// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include "box2d/b2_body.h" #include "box2d/b2_draw.h" #include "box2d/b2_prismatic_joint.h" #include "box2d/b2_time_step.h" // Linear constraint (point-to-line) // d = p2 - p1 = x2 + r2 - x1 - r1 // C = dot(perp, d) // Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1)) // = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2) // J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)] // // Angular constraint // C = a2 - a1 + a_initial // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // // K = J * invM * JT // // J = [-a -s1 a s2] // [0 -1 0 1] // a = perp // s1 = cross(d + r1, a) = cross(p2 - x1, a) // s2 = cross(r2, a) = cross(p2 - x2, a) // Motor/Limit linear constraint // C = dot(ax1, d) // Cdot = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2) // J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)] // Predictive limit is applied even when the limit is not active. // Prevents a constraint speed that can lead to a constraint error in one time step. // Want C2 = C1 + h * Cdot >= 0 // Or: // Cdot + C1/h >= 0 // I do not apply a negative constraint error because that is handled in position correction. // So: // Cdot + max(C1, 0)/h >= 0 // Block Solver // We develop a block solver that includes the angular and linear constraints. This makes the limit stiffer. // // The Jacobian has 2 rows: // J = [-uT -s1 uT s2] // linear // [0 -1 0 1] // angular // // u = perp // s1 = cross(d + r1, u), s2 = cross(r2, u) // a1 = cross(d + r1, v), a2 = cross(r2, v) void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis) { bodyA = bA; bodyB = bB; localAnchorA = bodyA->GetLocalPoint(anchor); localAnchorB = bodyB->GetLocalPoint(anchor); localAxisA = bodyA->GetLocalVector(axis); referenceAngle = bodyB->GetAngle() - bodyA->GetAngle(); } b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def) : b2Joint(def) { m_localAnchorA = def->localAnchorA; m_localAnchorB = def->localAnchorB; m_localXAxisA = def->localAxisA; m_localXAxisA.Normalize(); m_localYAxisA = b2Cross(1.0f, m_localXAxisA); m_referenceAngle = def->referenceAngle; m_impulse.SetZero(); m_axialMass = 0.0f; m_motorImpulse = 0.0f; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; m_lowerTranslation = def->lowerTranslation; m_upperTranslation = def->upperTranslation; b2Assert(m_lowerTranslation <= m_upperTranslation); m_maxMotorForce = def->maxMotorForce; m_motorSpeed = def->motorSpeed; m_enableLimit = def->enableLimit; m_enableMotor = def->enableMotor; m_translation = 0.0f; m_axis.SetZero(); m_perp.SetZero(); } void b2PrismaticJoint::InitVelocityConstraints(const b2SolverData& data) { m_indexA = m_bodyA->m_islandIndex; m_indexB = m_bodyB->m_islandIndex; m_localCenterA = m_bodyA->m_sweep.localCenter; m_localCenterB = m_bodyB->m_sweep.localCenter; m_invMassA = m_bodyA->m_invMass; m_invMassB = m_bodyB->m_invMass; m_invIA = m_bodyA->m_invI; m_invIB = m_bodyB->m_invI; b2Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; b2Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; b2Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; b2Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; b2Rot qA(aA), qB(aB); // Compute the effective masses. b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); b2Vec2 d = (cB - cA) + rB - rA; float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; // Compute motor Jacobian and effective mass. { m_axis = b2Mul(qA, m_localXAxisA); m_a1 = b2Cross(d + rA, m_axis); m_a2 = b2Cross(rB, m_axis); m_axialMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; if (m_axialMass > 0.0f) { m_axialMass = 1.0f / m_axialMass; } } // Prismatic