.Mul(xfB.q, _localAnchorB) + (xfB.p - xfD.p));
|
||||
coordinateB = Vector2.Dot(pB - pD, _localAxisD);
|
||||
}
|
||||
|
||||
_ratio = ratio;
|
||||
_constant = coordinateA + _ratio * coordinateB;
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return _bodyA.GetWorldPoint(_localAnchorA); }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
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 gear ratio.
|
||||
/// </summary>
|
||||
public float Ratio
|
||||
{
|
||||
get { return _ratio; }
|
||||
set
|
||||
{
|
||||
Debug.Assert(MathUtils.IsValid(value));
|
||||
_ratio = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The first revolute/prismatic joint attached to the gear joint.
|
||||
/// </summary>
|
||||
public Joint JointA { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The second revolute/prismatic joint attached to the gear joint.
|
||||
/// </summary>
|
||||
public Joint JointB { get; private set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
Vector2 P = _impulse * _JvAC;
|
||||
return invDt * P;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
float L = _impulse * _JwA;
|
||||
return invDt * L;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = _bodyA.IslandIndex;
|
||||
_indexB = _bodyB.IslandIndex;
|
||||
_indexC = _bodyC.IslandIndex;
|
||||
_indexD = _bodyD.IslandIndex;
|
||||
_lcA = _bodyA._sweep.LocalCenter;
|
||||
_lcB = _bodyB._sweep.LocalCenter;
|
||||
_lcC = _bodyC._sweep.LocalCenter;
|
||||
_lcD = _bodyD._sweep.LocalCenter;
|
||||
_mA = _bodyA._invMass;
|
||||
_mB = _bodyB._invMass;
|
||||
_mC = _bodyC._invMass;
|
||||
_mD = _bodyD._invMass;
|
||||
_iA = _bodyA._invI;
|
||||
_iB = _bodyB._invI;
|
||||
_iC = _bodyC._invI;
|
||||
_iD = _bodyD._invI;
|
||||
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
float aC = data.positions[_indexC].a;
|
||||
Vector2 vC = data.velocities[_indexC].v;
|
||||
float wC = data.velocities[_indexC].w;
|
||||
|
||||
float aD = data.positions[_indexD].a;
|
||||
Vector2 vD = data.velocities[_indexD].v;
|
||||
float wD = data.velocities[_indexD].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB), qC = new Rot(aC), qD = new Rot(aD);
|
||||
|
||||
_mass = 0.0f;
|
||||
|
||||
if (_typeA == JointType.Revolute)
|
||||
{
|
||||
_JvAC = Vector2.Zero;
|
||||
_JwA = 1.0f;
|
||||
_JwC = 1.0f;
|
||||
_mass += _iA + _iC;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 u = MathUtils.Mul(qC, _localAxisC);
|
||||
Vector2 rC = MathUtils.Mul(qC, _localAnchorC - _lcC);
|
||||
Vector2 rA = MathUtils.Mul(qA, _localAnchorA - _lcA);
|
||||
_JvAC = u;
|
||||
_JwC = MathUtils.Cross(rC, u);
|
||||
_JwA = MathUtils.Cross(rA, u);
|
||||
_mass += _mC + _mA + _iC * _JwC * _JwC + _iA * _JwA * _JwA;
|
||||
}
|
||||
|
||||
if (_typeB == JointType.Revolute)
|
||||
{
|
||||
_JvBD = Vector2.Zero;
|
||||
_JwB = _ratio;
|
||||
_JwD = _ratio;
|
||||
_mass += _ratio * _ratio * (_iB + _iD);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 u = MathUtils.Mul(qD, _localAxisD);
|
||||
Vector2 rD = MathUtils.Mul(qD, _localAnchorD - _lcD);
|
||||
Vector2 rB = MathUtils.Mul(qB, _localAnchorB - _lcB);
|
||||
_JvBD = _ratio * u;
|
||||
_JwD = _ratio * MathUtils.Cross(rD, u);
|
||||
_JwB = _ratio * MathUtils.Cross(rB, u);
|
||||
_mass += _ratio * _ratio * (_mD + _mB) + _iD * _JwD * _JwD + _iB * _JwB * _JwB;
|
||||
}
|
||||
|
||||
// Compute effective mass.
|
||||
_mass = _mass > 0.0f ? 1.0f / _mass : 0.0f;
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
vA += (_mA * _impulse) * _JvAC;
|
||||
wA += _iA * _impulse * _JwA;
|
||||
vB += (_mB * _impulse) * _JvBD;
|
||||
wB += _iB * _impulse * _JwB;
|
||||
vC -= (_mC * _impulse) * _JvAC;
|
||||
wC -= _iC * _impulse * _JwC;
|
||||
vD -= (_mD * _impulse) * _JvBD;
|
||||
wD -= _iD * _impulse * _JwD;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
data.velocities[_indexC].v = vC;
|
||||
data.velocities[_indexC].w = wC;
|
||||
data.velocities[_indexD].v = vD;
|
||||
data.velocities[_indexD].w = wD;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
Vector2 vC = data.velocities[_indexC].v;
|
||||
float wC = data.velocities[_indexC].w;
|
||||
Vector2 vD = data.velocities[_indexD].v;
|
||||
float wD = data.velocities[_indexD].w;
|
||||
|
||||
float Cdot = Vector2.Dot(_JvAC, vA - vC) + Vector2.Dot(_JvBD, vB - vD);
|
||||
Cdot += (_JwA * wA - _JwC * wC) + (_JwB * wB - _JwD * wD);
|
||||
|
||||
float impulse = -_mass * Cdot;
|
||||
_impulse += impulse;
|
||||
|
||||
vA += (_mA * impulse) * _JvAC;
|
||||
wA += _iA * impulse * _JwA;
|
||||
vB += (_mB * impulse) * _JvBD;
|
||||
wB += _iB * impulse * _JwB;
|
||||
vC -= (_mC * impulse) * _JvAC;
|
||||
wC -= _iC * impulse * _JwC;
|
||||
vD -= (_mD * impulse) * _JvBD;
|
||||
wD -= _iD * impulse * _JwD;
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
data.velocities[_indexC].v = vC;
|
||||
data.velocities[_indexC].w = wC;
|
||||
data.velocities[_indexD].v = vD;
|
||||
data.velocities[_indexD].w = wD;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 cC = data.positions[_indexC].c;
|
||||
float aC = data.positions[_indexC].a;
|
||||
Vector2 cD = data.positions[_indexD].c;
|
||||
float aD = data.positions[_indexD].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB), qC = new Rot(aC), qD = new Rot(aD);
|
||||
|
||||
const float linearError = 0.0f;
|
||||
|
||||
float coordinateA, coordinateB;
|
||||
|
||||
Vector2 JvAC, JvBD;
|
||||
float JwA, JwB, JwC, JwD;
|
||||
float mass = 0.0f;
|
||||
|
||||
if (_typeA == JointType.Revolute)
|
||||
{
|
||||
JvAC = Vector2.Zero;
|
||||
JwA = 1.0f;
|
||||
JwC = 1.0f;
|
||||
mass += _iA + _iC;
|
||||
|
||||
coordinateA = aA - aC - _referenceAngleA;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 u = MathUtils.Mul(qC, _localAxisC);
|
||||
Vector2 rC = MathUtils.Mul(qC, _localAnchorC - _lcC);
|
||||
Vector2 rA = MathUtils.Mul(qA, _localAnchorA - _lcA);
|
||||
JvAC = u;
|
||||
JwC = MathUtils.Cross(rC, u);
|
||||
JwA = MathUtils.Cross(rA, u);
|
||||
mass += _mC + _mA + _iC * JwC * JwC + _iA * JwA * JwA;
|
||||
|
||||
Vector2 pC = _localAnchorC - _lcC;
|
||||
Vector2 pA = MathUtils.MulT(qC, rA + (cA - cC));
|
||||
coordinateA = Vector2.Dot(pA - pC, _localAxisC);
|
||||
}
|
||||
|
||||
if (_typeB == JointType.Revolute)
|
||||
{
|
||||
JvBD = Vector2.Zero;
|
||||
JwB = _ratio;
|
||||
JwD = _ratio;
|
||||
mass += _ratio * _ratio * (_iB + _iD);
|
||||
|
||||
coordinateB = aB - aD - _referenceAngleB;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 u = MathUtils.Mul(qD, _localAxisD);
|
||||
Vector2 rD = MathUtils.Mul(qD, _localAnchorD - _lcD);
|
||||
Vector2 rB = MathUtils.Mul(qB, _localAnchorB - _lcB);
|
||||
JvBD = _ratio * u;
|
||||
JwD = _ratio * MathUtils.Cross(rD, u);
|
||||
JwB = _ratio * MathUtils.Cross(rB, u);
|
||||
mass += _ratio * _ratio * (_mD + _mB) + _iD * JwD * JwD + _iB * JwB * JwB;
|
||||
|
||||
Vector2 pD = _localAnchorD - _lcD;
|
||||
Vector2 pB = MathUtils.MulT(qD, rB + (cB - cD));
|
||||
coordinateB = Vector2.Dot(pB - pD, _localAxisD);
|
||||
}
|
||||
|
||||
float C = (coordinateA + _ratio * coordinateB) - _constant;
|
||||
|
||||
float impulse = 0.0f;
|
||||
if (mass > 0.0f)
|
||||
{
|
||||
impulse = -C / mass;
|
||||
}
|
||||
|
||||
cA += _mA * impulse * JvAC;
|
||||
aA += _iA * impulse * JwA;
|
||||
cB += _mB * impulse * JvBD;
|
||||
aB += _iB * impulse * JwB;
|
||||
cC -= _mC * impulse * JvAC;
|
||||
aC -= _iC * impulse * JwC;
|
||||
cD -= _mD * impulse * JvBD;
|
||||
aD -= _iD * impulse * JwD;
|
||||
|
||||
data.positions[_indexA].c = cA;
|
||||
data.positions[_indexA].a = aA;
|
||||
data.positions[_indexB].c = cB;
|
||||
data.positions[_indexB].a = aB;
|
||||
data.positions[_indexC].c = cC;
|
||||
data.positions[_indexC].a = aC;
|
||||
data.positions[_indexD].c = cD;
|
||||
data.positions[_indexD].a = aD;
|
||||
|
||||
// TODO_ERIN not implemented
|
||||
return linearError < Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,253 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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
|
||||
{
|
||||
Unknown,
|
||||
Revolute,
|
||||
Prismatic,
|
||||
Distance,
|
||||
Pulley,
|
||||
//Mouse, <- We have fixed mouse
|
||||
Gear,
|
||||
Wheel,
|
||||
Weld,
|
||||
Friction,
|
||||
Rope,
|
||||
Motor,
|
||||
|
||||
//FPE note: From here on and down, it is only FPE joints
|
||||
Angle,
|
||||
FixedMouse,
|
||||
FixedRevolute,
|
||||
FixedDistance,
|
||||
FixedLine,
|
||||
FixedPrismatic,
|
||||
FixedAngle,
|
||||
FixedFriction,
|
||||
}
|
||||
|
||||
public enum LimitState
|
||||
{
|
||||
Inactive,
|
||||
AtLower,
|
||||
AtUpper,
|
||||
Equal,
|
||||
}
|
||||
|
||||
/// <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
|
||||
{
|
||||
private float _breakpoint;
|
||||
private double _breakpointSquared;
|
||||
|
||||
/// <summary>
|
||||
/// Indicate if this join is enabled or not. Disabling a joint
|
||||
/// means it is still in the simulation, but inactive.
