/* * 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) /// /// 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. /// 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; /// /// This requires a world target point, /// tuning parameters, and the time step. /// /// The body. /// The target. 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); } /// /// The local anchor point on BodyA /// 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; } } /// /// 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). /// public float MaxForce { get { return _maxForce; } set { Debug.Assert(MathUtils.IsValid(value) && value >= 0.0f); _maxForce = value; } } /// /// The response speed. /// public float Frequency { get { return _frequency; } set { Debug.Assert(MathUtils.IsValid(value) && value >= 0.0f); _frequency = value; } } /// /// The damping ratio. 0 = no damping, 1 = critical damping. /// 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; } } }