constraint. { m_perp = b2Mul(qA, m_localYAxisA); m_s1 = b2Cross(d + rA, m_perp); m_s2 = b2Cross(rB, m_perp); float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2; float k12 = iA * m_s1 + iB * m_s2; float k22 = iA + iB; if (k22 == 0.0f) { // For bodies with fixed rotation. k22 = 1.0f; } m_K.ex.Set(k11, k12); m_K.ey.Set(k12, k22); } if (m_enableLimit) { m_translation = b2Dot(m_axis, d); } else { m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; } if (m_enableMotor == false) { m_motorImpulse = 0.0f; } if (data.step.warmStarting) { // Account for variable time step. m_impulse *= data.step.dtRatio; m_motorImpulse *= data.step.dtRatio; m_lowerImpulse *= data.step.dtRatio; m_upperImpulse *= data.step.dtRatio; float axialImpulse = m_motorImpulse + m_lowerImpulse - m_upperImpulse; b2Vec2 P = m_impulse.x * m_perp + axialImpulse * m_axis; float LA = m_impulse.x * m_s1 + m_impulse.y + axialImpulse * m_a1; float LB = m_impulse.x * m_s2 + m_impulse.y + axialImpulse * m_a2; vA -= mA * P; wA -= iA * LA; vB += mB * P; wB += iB * LB; } else { m_impulse.SetZero(); m_motorImpulse = 0.0f; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; } void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data) { b2Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; b2Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; // Solve linear motor constraint if (m_enableMotor) { float Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA; float impulse = m_axialMass * (m_motorSpeed - Cdot); float oldImpulse = m_motorImpulse; float maxImpulse = data.step.dt * m_maxMotorForce; m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); impulse = m_motorImpulse - oldImpulse; b2Vec2 P = impulse * m_axis; float LA = impulse * m_a1; float LB = impulse * m_a2; vA -= mA * P; wA -= iA * LA; vB += mB * P; wB += iB * LB; } if (m_enableLimit) { // Lower limit { float C = m_translation - m_lowerTranslation; float Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA; float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); float oldImpulse = m_lowerImpulse; m_lowerImpulse = b2Max(m_lowerImpulse + impulse, 0.0f); impulse = m_lowerImpulse - oldImpulse; b2Vec2 P = impulse * m_axis; float LA = impulse * m_a1; float LB = impulse * m_a2; vA -= mA * P; wA -= iA * LA; vB += mB * P; wB += iB * LB; } // Upper limit // Note: signs are flipped to keep C positive when the constraint is satisfied. // This also keeps the impulse positive when the limit is active. { float C = m_upperTranslation - m_translation; float Cdot = b2Dot(m_axis, vA - vB) + m_a1 * wA - m_a2 * wB; float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); float oldImpulse = m_upperImpulse; m_upperImpulse = b2Max(m_upperImpulse + impulse, 0.0f); impulse = m_upperImpulse - oldImpulse; b2Vec2 P = impulse * m_axis; float LA = impulse * m_a1; float LB = impulse * m_a2; vA += mA * P; wA += iA * LA; vB -= mB * P; wB -= iB * LB; } } // Solve the prismatic constraint in block form. { b2Vec2 Cdot; Cdot.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA; Cdot.y = wB - wA; b2Vec2 df = m_K.Solve(-Cdot); m_impulse += df; b2Vec2 P = df.x * m_perp; float LA = df.x * m_s1 + df.y; float LB = df.x * m_s2 + df.y; vA -= mA * P; wA -= iA * LA; vB += mB * P; wB += iB * LB; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; } // A velocity based solver computes reaction forces(impulses) using the velocity constraint solver.Under this context, // the position solver is not there to resolve forces.It is only there to cope with integration error. // // Therefore, the pseudo impulses in the position solver do not have any physical meaning.Thus it is okay if they suck. // // We could