|
||||
/// </summary>
|
||||
public bool Enabled = true;
|
||||
|
||||
internal JointEdge EdgeA = new JointEdge();
|
||||
internal JointEdge EdgeB = new JointEdge();
|
||||
internal bool IslandFlag;
|
||||
|
||||
protected Joint()
|
||||
{
|
||||
Breakpoint = float.MaxValue;
|
||||
|
||||
//Connected bodies should not collide by default
|
||||
CollideConnected = false;
|
||||
}
|
||||
|
||||
protected Joint(Body bodyA, Body bodyB) : this()
|
||||
{
|
||||
//Can't connect a joint to the same body twice.
|
||||
Debug.Assert(bodyA != bodyB);
|
||||
|
||||
BodyA = bodyA;
|
||||
BodyB = bodyB;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for fixed joint
|
||||
/// </summary>
|
||||
protected Joint(Body body) : this()
|
||||
{
|
||||
BodyA = body;
|
||||
}
|
||||
|
||||
/// <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>
|
||||
public Body BodyA { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the second body attached to this joint.
|
||||
/// </summary>
|
||||
public Body BodyB { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the anchor point on bodyA in world coordinates.
|
||||
/// On some joints, this value indicate the anchor point within the world.
|
||||
/// </summary>
|
||||
public abstract Vector2 WorldAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the anchor point on bodyB in world coordinates.
|
||||
/// On some joints, this value indicate the anchor point within the world.
|
||||
/// </summary>
|
||||
public abstract Vector2 WorldAnchorB { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Set the user data pointer.
|
||||
/// </summary>
|
||||
/// <value>The data.</value>
|
||||
public object UserData { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Set this flag to true if the attached bodies should collide.
|
||||
/// </summary>
|
||||
public bool CollideConnected { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
|
||||
/// The default value is float.MaxValue, which means it never breaks.
|
||||
/// </summary>
|
||||
public float Breakpoint
|
||||
{
|
||||
get { return _breakpoint; }
|
||||
set
|
||||
{
|
||||
_breakpoint = value;
|
||||
_breakpointSquared = _breakpoint * _breakpoint;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires when the joint is broken.
|
||||
/// </summary>
|
||||
public event Action<Joint, float> Broke;
|
||||
|
||||
/// <summary>
|
||||
/// Get the reaction force on body at the joint anchor in Newtons.
|
||||
/// </summary>
|
||||
/// <param name="invDt">The inverse delta time.</param>
|
||||
public abstract Vector2 GetReactionForce(float invDt);
|
||||
|
||||
/// <summary>
|
||||
/// Get the reaction torque on the body at the joint anchor in N*m.
|
||||
/// </summary>
|
||||
/// <param name="invDt">The inverse delta time.</param>
|
||||
public abstract float GetReactionTorque(float invDt);
|
||||
|
||||
protected void WakeBodies()
|
||||
{
|
||||
if (BodyA != null)
|
||||
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 SolverData data);
|
||||
|
||||
internal void Validate(float invDt)
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
float jointErrorSquared = GetReactionForce(invDt).LengthSquared();
|
||||
|
||||
if (Math.Abs(jointErrorSquared) <= _breakpointSquared)
|
||||
return;
|
||||
|
||||
Enabled = false;
|
||||
|
||||
if (Broke != null)
|
||||
Broke(this, (float)Math.Sqrt(jointErrorSquared));
|
||||
}
|
||||
|
||||
internal abstract void SolveVelocityConstraints(ref SolverData data);
|
||||
|
||||
/// <summary>
|
||||
/// Solves the position constraints.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <returns>returns true if the position errors are within tolerance.</returns>
|
||||
internal abstract bool SolvePositionConstraints(ref SolverData data);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,320 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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 motor joint is used to control the relative motion
|
||||
/// between two bodies. A typical usage is to control the movement
|
||||
/// of a dynamic body with respect to the ground.
|
||||
/// </summary>
|
||||
public class MotorJoint : Joint
|
||||
{
|
||||
// Solver shared
|
||||
private Vector2 _linearOffset;
|
||||
private float _angularOffset;
|
||||
private Vector2 _linearImpulse;
|
||||
private float _angularImpulse;
|
||||
private float _maxForce;
|
||||
private float _maxTorque;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _rA;
|
||||
private Vector2 _rB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private Vector2 _linearError;
|
||||
private float _angularError;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private Mat22 _linearMass;
|
||||
private float _angularMass;
|
||||
|
||||
internal MotorJoint()
|
||||
{
|
||||
JointType = JointType.Motor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for MotorJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body</param>
|
||||
/// <param name="bodyB">The second body</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public MotorJoint(Body bodyA, Body bodyB, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Motor;
|
||||
|
||||
Vector2 xB = BodyB.Position;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
_linearOffset = BodyA.GetLocalPoint(xB);
|
||||
else
|
||||
_linearOffset = xB;
|
||||
|
||||
//Defaults
|
||||
_angularOffset = 0.0f;
|
||||
_maxForce = 1.0f;
|
||||
_maxTorque = 1.0f;
|
||||
CorrectionFactor = 0.3f;
|
||||
|
||||
_angularOffset = BodyB.Rotation - BodyA.Rotation;
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.Position; }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.Position; }
|
||||
set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The maximum amount of force that can be applied to BodyA
|
||||
/// </summary>
|
||||
public float MaxForce
|
||||
{
|
||||
set
|
||||
{
|
||||
Debug.Assert(MathUtils.IsValid(value) && value >= 0.0f);
|
||||
_maxForce = value;
|
||||
}
|
||||
get { return _maxForce; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The maximum amount of torque that can be applied to BodyA
|
||||
/// </summary>
|
||||
public float MaxTorque
|
||||
{
|
||||
set
|
||||
{
|
||||
Debug.Assert(MathUtils.IsValid(value) && value >= 0.0f);
|
||||
_maxTorque = value;
|
||||
}
|
||||
get { return _maxTorque; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The linear (translation) offset.
|
||||
/// </summary>
|
||||
public Vector2 LinearOffset
|
||||
{
|
||||
set
|
||||
{
|
||||
if (_linearOffset.X != value.X || _linearOffset.Y != value.Y)
|
||||
{
|
||||
WakeBodies();
|
||||
_linearOffset = value;
|
||||
}
|
||||
}
|
||||
get { return _linearOffset; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the angular offset.
