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LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Joints/PrismaticJoint.cs
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/*
* 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
{
// Linear constraint (point-to-line)
// d = p2 - p1 = x2 + r2 - x1 - r1
// C = dot(perp, d)
// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
// = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
//
// Angular constraint
// C = a2 - a1 + a_initial
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
//
// K = J * invM * JT
//
// J = [-a -s1 a s2]
// [0 -1 0 1]
// a = perp
// s1 = cross(d + r1, a) = cross(p2 - x1, a)
// s2 = cross(r2, a) = cross(p2 - x2, a)
// Motor/Limit linear constraint
// C = dot(ax1, d)
// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
// Block Solver
// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
// when the mass has poor distribution (leading to large torques about the joint anchor points).
//
// The Jacobian has 3 rows:
// J = [-uT -s1 uT s2] // linear
// [0 -1 0 1] // angular
// [-vT -a1 vT a2] // limit
//
// u = perp
// v = axis
// s1 = cross(d + r1, u), s2 = cross(r2, u)
// a1 = cross(d + r1, v), a2 = cross(r2, v)
// M * (v2 - v1) = JT * df
// J * v2 = bias
//
// v2 = v1 + invM * JT * df
// J * (v1 + invM * JT * df) = bias
// K * df = bias - J * v1 = -Cdot
// K = J * invM * JT
// Cdot = J * v1 - bias
//
// Now solve for f2.
// df = f2 - f1
// K * (f2 - f1) = -Cdot
// f2 = invK * (-Cdot) + f1
//
// Clamp accumulated limit impulse.
// lower: f2(3) = max(f2(3), 0)
// upper: f2(3) = min(f2(3), 0)
//
// Solve for correct f2(1:2)
// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
// = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
//
// Now compute impulse to be applied:
// df = f2 - f1
/// <summary>
/// A prismatic joint. This joint provides one degree of freedom: translation
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
/// use a joint limit to restrict the range of motion and a joint motor to
/// drive the motion or to model joint friction.
/// </summary>
public class PrismaticJoint : Joint
{
private Vector2 _localYAxisA;
private Vector3 _impulse;
private float _lowerTranslation;
private float _upperTranslation;
private float _maxMotorForce;
private float _motorSpeed;
private bool _enableLimit;
private bool _enableMotor;
private LimitState _limitState;
// Solver temp
private int _indexA;
private int _indexB;
private Vector2 _localCenterA;
private Vector2 _localCenterB;
private float _invMassA;
private float _invMassB;
private float _invIA;
private float _invIB;
private Vector2 _axis, _perp;
private float _s1, _s2;
private float _a1, _a2;
private Mat33 _K;
private float _motorMass;
private Vector2 _axis1;
internal PrismaticJoint()
{
JointType = JointType.Prismatic;
}
/// <summary>
/// This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
/// </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="axis">The axis.</param>
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
public PrismaticJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 axis, bool useWorldCoordinates = false)
: base(bodyA, bodyB)
{
Initialize(anchorA, anchorB, axis, useWorldCoordinates);
}
public PrismaticJoint(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
: base(bodyA, bodyB)
{
Initialize(anchor, anchor, axis, useWorldCoordinates);
}
private void Initialize(Vector2 localAnchorA, Vector2 localAnchorB, Vector2 axis, bool useWorldCoordinates)
{
JointType = JointType.Prismatic;
if (useWorldCoordinates)
{
LocalAnchorA = BodyA.GetLocalPoint(localAnchorA);
LocalAnchorB = BodyB.GetLocalPoint(localAnchorB);
}
else
{
LocalAnchorA = localAnchorA;
LocalAnchorB = localAnchorB;
}
Axis = axis; //FPE only: store the orignal value for use in Serialization
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
_limitState = LimitState.Inactive;
}
/// <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>
/// Get the current joint translation, usually in meters.
/// </summary>
/// <value></value>
public float JointTranslation
{
get
{
Vector2 d = BodyB.GetWorldPoint(LocalAnchorB) - BodyA.GetWorldPoint(LocalAnchorA);
Vector2 axis = BodyA.GetWorldVector(LocalXAxis);
return Vector2.Dot(d, axis);
}
}
/// <summary>
/// Get the current joint translation speed, usually in meters per second.