take the active state from the velocity solver.However, the joint might push past the limit when the velocity // solver indicates the limit is inactive. bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data) { b2Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; b2Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; b2Rot qA(aA), qB(aB); float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; // Compute fresh Jacobians b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); b2Vec2 d = cB + rB - cA - rA; b2Vec2 axis = b2Mul(qA, m_localXAxisA); float a1 = b2Cross(d + rA, axis); float a2 = b2Cross(rB, axis); b2Vec2 perp = b2Mul(qA, m_localYAxisA); float s1 = b2Cross(d + rA, perp); float s2 = b2Cross(rB, perp); b2Vec3 impulse; b2Vec2 C1; C1.x = b2Dot(perp, d); C1.y = aB - aA - m_referenceAngle; float linearError = b2Abs(C1.x); float angularError = b2Abs(C1.y); bool active = false; float C2 = 0.0f; if (m_enableLimit) { float translation = b2Dot(axis, d); if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop) { C2 = translation; linearError = b2Max(linearError, b2Abs(translation)); active = true; } else if (translation <= m_lowerTranslation) { C2 = b2Min(translation - m_lowerTranslation, 0.0f); linearError = b2Max(linearError, m_lowerTranslation - translation); active = true; } else if (translation >= m_upperTranslation) { C2 = b2Max(translation - m_upperTranslation, 0.0f); linearError = b2Max(linearError, translation - m_upperTranslation); active = true; } } if (active) { float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2; float k12 = iA * s1 + iB * s2; float k13 = iA * s1 * a1 + iB * s2 * a2; float k22 = iA + iB; if (k22 == 0.0f) { // For fixed rotation k22 = 1.0f; } float k23 = iA * a1 + iB * a2; float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2; b2Mat33 K; K.ex.Set(k11, k12, k13); K.ey.Set(k12, k22, k23); K.ez.Set(k13, k23, k33); b2Vec3 C; C.x = C1.x; C.y = C1.y; C.z = C2; impulse = K.Solve33(-C); } else { float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2; float k12 = iA * s1 + iB * s2; float k22 = iA + iB; if (k22 == 0.0f) { k22 = 1.0f; } b2Mat22 K; K.ex.Set(k11, k12); K.ey.Set(k12, k22); b2Vec2 impulse1 = K.Solve(-C1); impulse.x = impulse1.x; impulse.y = impulse1.y; impulse.z = 0.0f; } b2Vec2 P = impulse.x * perp + impulse.z * axis; float LA = impulse.x * s1 + impulse.y + impulse.z * a1; float LB = impulse.x * s2 + impulse.y + impulse.z * a2; cA -= mA * P; aA -= iA * LA; cB += mB * P; aB += iB * LB; data.positions[m_indexA].c = cA; data.positions[m_indexA].a = aA; data.positions[m_indexB].c = cB; data.positions[m_indexB].a = aB; return linearError <= b2_linearSlop && angularError <= b2_angularSlop; } b2Vec2 b2PrismaticJoint::GetAnchorA() const { return m_bodyA->GetWorldPoint(m_localAnchorA); } b2Vec2 b2PrismaticJoint::GetAnchorB() const { return m_bodyB->GetWorldPoint(m_localAnchorB); } b2Vec2 b2PrismaticJoint::GetReactionForce(float inv_dt) const { return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_lowerImpulse - m_upperImpulse) * m_axis); } float b2PrismaticJoint::GetReactionTorque(float inv_dt) const { return inv_dt * m_impulse.y; } float b2PrismaticJoint::GetJointTranslation() const { b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA); b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB); b2Vec2 d = pB - pA; b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA); float translation = b2Dot(d, axis); return translation; } float b2PrismaticJoint::GetJointSpeed() const { b2Body* bA = m_bodyA; b2Body* bB = m_bodyB; b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter); b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter); b2Vec2 