|
||||
/// </summary>
|
||||
public float AngularOffset
|
||||
{
|
||||
set
|
||||
{
|
||||
if (_angularOffset != value)
|
||||
{
|
||||
WakeBodies();
|
||||
_angularOffset = value;
|
||||
}
|
||||
}
|
||||
get { return _angularOffset; }
|
||||
}
|
||||
|
||||
//FPE note: Used for serialization.
|
||||
internal float CorrectionFactor { get; set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
return invDt * _linearImpulse;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return invDt * _angularImpulse;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA);
|
||||
Rot qB = new Rot(aB);
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
_rA = MathUtils.Mul(qA, -_localCenterA);
|
||||
_rB = MathUtils.Mul(qB, -_localCenterB);
|
||||
|
||||
// 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 = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Mat22 K = new Mat22();
|
||||
K.ex.X = mA + mB + iA * _rA.Y * _rA.Y + iB * _rB.Y * _rB.Y;
|
||||
K.ex.Y = -iA * _rA.X * _rA.Y - iB * _rB.X * _rB.Y;
|
||||
K.ey.X = K.ex.Y;
|
||||
K.ey.Y = mA + mB + iA * _rA.X * _rA.X + iB * _rB.X * _rB.X;
|
||||
|
||||
_linearMass = K.Inverse;
|
||||
|
||||
_angularMass = iA + iB;
|
||||
if (_angularMass > 0.0f)
|
||||
{
|
||||
_angularMass = 1.0f / _angularMass;
|
||||
}
|
||||
|
||||
_linearError = cB + _rB - cA - _rA - MathUtils.Mul(qA, _linearOffset);
|
||||
_angularError = aB - aA - _angularOffset;
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
_linearImpulse *= data.step.dtRatio;
|
||||
_angularImpulse *= data.step.dtRatio;
|
||||
|
||||
Vector2 P = new Vector2(_linearImpulse.X, _linearImpulse.Y);
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * (MathUtils.Cross(_rA, P) + _angularImpulse);
|
||||
vB += mB * P;
|
||||
wB += iB * (MathUtils.Cross(_rB, P) + _angularImpulse);
|
||||
}
|
||||
else
|
||||
{
|
||||
_linearImpulse = Vector2.Zero;
|
||||
_angularImpulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
float h = data.step.dt;
|
||||
float inv_h = data.step.inv_dt;
|
||||
|
||||
// Solve angular friction
|
||||
{
|
||||
float Cdot = wB - wA + inv_h * CorrectionFactor * _angularError;
|
||||
float impulse = -_angularMass * Cdot;
|
||||
|
||||
float oldImpulse = _angularImpulse;
|
||||
float maxImpulse = h * _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) + inv_h * CorrectionFactor * _linearError;
|
||||
|
||||
Vector2 impulse = -MathUtils.Mul(ref _linearMass, ref Cdot);
|
||||
Vector2 oldImpulse = _linearImpulse;
|
||||
_linearImpulse += impulse;
|
||||
|
||||
float maxImpulse = h * _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);
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,768 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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 bodyA. 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
|
||||
{
|
||||
private Vector2 _localYAxisA;
|
||||
private Vector3 _impulse;
|
||||
private float _lowerTranslation;
|
||||
private float _upperTranslation;
|
||||
private float _maxMotorForce;
|
||||
private float _motorSpeed;
|
||||
private bool _enableLimit;
|
||||
private bool _enableMotor;
|
||||
private LimitState _limitState;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private Vector2 _axis, _perp;
|
||||
private float _s1, _s2;
|
||||
private float _a1, _a2;
|
||||
private Mat33 _K;
|
||||
private float _motorMass;
|
||||
private Vector2 _axis1;
|
||||
|
||||
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="anchorA">The first body anchor.</param>
|
||||
/// <param name="anchorB">The second body anchor.</param>
|
||||
/// <param name="axis">The axis.</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public PrismaticJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 axis, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
Initialize(anchorA, anchorB, axis, useWorldCoordinates);
|
||||
}
|
||||
|
||||
public PrismaticJoint(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
Initialize(anchor, anchor, axis, useWorldCoordinates);
|
||||
}
|
||||
|
||||
private void Initialize(Vector2 localAnchorA, Vector2 localAnchorB, Vector2 axis, bool useWorldCoordinates)
|
||||
{
|
||||
JointType = JointType.Prismatic;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = BodyA.GetLocalPoint(localAnchorA);
|
||||
LocalAnchorB = BodyB.GetLocalPoint(localAnchorB);
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = localAnchorA;
|
||||
LocalAnchorB = localAnchorB;
|
||||
}
|
||||
|
||||
Axis = axis; //FPE only: store the orignal value for use in Serialization
|
||||
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
|
||||
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchorB); }
|
||||
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
/// <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(LocalXAxis);
|
||||
|
||||
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.Mul(ref xf1.q, LocalAnchorA - BodyA.LocalCenter);
|
||||
Vector2 r2 = MathUtils.Mul(ref xf2.q, LocalAnchorB - BodyB.LocalCenter);
|
||||
Vector2 p1 = BodyA._sweep.C + r1;
|
||||
Vector2 p2 = BodyB._sweep.C + r2;
|
||||
Vector2 d = p2 - p1;
|
||||
Vector2 axis = BodyA.GetWorldVector(LocalXAxis);
|
||||
|
||||
Vector2 v1 = BodyA._linearVelocity;
|
||||
Vector2 v2 = BodyB._linearVelocity;
|
||||
float w1 = BodyA._angularVelocity;
|
||||
float w2 = BodyB._angularVelocity;
|
||||
|
||||
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");
|
||||
|
||||
if (value != _enableLimit)
|
||||
{
|
||||
WakeBodies();
|
||||
_enableLimit = value;
|
||||
_impulse.Z = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lower joint limit, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LowerLimit
|
||||
{
|
||||
get { return _lowerTranslation; }
|
||||
set
|
||||
{
|
||||
if (value != _lowerTranslation)
|
||||
{
|
||||
WakeBodies();
|
||||
_lowerTranslation = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the upper joint limit, usually in meters.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float UpperLimit
|
||||
{
|
||||
get { return _upperTranslation; }
|
||||
set
|
||||
{
|
||||
if (value != _upperTranslation)
|
||||
{
|
||||
WakeBodies();
|
||||
_upperTranslation = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the joint limits, usually in meters.
|
||||
/// </summary>
|
||||
/// <param name="lower">The lower limit</param>
|
||||
/// <param name="upper">The upper limit</param>
|
||||
public void SetLimits(float lower, float upper)
|
||||
{
|
||||
if (upper != _upperTranslation || lower != _lowerTranslation)
|
||||
{
|
||||
WakeBodies();
|
||||
_upperTranslation = upper;
|
||||
_lowerTranslation = lower;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 impulse, usually in N.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float MotorImpulse { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the motor force.
|
||||
/// </summary>
|
||||
/// <param name="invDt">The inverse delta time</param>
|
||||
public float GetMotorForce(float invDt)
|
||||
{
|
||||
return invDt * MotorImpulse;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The axis at which the joint moves.
|
||||
/// </summary>
|
||||
public Vector2 Axis
|
||||
{
|
||||
get { return _axis1; }
|
||||
set
|
||||
{
|
||||
_axis1 = value;
|
||||
LocalXAxis = BodyA.GetLocalVector(_axis1);
|
||||
LocalXAxis.Normalize();
|
||||
_localYAxisA = MathUtils.Cross(1.0f, LocalXAxis);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The axis in local coordinates relative to BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalXAxis { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The reference angle.
|
||||
/// </summary>
|
||||
public float ReferenceAngle { get; set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
return invDt * (_impulse.X * _perp + (MotorImpulse + _impulse.Z) * _axis);
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return invDt * _impulse.Y;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
// Compute the effective masses.
