Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Joints/AngleJoint.cs

128 lines
3.6 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*/
using System;
using System.Diagnostics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics.Joints
{
/// <summary>
/// Maintains a fixed angle between two bodies
/// </summary>
public class AngleJoint : Joint
{
private float _bias;
private float _jointError;
private float _massFactor;
private float _targetAngle;
internal AngleJoint()
{
JointType = JointType.Angle;
}
/// <summary>
/// Constructor for AngleJoint
/// </summary>
/// <param name="bodyA">The first body</param>
/// <param name="bodyB">The second body</param>
public AngleJoint(Body bodyA, Body bodyB)
: base(bodyA, bodyB)
{
JointType = JointType.Angle;
BiasFactor = .2f;
MaxImpulse = float.MaxValue;
}
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 desired angle between BodyA and BodyB
/// </summary>
public float TargetAngle
{
get { return _targetAngle; }
set
{
if (value != _targetAngle)
{
_targetAngle = value;
WakeBodies();
}
}
}
/// <summary>
/// Gets or sets the bias factor.
/// Defaults to 0.2
/// </summary>
public float BiasFactor { get; set; }
/// <summary>
/// Gets or sets the maximum impulse
/// Defaults to float.MaxValue
/// </summary>
public float MaxImpulse { get; set; }
/// <summary>
/// Gets or sets the softness of the joint
/// Defaults to 0
/// </summary>
public float Softness { get; set; }
public override Vector2 GetReactionForce(float invDt)
{
//TODO
//return _inv_dt * _impulse;
return Vector2.Zero;
}
public override float GetReactionTorque(float invDt)
{
return 0;
}
internal override void InitVelocityConstraints(ref SolverData data)
{
int indexA = BodyA.IslandIndex;
int indexB = BodyB.IslandIndex;
float aW = data.positions[indexA].a;
float bW = data.positions[indexB].a;
_jointError = (bW - aW - TargetAngle);
_bias = -BiasFactor * data.step.inv_dt * _jointError;
_massFactor = (1 - Softness) / (BodyA._invI + BodyB._invI);
}
internal override void SolveVelocityConstraints(ref SolverData data)
{
int indexA = BodyA.IslandIndex;
int indexB = BodyB.IslandIndex;
float p = (_bias - data.velocities[indexB].w + data.velocities[indexA].w) * _massFactor;
data.velocities[indexA].w -= BodyA._invI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
data.velocities[indexB].w += BodyB._invI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
}
internal override bool SolvePositionConstraints(ref SolverData data)
{
//no position solving for this joint
return true;
}
}
}