Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Joints/PulleyJoint.cs
T

396 lines
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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
{
// Pulley:
// length1 = norm(p1 - s1)
// length2 = norm(p2 - s2)
// C0 = (length1 + ratio * length2)_initial
// C = C0 - (length1 + ratio * length2)
// u1 = (p1 - s1) / norm(p1 - s1)
// u2 = (p2 - s2) / norm(p2 - s2)
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
// K = J * invM * JT
// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
/// <summary>
/// The pulley joint is connected to two bodies and two fixed world points.
/// The pulley supports a ratio such that:
/// <![CDATA[length1 + ratio * length2 <= constant]]>
/// Yes, the force transmitted is scaled by the ratio.
///
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
/// work better when combined with prismatic joints. You should also cover the
/// the anchor points with static shapes to prevent one side from going to zero length.
/// </summary>
public class PulleyJoint : Joint
{
// Solver shared
private float _impulse;
// Solver temp
private int _indexA;
private int _indexB;
private Vector2 _uA;
private Vector2 _uB;
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 PulleyJoint()
{
JointType = JointType.Pulley;
}
/// <summary>
/// Constructor for PulleyJoint.
/// </summary>
/// <param name="bodyA">The first body.</param>
/// <param name="bodyB">The second body.</param>
/// <param name="anchorA">The anchor on the first body.</param>
/// <param name="anchorB">The anchor on the second body.</param>
/// <param name="worldAnchorA">The world anchor for the first body.</param>
/// <param name="worldAnchorB">The world anchor for the second body.</param>
/// <param name="ratio">The ratio.</param>
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
public PulleyJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false)
: base(bodyA, bodyB)
{
JointType = JointType.Pulley;
WorldAnchorA = worldAnchorA;
WorldAnchorB = worldAnchorB;
if (useWorldCoordinates)
{
LocalAnchorA = BodyA.GetLocalPoint(anchorA);
LocalAnchorB = BodyB.GetLocalPoint(anchorB);
Vector2 dA = anchorA - worldAnchorA;
LengthA = dA.Length();
Vector2 dB = anchorB - worldAnchorB;
LengthB = dB.Length();
}
else
{
LocalAnchorA = anchorA;
LocalAnchorB = anchorB;
Vector2 dA = anchorA - BodyA.GetLocalPoint(worldAnchorA);
LengthA = dA.Length();
Vector2 dB = anchorB - BodyB.GetLocalPoint(worldAnchorB);
LengthB = dB.Length();
}
Debug.Assert(ratio != 0.0f);
Debug.Assert(ratio > Settings.Epsilon);
Ratio = ratio;
Constant = LengthA + ratio * LengthB;
_impulse = 0.0f;
}
/// <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; }
/// <summary>
/// Get the first world anchor.
/// </summary>
/// <value></value>
public override sealed Vector2 WorldAnchorA { get; set; }
/// <summary>
/// Get the second world anchor.
/// </summary>
/// <value></value>
public override sealed Vector2 WorldAnchorB { get; set; }
/// <summary>
/// Get the current length of the segment attached to body1.
/// </summary>
/// <value></value>
public float LengthA { get; set; }
/// <summary>
/// Get the current length of the segment attached to body2.
/// </summary>
/// <value></value>
public float LengthB { get; set; }
/// <summary>
/// The current length between the anchor point on BodyA and WorldAnchorA
/// </summary>
public float CurrentLengthA
{
get
{
Vector2 p = BodyA.GetWorldPoint(LocalAnchorA);
Vector2 s = WorldAnchorA;
Vector2 d = p - s;
return d.Length();
}
}
/// <summary>
/// The current length between the anchor point on BodyB and WorldAnchorB
/// </summary>
public float CurrentLengthB
{
get
{
Vector2 p = BodyB.GetWorldPoint(LocalAnchorB);
Vector2 s = WorldAnchorB;
Vector2 d = p - s;
return d.Length();
}
}
/// <summary>
/// Get the pulley ratio.