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
Vector2 d = (cB - cA) + rB - rA;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
// Compute motor Jacobian and effective mass.
|
||||
{
|
||||
_axis = MathUtils.Mul(qA, LocalXAxis);
|
||||
_a1 = MathUtils.Cross(d + rA, _axis);
|
||||
_a2 = MathUtils.Cross(rB, _axis);
|
||||
|
||||
_motorMass = mA + mB + iA * _a1 * _a1 + iB * _a2 * _a2;
|
||||
if (_motorMass > 0.0f)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
}
|
||||
|
||||
// Prismatic constraint.
|
||||
{
|
||||
_perp = MathUtils.Mul(qA, _localYAxisA);
|
||||
|
||||
_s1 = MathUtils.Cross(d + rA, _perp);
|
||||
_s2 = MathUtils.Cross(rB, _perp);
|
||||
|
||||
float k11 = mA + mB + iA * _s1 * _s1 + iB * _s2 * _s2;
|
||||
float k12 = iA * _s1 + iB * _s2;
|
||||
float k13 = iA * _s1 * _a1 + iB * _s2 * _a2;
|
||||
float k22 = iA + iB;
|
||||
if (k22 == 0.0f)
|
||||
{
|
||||
// For bodies with fixed rotation.
|
||||
k22 = 1.0f;
|
||||
}
|
||||
float k23 = iA * _a1 + iB * _a2;
|
||||
float k33 = mA + mB + iA * _a1 * _a1 + iB * _a2 * _a2;
|
||||
|
||||
_K.ex = new Vector3(k11, k12, k13);
|
||||
_K.ey = new Vector3(k12, k22, k23);
|
||||
_K.ez = 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;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
|
||||
if (_enableMotor == false)
|
||||
{
|
||||
MotorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Account for variable time step.
|
||||
_impulse *= data.step.dtRatio;
|
||||
MotorImpulse *= data.step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse.X * _perp + (MotorImpulse + _impulse.Z) * _axis;
|
||||
float LA = _impulse.X * _s1 + _impulse.Y + (MotorImpulse + _impulse.Z) * _a1;
|
||||
float LB = _impulse.X * _s2 + _impulse.Y + (MotorImpulse + _impulse.Z) * _a2;
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * LA;
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * LB;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
MotorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
// Solve linear motor constraint.
|
||||
if (_enableMotor && _limitState != LimitState.Equal)
|
||||
{
|
||||
float Cdot = Vector2.Dot(_axis, vB - vA) + _a2 * wB - _a1 * wA;
|
||||
float impulse = _motorMass * (_motorSpeed - Cdot);
|
||||
float oldImpulse = MotorImpulse;
|
||||
float maxImpulse = data.step.dt * _maxMotorForce;
|
||||
MotorImpulse = MathUtils.Clamp(MotorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = MotorImpulse - oldImpulse;
|
||||
|
||||
Vector2 P = impulse * _axis;
|
||||
float LA = impulse * _a1;
|
||||
float LB = impulse * _a2;
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * LA;
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * LB;
|
||||
}
|
||||
|
||||
Vector2 Cdot1 = new Vector2();
|
||||
Cdot1.X = Vector2.Dot(_perp, vB - vA) + _s2 * wB - _s1 * wA;
|
||||
Cdot1.Y = wB - wA;
|
||||
|
||||
if (_enableLimit && _limitState != LimitState.Inactive)
|
||||
{
|
||||
// Solve prismatic and limit constraint in block form.
|
||||
float Cdot2;
|
||||
Cdot2 = Vector2.Dot(_axis, vB - vA) + _a2 * wB - _a1 * wA;
|
||||
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.ez.X, _K.ez.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 LA = df.X * _s1 + df.Y + df.Z * _a1;
|
||||
float LB = df.X * _s2 + df.Y + df.Z * _a2;
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * LA;
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * LB;
|
||||
}
|
||||
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 LA = df.X * _s1 + df.Y;
|
||||
float LB = df.X * _s2 + df.Y;
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * LA;
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * LB;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
// Compute fresh Jacobians
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
Vector2 d = cB + rB - cA - rA;
|
||||
|
||||
Vector2 axis = MathUtils.Mul(qA, LocalXAxis);
|
||||
float a1 = MathUtils.Cross(d + rA, axis);
|
||||
float a2 = MathUtils.Cross(rB, axis);
|
||||
Vector2 perp = MathUtils.Mul(qA, _localYAxisA);
|
||||
|
||||
float s1 = MathUtils.Cross(d + rA, perp);
|
||||
float s2 = MathUtils.Cross(rB, perp);
|
||||
|
||||
Vector3 impulse;
|
||||
Vector2 C1 = new Vector2();
|
||||
C1.X = Vector2.Dot(perp, d);
|
||||
C1.Y = aB - aA - ReferenceAngle;
|
||||
|
||||
float linearError = Math.Abs(C1.X);
|
||||
float angularError = Math.Abs(C1.Y);
|
||||
|
||||
bool active = false;
|
||||
float C2 = 0.0f;
|
||||
if (_enableLimit)
|
||||
{
|
||||
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.Max(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 = Math.Max(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 = Math.Max(linearError, translation - _upperTranslation);
|
||||
active = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (active)
|
||||
{
|
||||
float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
|
||||
float k12 = iA * s1 + iB * s2;
|
||||
float k13 = iA * s1 * a1 + iB * s2 * a2;
|
||||
float k22 = iA + iB;
|
||||
if (k22 == 0.0f)
|
||||
{
|
||||
// For fixed rotation
|
||||
k22 = 1.0f;
|
||||
}
|
||||
float k23 = iA * a1 + iB * a2;
|
||||
float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
|
||||
|
||||
Mat33 K = new Mat33();
|
||||
K.ex = new Vector3(k11, k12, k13);
|
||||
K.ey = new Vector3(k12, k22, k23);
|
||||
K.ez = new Vector3(k13, k23, k33);
|
||||
|
||||
Vector3 C = new Vector3();
|
||||
C.X = C1.X;
|
||||
C.Y = C1.Y;
|
||||
C.Z = C2;
|
||||
|
||||
impulse = K.Solve33(-C);
|
||||
}
|
||||
else
|
||||
{
|
||||
float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
|
||||
float k12 = iA * s1 + iB * s2;
|
||||
float k22 = iA + iB;
|
||||
if (k22 == 0.0f)
|
||||
{
|
||||
k22 = 1.0f;
|
||||
}
|
||||
|
||||
Mat22 K = new Mat22();
|
||||
K.ex = new Vector2(k11, k12);
|
||||
K.ey = new Vector2(k12, k22);
|
||||
|
||||
Vector2 impulse1 = K.Solve(-C1);
|
||||
impulse = new Vector3();
|
||||
impulse.X = impulse1.X;
|
||||
impulse.Y = impulse1.Y;
|
||||
impulse.Z = 0.0f;
|
||||
}
|
||||
|
||||
Vector2 P = impulse.X * perp + impulse.Z * axis;
|
||||
float LA = impulse.X * s1 + impulse.Y + impulse.Z * a1;
|
||||
float LB = impulse.X * s2 + impulse.Y + impulse.Z * a2;
|
||||
|
||||
cA -= mA * P;
|
||||
aA -= iA * LA;
|
||||
cB += mB * P;
|
||||
aB += iB * LB;
|
||||
|
||||
data.positions[_indexA].c = cA;
|
||||
data.positions[_indexA].a = aA;
|
||||
data.positions[_indexB].c = cB;
|
||||
data.positions[_indexB].a = aB;
|
||||
|
||||
return linearError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,396 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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
|
||||
{
|
||||
// Pulley:
|
||||
// length1 = norm(p1 - s1)
|
||||
// length2 = norm(p2 - s2)
|
||||
// C0 = (length1 + ratio * length2)_initial
|
||||
// C = C0 - (length1 + ratio * length2)
|
||||
// u1 = (p1 - s1) / norm(p1 - s1)
|
||||
// u2 = (p2 - s2) / norm(p2 - s2)
|
||||
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
|
||||
// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
|
||||
// K = J * invM * JT
|
||||
// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
|
||||
|
||||
/// <summary>
|
||||
/// The pulley joint is connected to two bodies and two fixed world points.
|
||||
/// The pulley supports a ratio such that:
|
||||
/// <![CDATA[length1 + ratio * length2 <= constant]]>
|
||||
/// Yes, the force transmitted is scaled by the ratio.
|
||||
///
|
||||
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
|
||||
/// work better when combined with prismatic joints. You should also cover the
|
||||
/// the anchor points with static shapes to prevent one side from going to zero length.
|
||||
/// </summary>
|
||||
public class PulleyJoint : Joint
|
||||
{
|
||||
// Solver shared
|
||||
private float _impulse;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _uA;
|
||||
private Vector2 _uB;
|
||||
private Vector2 _rA;
|
||||
private Vector2 _rB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private float _mass;
|
||||
|
||||
internal PulleyJoint()
|
||||
{
|
||||
JointType = JointType.Pulley;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for PulleyJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="anchorA">The anchor on the first body.</param>
|
||||
/// <param name="anchorB">The anchor on the second body.</param>
|
||||
/// <param name="worldAnchorA">The world anchor for the first body.</param>
|
||||
/// <param name="worldAnchorB">The world anchor for the second body.</param>
|
||||
/// <param name="ratio">The ratio.</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public PulleyJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Pulley;
|
||||
|
||||
WorldAnchorA = worldAnchorA;
|
||||
WorldAnchorB = worldAnchorB;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = BodyA.GetLocalPoint(anchorA);
|
||||
LocalAnchorB = BodyB.GetLocalPoint(anchorB);
|
||||
|
||||
Vector2 dA = anchorA - worldAnchorA;
|
||||
LengthA = dA.Length();
|
||||
Vector2 dB = anchorB - worldAnchorB;
|
||||
LengthB = dB.Length();
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = anchorA;
|
||||
LocalAnchorB = anchorB;
|
||||
|
||||
Vector2 dA = anchorA - BodyA.GetLocalPoint(worldAnchorA);
|
||||
LengthA = dA.Length();
|
||||
Vector2 dB = anchorB - BodyB.GetLocalPoint(worldAnchorB);
|
||||
LengthB = dB.Length();
|
||||
}
|
||||
|
||||
Debug.Assert(ratio != 0.0f);
|
||||
Debug.Assert(ratio > Settings.Epsilon);
|
||||
|
||||
Ratio = ratio;
|
||||
Constant = LengthA + ratio * LengthB;
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the first world anchor.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public override sealed Vector2 WorldAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the second world anchor.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public override sealed Vector2 WorldAnchorB { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the current length of the segment attached to body1.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LengthA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the current length of the segment attached to body2.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float LengthB { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The current length between the anchor point on BodyA and WorldAnchorA
|
||||
/// </summary>
|
||||
public float CurrentLengthA
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 p = BodyA.GetWorldPoint(LocalAnchorA);
|
||||
Vector2 s = WorldAnchorA;
|
||||
Vector2 d = p - s;
|
||||
return d.Length();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current length between the anchor point on BodyB and WorldAnchorB
|
||||
/// </summary>
|
||||
public float CurrentLengthB
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 p = BodyB.GetWorldPoint(LocalAnchorB);
|
||||
Vector2 s = WorldAnchorB;
|
||||
Vector2 d = p - s;
|
||||
return d.Length();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the pulley ratio.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public float Ratio { get; set; }
|
||||
|
||||
//FPE note: Only used for serialization.
