Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Joints/WeldJoint.cs

388 lines
13 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
{
// Point-to-point constraint
// C = p2 - p1
// Cdot = v2 - v1
// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
// J = [-I -r1_skew I r2_skew ]
// Identity used:
// w k % (rx i + ry j) = w * (-ry i + rx j)
// Angle constraint
// C = angle2 - angle1 - referenceAngle
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
/// <summary>
/// A weld joint essentially glues two bodies together. A weld joint may
/// distort somewhat because the island constraint solver is approximate.
///
/// The joint is soft constraint based, which means the two bodies will move
/// relative to each other, when a force is applied. To combine two bodies
/// in a rigid fashion, combine the fixtures to a single body instead.
/// </summary>
public class WeldJoint : Joint
{
// Solver shared
private Vector3 _impulse;
private float _gamma;
private float _bias;
// 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;
internal WeldJoint()
{
JointType = JointType.Weld;
}
/// <summary>
/// You need to specify an anchor point where they are attached.
/// The position of the anchor point is important for computing the reaction torque.
/// </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="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
public WeldJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
: base(bodyA, bodyB)
{
JointType = JointType.Weld;
if (useWorldCoordinates)
{
LocalAnchorA = bodyA.GetLocalPoint(anchorA);
LocalAnchorB = bodyB.GetLocalPoint(anchorB);
}
else
{
LocalAnchorA = anchorA;
LocalAnchorB = anchorB;
}
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
}
/// <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 bodyB angle minus bodyA angle in the reference state (radians).
/// </summary>
public float ReferenceAngle { get; set; }
/// <summary>
/// The frequency of the joint. A higher frequency means a stiffer joint, but
/// a too high value can cause the joint to oscillate.
/// Default is 0, which means the joint does no spring calculations.
/// </summary>
public float FrequencyHz { get; set; }
/// <summary>
/// The damping on the joint. The damping is only used when
/// the joint has a frequency (> 0). A higher value means more damping.
/// </summary>
public float DampingRatio { get; set; }
public override Vector2 GetReactionForce(float invDt)
{
return invDt * new Vector2(_impulse.X, _impulse.Y);
}
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;
Mat33 K = new Mat33();
K.ex.X = mA + mB + _rA.Y * _rA.Y * iA + _rB.Y * _rB.Y * iB;
K.ey.X = -_rA.Y * _rA.X * iA - _rB.Y * _rB.X * iB;
K.ez.X = -_rA.Y * iA - _rB.Y * iB;
K.ex.Y = K.ey.X;
K.ey.Y = mA + mB + _rA.X * _rA.X * iA + _rB.X * _rB.X * iB;
K.ez.Y = _rA.X * iA + _rB.X * iB;
K.ex.Z = K.ez.X;
K.ey.Z = K.ez.Y;
K.ez.Z = iA + iB;
if (FrequencyHz > 0.0f)
{
K.GetInverse22(ref _mass);
float invM = iA + iB;
float m = invM > 0.0f ? 1.0f / invM : 0.0f;
float C = aB - aA - ReferenceAngle;
// Frequency
float omega = 2.0f * Settings.Pi * FrequencyHz;
// Damping coefficient
float d = 2.0f * m * DampingRatio * omega;
// Spring stiffness
float k = m * omega * omega;
// magic formulas
float h = data.step.dt;
_gamma = h * (d + h * k);
_gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f;
_bias = C * h * k * _gamma;
invM += _gamma;
_mass.ez.Z = invM != 0.0f ? 1.0f / invM : 0.0f;
}
else
{
K.GetSymInverse33(ref _mass);
_gamma = 0.0f;
_bias = 0.0f;
}
if (Settings.EnableWarmstarting)
{
// Scale impulses to support a variable time step.
_impulse *= data.step.dtRatio;
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
{
_impulse = Vector3.Zero;
}
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;
if (FrequencyHz > 0.0f)
{
float Cdot2 = wB - wA;
float impulse2 = -_mass.ez.Z * (Cdot2 + _bias + _gamma * _impulse.Z);
_impulse.Z += impulse2;
wA -= iA * impulse2;
wB += iB * impulse2;
Vector2 Cdot1 = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
Vector2 impulse1 = -MathUtils.Mul22(_mass, Cdot1);
_impulse.X += impulse1.X;
_impulse.Y += impulse1.Y;
Vector2 P = impulse1;
vA -= mA * P;
wA -= iA * MathUtils.Cross(_rA, P);
vB += mB * P;
wB += iB * MathUtils.Cross(_rB, P);
}
else
{
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 = -MathUtils.Mul(_mass, Cdot);
_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);
}
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;
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
float positionError, angularError;
Mat33 K = new Mat33();
K.ex.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB;
K.ey.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB;
K.ez.X = -rA.Y * iA - rB.Y * iB;
K.ex.Y = K.ey.X;
K.ey.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB;
K.ez.Y = rA.X * iA + rB.X * iB;
K.ex.Z = K.ez.X;
K.ey.Z = K.ez.Y;
K.ez.Z = iA + iB;
if (FrequencyHz > 0.0f)
{
Vector2 C1 = cB + rB - cA - rA;
positionError = C1.Length();
angularError = 0.0f;
Vector2 P = -K.Solve22(C1);
cA -= mA * P;
aA -= iA * MathUtils.Cross(rA, P);
cB += mB * P;
aB += iB * MathUtils.Cross(rB, P);
}
else
{
Vector2 C1 = cB + rB - cA - rA;
float C2 = aB - aA - ReferenceAngle;
positionError = C1.Length();
angularError = Math.Abs(C2);
Vector3 C = new Vector3(C1.X, C1.Y, C2);
Vector3 impulse = -K.Solve33(C);
Vector2 P = new Vector2(impulse.X, impulse.Y);
cA -= mA * P;
aA -= iA * (MathUtils.Cross(rA, P) + impulse.Z);
cB += mB * P;
aB += iB * (MathUtils.Cross(rB, P) + impulse.Z);
}
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;
}
}
}