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

331 lines
11 KiB
C#

/*
* 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
/// <summary>
/// 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.
/// </summary>
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;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="bodyA">The first body</param>
/// <param name="bodyB">The second body</param>
/// <param name="anchorA">The first body anchor</param>
/// <param name="anchorB">The second body anchor</param>
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
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();
}
}
/// <summary>
/// The local anchor point relative to bodyA's origin.
/// </summary>
public Vector2 LocalAnchorA { get; set; }
/// <summary>
/// The local anchor point relative to bodyB's origin.
/// </summary>
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."); }
}
/// <summary>
/// The natural length between the anchor points.
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
/// </summary>
public float Length { get; set; }
/// <summary>
/// The mass-spring-damper frequency in Hertz. A value of 0
/// disables softness.
/// </summary>
public float Frequency { get; set; }
/// <summary>
/// The damping ratio. 0 = no damping, 1 = critical damping.
/// </summary>
public float DampingRatio { get; set; }
/// <summary>
/// Get the reaction force given the inverse time step. Unit is N.
/// </summary>
/// <param name="invDt"></param>
/// <returns></returns>
public override Vector2 GetReactionForce(float invDt)
{
Vector2 F = (invDt * _impulse) * _u;
return F;
}
/// <summary>
/// Get the reaction torque given the inverse time step.
/// Unit is N*m. This is always zero for a distance joint.
/// </summary>
/// <param name="invDt"></param>
/// <returns></returns>
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;
}
}
}