/* * 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 /// /// 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. /// 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; } /// /// Constructor for RopeJoint. /// /// The first body /// The second body /// The anchor on the first body /// The anchor on the second body /// Set to true if you are using world coordinates as anchors. 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(); } /// /// The local anchor point on BodyA /// public Vector2 LocalAnchorA { get; set; } /// /// The local anchor point on BodyB /// 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); } } /// /// Get or set the maximum length of the rope. /// By default, it is the distance between the two anchor points. /// public float MaxLength { get; set; } /// /// Gets the state of the joint. /// 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; } } }