| 1 | /* | 
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| 2 | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org | 
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| 3 | * | 
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| 4 | * This software is provided 'as-is', without any express or implied | 
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| 5 | * warranty.  In no event will the authors be held liable for any damages | 
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| 6 | * arising from the use of this software. | 
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| 7 | * Permission is granted to anyone to use this software for any purpose, | 
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| 8 | * including commercial applications, and to alter it and redistribute it | 
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| 9 | * freely, subject to the following restrictions: | 
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| 10 | * 1. The origin of this software must not be misrepresented; you must not | 
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| 11 | * claim that you wrote the original software. If you use this software | 
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| 12 | * in a product, an acknowledgment in the product documentation would be | 
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| 13 | * appreciated but is not required. | 
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| 14 | * 2. Altered source versions must be plainly marked as such, and must not be | 
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| 15 | * misrepresented as being the original software. | 
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| 16 | * 3. This notice may not be removed or altered from any source distribution. | 
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| 17 | */ | 
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| 18 |  | 
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| 19 | #include <Box2D/Dynamics/Joints/b2DistanceJoint.h> | 
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| 20 | #include <Box2D/Dynamics/b2Body.h> | 
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| 21 | #include <Box2D/Dynamics/b2TimeStep.h> | 
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| 22 |  | 
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| 23 | // 1-D constrained system | 
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| 24 | // m (v2 - v1) = lambda | 
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| 25 | // v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass. | 
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| 26 | // x2 = x1 + h * v2 | 
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| 27 |  | 
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| 28 | // 1-D mass-damper-spring system | 
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| 29 | // m (v2 - v1) + h * d * v2 + h * k * | 
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| 30 |  | 
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| 31 | // C = norm(p2 - p1) - L | 
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| 32 | // u = (p2 - p1) / norm(p2 - p1) | 
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| 33 | // Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1)) | 
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| 34 | // J = [-u -cross(r1, u) u cross(r2, u)] | 
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| 35 | // K = J * invM * JT | 
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| 36 | //   = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2 | 
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| 37 |  | 
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| 38 | void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2, | 
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| 39 | const b2Vec2& anchor1, const b2Vec2& anchor2) | 
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| 40 | { | 
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| 41 | bodyA = b1; | 
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| 42 | bodyB = b2; | 
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| 43 | localAnchorA = bodyA->GetLocalPoint(anchor1); | 
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| 44 | localAnchorB = bodyB->GetLocalPoint(anchor2); | 
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| 45 | b2Vec2 d = anchor2 - anchor1; | 
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| 46 | length = d.Length(); | 
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| 47 | } | 
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| 48 |  | 
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| 49 | b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def) | 
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| 50 | : b2Joint(def) | 
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| 51 | { | 
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| 52 | m_localAnchorA = def->localAnchorA; | 
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| 53 | m_localAnchorB = def->localAnchorB; | 
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| 54 | m_length = def->length; | 
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| 55 | m_frequencyHz = def->frequencyHz; | 
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| 56 | m_dampingRatio = def->dampingRatio; | 
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| 57 | m_impulse = 0.0f; | 
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| 58 | m_gamma = 0.0f; | 
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| 59 | m_bias = 0.0f; | 
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| 60 | } | 
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| 61 |  | 
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| 62 | void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data) | 
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| 63 | { | 
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| 64 | m_indexA = m_bodyA->m_islandIndex; | 
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| 65 | m_indexB = m_bodyB->m_islandIndex; | 
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| 66 | m_localCenterA = m_bodyA->m_sweep.localCenter; | 
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| 67 | m_localCenterB = m_bodyB->m_sweep.localCenter; | 
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| 68 | m_invMassA = m_bodyA->m_invMass; | 
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| 69 | m_invMassB = m_bodyB->m_invMass; | 
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| 70 | m_invIA = m_bodyA->m_invI; | 
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| 71 | m_invIB = m_bodyB->m_invI; | 
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| 72 |  | 
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| 73 | b2Vec2 cA = data.positions[m_indexA].c; | 
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| 74 | float32 aA = data.positions[m_indexA].a; | 
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| 75 | b2Vec2 vA = data.velocities[m_indexA].v; | 
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| 76 | float32 wA = data.velocities[m_indexA].w; | 
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| 77 |  | 
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| 78 | b2Vec2 cB = data.positions[m_indexB].c; | 
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| 79 | float32 aB = data.positions[m_indexB].a; | 
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| 80 | b2Vec2 vB = data.velocities[m_indexB].v; | 
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| 81 | float32 wB = data.velocities[m_indexB].w; | 
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| 82 |  | 
