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

513 lines
16 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
{
// Linear constraint (point-to-line)
// d = pB - pA = xB + rB - xA - rA
// C = dot(ay, d)
// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
// = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
// Spring linear constraint
// C = dot(ax, d)
// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
// Motor rotational constraint
// Cdot = wB - wA
// J = [0 0 -1 0 0 1]
/// <summary>
/// A wheel joint. This joint provides two degrees of freedom: translation
/// along an axis fixed in bodyA and rotation in the plane. You can use a
/// joint limit to restrict the range of motion and a joint motor to drive
/// the rotation or to model rotational friction.
/// This joint is designed for vehicle suspensions.
/// </summary>
public class WheelJoint : Joint
{
// Solver shared
private Vector2 _localYAxis;
private float _impulse;
private float _motorImpulse;
private float _springImpulse;
private float _maxMotorTorque;
private float _motorSpeed;
private bool _enableMotor;
// 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 _ax, _ay;
private float _sAx, _sBx;
private float _sAy, _sBy;
private float _mass;
private float _motorMass;
private float _springMass;
private float _bias;
private float _gamma;
private Vector2 _axis;
internal WheelJoint()
{
JointType = JointType.Wheel;
}
/// <summary>
/// Constructor for WheelJoint
/// </summary>
/// <param name="bodyA">The first body</param>
/// <param name="bodyB">The second body</param>
/// <param name="anchor">The anchor point</param>
/// <param name="axis">The axis</param>
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
public WheelJoint(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
: base(bodyA, bodyB)
{
JointType = JointType.Wheel;
if (useWorldCoordinates)
{
LocalAnchorA = bodyA.GetLocalPoint(anchor);
LocalAnchorB = bodyB.GetLocalPoint(anchor);
}
else
{
LocalAnchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(anchor));
LocalAnchorB = anchor;
}
Axis = axis; //FPE only: We maintain the original value as it is supposed to.
}
/// <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 axis at which the suspension moves.
/// </summary>
public Vector2 Axis
{
get { return _axis; }
set
{
_axis = value;
LocalXAxis = BodyA.GetLocalVector(_axis);
_localYAxis = MathUtils.Cross(1.0f, LocalXAxis);
}
}
/// <summary>
/// The axis in local coordinates relative to BodyA
/// </summary>
public Vector2 LocalXAxis { get; private set; }
/// <summary>
/// The desired motor speed in radians per second.
/// </summary>
public float MotorSpeed
{
get { return _motorSpeed; }
set
{
WakeBodies();
_motorSpeed = value;
}
}
/// <summary>
/// The maximum motor torque, usually in N-m.
/// </summary>
public float MaxMotorTorque
{
get { return _maxMotorTorque; }
set
{
WakeBodies();
_maxMotorTorque = value;
}
}
/// <summary>
/// Suspension frequency, zero indicates no suspension
/// </summary>
public float Frequency { get; set; }
/// <summary>
/// Suspension damping ratio, one indicates critical damping
/// </summary>
public float DampingRatio { get; set; }
/// <summary>
/// Gets the translation along the axis
/// </summary>
public float JointTranslation
{
get
{
Body bA = BodyA;
Body bB = BodyB;
Vector2 pA = bA.GetWorldPoint(LocalAnchorA);
Vector2 pB = bB.GetWorldPoint(LocalAnchorB);
Vector2 d = pB - pA;
Vector2 axis = bA.GetWorldVector(LocalXAxis);
float translation = Vector2.Dot(d, axis);
return translation;
}
}
/// <summary>
/// Gets the angular velocity of the joint
/// </summary>
public float JointSpeed
{
get
{
float wA = BodyA.AngularVelocity;
float wB = BodyB.AngularVelocity;
return wB - wA;
}
}
/// <summary>
/// Enable/disable the joint motor.