/// </summary>
/// <value></value>
public float Ratio { get; set; }
//FPE note: Only used for serialization.
internal float Constant { get; set; }
public override Vector2 GetReactionForce(float invDt)
{
Vector2 P = _impulse * _uB;
return invDt * P;
}
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);
// Get the pulley axes.
_uA = cA + _rA - WorldAnchorA;
_uB = cB + _rB - WorldAnchorB;
float lengthA = _uA.Length();
float lengthB = _uB.Length();
if (lengthA > 10.0f * Settings.LinearSlop)
{
_uA *= 1.0f / lengthA;
}
else
{
_uA = Vector2.Zero;
}
if (lengthB > 10.0f * Settings.LinearSlop)
{
_uB *= 1.0f / lengthB;
}
else
{
_uB = Vector2.Zero;
}
// Compute effective mass.
float ruA = MathUtils.Cross(_rA, _uA);
float ruB = MathUtils.Cross(_rB, _uB);
float mA = _invMassA + _invIA * ruA * ruA;
float mB = _invMassB + _invIB * ruB * ruB;
_mass = mA + Ratio * Ratio * mB;
if (_mass > 0.0f)
{
_mass = 1.0f / _mass;
}
if (Settings.EnableWarmstarting)
{
// Scale impulses to support variable time steps.
_impulse *= data.step.dtRatio;
// Warm starting.
Vector2 PA = -(_impulse) * _uA;
Vector2 PB = (-Ratio * _impulse) * _uB;
vA += _invMassA * PA;
wA += _invIA * MathUtils.Cross(_rA, PA);
vB += _invMassB * PB;
wB += _invIB * MathUtils.Cross(_rB, PB);
}
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;
Vector2 vpA = vA + MathUtils.Cross(wA, _rA);
Vector2 vpB = vB + MathUtils.Cross(wB, _rB);
float Cdot = -Vector2.Dot(_uA, vpA) - Ratio * Vector2.Dot(_uB, vpB);
float impulse = -_mass * Cdot;
_impulse += impulse;
Vector2 PA = -impulse * _uA;
Vector2 PB = -Ratio * impulse * _uB;
vA += _invMassA * PA;
wA += _invIA * MathUtils.Cross(_rA, PA);
vB += _invMassB * PB;
wB += _invIB * MathUtils.Cross(_rB, PB);
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);
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
// Get the pulley axes.
Vector2 uA = cA + rA - WorldAnchorA;
Vector2 uB = cB + rB - WorldAnchorB;
float lengthA = uA.Length();
float lengthB = uB.Length();
if (lengthA > 10.0f * Settings.LinearSlop)
{
uA *= 1.0f / lengthA;
}
else
{
uA = Vector2.Zero;
}
if (lengthB > 10.0f * Settings.LinearSlop)
{
uB *= 1.0f / lengthB;
}
else
{
uB = Vector2.Zero;
}
// Compute effective mass.
float ruA = MathUtils.Cross(rA, uA);
float ruB = MathUtils.Cross(rB, uB);
float mA = _invMassA + _invIA * ruA * ruA;
float mB = _invMassB + _invIB * ruB * ruB;
float mass = mA + Ratio * Ratio * mB;
if (mass > 0.0f)
{
mass = 1.0f / mass;
}
float C = Constant - lengthA - Ratio * lengthB;
float linearError = Math.Abs(C);
float impulse = -mass * C;
Vector2 PA = -impulse * uA;
Vector2 PB = -Ratio * impulse * uB;
cA += _invMassA * PA;
aA += _invIA * MathUtils.Cross(rA, PA);
cB += _invMassB * PB;
aB += _invIB * MathUtils.Cross(rB, PB);
data.positions[_indexA].c = cA;
data.positions[_indexA].a = aA;
data.positions[_indexB].c = cB;
data.positions[_indexB].a = aB;
return linearError < Settings.LinearSlop;
}
}
}