// 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_distance_joint.h" #include "box2d/b2_time_step.h" // 1-D constrained 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 void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor1, const b2Vec2& anchor2) { bodyA = b1; bodyB = b2; localAnchorA = bodyA->GetLocalPoint(anchor1); localAnchorB = bodyB->GetLocalPoint(anchor2); b2Vec2 d = anchor2 - anchor1; length = b2Max(d.Length(), b2_linearSlop); minLength = length; maxLength = length; } b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def) : b2Joint(def) { m_localAnchorA = def->localAnchorA; m_localAnchorB = def->localAnchorB; m_length = b2Max(def->length, b2_linearSlop); m_minLength = b2Max(def->minLength, b2_linearSlop); m_maxLength = b2Max(def->maxLength, m_minLength); m_stiffness = def->stiffness; m_damping = def->damping; m_gamma = 0.0f; m_bias = 0.0f; m_impulse = 0.0f; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; m_currentLength = 0.0f; } void b2DistanceJoint::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); m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); m_u = cB + m_rB - cA - m_rA; // Handle singularity. m_currentLength = m_u.Length(); if (m_currentLength > b2_linearSlop) { m_u *= 1.0f / m_currentLength; } else { m_u.Set(0.0f, 0.0f); m_mass = 0.0f; m_impulse = 0.0f; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; } float crAu = b2Cross(m_rA, m_u); float crBu = b2Cross(m_rB, m_u); float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu; m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; if (m_stiffness > 0.0f && m_minLength < m_maxLength) { // soft float C = m_currentLength - m_length; float d = m_damping; float k = m_stiffness; // magic formulas float h = data.step.dt; // gamma = 1 / (h * (d + h * k)) // the extra factor of h in the denominator is since the lambda is an impulse, not a force m_gamma = h * (d + h * k); m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; m_bias = C * h * k * m_gamma; invMass += m_gamma; m_softMass = invMass != 0.0f ? 1.0f / invMass : 0.0f; } else { // rigid m_gamma = 0.0f; m_bias = 0.0f; m_softMass = m_mass; } if (data.step.warmStarting) { // Scale the impulse to support a variable time step. m_impulse *= data.step.dtRatio; m_lowerImpulse *= data.step.dtRatio; m_upperImpulse *= data.step.dtRatio; b2Vec2 P = (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u; vA -= m_invMassA * P; wA -= m_invIA * b2Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * b2Cross(m_rB, P); } else { m_impulse = 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 b2DistanceJoint::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; if (m_minLength < m_maxLength) { if (m_stiffness > 0.0f) { // Cdot = dot(u, v + cross(w, r)) b2Vec2 vpA = vA + b2Cross(wA, m_rA); b2Vec2 vpB = vB + b2Cross(wB, m_rB); float Cdot = b2Dot(m_u, vpB - vpA); float impulse = -m_softMass * (Cdot + m_bias + m_gamma * m_impulse); m_impulse += impulse; b2Vec2 P = impulse * m_u; vA -= m_invMassA * P; wA -= m_invIA * b2Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * b2Cross(m_rB, P); } // lower { float C = m_currentLength - m_minLength; float bias = b2Max(0.0f, C) * data.step.inv_dt; b2Vec2 vpA = vA + b2Cross(wA, m_rA); b2Vec2 vpB = vB + b2Cross(wB, m_rB); float Cdot = b2Dot(m_u, vpB - vpA); float impulse = -m_mass * (Cdot + bias); float oldImpulse = m_lowerImpulse; m_lowerImpulse = b2Max(0.0f, m_lowerImpulse + impulse); impulse = m_lowerImpulse - oldImpulse; b2Vec2 P = impulse * m_u; vA -= m_invMassA * P; wA -= m_invIA * b2Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * b2Cross(m_rB, P); } // upper { float C = m_maxLength - m_currentLength; float bias = b2Max(0.0f, C) * data.step.inv_dt; b2Vec2 vpA = vA + b2Cross(wA, m_rA); b2Vec2 vpB = vB + b2Cross(wB, m_rB); float Cdot = b2Dot(m_u, vpA - vpB); float impulse = -m_mass * (Cdot + bias); float oldImpulse = m_upperImpulse; m_upperImpulse = b2Max(0.0f, m_upperImpulse + impulse); impulse = m_upperImpulse - oldImpulse; b2Vec2 P = -impulse * m_u; vA -= m_invMassA * P; wA -= m_invIA * b2Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * b2Cross(m_rB, P); } } else { // Equal limits // Cdot = dot(u, v + cross(w, r)) b2Vec2 vpA = vA + b2Cross(wA, m_rA); b2Vec2 vpB = vB + b2Cross(wB, m_rB); float Cdot = b2Dot(m_u, vpB - vpA); float impulse = -m_mass * Cdot; m_impulse += impulse; b2Vec2 P = impulse * m_u; vA -= m_invMassA * P; wA -= m_invIA * b2Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * b2Cross(m_rB, P); } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; } bool b2DistanceJoint::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); b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); b2Vec2 u = cB + rB - cA - rA; float length = u.Normalize(); float C; if (m_minLength == m_maxLength) { C = length - m_minLength; } else if (length < m_minLength) { C = length - m_minLength; } else if (m_maxLength < length) { C = length - m_maxLength; } else { return true; } float impulse = -m_mass * C; b2Vec2 P = impulse * u; cA -= m_invMassA * P; aA -= m_invIA * b2Cross(rA, P); cB += m_invMassB * P; aB += m_invIB * b2Cross(rB, P); 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 b2Abs(C) < b2_linearSlop; } b2Vec2 b2DistanceJoint::GetAnchorA() const { return m_bodyA->GetWorldPoint(m_localAnchorA); } b2Vec2 b2DistanceJoint::GetAnchorB() const { return m_bodyB->GetWorldPoint(m_localAnchorB); } b2Vec2 b2DistanceJoint::GetReactionForce(float inv_dt) const { b2Vec2 F = inv_dt * (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u; return F; } float b2DistanceJoint::GetReactionTorque(float inv_dt) const { B2_NOT_USED(inv_dt); return 0.0f; } float b2DistanceJoint::SetLength(float length) { m_impulse = 0.0f; m_length = b2Max(b2_linearSlop, length); return m_length; } float b2DistanceJoint::SetMinLength(float minLength) { m_lowerImpulse = 0.0f; m_minLength = b2Clamp(minLength, b2_linearSlop, m_maxLength); return m_minLength; } float b2DistanceJoint::SetMaxLength(float maxLength) { m_upperImpulse = 0.0f; m_maxLength = b2Max(maxLength, m_minLength); return m_maxLength; } float b2DistanceJoint::GetCurrentLength() const { b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA); b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB); b2Vec2 d = pB - pA; float length = d.Length(); return length; } void b2DistanceJoint::Dump() { int32 indexA = m_bodyA->m_islandIndex; int32 indexB = m_bodyB->m_islandIndex; b2Dump(" b2DistanceJointDef 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.length = %.9g;\n", m_length); b2Dump(" jd.minLength = %.9g;\n", m_minLength); b2Dump(" jd.maxLength = %.9g;\n", m_maxLength); b2Dump(" jd.stiffness = %.9g;\n", m_stiffness); b2Dump(" jd.damping = %.9g;\n", m_damping); b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index); } void b2DistanceJoint::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 = pB - pA; axis.Normalize(); 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(0.4f, 0.4f, 0.4f); draw->DrawSegment(pA, pB, c4); b2Vec2 pRest = pA + m_length * axis; draw->DrawPoint(pRest, 8.0f, c1); if (m_minLength != m_maxLength) { if (m_minLength > b2_linearSlop) { b2Vec2 pMin = pA + m_minLength * axis; draw->DrawPoint(pMin, 4.0f, c2); } if (m_maxLength < FLT_MAX) { b2Vec2 pMax = pA + m_maxLength * axis; draw->DrawPoint(pMax, 4.0f, c3); } } }