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LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Joints/Joint.cs

253 lines
7.6 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 Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics.Joints
{
public enum JointType
{
Unknown,
Revolute,
Prismatic,
Distance,
Pulley,
//Mouse, <- We have fixed mouse
Gear,
Wheel,
Weld,
Friction,
Rope,
Motor,
//FPE note: From here on and down, it is only FPE joints
Angle,
FixedMouse,
FixedRevolute,
FixedDistance,
FixedLine,
FixedPrismatic,
FixedAngle,
FixedFriction,
}
public enum LimitState
{
Inactive,
AtLower,
AtUpper,
Equal,
}
/// <summary>
/// A joint edge is used to connect bodies and joints together
/// in a joint graph where each body is a node and each joint
/// is an edge. A joint edge belongs to a doubly linked list
/// maintained in each attached body. Each joint has two joint
/// nodes, one for each attached body.
/// </summary>
public sealed class JointEdge
{
/// <summary>
/// The joint.
/// </summary>
public Joint Joint;
/// <summary>
/// The next joint edge in the body's joint list.
/// </summary>
public JointEdge Next;
/// <summary>
/// Provides quick access to the other body attached.
/// </summary>
public Body Other;
/// <summary>
/// The previous joint edge in the body's joint list.
/// </summary>
public JointEdge Prev;
}
public abstract class Joint
{
private float _breakpoint;
private double _breakpointSquared;
/// <summary>
/// Indicate if this join is enabled or not. Disabling a joint
/// means it is still in the simulation, but inactive.
/// </summary>
public bool Enabled = true;
internal JointEdge EdgeA = new JointEdge();
internal JointEdge EdgeB = new JointEdge();
internal bool IslandFlag;
protected Joint()
{
Breakpoint = float.MaxValue;
//Connected bodies should not collide by default
CollideConnected = false;
}
protected Joint(Body bodyA, Body bodyB) : this()
{
//Can't connect a joint to the same body twice.
Debug.Assert(bodyA != bodyB);
BodyA = bodyA;
BodyB = bodyB;
}
/// <summary>
/// Constructor for fixed joint
/// </summary>
protected Joint(Body body) : this()
{
BodyA = body;
}
/// <summary>
/// Gets or sets the type of the joint.
/// </summary>
/// <value>The type of the joint.</value>
public JointType JointType { get; protected set; }
/// <summary>
/// Get the first body attached to this joint.
/// </summary>
public Body BodyA { get; internal set; }
/// <summary>
/// Get the second body attached to this joint.
/// </summary>
public Body BodyB { get; internal set; }
/// <summary>
/// Get the anchor point on bodyA in world coordinates.
/// On some joints, this value indicate the anchor point within the world.
/// </summary>
public abstract Vector2 WorldAnchorA { get; set; }
/// <summary>
/// Get the anchor point on bodyB in world coordinates.
/// On some joints, this value indicate the anchor point within the world.
/// </summary>
public abstract Vector2 WorldAnchorB { get; set; }
/// <summary>
/// Set the user data pointer.
/// </summary>
/// <value>The data.</value>
public object UserData { get; set; }
/// <summary>
/// Set this flag to true if the attached bodies should collide.
/// </summary>
public bool CollideConnected { get; set; }
/// <summary>
/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
/// The default value is float.MaxValue, which means it never breaks.
/// </summary>
public float Breakpoint
{
get { return _breakpoint; }
set
{
_breakpoint = value;
_breakpointSquared = _breakpoint * _breakpoint;
}
}
/// <summary>
/// Fires when the joint is broken.
/// </summary>
public event Action<Joint, float> Broke;
/// <summary>
/// Get the reaction force on body at the joint anchor in Newtons.
/// </summary>
/// <param name="invDt">The inverse delta time.</param>
public abstract Vector2 GetReactionForce(float invDt);
/// <summary>
/// Get the reaction torque on the body at the joint anchor in N*m.
/// </summary>
/// <param name="invDt">The inverse delta time.</param>
public abstract float GetReactionTorque(float invDt);
protected void WakeBodies()
{
if (BodyA != null)
BodyA.Awake = true;
if (BodyB != null)
BodyB.Awake = true;
}
/// <summary>
/// Return true if the joint is a fixed type.
/// </summary>
public bool IsFixedType()
{
return JointType == JointType.FixedRevolute ||
JointType == JointType.FixedDistance ||
JointType == JointType.FixedPrismatic ||
JointType == JointType.FixedLine ||
JointType == JointType.FixedMouse ||
JointType == JointType.FixedAngle ||
JointType == JointType.FixedFriction;
}
internal abstract void InitVelocityConstraints(ref SolverData data);
internal void Validate(float invDt)
{
if (!Enabled)
return;
float jointErrorSquared = GetReactionForce(invDt).LengthSquared();
if (Math.Abs(jointErrorSquared) <= _breakpointSquared)
return;
Enabled = false;
if (Broke != null)
Broke(this, (float)Math.Sqrt(jointErrorSquared));
}
internal abstract void SolveVelocityConstraints(ref SolverData data);
/// <summary>
/// Solves the position constraints.
/// </summary>
/// <param name="data"></param>
/// <returns>returns true if the position errors are within tolerance.</returns>
internal abstract bool SolvePositionConstraints(ref SolverData data);
}
}