b2_weld_joint.cpp 8.7 KB

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  1. // MIT License
  2. // Copyright (c) 2019 Erin Catto
  3. // Permission is hereby granted, free of charge, to any person obtaining a copy
  4. // of this software and associated documentation files (the "Software"), to deal
  5. // in the Software without restriction, including without limitation the rights
  6. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. // copies of the Software, and to permit persons to whom the Software is
  8. // furnished to do so, subject to the following conditions:
  9. // The above copyright notice and this permission notice shall be included in all
  10. // copies or substantial portions of the Software.
  11. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  17. // SOFTWARE.
  18. #include "box2d/b2_body.h"
  19. #include "box2d/b2_time_step.h"
  20. #include "box2d/b2_weld_joint.h"
  21. // Point-to-point constraint
  22. // C = p2 - p1
  23. // Cdot = v2 - v1
  24. // = v2 + cross(w2, r2) - v1 - cross(w1, r1)
  25. // J = [-I -r1_skew I r2_skew ]
  26. // Identity used:
  27. // w k % (rx i + ry j) = w * (-ry i + rx j)
  28. // Angle constraint
  29. // C = angle2 - angle1 - referenceAngle
  30. // Cdot = w2 - w1
  31. // J = [0 0 -1 0 0 1]
  32. // K = invI1 + invI2
  33. void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
  34. {
  35. bodyA = bA;
  36. bodyB = bB;
  37. localAnchorA = bodyA->GetLocalPoint(anchor);
  38. localAnchorB = bodyB->GetLocalPoint(anchor);
  39. referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
  40. }
  41. b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
  42. : b2Joint(def)
  43. {
  44. m_localAnchorA = def->localAnchorA;
  45. m_localAnchorB = def->localAnchorB;
  46. m_referenceAngle = def->referenceAngle;
  47. m_stiffness = def->stiffness;
  48. m_damping = def->damping;
  49. m_impulse.SetZero();
  50. }
  51. void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
  52. {
  53. m_indexA = m_bodyA->m_islandIndex;
  54. m_indexB = m_bodyB->m_islandIndex;
  55. m_localCenterA = m_bodyA->m_sweep.localCenter;
  56. m_localCenterB = m_bodyB->m_sweep.localCenter;
  57. m_invMassA = m_bodyA->m_invMass;
  58. m_invMassB = m_bodyB->m_invMass;
  59. m_invIA = m_bodyA->m_invI;
  60. m_invIB = m_bodyB->m_invI;
  61. float aA = data.positions[m_indexA].a;
  62. b2Vec2 vA = data.velocities[m_indexA].v;
  63. float wA = data.velocities[m_indexA].w;
  64. float aB = data.positions[m_indexB].a;
  65. b2Vec2 vB = data.velocities[m_indexB].v;
  66. float wB = data.velocities[m_indexB].w;
  67. b2Rot qA(aA), qB(aB);
  68. m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
  69. m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
  70. // J = [-I -r1_skew I r2_skew]
  71. // [ 0 -1 0 1]
  72. // r_skew = [-ry; rx]
  73. // Matlab
  74. // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
  75. // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
  76. // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
  77. float mA = m_invMassA, mB = m_invMassB;
  78. float iA = m_invIA, iB = m_invIB;
  79. b2Mat33 K;
  80. K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
  81. K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
  82. K.ez.x = -m_rA.y * iA - m_rB.y * iB;
  83. K.ex.y = K.ey.x;
  84. K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
  85. K.ez.y = m_rA.x * iA + m_rB.x * iB;
  86. K.ex.z = K.ez.x;
  87. K.ey.z = K.ez.y;
  88. K.ez.z = iA + iB;
  89. if (m_stiffness > 0.0f)
  90. {
  91. K.GetInverse22(&m_mass);
  92. float invM = iA + iB;
  93. float C = aB - aA - m_referenceAngle;
  94. // Damping coefficient
  95. float d = m_damping;
  96. // Spring stiffness
  97. float k = m_stiffness;
  98. // magic formulas
  99. float h = data.step.dt;
  100. m_gamma = h * (d + h * k);
  101. m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
  102. m_bias = C * h * k * m_gamma;
  103. invM += m_gamma;
  104. m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f;
  105. }
  106. else if (K.ez.z == 0.0f)
  107. {
  108. K.GetInverse22(&m_mass);
  109. m_gamma = 0.0f;
  110. m_bias = 0.0f;
  111. }
  112. else
  113. {
  114. K.GetSymInverse33(&m_mass);
  115. m_gamma = 0.0f;
  116. m_bias = 0.0f;
  117. }
  118. if (data.step.warmStarting)
  119. {
  120. // Scale impulses to support a variable time step.