/// </summary>
/// <value></value>
public float JointSpeed
{
get
{
Transform xf1, xf2;
BodyA.GetTransform(out xf1);
BodyB.GetTransform(out xf2);
Vector2 r1 = MathUtils.Mul(ref xf1.q, LocalAnchorA - BodyA.LocalCenter);
Vector2 r2 = MathUtils.Mul(ref xf2.q, LocalAnchorB - BodyB.LocalCenter);
Vector2 p1 = BodyA._sweep.C + r1;
Vector2 p2 = BodyB._sweep.C + r2;
Vector2 d = p2 - p1;
Vector2 axis = BodyA.GetWorldVector(LocalXAxis);
Vector2 v1 = BodyA._linearVelocity;
Vector2 v2 = BodyB._linearVelocity;
float w1 = BodyA._angularVelocity;
float w2 = BodyB._angularVelocity;
float speed = Vector2.Dot(d, MathUtils.Cross(w1, axis)) + Vector2.Dot(axis, v2 + MathUtils.Cross(w2, r2) - v1 - MathUtils.Cross(w1, r1));
return speed;
}
}
/// <summary>
/// Is the joint limit enabled?
/// </summary>
/// <value><c>true</c> if [limit enabled]; otherwise, <c>false</c>.</value>
public bool LimitEnabled
{
get { return _enableLimit; }
set
{
Debug.Assert(BodyA.FixedRotation == false || BodyB.FixedRotation == false, "Warning: limits does currently not work with fixed rotation");
if (value != _enableLimit)
{
WakeBodies();
_enableLimit = value;
_impulse.Z = 0;
}
}
}
/// <summary>
/// Get the lower joint limit, usually in meters.
/// </summary>
/// <value></value>
public float LowerLimit
{
get { return _lowerTranslation; }
set
{
if (value != _lowerTranslation)
{
WakeBodies();
_lowerTranslation = value;
_impulse.Z = 0.0f;
}
}
}
/// <summary>
/// Get the upper joint limit, usually in meters.
/// </summary>
/// <value></value>
public float UpperLimit
{
get { return _upperTranslation; }
set
{
if (value != _upperTranslation)
{
WakeBodies();
_upperTranslation = value;
_impulse.Z = 0.0f;
}
}
}
/// <summary>
/// Set the joint limits, usually in meters.
/// </summary>
/// <param name="lower">The lower limit</param>
/// <param name="upper">The upper limit</param>
public void SetLimits(float lower, float upper)
{
if (upper != _upperTranslation || lower != _lowerTranslation)
{
WakeBodies();
_upperTranslation = upper;
_lowerTranslation = lower;
_impulse.Z = 0.0f;
}
}
/// <summary>
/// Is the joint motor enabled?
/// </summary>
/// <value><c>true</c> if [motor enabled]; otherwise, <c>false</c>.</value>
public bool MotorEnabled
{
get { return _enableMotor; }
set
{
WakeBodies();
_enableMotor = value;
}
}
/// <summary>
/// Set the motor speed, usually in meters per second.
/// </summary>
/// <value>The speed.</value>
public float MotorSpeed
{
set
{
WakeBodies();
_motorSpeed = value;
}
get { return _motorSpeed; }
}
/// <summary>
/// Set the maximum motor force, usually in N.
/// </summary>
/// <value>The force.</value>
public float MaxMotorForce
{
get { return _maxMotorForce; }
set
{
WakeBodies();
_maxMotorForce = value;
}
}
/// <summary>
/// Get the current motor impulse, usually in N.
/// </summary>
/// <value></value>
public float MotorImpulse { get; set; }
/// <summary>
/// Gets the motor force.
/// </summary>
/// <param name="invDt">The inverse delta time</param>
public float GetMotorForce(float invDt)
{
return invDt * MotorImpulse;
}
/// <summary>
/// The axis at which the joint moves.
/// </summary>
public Vector2 Axis
{
get { return _axis1; }
set
{
_axis1 = value;
LocalXAxis = BodyA.GetLocalVector(_axis1);
LocalXAxis.Normalize();
_localYAxisA = MathUtils.Cross(1.0f, LocalXAxis);
}
}
/// <summary>
/// The axis in local coordinates relative to BodyA
/// </summary>
public Vector2 LocalXAxis { get; private set; }
/// <summary>
/// The reference angle.