|
||||
internal float Constant { get; set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
Vector2 P = _impulse * _uB;
|
||||
return invDt * P;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
// Get the pulley axes.
|
||||
_uA = cA + _rA - WorldAnchorA;
|
||||
_uB = cB + _rB - WorldAnchorB;
|
||||
|
||||
float lengthA = _uA.Length();
|
||||
float lengthB = _uB.Length();
|
||||
|
||||
if (lengthA > 10.0f * Settings.LinearSlop)
|
||||
{
|
||||
_uA *= 1.0f / lengthA;
|
||||
}
|
||||
else
|
||||
{
|
||||
_uA = Vector2.Zero;
|
||||
}
|
||||
|
||||
if (lengthB > 10.0f * Settings.LinearSlop)
|
||||
{
|
||||
_uB *= 1.0f / lengthB;
|
||||
}
|
||||
else
|
||||
{
|
||||
_uB = Vector2.Zero;
|
||||
}
|
||||
|
||||
// Compute effective mass.
|
||||
float ruA = MathUtils.Cross(_rA, _uA);
|
||||
float ruB = MathUtils.Cross(_rB, _uB);
|
||||
|
||||
float mA = _invMassA + _invIA * ruA * ruA;
|
||||
float mB = _invMassB + _invIB * ruB * ruB;
|
||||
|
||||
_mass = mA + Ratio * Ratio * mB;
|
||||
|
||||
if (_mass > 0.0f)
|
||||
{
|
||||
_mass = 1.0f / _mass;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support variable time steps.
|
||||
_impulse *= data.step.dtRatio;
|
||||
|
||||
// Warm starting.
|
||||
Vector2 PA = -(_impulse) * _uA;
|
||||
Vector2 PB = (-Ratio * _impulse) * _uB;
|
||||
|
||||
vA += _invMassA * PA;
|
||||
wA += _invIA * MathUtils.Cross(_rA, PA);
|
||||
vB += _invMassB * PB;
|
||||
wB += _invIB * MathUtils.Cross(_rB, PB);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Vector2 vpA = vA + MathUtils.Cross(wA, _rA);
|
||||
Vector2 vpB = vB + MathUtils.Cross(wB, _rB);
|
||||
|
||||
float Cdot = -Vector2.Dot(_uA, vpA) - Ratio * Vector2.Dot(_uB, vpB);
|
||||
float impulse = -_mass * Cdot;
|
||||
_impulse += impulse;
|
||||
|
||||
Vector2 PA = -impulse * _uA;
|
||||
Vector2 PB = -Ratio * impulse * _uB;
|
||||
vA += _invMassA * PA;
|
||||
wA += _invIA * MathUtils.Cross(_rA, PA);
|
||||
vB += _invMassB * PB;
|
||||
wB += _invIB * MathUtils.Cross(_rB, PB);
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
// Get the pulley axes.
|
||||
Vector2 uA = cA + rA - WorldAnchorA;
|
||||
Vector2 uB = cB + rB - WorldAnchorB;
|
||||
|
||||
float lengthA = uA.Length();
|
||||
float lengthB = uB.Length();
|
||||
|
||||
if (lengthA > 10.0f * Settings.LinearSlop)
|
||||
{
|
||||
uA *= 1.0f / lengthA;
|
||||
}
|
||||
else
|
||||
{
|
||||
uA = Vector2.Zero;
|
||||
}
|
||||
|
||||
if (lengthB > 10.0f * Settings.LinearSlop)
|
||||
{
|
||||
uB *= 1.0f / lengthB;
|
||||
}
|
||||
else
|
||||
{
|
||||
uB = Vector2.Zero;
|
||||
}
|
||||
|
||||
// Compute effective mass.
|
||||
float ruA = MathUtils.Cross(rA, uA);
|
||||
float ruB = MathUtils.Cross(rB, uB);
|
||||
|
||||
float mA = _invMassA + _invIA * ruA * ruA;
|
||||
float mB = _invMassB + _invIB * ruB * ruB;
|
||||
|
||||
float mass = mA + Ratio * Ratio * mB;
|
||||
|
||||
if (mass > 0.0f)
|
||||
{
|
||||
mass = 1.0f / mass;
|
||||
}
|
||||
|
||||
float C = Constant - lengthA - Ratio * lengthB;
|
||||
float linearError = Math.Abs(C);
|
||||
|
||||
float impulse = -mass * C;
|
||||
|
||||
Vector2 PA = -impulse * uA;
|
||||
Vector2 PB = -Ratio * impulse * uB;
|
||||
|
||||
cA += _invMassA * PA;
|
||||
aA += _invIA * MathUtils.Cross(rA, PA);
|
||||
cB += _invMassB * PB;
|
||||
aB += _invIB * MathUtils.Cross(rB, PB);
|
||||
|
||||
data.positions[_indexA].c = cA;
|
||||
data.positions[_indexA].a = aA;
|
||||
data.positions[_indexB].c = cB;
|
||||
data.positions[_indexB].a = aB;
|
||||
|
||||
return linearError < Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,619 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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 FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Joints
|
||||
{
|
||||
/// <summary>
|
||||
/// A revolute joint constrains 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
|
||||
{
|
||||
// Solver shared
|
||||
private Vector3 _impulse;
|
||||
private float _motorImpulse;
|
||||
|
||||
private bool _enableMotor;
|
||||
private float _maxMotorTorque;
|
||||
private float _motorSpeed;
|
||||
|
||||
private bool _enableLimit;
|
||||
private float _referenceAngle;
|
||||
private float _lowerAngle;
|
||||
private float _upperAngle;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _rA;
|
||||
private Vector2 _rB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private Mat33 _mass; // effective mass for point-to-point constraint.
|
||||
private float _motorMass; // effective mass for motor/limit angular constraint.
|
||||
private LimitState _limitState;
|
||||
|
||||
internal RevoluteJoint()
|
||||
{
|
||||
JointType = JointType.Revolute;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor of RevoluteJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="anchorA">The first body anchor.</param>
|
||||
/// <param name="anchorB">The second anchor.</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public RevoluteJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Revolute;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = BodyA.GetLocalPoint(anchorA);
|
||||
LocalAnchorB = BodyB.GetLocalPoint(anchorB);
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = anchorA;
|
||||
LocalAnchorB = anchorB;
|
||||
}
|
||||
|
||||
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
|
||||
|
||||
_impulse = Vector3.Zero;
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor of RevoluteJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="anchor">The shared anchor.</param>
|
||||
/// <param name="useWorldCoordinates"></param>
|
||||
public RevoluteJoint(Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false)
|
||||
: this(bodyA, bodyB, anchor, anchor, useWorldCoordinates)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchorB); }
|
||||
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The referance angle computed as BodyB angle minus BodyA angle.
|
||||
/// </summary>
|
||||
public float ReferenceAngle
|
||||
{
|
||||
get { return _referenceAngle; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_referenceAngle = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle in radians.
|
||||
/// </summary>
|
||||
public float JointAngle
|
||||
{
|
||||
get { return BodyB._sweep.A - BodyA._sweep.A - ReferenceAngle; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle speed in radians per second.
|
||||
/// </summary>
|
||||
public float JointSpeed
|
||||
{
|
||||
get { return BodyB._angularVelocity - BodyA._angularVelocity; }
|
||||
}
|
||||
|
||||
/// <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
|
||||
{
|
||||
if (_enableLimit != value)
|
||||
{
|
||||
WakeBodies();
|
||||
_enableLimit = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lower joint limit in radians.
|
||||
/// </summary>
|
||||
public float LowerLimit
|
||||
{
|
||||
get { return _lowerAngle; }
|
||||
set
|
||||
{
|
||||
if (_lowerAngle != value)
|
||||
{
|
||||
WakeBodies();
|
||||
_lowerAngle = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the upper joint limit in radians.
