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

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21 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 FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics.Joints
{
/// <summary>
/// A revolute joint constrains to bodies to share a common point while they
/// are free to rotate about the point. The relative rotation about the shared
/// point is the joint angle. You can limit the relative rotation with
/// a joint limit that specifies a lower and upper angle. You can use a motor
/// to drive the relative rotation about the shared point. A maximum motor torque
/// is provided so that infinite forces are not generated.
/// </summary>
public class RevoluteJoint : Joint
{
// Solver shared
private Vector3 _impulse;
private float _motorImpulse;
private bool _enableMotor;
private float _maxMotorTorque;
private float _motorSpeed;
private bool _enableLimit;
private float _referenceAngle;
private float _lowerAngle;
private float _upperAngle;
// 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 Mat33 _mass; // effective mass for point-to-point constraint.
private float _motorMass; // effective mass for motor/limit angular constraint.
private LimitState _limitState;
internal RevoluteJoint()
{
JointType = JointType.Revolute;
}
/// <summary>
/// Constructor of RevoluteJoint.
/// </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 anchor.</param>
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
public RevoluteJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
: base(bodyA, bodyB)
{
JointType = JointType.Revolute;
if (useWorldCoordinates)
{
LocalAnchorA = BodyA.GetLocalPoint(anchorA);
LocalAnchorB = BodyB.GetLocalPoint(anchorB);
}
else
{
LocalAnchorA = anchorA;
LocalAnchorB = anchorB;
}
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
_impulse = Vector3.Zero;
_limitState = LimitState.Inactive;
}
/// <summary>
/// Constructor of RevoluteJoint.
/// </summary>
/// <param name="bodyA">The first body.</param>
/// <param name="bodyB">The second body.</param>
/// <param name="anchor">The shared anchor.</param>
/// <param name="useWorldCoordinates"></param>
public RevoluteJoint(Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false)
: this(bodyA, bodyB, anchor, anchor, useWorldCoordinates)
{
}
/// <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 referance angle computed as BodyB angle minus BodyA angle.
/// </summary>
public float ReferenceAngle
{
get { return _referenceAngle; }
set
{
WakeBodies();
_referenceAngle = value;
}
}
/// <summary>
/// Get the current joint angle in radians.
/// </summary>
public float JointAngle
{
get { return BodyB._sweep.A - BodyA._sweep.A - ReferenceAngle; }
}
/// <summary>
/// Get the current joint angle speed in radians per second.
/// </summary>
public float JointSpeed
{
get { return BodyB._angularVelocity - BodyA._angularVelocity; }
}
/// <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
{
if (_enableLimit != value)
{
WakeBodies();
_enableLimit = value;
_impulse.Z = 0.0f;
}
}
}
/// <summary>
/// Get the lower joint limit in radians.
/// </summary>
public float LowerLimit
{
get { return _lowerAngle; }
set
{
if (_lowerAngle != value)
{
WakeBodies();
_lowerAngle = value;
_impulse.Z = 0.0f;
}
}
}
/// <summary>
/// Get the upper joint limit in radians.
/// </summary>
public float UpperLimit
{
get { return _upperAngle; }
set
{
if (_upperAngle != value)
{
WakeBodies();
_upperAngle = 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 (lower != _lowerAngle || upper != _upperAngle)
{
WakeBodies();
_upperAngle = upper;
_lowerAngle = 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>
/// Get or set the motor speed in radians per second.
/// </summary>
public float MotorSpeed
{
set
{
WakeBodies();
_motorSpeed = value;
}
get { return _motorSpeed; }
}
/// <summary>
/// Get or set the maximum motor torque, usually in N-m.
/// </summary>
public float MaxMotorTorque
{
set
{
WakeBodies();
_maxMotorTorque = value;
}
get { return _maxMotorTorque; }
}
/// <summary>
/// Get or set the current motor impulse, usually in N-m.
/// </summary>
public float MotorImpulse
{
get { return _motorImpulse; }
set
{
WakeBodies();
_motorImpulse = value;
}
}
/// <summary>
/// Gets the motor torque in N-m.
/// </summary>
/// <param name="invDt">The inverse delta time</param>
public float GetMotorTorque(float invDt)
{
return invDt * _motorImpulse;
}
public override Vector2 GetReactionForce(float invDt)
{
Vector2 p = new Vector2(_impulse.X, _impulse.Y);
return invDt * p;
}
public override float GetReactionTorque(float invDt)
{
return invDt * _impulse.Z;
}
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);
_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;
bool fixedRotation = (iA + iB == 0.0f);
_mass.ex.X = mA + mB + _rA.Y * _rA.Y * iA + _rB.Y * _rB.Y * iB;
_mass.ey.X = -_rA.Y * _rA.X * iA - _rB.Y * _rB.X * iB;
_mass.ez.X = -_rA.Y * iA - _rB.Y * iB;
_mass.ex.Y = _mass.ey.X;
_mass.ey.Y = mA + mB + _rA.X * _rA.X * iA + _rB.X * _rB.X * iB;
_mass.ez.Y = _rA.X * iA + _rB.X * iB;
_mass.ex.Z = _mass.ez.X;
_mass.ey.Z = _mass.ez.Y;
_mass.ez.Z = iA + iB;
_motorMass = iA + iB;
if (_motorMass > 0.0f)
{
_motorMass = 1.0f / _motorMass;
}
if (_enableMotor == false || fixedRotation)
{
_motorImpulse = 0.0f;
}
if (_enableLimit && fixedRotation == false)
{
float jointAngle = aB - aA - ReferenceAngle;
if (Math.Abs(_upperAngle - _lowerAngle) < 2.0f * Settings.AngularSlop)
{
_limitState = LimitState.Equal;
}
else if (jointAngle <= _lowerAngle)
{
if (_limitState != LimitState.AtLower)
{
_impulse.Z = 0.0f;
}
_limitState = LimitState.AtLower;
}
else if (jointAngle >= _upperAngle)
{
if (_limitState != LimitState.AtUpper)
{
_impulse.Z = 0.0f;
}
_limitState = LimitState.AtUpper;
}
else
{
_limitState = LimitState.Inactive;
_impulse.Z = 0.0f;
}
}
else
{
_limitState = LimitState.Inactive;
}
if (Settings.EnableWarmstarting)
{
// Scale impulses to support a variable time step.