  121. m_impulse *= data.step.dtRatio;
  122. b2Vec2 P(m_impulse.x, m_impulse.y);
  123. vA -= mA * P;
  124. wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
  125. vB += mB * P;
  126. wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
  127. }
  128. else
  129. {
  130. m_impulse.SetZero();
  131. }
  132. data.velocities[m_indexA].v = vA;
  133. data.velocities[m_indexA].w = wA;
  134. data.velocities[m_indexB].v = vB;
  135. data.velocities[m_indexB].w = wB;
  136. }
  137. void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
  138. {
  139. b2Vec2 vA = data.velocities[m_indexA].v;
  140. float wA = data.velocities[m_indexA].w;
  141. b2Vec2 vB = data.velocities[m_indexB].v;
  142. float wB = data.velocities[m_indexB].w;
  143. float mA = m_invMassA, mB = m_invMassB;
  144. float iA = m_invIA, iB = m_invIB;
  145. if (m_stiffness > 0.0f)
  146. {
  147. float Cdot2 = wB - wA;
  148. float impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
  149. m_impulse.z += impulse2;
  150. wA -= iA * impulse2;
  151. wB += iB * impulse2;
  152. b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
  153. b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
  154. m_impulse.x += impulse1.x;
  155. m_impulse.y += impulse1.y;
  156. b2Vec2 P = impulse1;
  157. vA -= mA * P;
  158. wA -= iA * b2Cross(m_rA, P);
  159. vB += mB * P;
  160. wB += iB * b2Cross(m_rB, P);
  161. }
  162. else
  163. {
  164. b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
  165. float Cdot2 = wB - wA;
  166. b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
  167. b2Vec3 impulse = -b2Mul(m_mass, Cdot);
  168. m_impulse += impulse;
  169. b2Vec2 P(impulse.x, impulse.y);
  170. vA -= mA * P;
  171. wA -= iA * (b2Cross(m_rA, P) + impulse.z);
  172. vB += mB * P;
  173. wB += iB * (b2Cross(m_rB, P) + impulse.z);
  174. }
  175. data.velocities[m_indexA].v = vA;
  176. data.velocities[m_indexA].w = wA;
  177. data.velocities[m_indexB].v = vB;
  178. data.velocities[m_indexB].w = wB;
  179. }
  180. bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
  181. {
  182. b2Vec2 cA = data.positions[m_indexA].c;
  183. float aA = data.positions[m_indexA].a;
  184. b2Vec2 cB = data.positions[m_indexB].c;
  185. float aB = data.positions[m_indexB].a;
  186. b2Rot qA(aA), qB(aB);
  187. float mA = m_invMassA, mB = m_invMassB;
  188. float iA = m_invIA, iB = m_invIB;
  189. b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
  190. b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
  191. float positionError, angularError;
  192. b2Mat33 K;
  193. K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
  194. K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
  195. K.ez.x = -rA.y * iA - rB.y * iB;
  196. K.ex.y = K.ey.x;
  197. K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
  198. K.ez.y = rA.x * iA + rB.x * iB;
  199. K.ex.z = K.ez.x;
  200. K.ey.z = K.ez.y;
  201. K.ez.z = iA + iB;
  202. if (m_stiffness > 0.0f)
  203. {
  204. b2Vec2 C1 = cB + rB - cA - rA;
  205. positionError = C1.Length();
  206. angularError = 0.0f;
  207. b2Vec2 P = -K.Solve22(C1);
  208. cA -= mA * P;
  209. aA -= iA * b2Cross(rA, P);
  210. cB += mB * P;
  211. aB += iB * b2Cross(rB, P);
  212. }
  213. else
  214. {
  215. b2Vec2 C1 = cB + rB - cA - rA;
  216. float C2 = aB - aA - m_referenceAngle;
  217. positionError = C1.Length();
  218. angularError = b2Abs(C2);
  219. b2Vec3 C(C1.x, C1.y, C2);
  220. b2Vec3 impulse;
  221. if (K.ez.z > 0.0f)
  222. {
  223. impulse = -K.Solve33(C);
  224. }
  225. else
  226. {
  227. b2Vec2 impulse2 = -K.Solve22(C1);
  228. impulse.Set(impulse2.x, impulse2.y, 0.0f);
  229. }
  230. b2Vec2 P(impulse.x, impulse.y);
  231. cA -= mA * P;
  232. aA -= iA * (b2Cross(rA, P) + impulse.z);
  233. cB += mB * P;
  234. aB += iB * (b2Cross(rB, P) + impulse.z);
  235. }
  236. data.positions[m_indexA].c = cA;
  237. data.positions[m_indexA].a = aA;
  238. data.positions[m_indexB].c = cB;
  239. data.positions[m_indexB].a = aB;
  240. return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
  241. }
  242. b2Vec2 b2WeldJoint::GetAnchorA() const
  243. {
  244. return m_bodyA->GetWorldPoint(m_localAnchorA);
  245. }
  246. b2Vec2 b2WeldJoint::GetAnchorB() const
  247. {
  248. return m_bodyB->GetWorldPoint(m_localAnchorB);
  249. }
  250. b2Vec2 b2WeldJoint::GetReactionForce(float inv_dt) const
  251. {
  252. b2Vec2 P(m_impulse.x, m_impulse.y);
  253. return inv_dt * P;
  254. }
  255. float b2WeldJoint::GetReactionTorque(float inv_dt) const
  256. {
  257. return inv_dt * m_impulse.z;
  258. }
  259. void b2WeldJoint::Dump()
  260. {
  261. int32 indexA = m_bodyA->m_islandIndex;
  262. int32 indexB = m_bodyB->m_islandIndex;
  263. b2Dump(" b2WeldJointDef jd;\n");
  264. b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
  265. b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
  266. b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
  267. b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
  268. b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
  269. b2Dump(" jd.referenceAngle = %.9g;\n", m_referenceAngle);
  270. b2Dump(" jd.stiffness = %.9g;\n", m_stiffness);
  271. b2Dump(" jd.damping = %.9g;\n", m_damping);
  272. b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
  273. }