|
||||
/// </summary>
|
||||
public float UpperLimit
|
||||
{
|
||||
get { return _upperAngle; }
|
||||
set
|
||||
{
|
||||
if (_upperAngle != value)
|
||||
{
|
||||
WakeBodies();
|
||||
_upperAngle = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the joint limits, usually in meters.
|
||||
/// </summary>
|
||||
/// <param name="lower">The lower limit</param>
|
||||
/// <param name="upper">The upper limit</param>
|
||||
public void SetLimits(float lower, float upper)
|
||||
{
|
||||
if (lower != _lowerAngle || upper != _upperAngle)
|
||||
{
|
||||
WakeBodies();
|
||||
_upperAngle = upper;
|
||||
_lowerAngle = lower;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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>
|
||||
/// Get or set the motor speed in radians per second.
|
||||
/// </summary>
|
||||
public float MotorSpeed
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorSpeed = value;
|
||||
}
|
||||
get { return _motorSpeed; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the maximum motor torque, usually in N-m.
|
||||
/// </summary>
|
||||
public float MaxMotorTorque
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_maxMotorTorque = value;
|
||||
}
|
||||
get { return _maxMotorTorque; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the current motor impulse, usually in N-m.
|
||||
/// </summary>
|
||||
public float MotorImpulse
|
||||
{
|
||||
get { return _motorImpulse; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorImpulse = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the motor torque in N-m.
|
||||
/// </summary>
|
||||
/// <param name="invDt">The inverse delta time</param>
|
||||
public float GetMotorTorque(float invDt)
|
||||
{
|
||||
return invDt * _motorImpulse;
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
Vector2 p = new Vector2(_impulse.X, _impulse.Y);
|
||||
return invDt * p;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return invDt * _impulse.Z;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
// 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 = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
bool fixedRotation = (iA + iB == 0.0f);
|
||||
|
||||
_mass.ex.X = mA + mB + _rA.Y * _rA.Y * iA + _rB.Y * _rB.Y * iB;
|
||||
_mass.ey.X = -_rA.Y * _rA.X * iA - _rB.Y * _rB.X * iB;
|
||||
_mass.ez.X = -_rA.Y * iA - _rB.Y * iB;
|
||||
_mass.ex.Y = _mass.ey.X;
|
||||
_mass.ey.Y = mA + mB + _rA.X * _rA.X * iA + _rB.X * _rB.X * iB;
|
||||
_mass.ez.Y = _rA.X * iA + _rB.X * iB;
|
||||
_mass.ex.Z = _mass.ez.X;
|
||||
_mass.ey.Z = _mass.ez.Y;
|
||||
_mass.ez.Z = iA + iB;
|
||||
|
||||
_motorMass = iA + iB;
|
||||
if (_motorMass > 0.0f)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
|
||||
if (_enableMotor == false || fixedRotation)
|
||||
{
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (_enableLimit && fixedRotation == false)
|
||||
{
|
||||
float jointAngle = aB - aA - 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 *= data.step.dtRatio;
|
||||
_motorImpulse *= data.step.dtRatio;
|
||||
|
||||
Vector2 P = new Vector2(_impulse.X, _impulse.Y);
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * (MathUtils.Cross(_rA, P) + MotorImpulse + _impulse.Z);
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * (MathUtils.Cross(_rB, P) + MotorImpulse + _impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
bool fixedRotation = (iA + iB == 0.0f);
|
||||
|
||||
// Solve motor constraint.
|
||||
if (_enableMotor && _limitState != LimitState.Equal && fixedRotation == false)
|
||||
{
|
||||
float Cdot = wB - wA - _motorSpeed;
|
||||
float impulse = _motorMass * (-Cdot);
|
||||
float oldImpulse = _motorImpulse;
|
||||
float maxImpulse = data.step.dt * _maxMotorTorque;
|
||||
_motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = _motorImpulse - oldImpulse;
|
||||
|
||||
wA -= iA * impulse;
|
||||
wB += iB * impulse;
|
||||
}
|
||||
|
||||
// Solve limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive && fixedRotation == false)
|
||||
{
|
||||
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);
|
||||
|
||||
if (_limitState == LimitState.Equal)
|
||||
{
|
||||
_impulse += impulse;
|
||||
}
|
||||
else if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse < 0.0f)
|
||||
{
|
||||
Vector2 rhs = -Cdot1 + _impulse.Z * new Vector2(_mass.ez.X, _mass.ez.Y);
|
||||
Vector2 reduced = _mass.Solve22(rhs);
|
||||
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
|
||||
{
|
||||
_impulse += impulse;
|
||||
}
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse > 0.0f)
|
||||
{
|
||||
Vector2 rhs = -Cdot1 + _impulse.Z * new Vector2(_mass.ez.X, _mass.ez.Y);
|
||||
Vector2 reduced = _mass.Solve22(rhs);
|
||||
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
|
||||
{
|
||||
_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);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Solve point-to-point constraint
|
||||
Vector2 Cdot = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
|
||||
Vector2 impulse = _mass.Solve22(-Cdot);
|
||||
|
||||
_impulse.X += impulse.X;
|
||||
_impulse.Y += impulse.Y;
|
||||
|
||||
vA -= mA * impulse;
|
||||
wA -= iA * MathUtils.Cross(_rA, impulse);
|
||||
|
||||
vB += mB * impulse;
|
||||
wB += iB * MathUtils.Cross(_rB, impulse);
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
float angularError = 0.0f;
|
||||
float positionError;
|
||||
|
||||
bool fixedRotation = (_invIA + _invIB == 0.0f);
|
||||
|
||||
// Solve angular limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive && fixedRotation == false)
|
||||
{
|
||||
float angle = aB - aA - 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;
|
||||
}
|
||||
|
||||
aA -= _invIA * limitImpulse;
|
||||
aB += _invIB * limitImpulse;
|
||||
}
|
||||
|
||||
// Solve point-to-point constraint.
|
||||
{
|
||||
qA.Set(aA);
|
||||
qB.Set(aB);
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
Vector2 C = cB + rB - cA - rA;
|
||||
positionError = C.Length();
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Mat22 K = new Mat22();
|
||||
K.ex.X = mA + mB + iA * rA.Y * rA.Y + iB * rB.Y * rB.Y;
|
||||
K.ex.Y = -iA * rA.X * rA.Y - iB * rB.X * rB.Y;
|
||||
K.ey.X = K.ex.Y;
|
||||
K.ey.Y = mA + mB + iA * rA.X * rA.X + iB * rB.X * rB.X;
|
||||
|
||||
Vector2 impulse = -K.Solve(C);
|
||||
|
||||
cA -= mA * impulse;
|
||||
aA -= iA * MathUtils.Cross(rA, impulse);
|
||||
|
||||
cB += mB * impulse;
|
||||
aB += iB * MathUtils.Cross(rB, impulse);
|
||||
}
|
||||
|
||||
data.positions[_indexA].c = cA;
|
||||
data.positions[_indexA].a = aA;
|
||||
data.positions[_indexB].c = cB;
|
||||
data.positions[_indexB].a = aB;
|
||||
|
||||
return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,291 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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 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.
|
||||
/// It can be used on ropes that are made up of several connected bodies, and if there is a need to support a heavy body.
|
||||
/// This joint is used for stabiliation of heavy objects on soft constraint joints.
|
||||
///
|
||||
/// Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior.
|
||||
/// Use the DistanceJoint instead if you want to dynamically control the length.
|
||||
/// </summary>
|
||||
public class RopeJoint : Joint
|
||||
{
|
||||
// Solver shared
|
||||
private float _impulse;
|
||||
private float _length;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private float _mass;
|
||||
private Vector2 _rA, _rB;
|
||||
private Vector2 _u;
|
||||
|
||||
internal RopeJoint()
|
||||
{
|
||||
JointType = JointType.Rope;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for RopeJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body</param>
|
||||
/// <param name="bodyB">The second body</param>
|
||||
/// <param name="anchorA">The anchor on the first body</param>
|
||||
/// <param name="anchorB">The anchor on the second body</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public RopeJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Rope;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = bodyA.GetLocalPoint(anchorA);
|
||||
LocalAnchorB = bodyB.GetLocalPoint(anchorB);
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = anchorA;
|
||||
LocalAnchorB = anchorB;
|
||||
}
|
||||
|
||||
//FPE feature: Setting default MaxLength
|
||||
Vector2 d = WorldAnchorB - WorldAnchorA;
|
||||
MaxLength = d.Length();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override sealed Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override sealed Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchorB); }
|
||||
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the maximum length of the rope.
|
||||
/// By default, it is the distance between the two anchor points.
|
||||
/// </summary>
|
||||
public float MaxLength { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the state of the joint.
|
||||
/// </summary>
|
||||
public LimitState State { get; private set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
return (invDt * _impulse) * _u;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
_u = cB + _rB - cA - _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 = _invMassA + _invIA * crA * crA + _invMassB + _invIB * crB * crB;
|
||||
|
||||
_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale the impulse to support a variable time step.
