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- // 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_friction_joint.h"
- #include "box2d/b2_body.h"
- #include "box2d/b2_time_step.h"
- // Point-to-point constraint
- // Cdot = v2 - v1
- // = v2 + cross(w2, r2) - v1 - cross(w1, r1)
- // J = [-I -r1_skew I r2_skew ]
- // Identity used:
- // w k % (rx i + ry j) = w * (-ry i + rx j)
- // Angle constraint
- // Cdot = w2 - w1
- // J = [0 0 -1 0 0 1]
- // K = invI1 + invI2
- void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
- {
- bodyA = bA;
- bodyB = bB;
- localAnchorA = bodyA->GetLocalPoint(anchor);
- localAnchorB = bodyB->GetLocalPoint(anchor);
- }
- b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
- : b2Joint(def)
- {
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
- m_linearImpulse.SetZero();
- m_angularImpulse = 0.0f;
- m_maxForce = def->maxForce;
- m_maxTorque = def->maxTorque;
- }
- void b2FrictionJoint::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;
- float aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float wA = data.velocities[m_indexA].w;
- 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 mass matrix.
- m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- // J = [-I -r1_skew I r2_skew]
- // [ 0 -1 0 1]
- // r_skew = [-ry; rx]
- // Matlab
- // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
- // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
- // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
- float mA = m_invMassA, mB = m_invMassB;
- float iA = m_invIA, iB = m_invIB;
- b2Mat22 K;
- K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
- K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
- K.ey.x = K.ex.y;
- K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
- m_linearMass = K.GetInverse();
- m_angularMass = iA + iB;
- if (m_angularMass > 0.0f)
- {
- m_angularMass = 1.0f / m_angularMass;
- }
- if (data.step.warmStarting)
- {
- // Scale impulses to support a variable time step.
- m_linearImpulse *= data.step.dtRatio;
- m_angularImpulse *= data.step.dtRatio;
- b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
- vA -= mA * P;
- wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
- vB += mB * P;
- wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
- }
- else
- {
- m_linearImpulse.SetZero();
- m_angularImpulse = 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 b2FrictionJoint::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;
- float h = data.step.dt;
- // Solve angular friction
- {
- float Cdot = wB - wA;
- float impulse = -m_angularMass * Cdot;
- float oldImpulse = m_angularImpulse;
- float maxImpulse = h * m_maxTorque;
- m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = m_angularImpulse - oldImpulse;
- wA -= iA * impulse;
- wB += iB * impulse;
- }
- // Solve linear friction
- {
- b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
- b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
- b2Vec2 oldImpulse = m_linearImpulse;
- m_linearImpulse += impulse;
- float maxImpulse = h * m_maxForce;
- if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
- {
- m_linearImpulse.Normalize();
- m_linearImpulse *= maxImpulse;
- }
- impulse = m_linearImpulse - oldImpulse;
- vA -= mA * impulse;
- wA -= iA * b2Cross(m_rA, impulse);
- vB += mB * impulse;
- wB += iB * b2Cross(m_rB, impulse);
- }
- 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 b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
- {
- B2_NOT_USED(data);
- return true;
- }
- b2Vec2 b2FrictionJoint::GetAnchorA() const
- {
- return m_bodyA->GetWorldPoint(m_localAnchorA);
- }
- b2Vec2 b2FrictionJoint::GetAnchorB() const
- {
- return m_bodyB->GetWorldPoint(m_localAnchorB);
- }
- b2Vec2 b2FrictionJoint::GetReactionForce(float inv_dt) const
- {
- return inv_dt * m_linearImpulse;
- }
- float b2FrictionJoint::GetReactionTorque(float inv_dt) const
- {
- return inv_dt * m_angularImpulse;
- }
- void b2FrictionJoint::SetMaxForce(float force)
- {
- b2Assert(b2IsValid(force) && force >= 0.0f);
- m_maxForce = force;
- }
- float b2FrictionJoint::GetMaxForce() const
- {
- return m_maxForce;
- }
- void b2FrictionJoint::SetMaxTorque(float torque)
- {
- b2Assert(b2IsValid(torque) && torque >= 0.0f);
- m_maxTorque = torque;
- }
- float b2FrictionJoint::GetMaxTorque() const
- {
- return m_maxTorque;
- }
- void b2FrictionJoint::Dump()
- {
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
- b2Dump(" b2FrictionJointDef 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.maxForce = %.9g;\n", m_maxForce);
- b2Dump(" jd.maxTorque = %.9g;\n", m_maxTorque);
- b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
- }
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