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| 83 | b2Rot qA(aA), qB(aB); | 
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| 84 |  | 
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| 85 | m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | 
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| 86 | m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | 
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| 87 | m_u = cB + m_rB - cA - m_rA; | 
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| 88 |  | 
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| 89 | // Handle singularity. | 
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| 90 | float32 length = m_u.Length(); | 
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| 91 | if (length > b2_linearSlop) | 
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| 92 | { | 
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| 93 | m_u *= 1.0f / length; | 
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| 94 | } | 
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| 95 | else | 
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| 96 | { | 
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| 97 | m_u.Set(0.0f, 0.0f); | 
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| 98 | } | 
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| 99 |  | 
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| 100 | float32 crAu = b2Cross(m_rA, m_u); | 
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| 101 | float32 crBu = b2Cross(m_rB, m_u); | 
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| 102 | float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu; | 
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| 103 |  | 
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| 104 | // Compute the effective mass matrix. | 
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| 105 | m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; | 
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| 106 |  | 
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| 107 | if (m_frequencyHz > 0.0f) | 
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| 108 | { | 
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| 109 | float32 C = length - m_length; | 
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| 110 |  | 
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| 111 | // Frequency | 
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| 112 | float32 omega = 2.0f * b2_pi * m_frequencyHz; | 
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| 113 |  | 
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| 114 | // Damping coefficient | 
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| 115 | float32 d = 2.0f * m_mass * m_dampingRatio * omega; | 
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| 116 |  | 
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| 117 | // Spring stiffness | 
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| 118 | float32 k = m_mass * omega * omega; | 
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| 119 |  | 
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| 120 | // magic formulas | 
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| 121 | float32 h = data.step.dt; | 
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| 122 | m_gamma = h * (d + h * k); | 
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| 123 | m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; | 
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| 124 | m_bias = C * h * k * m_gamma; | 
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| 125 |  | 
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| 126 | invMass += m_gamma; | 
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| 127 | m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; | 
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| 128 | } | 
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| 129 | else | 
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| 130 | { | 
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| 131 | m_gamma = 0.0f; | 
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| 132 | m_bias = 0.0f; | 
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| 133 | } | 
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| 134 |  | 
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| 135 | if (data.step.warmStarting) | 
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| 136 | { | 
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| 137 | // Scale the impulse to support a variable time step. | 
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| 138 | m_impulse *= data.step.dtRatio; | 
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| 139 |  | 
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| 140 | b2Vec2 P = m_impulse * m_u; | 
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| 141 | vA -= m_invMassA * P; | 
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| 142 | wA -= m_invIA * b2Cross(m_rA, P); | 
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| 143 | vB += m_invMassB * P; | 
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| 144 | wB += m_invIB * b2Cross(m_rB, P); | 
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| 145 | } | 
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| 146 | else | 
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| 147 | { | 
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| 148 | m_impulse = 0.0f; | 
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| 149 | } | 
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| 150 |  | 
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| 151 | data.velocities[m_indexA].v = vA; | 
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| 152 | data.velocities[m_indexA].w = wA; | 
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| 153 | data.velocities[m_indexB].v = vB; | 
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| 154 | data.velocities[m_indexB].w = wB; | 
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| 155 | } | 
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| 156 |  | 
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| 157 | void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data) | 
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| 158 | { | 
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| 159 | b2Vec2 vA = data.velocities[m_indexA].v; | 
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| 160 | float32 wA = data.velocities[m_indexA].w; | 
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| 161 | b2Vec2 vB = data.velocities[m_indexB].v; | 
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| 162 | float32 wB = data.velocities[m_indexB].w; | 
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| 163 |  | 
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| 164 | // Cdot = dot(u, v + cross(w, r)) | 
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| 165 | b2Vec2 vpA = vA + b2Cross(wA, m_rA); | 
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| 166 | b2Vec2 vpB = vB + b2Cross(wB, m_rB); | 
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| 167 | float32 Cdot = b2Dot(m_u, vpB - vpA); | 
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| 168 |  | 
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| 169 | float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse); | 
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| 170 | m_impulse += impulse; | 
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| 171 |  | 
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| 172 | b2Vec2 P = impulse * m_u; | 
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| 173 | vA -= m_invMassA * P; | 
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| 174 | wA -= m_invIA * b2Cross(m_rA, P); | 