/// </summary>
public float ReferenceAngle { get; set; }
public override Vector2 GetReactionForce(float invDt)
{
return invDt * (_impulse.X * _perp + (MotorImpulse + _impulse.Z) * _axis);
}
public override float GetReactionTorque(float invDt)
{
return invDt * _impulse.Y;
}
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);
// Compute the effective masses.
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
Vector2 d = (cB - cA) + rB - rA;
float mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
// Compute motor Jacobian and effective mass.
{
_axis = MathUtils.Mul(qA, LocalXAxis);
_a1 = MathUtils.Cross(d + rA, _axis);
_a2 = MathUtils.Cross(rB, _axis);
_motorMass = mA + mB + iA * _a1 * _a1 + iB * _a2 * _a2;
if (_motorMass > 0.0f)
{
_motorMass = 1.0f / _motorMass;
}
}
// Prismatic constraint.
{
_perp = MathUtils.Mul(qA, _localYAxisA);
_s1 = MathUtils.Cross(d + rA, _perp);
_s2 = MathUtils.Cross(rB, _perp);
float k11 = mA + mB + iA * _s1 * _s1 + iB * _s2 * _s2;
float k12 = iA * _s1 + iB * _s2;
float k13 = iA * _s1 * _a1 + iB * _s2 * _a2;
float k22 = iA + iB;
if (k22 == 0.0f)
{
// For bodies with fixed rotation.
k22 = 1.0f;
}
float k23 = iA * _a1 + iB * _a2;
float k33 = mA + mB + iA * _a1 * _a1 + iB * _a2 * _a2;
_K.ex = new Vector3(k11, k12, k13);
_K.ey = new Vector3(k12, k22, k23);
_K.ez = new Vector3(k13, k23, k33);
}
// Compute motor and limit terms.
if (_enableLimit)
{
float jointTranslation = Vector2.Dot(_axis, d);
if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.LinearSlop)
{
_limitState = LimitState.Equal;
}
else if (jointTranslation <= _lowerTranslation)
{
if (_limitState != LimitState.AtLower)
{
_limitState = LimitState.AtLower;
_impulse.Z = 0.0f;
}
}
else if (jointTranslation >= _upperTranslation)
{
if (_limitState != LimitState.AtUpper)
{
_limitState = LimitState.AtUpper;
_impulse.Z = 0.0f;
}
}
else
{
_limitState = LimitState.Inactive;
_impulse.Z = 0.0f;
}
}
else
{
_limitState = LimitState.Inactive;
_impulse.Z = 0.0f;
}
if (_enableMotor == false)
{
MotorImpulse = 0.0f;
}
if (Settings.EnableWarmstarting)
{
// Account for variable time step.
_impulse *= data.step.dtRatio;
MotorImpulse *= data.step.dtRatio;
Vector2 P = _impulse.X * _perp + (MotorImpulse + _impulse.Z) * _axis;
float LA = _impulse.X * _s1 + _impulse.Y + (MotorImpulse + _impulse.Z) * _a1;
float LB = _impulse.X * _s2 + _impulse.Y + (MotorImpulse + _impulse.Z) * _a2;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
else
{
_impulse = Vector3.Zero;
MotorImpulse = 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;
// Solve linear motor constraint.
if (_enableMotor && _limitState != LimitState.Equal)
{
float Cdot = Vector2.Dot(_axis, vB - vA) + _a2 * wB - _a1 * wA;
float impulse = _motorMass * (_motorSpeed - Cdot);
float oldImpulse = MotorImpulse;
float maxImpulse = data.step.dt * _maxMotorForce;
MotorImpulse = MathUtils.Clamp(MotorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = MotorImpulse - oldImpulse;
Vector2 P = impulse * _axis;
float LA = impulse * _a1;
float LB = impulse * _a2;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
Vector2 Cdot1 = new Vector2();
Cdot1.X = Vector2.Dot(_perp, vB - vA) + _s2 * wB - _s1 * wA;
Cdot1.Y = wB - wA;
if (_enableLimit && _limitState != LimitState.Inactive)
{
// Solve prismatic and limit constraint in block form.
