253 lines
7.6 KiB
C#
253 lines
7.6 KiB
C#
/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Diagnostics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics.Joints
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{
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public enum JointType
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{
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Unknown,
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Revolute,
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Prismatic,
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Distance,
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Pulley,
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//Mouse, <- We have fixed mouse
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Gear,
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Wheel,
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Weld,
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Friction,
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Rope,
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Motor,
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//FPE note: From here on and down, it is only FPE joints
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Angle,
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FixedMouse,
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FixedRevolute,
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FixedDistance,
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FixedLine,
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FixedPrismatic,
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FixedAngle,
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FixedFriction,
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}
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public enum LimitState
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{
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Inactive,
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AtLower,
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AtUpper,
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Equal,
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}
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/// <summary>
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/// A joint edge is used to connect bodies and joints together
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/// in a joint graph where each body is a node and each joint
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/// is an edge. A joint edge belongs to a doubly linked list
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/// maintained in each attached body. Each joint has two joint
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/// nodes, one for each attached body.
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/// </summary>
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public sealed class JointEdge
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{
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/// <summary>
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/// The joint.
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/// </summary>
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public Joint Joint;
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/// <summary>
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/// The next joint edge in the body's joint list.
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/// </summary>
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public JointEdge Next;
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/// <summary>
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/// Provides quick access to the other body attached.
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/// </summary>
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public Body Other;
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/// <summary>
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/// The previous joint edge in the body's joint list.
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/// </summary>
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public JointEdge Prev;
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}
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public abstract class Joint
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{
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private float _breakpoint;
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private double _breakpointSquared;
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/// <summary>
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/// Indicate if this join is enabled or not. Disabling a joint
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/// means it is still in the simulation, but inactive.
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/// </summary>
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public bool Enabled = true;
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internal JointEdge EdgeA = new JointEdge();
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internal JointEdge EdgeB = new JointEdge();
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internal bool IslandFlag;
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protected Joint()
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{
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Breakpoint = float.MaxValue;
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//Connected bodies should not collide by default
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CollideConnected = false;
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}
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protected Joint(Body bodyA, Body bodyB) : this()
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{
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//Can't connect a joint to the same body twice.
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Debug.Assert(bodyA != bodyB);
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BodyA = bodyA;
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BodyB = bodyB;
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}
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/// <summary>
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/// Constructor for fixed joint
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/// </summary>
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protected Joint(Body body) : this()
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{
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BodyA = body;
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}
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/// <summary>
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/// Gets or sets the type of the joint.
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/// </summary>
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/// <value>The type of the joint.</value>
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public JointType JointType { get; protected set; }
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/// <summary>
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/// Get the first body attached to this joint.
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/// </summary>
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public Body BodyA { get; internal set; }
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/// <summary>
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/// Get the second body attached to this joint.
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/// </summary>
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public Body BodyB { get; internal set; }
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/// <summary>
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/// Get the anchor point on bodyA in world coordinates.
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/// On some joints, this value indicate the anchor point within the world.
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/// </summary>
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public abstract Vector2 WorldAnchorA { get; set; }
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/// <summary>
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/// Get the anchor point on bodyB in world coordinates.
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/// On some joints, this value indicate the anchor point within the world.
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/// </summary>
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public abstract Vector2 WorldAnchorB { get; set; }
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/// <summary>
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/// Set the user data pointer.
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/// </summary>
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/// <value>The data.</value>
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public object UserData { get; set; }
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/// <summary>
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/// Set this flag to true if the attached bodies should collide.
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/// </summary>
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public bool CollideConnected { get; set; }
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/// <summary>
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/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
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/// The default value is float.MaxValue, which means it never breaks.
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/// </summary>
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public float Breakpoint
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{
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get { return _breakpoint; }
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set
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{
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_breakpoint = value;
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_breakpointSquared = _breakpoint * _breakpoint;
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}
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}
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/// <summary>
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/// Fires when the joint is broken.
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/// </summary>
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public event Action<Joint, float> Broke;
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/// <summary>
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/// Get the reaction force on body at the joint anchor in Newtons.
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/// </summary>
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/// <param name="invDt">The inverse delta time.</param>
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public abstract Vector2 GetReactionForce(float invDt);
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/// <summary>
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/// Get the reaction torque on the body at the joint anchor in N*m.
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/// </summary>
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/// <param name="invDt">The inverse delta time.</param>
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public abstract float GetReactionTorque(float invDt);
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protected void WakeBodies()
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{
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if (BodyA != null)
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BodyA.Awake = true;
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if (BodyB != null)
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BodyB.Awake = true;
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}
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/// <summary>
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/// Return true if the joint is a fixed type.
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/// </summary>
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public bool IsFixedType()
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{
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return JointType == JointType.FixedRevolute ||
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JointType == JointType.FixedDistance ||
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JointType == JointType.FixedPrismatic ||
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JointType == JointType.FixedLine ||
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JointType == JointType.FixedMouse ||
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JointType == JointType.FixedAngle ||
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JointType == JointType.FixedFriction;
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}
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internal abstract void InitVelocityConstraints(ref SolverData data);
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internal void Validate(float invDt)
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{
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if (!Enabled)
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return;
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float jointErrorSquared = GetReactionForce(invDt).LengthSquared();
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if (Math.Abs(jointErrorSquared) <= _breakpointSquared)
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return;
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Enabled = false;
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if (Broke != null)
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Broke(this, (float)Math.Sqrt(jointErrorSquared));
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}
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internal abstract void SolveVelocityConstraints(ref SolverData data);
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/// <summary>
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/// Solves the position constraints.
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/// </summary>
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/// <param name="data"></param>
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/// <returns>returns true if the position errors are within tolerance.</returns>
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internal abstract bool SolvePositionConstraints(ref SolverData data);
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}
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} |