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| 175 | vB += m_invMassB * P; | 
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| 176 | wB += m_invIB * b2Cross(m_rB, P); | 
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| 177 |  | 
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| 178 | data.velocities[m_indexA].v = vA; | 
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| 179 | data.velocities[m_indexA].w = wA; | 
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| 180 | data.velocities[m_indexB].v = vB; | 
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| 181 | data.velocities[m_indexB].w = wB; | 
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| 182 | } | 
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| 183 |  | 
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| 184 | bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data) | 
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| 185 | { | 
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| 186 | if (m_frequencyHz > 0.0f) | 
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| 187 | { | 
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| 188 | // There is no position correction for soft distance constraints. | 
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| 189 | return true; | 
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| 190 | } | 
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| 191 |  | 
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| 192 | b2Vec2 cA = data.positions[m_indexA].c; | 
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| 193 | float32 aA = data.positions[m_indexA].a; | 
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| 194 | b2Vec2 cB = data.positions[m_indexB].c; | 
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| 195 | float32 aB = data.positions[m_indexB].a; | 
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| 196 |  | 
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| 197 | b2Rot qA(aA), qB(aB); | 
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| 198 |  | 
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| 199 | b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | 
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| 200 | b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | 
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| 201 | b2Vec2 u = cB + rB - cA - rA; | 
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| 202 |  | 
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| 203 | float32 length = u.Normalize(); | 
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| 204 | float32 C = length - m_length; | 
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| 205 | C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection); | 
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| 206 |  | 
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| 207 | float32 impulse = -m_mass * C; | 
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| 208 | b2Vec2 P = impulse * u; | 
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| 209 |  | 
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| 210 | cA -= m_invMassA * P; | 
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| 211 | aA -= m_invIA * b2Cross(rA, P); | 
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| 212 | cB += m_invMassB * P; | 
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| 213 | aB += m_invIB * b2Cross(rB, P); | 
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| 214 |  | 
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| 215 | data.positions[m_indexA].c = cA; | 
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| 216 | data.positions[m_indexA].a = aA; | 
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| 217 | data.positions[m_indexB].c = cB; | 
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| 218 | data.positions[m_indexB].a = aB; | 
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| 219 |  | 
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| 220 | return b2Abs(C) < b2_linearSlop; | 
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| 221 | } | 
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| 222 |  | 
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| 223 | b2Vec2 b2DistanceJoint::GetAnchorA() const | 
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| 224 | { | 
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| 225 | return m_bodyA->GetWorldPoint(m_localAnchorA); | 
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| 226 | } | 
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| 227 |  | 
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| 228 | b2Vec2 b2DistanceJoint::GetAnchorB() const | 
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| 229 | { | 
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| 230 | return m_bodyB->GetWorldPoint(m_localAnchorB); | 
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| 231 | } | 
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| 232 |  | 
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| 233 | b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const | 
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| 234 | { | 
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| 235 | b2Vec2 F = (inv_dt * m_impulse) * m_u; | 
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| 236 | return F; | 
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| 237 | } | 
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| 238 |  | 
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| 239 | float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const | 
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| 240 | { | 
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| 241 | B2_NOT_USED(inv_dt); | 
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| 242 | return 0.0f; | 
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| 243 | } | 
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| 244 |  | 
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| 245 | void b2DistanceJoint::Dump() | 
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| 246 | { | 
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| 247 | int32 indexA = m_bodyA->m_islandIndex; | 
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| 248 | int32 indexB = m_bodyB->m_islandIndex; | 
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| 249 |  | 
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| 250 | b2Log( "  b2DistanceJointDef jd;\n"); | 
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| 251 | b2Log( "  jd.bodyA = bodies[%d];\n", indexA); | 
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| 252 | b2Log( "  jd.bodyB = bodies[%d];\n", indexB); | 
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| 253 | b2Log( "  jd.collideConnected = bool(%d);\n", m_collideConnected); | 
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| 254 | b2Log( "  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | 
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| 255 | b2Log( "  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | 
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| 256 | b2Log( "  jd.length = %.15lef;\n", m_length); | 
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| 257 | b2Log( "  jd.frequencyHz = %.15lef;\n", m_frequencyHz); | 
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| 258 | b2Log( "  jd.dampingRatio = %.15lef;\n", m_dampingRatio); | 
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| 259 | b2Log( "  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | 
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| 260 | } | 
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| 261 |  | 
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