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

272 lines
9.0 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 FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics.Joints
{
// Point-to-point constraint
// Cdot = v2 - v1
// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
// J = [-I -r1_skew I r2_skew ]
// Identity used:
// w k % (rx i + ry j) = w * (-ry i + rx j)
// Angle constraint
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
/// <summary>
/// Friction joint. This is used for top-down friction.
/// It provides 2D translational friction and angular friction.
/// </summary>
public class FrictionJoint : Joint
{
// Solver shared
private Vector2 _linearImpulse;
private float _angularImpulse;
// Solver temp
private int _indexA;
private int _indexB;
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 _angularMass;
private Mat22 _linearMass;
internal FrictionJoint()
{
JointType = JointType.Friction;
}
/// <summary>
/// Constructor for FrictionJoint.
/// </summary>
/// <param name="bodyA"></param>
/// <param name="bodyB"></param>
/// <param name="anchor"></param>
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
public FrictionJoint(Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false)
: base(bodyA, bodyB)
{
JointType = JointType.Friction;
if (useWorldCoordinates)
{
LocalAnchorA = BodyA.GetLocalPoint(anchor);
LocalAnchorB = BodyB.GetLocalPoint(anchor);
}
else
{
LocalAnchorA = anchor;
LocalAnchorB = anchor;
}
}
/// <summary>
/// The local anchor point on BodyA
/// </summary>
public Vector2 LocalAnchorA { get; set; }
/// <summary>
/// The local anchor point on BodyB
/// </summary>
public Vector2 LocalAnchorB { get; set; }
public override Vector2 WorldAnchorA
{
get { return BodyA.GetWorldPoint(LocalAnchorA); }
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
}
public override Vector2 WorldAnchorB
{
get { return BodyB.GetWorldPoint(LocalAnchorB); }
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
}
/// <summary>
/// The maximum friction force in N.
/// </summary>
public float MaxForce { get; set; }
/// <summary>
/// The maximum friction torque in N-m.
/// </summary>
public float MaxTorque { get; set; }
public override Vector2 GetReactionForce(float invDt)
{
return invDt * _linearImpulse;
}
public override float GetReactionTorque(float invDt)
{
return invDt * _angularImpulse;
}
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;
float aA = data.positions[_indexA].a;
Vector2 vA = data.velocities[_indexA].v;
float wA = data.velocities[_indexA].w;
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);
// Compute the effective mass matrix.
_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
// J = [-I -r1_skew I r2_skew]
// [ 0 -1 0 1]
// r_skew = [-ry; rx]
// Matlab
// K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
float mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
Mat22 K = new Mat22();
K.ex.X = mA + mB + iA * _rA.Y * _rA.Y + iB * _rB.Y * _rB.Y;
K.ex.Y = -iA * _rA.X * _rA.Y - iB * _rB.X * _rB.Y;
K.ey.X = K.ex.Y;
K.ey.Y = mA + mB + iA * _rA.X * _rA.X + iB * _rB.X * _rB.X;
_linearMass = K.Inverse;
_angularMass = iA + iB;
if (_angularMass > 0.0f)
{
_angularMass = 1.0f / _angularMass;
}
if (Settings.EnableWarmstarting)
{
// Scale impulses to support a variable time step.
_linearImpulse *= data.step.dtRatio;
_angularImpulse *= data.step.dtRatio;
Vector2 P = new Vector2(_linearImpulse.X, _linearImpulse.Y);
vA -= mA * P;
wA -= iA * (MathUtils.Cross(_rA, P) + _angularImpulse);
vB += mB * P;
wB += iB * (MathUtils.Cross(_rB, P) + _angularImpulse);
}
else
{
_linearImpulse = Vector2.Zero;
_angularImpulse = 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;
float mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
float h = data.step.dt;
// Solve angular friction
{
float Cdot = wB - wA;
float impulse = -_angularMass * Cdot;
float oldImpulse = _angularImpulse;
float maxImpulse = h * MaxTorque;
_angularImpulse = MathUtils.Clamp(_angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = _angularImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve linear friction
{
Vector2 Cdot = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
Vector2 impulse = -MathUtils.Mul(ref _linearMass, Cdot);
Vector2 oldImpulse = _linearImpulse;
_linearImpulse += impulse;
float maxImpulse = h * MaxForce;
if (_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
{
_linearImpulse.Normalize();
_linearImpulse *= maxImpulse;
}
impulse = _linearImpulse - oldImpulse;
vA -= mA * impulse;
wA -= iA * MathUtils.Cross(_rA, impulse);
vB += mB * impulse;
wB += iB * MathUtils.Cross(_rB, impulse);
}
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)
{
return true;
}
}
}