/* * 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 { // 1-D rained system // m (v2 - v1) = lambda // v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass. // x2 = x1 + h * v2 // 1-D mass-damper-spring system // m (v2 - v1) + h * d * v2 + h * k * // C = norm(p2 - p1) - L // u = (p2 - p1) / norm(p2 - p1) // Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1)) // J = [-u -cross(r1, u) u cross(r2, u)] // K = J * invM * JT // = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2 /// /// A distance joint rains two points on two bodies /// to remain at a fixed distance from each other. You can view /// this as a massless, rigid rod. /// public class DistanceJoint : Joint { // Solver shared private float _bias; private float _gamma; private float _impulse; // Solver temp private int _indexA; private int _indexB; private Vector2 _u; 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 DistanceJoint() { JointType = JointType.Distance; } /// /// This requires defining an /// anchor point on both bodies and the non-zero length of the /// distance joint. If you don't supply a length, the local anchor points /// is used so that the initial configuration can violate the constraint /// slightly. This helps when saving and loading a game. /// Warning Do not use a zero or short length. /// /// The first body /// The second body /// The first body anchor /// The second body anchor /// Set to true if you are using world coordinates as anchors. public DistanceJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false) : base(bodyA, bodyB) { JointType = JointType.Distance; if (useWorldCoordinates) { LocalAnchorA = bodyA.GetLocalPoint(ref anchorA); LocalAnchorB = bodyB.GetLocalPoint(ref anchorB); Length = (anchorB - anchorA).Length(); } else { LocalAnchorA = anchorA; LocalAnchorB = anchorB; Length = (BodyB.GetWorldPoint(ref anchorB) - BodyA.GetWorldPoint(ref anchorA)).Length(); } } /// /// The local anchor point relative to bodyA's origin. /// public Vector2 LocalAnchorA { get; set; } /// /// The local anchor point relative to bodyB's origin. /// public Vector2 LocalAnchorB { get; set; } public override sealed Vector2 WorldAnchorA { get { return BodyA.GetWorldPoint(LocalAnchorA); } set { Debug.Assert(false, "You can't set the world anchor on this joint type."); } } public override sealed Vector2 WorldAnchorB { get { return BodyB.GetWorldPoint(LocalAnchorB); } set { Debug.Assert(false, "You can't set the world anchor on this joint type."); } } /// /// The natural length between the anchor points. /// Manipulating the length can lead to non-physical behavior when the frequency is zero. /// public float Length { get; set; } /// /// The mass-spring-damper frequency in Hertz. A value of 0 /// disables softness. /// public float Frequency { get; set; } /// /// The damping ratio. 0 = no damping, 1 = critical damping. /// public float DampingRatio { get; set; } /// /// Get the reaction force given the inverse time step. Unit is N. /// /// /// public override Vector2 GetReactionForce(float invDt) { Vector2 F = (invDt * _impulse) * _u; return F; } /// /// Get the reaction torque given the inverse time step. /// Unit is N*m. This is always zero for a distance joint. /// /// /// 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); _u = cB + _rB - cA - _rA; // Handle singularity. float length = _u.Length(); if (length > Settings.LinearSlop) { _u *= 1.0f / length; } else { _u = Vector2.Zero; } float crAu = MathUtils.Cross(_rA, _u); float crBu = MathUtils.Cross(_rB, _u); float invMass = _invMassA + _invIA * crAu * crAu + _invMassB + _invIB * crBu * crBu; // Compute the effective mass matrix. _mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; if (Frequency > 0.0f) { float C = length - Length; // Frequency float omega = 2.0f * Settings.Pi * Frequency; // Damping coefficient float d = 2.0f * _mass * DampingRatio * omega; // Spring stiffness float k = _mass * omega * omega; // magic formulas float h = data.step.dt; _gamma = h * (d + h * k); _gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f; _bias = C * h * k * _gamma; invMass += _gamma; _mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; } else { _gamma = 0.0f; _bias = 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 Cdot = Vector2.Dot(_u, vpB - vpA); float impulse = -_mass * (Cdot + _bias + _gamma * _impulse); _impulse += impulse; 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) { if (Frequency > 0.0f) { // There is no position correction for soft distance constraints. return true; } 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 - Length; C = MathUtils.Clamp(C, -Settings.MaxLinearCorrection, 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 Math.Abs(C) < Settings.LinearSlop; } } }