p1 = bA->m_sweep.c + rA; b2Vec2 p2 = bB->m_sweep.c + rB; b2Vec2 d = p2 - p1; b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA); b2Vec2 vA = bA->m_linearVelocity; b2Vec2 vB = bB->m_linearVelocity; float wA = bA->m_angularVelocity; float wB = bB->m_angularVelocity; float speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA)); return speed; } bool b2PrismaticJoint::IsLimitEnabled() const { return m_enableLimit; } void b2PrismaticJoint::EnableLimit(bool flag) { if (flag != m_enableLimit) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_enableLimit = flag; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; } } float b2PrismaticJoint::GetLowerLimit() const { return m_lowerTranslation; } float b2PrismaticJoint::GetUpperLimit() const { return m_upperTranslation; } void b2PrismaticJoint::SetLimits(float lower, float upper) { b2Assert(lower <= upper); if (lower != m_lowerTranslation || upper != m_upperTranslation) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_lowerTranslation = lower; m_upperTranslation = upper; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; } } bool b2PrismaticJoint::IsMotorEnabled() const { return m_enableMotor; } void b2PrismaticJoint::EnableMotor(bool flag) { if (flag != m_enableMotor) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_enableMotor = flag; } } void b2PrismaticJoint::SetMotorSpeed(float speed) { if (speed != m_motorSpeed) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_motorSpeed = speed; } } void b2PrismaticJoint::SetMaxMotorForce(float force) { if (force != m_maxMotorForce) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_maxMotorForce = force; } } float b2PrismaticJoint::GetMotorForce(float inv_dt) const { return inv_dt * m_motorImpulse; } void b2PrismaticJoint::Dump() { // FLT_DECIMAL_DIG == 9 int32 indexA = m_bodyA->m_islandIndex; int32 indexB = m_bodyB->m_islandIndex; b2Dump(" b2PrismaticJointDef jd;\n"); b2Dump(" jd.bodyA = bodies[%d];\n", indexA); b2Dump(" jd.bodyB = bodies[%d];\n", indexB); b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected); b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y); b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y); b2Dump(" jd.localAxisA.Set(%.9g, %.9g);\n", m_localXAxisA.x, m_localXAxisA.y); b2Dump(" jd.referenceAngle = %.9g;\n", m_referenceAngle); b2Dump(" jd.enableLimit = bool(%d);\n", m_enableLimit); b2Dump(" jd.lowerTranslation = %.9g;\n", m_lowerTranslation); b2Dump(" jd.upperTranslation = %.9g;\n", m_upperTranslation); b2Dump(" jd.enableMotor = bool(%d);\n", m_enableMotor); b2Dump(" jd.motorSpeed = %.9g;\n", m_motorSpeed); b2Dump(" jd.maxMotorForce = %.9g;\n", m_maxMotorForce); b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index); } void b2PrismaticJoint::Draw(b2Draw* draw) const { const b2Transform& xfA = m_bodyA->GetTransform(); const b2Transform& xfB = m_bodyB->GetTransform(); b2Vec2 pA = b2Mul(xfA, m_localAnchorA); b2Vec2 pB = b2Mul(xfB, m_localAnchorB); b2Vec2 axis = b2Mul(xfA.q, m_localXAxisA); b2Color c1(0.7f, 0.7f, 0.7f); b2Color c2(0.3f, 0.9f, 0.3f); b2Color c3(0.9f, 0.3f, 0.3f); b2Color c4(0.3f, 0.3f, 0.9f); b2Color c5(0.4f, 0.4f, 0.4f); draw->DrawSegment(pA, pB, c5); if (m_enableLimit) { b2Vec2 lower = pA + m_lowerTranslation * axis; b2Vec2 upper = pA + m_upperTranslation * axis; b2Vec2 perp = b2Mul(xfA.q, m_localYAxisA); draw->DrawSegment(lower, upper, c1); draw->DrawSegment(lower - 0.5f * perp, lower + 0.5f * perp, c2); draw->DrawSegment(upper - 0.5f * perp, upper + 0.5f * perp, c3); } else { draw->DrawSegment(pA - 1.0f * axis, pA + 1.0f * axis, c1); } draw->DrawPoint(pA, 5.0f, c1); draw->DrawPoint(pB, 5.0f, c4); }