float Cdot2;
Cdot2 = Vector2.Dot(_axis, vB - vA) + _a2 * wB - _a1 * wA;
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
Vector3 f1 = _impulse;
Vector3 df = _K.Solve33(-Cdot);
_impulse += df;
if (_limitState == LimitState.AtLower)
{
_impulse.Z = Math.Max(_impulse.Z, 0.0f);
}
else if (_limitState == LimitState.AtUpper)
{
_impulse.Z = Math.Min(_impulse.Z, 0.0f);
}
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
Vector2 b = -Cdot1 - (_impulse.Z - f1.Z) * new Vector2(_K.ez.X, _K.ez.Y);
Vector2 f2r = _K.Solve22(b) + new Vector2(f1.X, f1.Y);
_impulse.X = f2r.X;
_impulse.Y = f2r.Y;
df = _impulse - f1;
Vector2 P = df.X * _perp + df.Z * _axis;
float LA = df.X * _s1 + df.Y + df.Z * _a1;
float LB = df.X * _s2 + df.Y + df.Z * _a2;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
else
{
// Limit is inactive, just solve the prismatic constraint in block form.
Vector2 df = _K.Solve22(-Cdot1);
_impulse.X += df.X;
_impulse.Y += df.Y;
Vector2 P = df.X * _perp;
float LA = df.X * _s1 + df.Y;
float LB = df.X * _s2 + df.Y;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
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)
{
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);
float mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
// Compute fresh Jacobians
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
Vector2 d = cB + rB - cA - rA;
Vector2 axis = MathUtils.Mul(qA, LocalXAxis);
float a1 = MathUtils.Cross(d + rA, axis);
float a2 = MathUtils.Cross(rB, axis);
Vector2 perp = MathUtils.Mul(qA, _localYAxisA);
float s1 = MathUtils.Cross(d + rA, perp);
float s2 = MathUtils.Cross(rB, perp);
Vector3 impulse;
Vector2 C1 = new Vector2();
C1.X = Vector2.Dot(perp, d);
C1.Y = aB - aA - ReferenceAngle;
float linearError = Math.Abs(C1.X);
float angularError = Math.Abs(C1.Y);
bool active = false;
float C2 = 0.0f;
if (_enableLimit)
{
float translation = Vector2.Dot(axis, d);
if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.LinearSlop)
{
// Prevent large angular corrections
C2 = MathUtils.Clamp(translation, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
linearError = Math.Max(linearError, Math.Abs(translation));
active = true;
}
else if (translation <= _lowerTranslation)
{
// Prevent large linear corrections and allow some slop.
C2 = MathUtils.Clamp(translation - _lowerTranslation + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
linearError = Math.Max(linearError, _lowerTranslation - translation);
active = true;
}
else if (translation >= _upperTranslation)
{
// Prevent large linear corrections and allow some slop.
C2 = MathUtils.Clamp(translation - _upperTranslation - Settings.LinearSlop, 0.0f, Settings.MaxLinearCorrection);
linearError = Math.Max(linearError, translation - _upperTranslation);
active = true;
}
}
if (active)
{
float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
float k12 = iA * s1 + iB * s2;
float k13 = iA * s1 * a1 + iB * s2 * a2;
float k22 = iA + iB;
if (k22 == 0.0f)
{
// For fixed rotation
k22 = 1.0f;
}
float k23 = iA * a1 + iB * a2;
float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
Mat33 K = new Mat33();
K.ex = new Vector3(k11, k12, k13);
K.ey = new Vector3(k12, k22, k23);
K.ez = new Vector3(k13, k23, k33);
Vector3 C = new Vector3();
C.X = C1.X;
C.Y = C1.Y;
C.Z = C2;
impulse = K.Solve33(-C);
}
else
{
float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
float k12 = iA * s1 + iB * s2;
float k22 = iA + iB;
if (k22 == 0.0f)
{
k22 = 1.0f;
}
Mat22 K = new Mat22();
K.ex = new Vector2(k11, k12);
K.ey = new Vector2(k12, k22);
Vector2 impulse1 = K.Solve(-C1);
impulse = new Vector3();
impulse.X = impulse1.X;
impulse.Y = impulse1.Y;
impulse.Z = 0.0f;
}
Vector2 P = impulse.X * perp + impulse.Z * axis;
float LA = impulse.X * s1 + impulse.Y + impulse.Z * a1;
float LB = impulse.X * s2 + impulse.Y + impulse.Z * a2;
cA -= mA * P;
aA -= iA * LA;
cB += mB * P;
aB += iB * LB;
data.positions[_indexA].c = cA;
data.positions[_indexA].a = aA;
data.positions[_indexB].c = cB;
data.positions[_indexB].a = aB;
return linearError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
}
}
}