_impulse *= data.step.dtRatio;
_motorImpulse *= data.step.dtRatio;
Vector2 P = new Vector2(_impulse.X, _impulse.Y);
vA -= mA * P;
wA -= iA * (MathUtils.Cross(_rA, P) + MotorImpulse + _impulse.Z);
vB += mB * P;
wB += iB * (MathUtils.Cross(_rB, P) + MotorImpulse + _impulse.Z);
}
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;
bool fixedRotation = (iA + iB == 0.0f);
// Solve motor constraint.
if (_enableMotor && _limitState != LimitState.Equal && fixedRotation == false)
{
float Cdot = wB - wA - _motorSpeed;
float impulse = _motorMass * (-Cdot);
float oldImpulse = _motorImpulse;
float maxImpulse = data.step.dt * _maxMotorTorque;
_motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = _motorImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve limit constraint.
if (_enableLimit && _limitState != LimitState.Inactive && fixedRotation == false)
{
Vector2 Cdot1 = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
float Cdot2 = wB - wA;
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
Vector3 impulse = -_mass.Solve33(Cdot);
if (_limitState == LimitState.Equal)
{
_impulse += impulse;
}
else if (_limitState == LimitState.AtLower)
{
float newImpulse = _impulse.Z + impulse.Z;
if (newImpulse < 0.0f)
{
Vector2 rhs = -Cdot1 + _impulse.Z * new Vector2(_mass.ez.X, _mass.ez.Y);
Vector2 reduced = _mass.Solve22(rhs);
impulse.X = reduced.X;
impulse.Y = reduced.Y;
impulse.Z = -_impulse.Z;
_impulse.X += reduced.X;
_impulse.Y += reduced.Y;
_impulse.Z = 0.0f;
}
else
{
_impulse += impulse;
}
}
else if (_limitState == LimitState.AtUpper)
{
float newImpulse = _impulse.Z + impulse.Z;
if (newImpulse > 0.0f)
{
Vector2 rhs = -Cdot1 + _impulse.Z * new Vector2(_mass.ez.X, _mass.ez.Y);
Vector2 reduced = _mass.Solve22(rhs);
impulse.X = reduced.X;
impulse.Y = reduced.Y;
impulse.Z = -_impulse.Z;
_impulse.X += reduced.X;
_impulse.Y += reduced.Y;
_impulse.Z = 0.0f;
}
else
{
_impulse += impulse;
}
}
Vector2 P = new Vector2(impulse.X, impulse.Y);
vA -= mA * P;
wA -= iA * (MathUtils.Cross(_rA, P) + impulse.Z);
vB += mB * P;
wB += iB * (MathUtils.Cross(_rB, P) + impulse.Z);
}
else
{
// Solve point-to-point constraint
Vector2 Cdot = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
Vector2 impulse = _mass.Solve22(-Cdot);
_impulse.X += impulse.X;
_impulse.Y += impulse.Y;
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)
{
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 angularError = 0.0f;
float positionError;
bool fixedRotation = (_invIA + _invIB == 0.0f);
// Solve angular limit constraint.
if (_enableLimit && _limitState != LimitState.Inactive && fixedRotation == false)
{
float angle = aB - aA - ReferenceAngle;
float limitImpulse = 0.0f;
if (_limitState == LimitState.Equal)
{
// Prevent large angular corrections
float C = MathUtils.Clamp(angle - _lowerAngle, -Settings.MaxAngularCorrection, Settings.MaxAngularCorrection);
limitImpulse = -_motorMass * C;
angularError = Math.Abs(C);
}
else if (_limitState == LimitState.AtLower)
{
float C = angle - _lowerAngle;
angularError = -C;
// Prevent large angular corrections and allow some slop.
C = MathUtils.Clamp(C + Settings.AngularSlop, -Settings.MaxAngularCorrection, 0.0f);
limitImpulse = -_motorMass * C;
}
else if (_limitState == LimitState.AtUpper)
{
float C = angle - _upperAngle;
angularError = C;
// Prevent large angular corrections and allow some slop.
C = MathUtils.Clamp(C - Settings.AngularSlop, 0.0f, Settings.MaxAngularCorrection);
limitImpulse = -_motorMass * C;
}
aA -= _invIA * limitImpulse;
aB += _invIB * limitImpulse;
}
// Solve point-to-point constraint.
{
qA.Set(aA);
qB.Set(aB);
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
Vector2 C = cB + rB - cA - rA;
positionError = C.Length();
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;
Vector2 impulse = -K.Solve(C);
cA -= mA * impulse;
aA -= iA * MathUtils.Cross(rA, impulse);
cB += mB * impulse;
aB += iB * MathUtils.Cross(rB, impulse);
}
data.positions[_indexA].c = cA;
data.positions[_indexA].a = aA;
data.positions[_indexB].c = cB;
data.positions[_indexB].a = aB;
return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
}
}
}