|
||||
_impulse *= data.step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse * _u;
|
||||
vA -= _invMassA * P;
|
||||
wA -= _invIA * MathUtils.Cross(_rA, P);
|
||||
vB += _invMassB * P;
|
||||
wB += _invIB * MathUtils.Cross(_rB, P);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
Vector2 vpA = vA + MathUtils.Cross(wA, _rA);
|
||||
Vector2 vpB = vB + MathUtils.Cross(wB, _rB);
|
||||
float C = _length - MaxLength;
|
||||
float Cdot = Vector2.Dot(_u, vpB - vpA);
|
||||
|
||||
// Predictive constraint.
|
||||
if (C < 0.0f)
|
||||
{
|
||||
Cdot += data.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;
|
||||
vA -= _invMassA * P;
|
||||
wA -= _invIA * MathUtils.Cross(_rA, P);
|
||||
vB += _invMassB * P;
|
||||
wB += _invIB * MathUtils.Cross(_rB, P);
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
Vector2 u = cB + rB - cA - 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;
|
||||
|
||||
cA -= _invMassA * P;
|
||||
aA -= _invIA * MathUtils.Cross(rA, P);
|
||||
cB += _invMassB * P;
|
||||
aB += _invIB * MathUtils.Cross(rB, P);
|
||||
|
||||
data.positions[_indexA].c = cA;
|
||||
data.positions[_indexA].a = aA;
|
||||
data.positions[_indexB].c = cB;
|
||||
data.positions[_indexB].a = aB;
|
||||
|
||||
return length - MaxLength < Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,388 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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 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.
|
||||
///
|
||||
/// The joint is soft constraint based, which means the two bodies will move
|
||||
/// relative to each other, when a force is applied. To combine two bodies
|
||||
/// in a rigid fashion, combine the fixtures to a single body instead.
|
||||
/// </summary>
|
||||
public class WeldJoint : Joint
|
||||
{
|
||||
// Solver shared
|
||||
private Vector3 _impulse;
|
||||
private float _gamma;
|
||||
private float _bias;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _rA;
|
||||
private Vector2 _rB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private Mat33 _mass;
|
||||
|
||||
internal WeldJoint()
|
||||
{
|
||||
JointType = JointType.Weld;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// You need to specify an anchor point where they are attached.
|
||||
/// The position of the anchor point is important for computing the reaction torque.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body</param>
|
||||
/// <param name="bodyB">The second body</param>
|
||||
/// <param name="anchorA">The first body anchor.</param>
|
||||
/// <param name="anchorB">The second body anchor.</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public WeldJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Weld;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = bodyA.GetLocalPoint(anchorA);
|
||||
LocalAnchorB = bodyB.GetLocalPoint(anchorB);
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = anchorA;
|
||||
LocalAnchorB = anchorB;
|
||||
}
|
||||
|
||||
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchorB); }
|
||||
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The bodyB angle minus bodyA angle in the reference state (radians).
|
||||
/// </summary>
|
||||
public float ReferenceAngle { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The frequency of the joint. A higher frequency means a stiffer joint, but
|
||||
/// a too high value can cause the joint to oscillate.
|
||||
/// Default is 0, which means the joint does no spring calculations.
|
||||
/// </summary>
|
||||
public float FrequencyHz { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The damping on the joint. The damping is only used when
|
||||
/// the joint has a frequency (> 0). A higher value means more damping.
|
||||
/// </summary>
|
||||
public float DampingRatio { get; set; }
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
return invDt * new Vector2(_impulse.X, _impulse.Y);
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return invDt * _impulse.Z;
|
||||
}
|
||||
|
||||
internal override void InitVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
// 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 = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Mat33 K = new Mat33();
|
||||
K.ex.X = mA + mB + _rA.Y * _rA.Y * iA + _rB.Y * _rB.Y * iB;
|
||||
K.ey.X = -_rA.Y * _rA.X * iA - _rB.Y * _rB.X * iB;
|
||||
K.ez.X = -_rA.Y * iA - _rB.Y * iB;
|
||||
K.ex.Y = K.ey.X;
|
||||
K.ey.Y = mA + mB + _rA.X * _rA.X * iA + _rB.X * _rB.X * iB;
|
||||
K.ez.Y = _rA.X * iA + _rB.X * iB;
|
||||
K.ex.Z = K.ez.X;
|
||||
K.ey.Z = K.ez.Y;
|
||||
K.ez.Z = iA + iB;
|
||||
|
||||
if (FrequencyHz > 0.0f)
|
||||
{
|
||||
K.GetInverse22(ref _mass);
|
||||
|
||||
float invM = iA + iB;
|
||||
float m = invM > 0.0f ? 1.0f / invM : 0.0f;
|
||||
|
||||
float C = aB - aA - ReferenceAngle;
|
||||
|
||||
// Frequency
|
||||
float omega = 2.0f * Settings.Pi * FrequencyHz;
|
||||
|
||||
// Damping coefficient
|
||||
float d = 2.0f * m * DampingRatio * omega;
|
||||
|
||||
// Spring stiffness
|
||||
float k = m * omega * omega;
|
||||
|
||||
// magic formulas
|
||||
float h = data.step.dt;
|
||||
_gamma = h * (d + h * k);
|
||||
_gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f;
|
||||
_bias = C * h * k * _gamma;
|
||||
|
||||
invM += _gamma;
|
||||
_mass.ez.Z = invM != 0.0f ? 1.0f / invM : 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
K.GetSymInverse33(ref _mass);
|
||||
_gamma = 0.0f;
|
||||
_bias = 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
_impulse *= data.step.dtRatio;
|
||||
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
if (FrequencyHz > 0.0f)
|
||||
{
|
||||
float Cdot2 = wB - wA;
|
||||
|
||||
float impulse2 = -_mass.ez.Z * (Cdot2 + _bias + _gamma * _impulse.Z);
|
||||
_impulse.Z += impulse2;
|
||||
|
||||
wA -= iA * impulse2;
|
||||
wB += iB * impulse2;
|
||||
|
||||
Vector2 Cdot1 = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
|
||||
|
||||
Vector2 impulse1 = -MathUtils.Mul22(_mass, Cdot1);
|
||||
_impulse.X += impulse1.X;
|
||||
_impulse.Y += impulse1.Y;
|
||||
|
||||
Vector2 P = impulse1;
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * MathUtils.Cross(_rA, P);
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * MathUtils.Cross(_rB, P);
|
||||
}
|
||||
else
|
||||
{
|
||||
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 = -MathUtils.Mul(_mass, 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);
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
float positionError, angularError;
|
||||
|
||||
Mat33 K = new Mat33();
|
||||
K.ex.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB;
|
||||
K.ey.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB;
|
||||
K.ez.X = -rA.Y * iA - rB.Y * iB;
|
||||
K.ex.Y = K.ey.X;
|
||||
K.ey.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB;
|
||||
K.ez.Y = rA.X * iA + rB.X * iB;
|
||||
K.ex.Z = K.ez.X;
|
||||
K.ey.Z = K.ez.Y;
|
||||
K.ez.Z = iA + iB;
|
||||
|
||||
if (FrequencyHz > 0.0f)
|
||||
{
|
||||
Vector2 C1 = cB + rB - cA - rA;
|
||||
|
||||
positionError = C1.Length();
|
||||
angularError = 0.0f;
|
||||
|
||||
Vector2 P = -K.Solve22(C1);
|
||||
|
||||
cA -= mA * P;
|
||||
aA -= iA * MathUtils.Cross(rA, P);
|
||||
|
||||
cB += mB * P;
|
||||
aB += iB * MathUtils.Cross(rB, P);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 C1 = cB + rB - cA - rA;
|
||||
float C2 = aB - aA - ReferenceAngle;
|
||||
|
||||
positionError = C1.Length();
|
||||
angularError = Math.Abs(C2);
|
||||
|
||||
Vector3 C = new Vector3(C1.X, C1.Y, C2);
|
||||
|
||||
Vector3 impulse = -K.Solve33(C);
|
||||
Vector2 P = new Vector2(impulse.X, impulse.Y);
|
||||
|
||||
cA -= mA * P;
|
||||
aA -= iA * (MathUtils.Cross(rA, P) + impulse.Z);
|
||||
|
||||
cB += mB * P;
|
||||
aB += iB * (MathUtils.Cross(rB, P) + impulse.Z);
|
||||
}
|
||||
|
||||
data.positions[_indexA].c = cA;
|
||||
data.positions[_indexA].a = aA;
|
||||
data.positions[_indexB].c = cB;
|
||||
data.positions[_indexB].a = aB;
|
||||
|
||||
return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,513 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* 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 FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Joints
|
||||
{
|
||||
// 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]
|
||||
|
||||
/// <summary>
|
||||
/// A wheel joint. This joint provides two degrees of freedom: translation
|
||||
/// along an axis fixed in bodyA and rotation in the plane. You can use a
|
||||
/// joint limit to restrict the range of motion and a joint motor to drive
|
||||
/// the rotation or to model rotational friction.
