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- /*
- * Box2D.XNA port of Box2D:
- * Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
- *
- * Original source Box2D:
- * Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
- *
- * 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 Microsoft.Xna.Framework;
- namespace Box2D.XNA
- {
- /// Distance joint definition. This requires defining an
- /// anchor point on both bodies and the non-zero length of the
- /// distance joint. The definition uses local anchor points
- /// so that the initial configuration can violate the constraint
- /// slightly. This helps when saving and loading a game.
- /// @warning Do not use a zero or short length.
- public class DistanceJointDef : JointDef
- {
- public DistanceJointDef()
- {
- type = JointType.Distance;
- localAnchorA = new Vector2(0.0f, 0.0f);
- localAnchorB = new Vector2(0.0f, 0.0f);
- length = 1.0f;
- frequencyHz = 0.0f;
- dampingRatio = 0.0f;
- }
- /// Initialize the bodies, anchors, and length using the world
- /// anchors.
- // 1-D rained system
- // m (v2 - v1) = lambda
- // v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
- // x2 = x1 + h * v2
- // 1-D mass-damper-spring system
- // m (v2 - v1) + h * d * v2 + h * k *
- // C = norm(p2 - p1) - L
- // u = (p2 - p1) / norm(p2 - p1)
- // Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
- // J = [-u -cross(r1, u) u cross(r2, u)]
- // K = J * invM * JT
- // = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
- public void Initialize(Body b1, Body b2,
- Vector2 anchor1, Vector2 anchor2)
- {
- bodyA = b1;
- bodyB = b2;
- localAnchorA = bodyA.GetLocalPoint(anchor1);
- localAnchorB = bodyB.GetLocalPoint(anchor2);
- Vector2 d = anchor2 - anchor1;
- length = d.Length();
- }
- /// The local anchor point relative to body1's origin.
- public Vector2 localAnchorA;
- /// The local anchor point relative to body2's origin.
- public Vector2 localAnchorB;
- /// The natural length between the anchor points.
- public float length;
- /// The mass-spring-damper frequency in Hertz.
- public float frequencyHz;
- /// The damping ratio. 0 = no damping, 1 = critical damping.
- public float dampingRatio;
- };
- /// A distance joint rains two points on two bodies
- /// to remain at a fixed distance from each other. You can view
- /// this as a massless, rigid rod.
- public class DistanceJoint : Joint
- {
- /// Set/get the natural length.
- /// Manipulating the length can lead to non-physical behavior when the frequency is zero.
- public void SetLength(float length)
- {
- _length = length;
- }
- public float GetLength()
- {
- return _length;
- }
- // Set/get frequency in Hz.
- public void SetFrequency(float hz)
- {
- _frequencyHz = hz;
- }
- public float GetFrequency()
- {
- return _frequencyHz;
- }
- // Set/get damping ratio.
- public void SetDampingRatio(float ratio)
- {
- _dampingRatio = ratio;
- }
- public float GetDampingRatio()
- {
- return _dampingRatio;
- }
- public override Vector2 GetAnchorA()
- {
- return _bodyA.GetWorldPoint(_localAnchor1);
- }
- public override Vector2 GetAnchorB()
- {
- return _bodyB.GetWorldPoint(_localAnchor2);
- }
- public override Vector2 GetReactionForce(float inv_dt)
- {
- Vector2 F = (inv_dt * _impulse) * _u;
- return F;
- }
- public override float GetReactionTorque(float inv_dt)
- {
- return 0.0f;
- }
- internal DistanceJoint(DistanceJointDef def)
- : base(def)
- {
- _localAnchor1 = def.localAnchorA;
- _localAnchor2 = def.localAnchorB;
- _length = def.length;
- _frequencyHz = def.frequencyHz;
- _dampingRatio = def.dampingRatio;
- _impulse = 0.0f;
- _gamma = 0.0f;
- _bias = 0.0f;
- }
- internal override void InitVelocityConstraints(ref TimeStep step)
- {
- Body b1 = _bodyA;
- Body b2 = _bodyB;
- Transform xf1, xf2;
- b1.GetTransform(out xf1);
- b2.GetTransform(out xf2);
- // Compute the effective mass matrix.
- Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter());
- Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter());
- _u = b2._sweep.c + r2 - b1._sweep.c - r1;
- // Handle singularity.
- float length = _u.Length();
- if (length > Settings.b2_linearSlop)
- {
- _u *= 1.0f / length;
- }
- else
- {
- _u = new Vector2(0.0f, 0.0f);
- }
- float cr1u = MathUtils.Cross(r1, _u);
- float cr2u = MathUtils.Cross(r2, _u);
- float invMass = b1._invMass + b1._invI * cr1u * cr1u + b2._invMass + b2._invI * cr2u * cr2u;
- Debug.Assert(invMass > Settings.b2_epsilon);
- _mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
- if (_frequencyHz > 0.0f)
- {
- float C = length - _length;
- // Frequency
- float omega = 2.0f * Settings.b2_pi * _frequencyHz;
- // Damping coefficient
- float d = 2.0f * _mass * _dampingRatio * omega;
- // Spring stiffness
- float k = _mass * omega * omega;
- // magic formulas
- _gamma = step.dt * (d + step.dt * k);
- _gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f;
- _bias = C * step.dt * k * _gamma;
- _mass = invMass + _gamma;
- _mass = _mass != 0.0f ? 1.0f / _mass : 0.0f;
- }
- if (step.warmStarting)
- {
- // Scale the impulse to support a variable time step.
- _impulse *= step.dtRatio;
- Vector2 P = _impulse * _u;
- b1._linearVelocity -= b1._invMass * P;
- b1._angularVelocity -= b1._invI * MathUtils.Cross(r1, P);
- b2._linearVelocity += b2._invMass * P;
- b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P);
- }
- else
- {
- _impulse = 0.0f;
- }
- }
- internal override void SolveVelocityConstraints(ref TimeStep step)
- {
- Body b1 = _bodyA;
- Body b2 = _bodyB;
- Transform xf1, xf2;
- b1.GetTransform(out xf1);
- b2.GetTransform(out xf2);
- Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter());
- Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter());
- // Cdot = dot(u, v + cross(w, r))
- Vector2 v1 = b1._linearVelocity + MathUtils.Cross(b1._angularVelocity, r1);
- Vector2 v2 = b2._linearVelocity + MathUtils.Cross(b2._angularVelocity, r2);
- float Cdot = Vector2.Dot(_u, v2 - v1);
- float impulse = -_mass * (Cdot + _bias + _gamma * _impulse);
- _impulse += impulse;
- Vector2 P = impulse * _u;
- b1._linearVelocity -= b1._invMass * P;
- b1._angularVelocity -= b1._invI * MathUtils.Cross(r1, P);
- b2._linearVelocity += b2._invMass * P;
- b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P);
- }
- internal override bool SolvePositionConstraints(float baumgarte)
- {
- if (_frequencyHz > 0.0f)
- {
- // There is no position correction for soft distance constraints.
- return true;
- }
- Body b1 = _bodyA;
- Body b2 = _bodyB;
- Transform xf1, xf2;
- b1.GetTransform(out xf1);
- b2.GetTransform(out xf2);
- Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter());
- Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter());
- Vector2 d = b2._sweep.c + r2 - b1._sweep.c - r1;
- float length = d.Length();
- if (length == 0.0f)
- return true;
- d /= length;
- float C = length - _length;
- C = MathUtils.Clamp(C, -Settings.b2_maxLinearCorrection, Settings.b2_maxLinearCorrection);
- float impulse = -_mass * C;
- _u = d;
- Vector2 P = impulse * _u;
- b1._sweep.c -= b1._invMass * P;
- b1._sweep.a -= b1._invI * MathUtils.Cross(r1, P);
- b2._sweep.c += b2._invMass * P;
- b2._sweep.a += b2._invI * MathUtils.Cross(r2, P);
- b1.SynchronizeTransform();
- b2.SynchronizeTransform();
- return Math.Abs(C) < Settings.b2_linearSlop;
- }
- internal Vector2 _localAnchor1;
- internal Vector2 _localAnchor2;
- internal Vector2 _u;
- internal float _frequencyHz;
- internal float _dampingRatio;
- internal float _gamma;
- internal float _bias;
- internal float _impulse;
- internal float _mass;
- internal float _length;
- };
- }
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