/// </summary>
public bool MotorEnabled
{
get { return _enableMotor; }
set
{
WakeBodies();
_enableMotor = value;
}
}
/// <summary>
/// Gets the torque of the motor
/// </summary>
/// <param name="invDt">inverse delta time</param>
public float GetMotorTorque(float invDt)
{
return invDt * _motorImpulse;
}
public override Vector2 GetReactionForce(float invDt)
{
return invDt * (_impulse * _ay + _springImpulse * _ax);
}
public override float GetReactionTorque(float invDt)
{
return invDt * _motorImpulse;
}
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 mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
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 d1 = cB + rB - cA - rA;
// Point to line constraint
{
_ay = MathUtils.Mul(qA, _localYAxis);
_sAy = MathUtils.Cross(d1 + rA, _ay);
_sBy = MathUtils.Cross(rB, _ay);
_mass = mA + mB + iA * _sAy * _sAy + iB * _sBy * _sBy;
if (_mass > 0.0f)
{
_mass = 1.0f / _mass;
}
}
// Spring constraint
_springMass = 0.0f;
_bias = 0.0f;
_gamma = 0.0f;
if (Frequency > 0.0f)
{
_ax = MathUtils.Mul(qA, LocalXAxis);
_sAx = MathUtils.Cross(d1 + rA, _ax);
_sBx = MathUtils.Cross(rB, _ax);
float invMass = mA + mB + iA * _sAx * _sAx + iB * _sBx * _sBx;
if (invMass > 0.0f)
{
_springMass = 1.0f / invMass;
float C = Vector2.Dot(d1, _ax);
// Frequency
float omega = 2.0f * Settings.Pi * Frequency;
// Damping coefficient
float d = 2.0f * _springMass * DampingRatio * omega;
// Spring stiffness
float k = _springMass * omega * omega;
// magic formulas
float h = data.step.dt;
_gamma = h * (d + h * k);
if (_gamma > 0.0f)
{
_gamma = 1.0f / _gamma;
}
_bias = C * h * k * _gamma;
_springMass = invMass + _gamma;
if (_springMass > 0.0f)
{
_springMass = 1.0f / _springMass;
}
}
}
else
{
_springImpulse = 0.0f;
}
// Rotational motor
if (_enableMotor)
{
_motorMass = iA + iB;
if (_motorMass > 0.0f)
{
_motorMass = 1.0f / _motorMass;
}
}
else
{
_motorMass = 0.0f;
_motorImpulse = 0.0f;
}
if (Settings.EnableWarmstarting)
{
// Account for variable time step.
_impulse *= data.step.dtRatio;
_springImpulse *= data.step.dtRatio;
_motorImpulse *= data.step.dtRatio;
Vector2 P = _impulse * _ay + _springImpulse * _ax;
float LA = _impulse * _sAy + _springImpulse * _sAx + _motorImpulse;
float LB = _impulse * _sBy + _springImpulse * _sBx + _motorImpulse;
vA -= _invMassA * P;
wA -= _invIA * LA;
vB += _invMassB * P;
wB += _invIB * LB;
}
else
{
_impulse = 0.0f;
_springImpulse = 0.0f;
_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)
{
float mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
Vector2 vA = data.velocities[_indexA].v;
float wA = data.velocities[_indexA].w;
Vector2 vB = data.velocities[_indexB].v;
float wB = data.velocities[_indexB].w;
// Solve spring constraint
{
float Cdot = Vector2.Dot(_ax, vB - vA) + _sBx * wB - _sAx * wA;
float impulse = -_springMass * (Cdot + _bias + _gamma * _springImpulse);
_springImpulse += impulse;
Vector2 P = impulse * _ax;
float LA = impulse * _sAx;
float LB = impulse * _sBx;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
// Solve rotational motor constraint
{
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 point to line constraint
{
float Cdot = Vector2.Dot(_ay, vB - vA) + _sBy * wB - _sAy * wA;
float impulse = -_mass * Cdot;
_impulse += impulse;
Vector2 P = impulse * _ay;
float LA = impulse * _sAy;
float LB = impulse * _sBy;
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);
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
Vector2 d = (cB - cA) + rB - rA;
Vector2 ay = MathUtils.Mul(qA, _localYAxis);
float sAy = MathUtils.Cross(d + rA, ay);
float sBy = MathUtils.Cross(rB, ay);
float C = Vector2.Dot(d, ay);
float k = _invMassA + _invMassB + _invIA * _sAy * _sAy + _invIB * _sBy * _sBy;
float impulse;
if (k != 0.0f)
{
impulse = -C / k;
}
else
{
impulse = 0.0f;
}
Vector2 P = impulse * ay;
float LA = impulse * sAy;
float LB = impulse * sBy;
cA -= _invMassA * P;
aA -= _invIA * LA;
cB += _invMassB * P;
aB += _invIB * LB;
data.positions[_indexA].c = cA;
data.positions[_indexA].a = aA;
data.positions[_indexB].c = cB;
data.positions[_indexB].a = aB;
return Math.Abs(C) <= Settings.LinearSlop;
}
}
}