|
||||
/// This joint is designed for vehicle suspensions.
|
||||
/// </summary>
|
||||
public class WheelJoint : Joint
|
||||
{
|
||||
// Solver shared
|
||||
private Vector2 _localYAxis;
|
||||
|
||||
private float _impulse;
|
||||
private float _motorImpulse;
|
||||
private float _springImpulse;
|
||||
|
||||
private float _maxMotorTorque;
|
||||
private float _motorSpeed;
|
||||
private bool _enableMotor;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
|
||||
private Vector2 _ax, _ay;
|
||||
private float _sAx, _sBx;
|
||||
private float _sAy, _sBy;
|
||||
|
||||
private float _mass;
|
||||
private float _motorMass;
|
||||
private float _springMass;
|
||||
|
||||
private float _bias;
|
||||
private float _gamma;
|
||||
private Vector2 _axis;
|
||||
|
||||
internal WheelJoint()
|
||||
{
|
||||
JointType = JointType.Wheel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for WheelJoint
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body</param>
|
||||
/// <param name="bodyB">The second body</param>
|
||||
/// <param name="anchor">The anchor point</param>
|
||||
/// <param name="axis">The axis</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public WheelJoint(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Wheel;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = bodyA.GetLocalPoint(anchor);
|
||||
LocalAnchorB = bodyB.GetLocalPoint(anchor);
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(anchor));
|
||||
LocalAnchorB = anchor;
|
||||
}
|
||||
|
||||
Axis = axis; //FPE only: We maintain the original value as it is supposed to.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchorB); }
|
||||
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The axis at which the suspension moves.
|
||||
/// </summary>
|
||||
public Vector2 Axis
|
||||
{
|
||||
get { return _axis; }
|
||||
set
|
||||
{
|
||||
_axis = value;
|
||||
LocalXAxis = BodyA.GetLocalVector(_axis);
|
||||
_localYAxis = MathUtils.Cross(1.0f, LocalXAxis);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The axis in local coordinates relative to BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalXAxis { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The desired motor speed in radians per second.
|
||||
/// </summary>
|
||||
public float MotorSpeed
|
||||
{
|
||||
get { return _motorSpeed; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorSpeed = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The maximum motor torque, usually in N-m.
|
||||
/// </summary>
|
||||
public float MaxMotorTorque
|
||||
{
|
||||
get { return _maxMotorTorque; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_maxMotorTorque = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Suspension frequency, zero indicates no suspension
|
||||
/// </summary>
|
||||
public float Frequency { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Suspension damping ratio, one indicates critical damping
|
||||
/// </summary>
|
||||
public float DampingRatio { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the translation along the axis
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the angular velocity of the joint
|
||||
/// </summary>
|
||||
public float JointSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
float wA = BodyA.AngularVelocity;
|
||||
float wB = BodyB.AngularVelocity;
|
||||
return wB - wA;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable/disable the joint motor.
|
||||
/// </summary>
|
||||
public bool MotorEnabled
|
||||
{
|
||||
get { return _enableMotor; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableMotor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the torque of the motor
|
||||
/// </summary>
|
||||
/// <param name="invDt">inverse delta time</param>
|
||||
public float GetMotorTorque(float invDt)
|
||||
{
|
||||
return invDt * _motorImpulse;
|
||||
}
|
||||
|
||||
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 SolverData data)
|
||||
{
|
||||
_indexA = BodyA.IslandIndex;
|
||||
_indexB = BodyB.IslandIndex;
|
||||
_localCenterA = BodyA._sweep.LocalCenter;
|
||||
_localCenterB = BodyB._sweep.LocalCenter;
|
||||
_invMassA = BodyA._invMass;
|
||||
_invMassB = BodyB._invMass;
|
||||
_invIA = BodyA._invI;
|
||||
_invIB = BodyB._invI;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
// Compute the effective masses.
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
Vector2 d1 = cB + rB - cA - rA;
|
||||
|
||||
// Point to line constraint
|
||||
{
|
||||
_ay = MathUtils.Mul(qA, _localYAxis);
|
||||
_sAy = MathUtils.Cross(d1 + rA, _ay);
|
||||
_sBy = MathUtils.Cross(rB, _ay);
|
||||
|
||||
_mass = mA + mB + iA * _sAy * _sAy + iB * _sBy * _sBy;
|
||||
|
||||
if (_mass > 0.0f)
|
||||
{
|
||||
_mass = 1.0f / _mass;
|
||||
}
|
||||
}
|
||||
|
||||
// Spring constraint
|
||||
_springMass = 0.0f;
|
||||
_bias = 0.0f;
|
||||
_gamma = 0.0f;
|
||||
if (Frequency > 0.0f)
|
||||
{
|
||||
_ax = MathUtils.Mul(qA, LocalXAxis);
|
||||
_sAx = MathUtils.Cross(d1 + rA, _ax);
|
||||
_sBx = MathUtils.Cross(rB, _ax);
|
||||
|
||||
float invMass = mA + mB + iA * _sAx * _sAx + iB * _sBx * _sBx;
|
||||
|
||||
if (invMass > 0.0f)
|
||||
{
|
||||
_springMass = 1.0f / invMass;
|
||||
|
||||
float C = Vector2.Dot(d1, _ax);
|
||||
|
||||
// Frequency
|
||||
float omega = 2.0f * Settings.Pi * Frequency;
|
||||
|
||||
// Damping coefficient
|
||||
float d = 2.0f * _springMass * DampingRatio * omega;
|
||||
|
||||
// Spring stiffness
|
||||
float k = _springMass * omega * omega;
|
||||
|
||||
// magic formulas
|
||||
float h = data.step.dt;
|
||||
_gamma = h * (d + h * k);
|
||||
if (_gamma > 0.0f)
|
||||
{
|
||||
_gamma = 1.0f / _gamma;
|
||||
}
|
||||
|
||||
_bias = C * h * k * _gamma;
|
||||
|
||||
_springMass = invMass + _gamma;
|
||||
if (_springMass > 0.0f)
|
||||
{
|
||||
_springMass = 1.0f / _springMass;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_springImpulse = 0.0f;
|
||||
}
|
||||
|
||||
// Rotational motor
|
||||
if (_enableMotor)
|
||||
{
|
||||
_motorMass = iA + iB;
|
||||
if (_motorMass > 0.0f)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_motorMass = 0.0f;
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Account for variable time step.
|
||||
_impulse *= data.step.dtRatio;
|
||||
_springImpulse *= data.step.dtRatio;
|
||||
_motorImpulse *= data.step.dtRatio;
|
||||
|
||||
Vector2 P = _impulse * _ay + _springImpulse * _ax;
|
||||
float LA = _impulse * _sAy + _springImpulse * _sAx + _motorImpulse;
|
||||
float LB = _impulse * _sBy + _springImpulse * _sBx + _motorImpulse;
|
||||
|
||||
vA -= _invMassA * P;
|
||||
wA -= _invIA * LA;
|
||||
|
||||
vB += _invMassB * P;
|
||||
wB += _invIB * LB;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = 0.0f;
|
||||
_springImpulse = 0.0f;
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override void SolveVelocityConstraints(ref SolverData data)
|
||||
{
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
Vector2 vB = data.velocities[_indexB].v;
|
||||
float wB = data.velocities[_indexB].w;
|
||||
|
||||
// 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 -= mA * P;
|
||||
wA -= iA * LA;
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * LB;
|
||||
}
|
||||
|
||||
// Solve rotational motor constraint
|
||||
{
|
||||
float Cdot = wB - wA - _motorSpeed;
|
||||
float impulse = -_motorMass * Cdot;
|
||||
|
||||
float oldImpulse = _motorImpulse;
|
||||
float maxImpulse = data.step.dt * _maxMotorTorque;
|
||||
_motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = _motorImpulse - oldImpulse;
|
||||
|
||||
wA -= iA * impulse;
|
||||
wB += iB * 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 -= mA * P;
|
||||
wA -= iA * LA;
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * LB;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
internal override bool SolvePositionConstraints(ref SolverData data)
|
||||
{
|
||||
Vector2 cA = data.positions[_indexA].c;
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 cB = data.positions[_indexB].c;
|
||||
float aB = data.positions[_indexB].a;
|
||||
|
||||
Rot qA = new Rot(aA), qB = new Rot(aB);
|
||||
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
Vector2 d = (cB - cA) + rB - rA;
|
||||
|
||||
Vector2 ay = MathUtils.Mul(qA, _localYAxis);
|
||||
|
||||
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;
|
||||
|
||||
cA -= _invMassA * P;
|
||||
aA -= _invIA * LA;
|
||||
cB += _invMassB * P;
|
||||
aB += _invIB * LB;
|
||||
|
||||
data.positions[_indexA].c = cA;
|
||||
data.positions[_indexA].a = aA;
|
||||
data.positions[_indexB].c = cB;
|
||||
data.positions[_indexB].a = aB;
|
||||
|
||||
return Math.Abs(C) <= Settings.LinearSlop;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user