/* * 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) /// /// The pulley joint is connected to two bodies and two fixed world points. /// The pulley supports a ratio such that: /// /// 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. /// 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; } /// /// Constructor for PulleyJoint. /// /// The first body. /// The second body. /// The anchor on the first body. /// The anchor on the second body. /// The world anchor for the first body. /// The world anchor for the second body. /// The ratio. /// Set to true if you are using world coordinates as anchors. 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; } /// /// The local anchor point on BodyA /// public Vector2 LocalAnchorA { get; set; } /// /// The local anchor point on BodyB /// public Vector2 LocalAnchorB { get; set; } /// /// Get the first world anchor. /// /// public override sealed Vector2 WorldAnchorA { get; set; } /// /// Get the second world anchor. /// /// public override sealed Vector2 WorldAnchorB { get; set; } /// /// Get the current length of the segment attached to body1. /// /// public float LengthA { get; set; } /// /// Get the current length of the segment attached to body2. /// /// public float LengthB { get; set; } /// /// The current length between the anchor point on BodyA and WorldAnchorA /// public float CurrentLengthA { get { Vector2 p = BodyA.GetWorldPoint(LocalAnchorA); Vector2 s = WorldAnchorA; Vector2 d = p - s; return d.Length(); } } /// /// The current length between the anchor point on BodyB and WorldAnchorB /// public float CurrentLengthB { get { Vector2 p = BodyB.GetWorldPoint(LocalAnchorB); Vector2 s = WorldAnchorB; Vector2 d = p - s; return d.Length(); } } /// /// Get the pulley ratio. /// /// 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; } } }