axmol/Box2D/Dynamics/Joints/b2PulleyJoint.cpp

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/*
* Copyright (c) 2007 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.
*/
#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2TimeStep.h>
// Pulley:
// length1 = norm(p1 - s1)
// length2 = norm(p2 - s2)
// C0 = (length1 + ratio * length2)_initial
// C = C0 - (length1 + ratio * length2) >= 0
// u1 = (p1 - s1) / norm(p1 - s1)
// u2 = (p2 - s2) / norm(p2 - s2)
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
// K = J * invM * JT
// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
//
// Limit:
// C = maxLength - length
// u = (p - s) / norm(p - s)
// Cdot = -dot(u, v + cross(w, r))
// K = invMass + invI * cross(r, u)^2
// 0 <= impulse
void b2PulleyJointDef::Initialize(b2Body* b1, b2Body* b2,
const b2Vec2& ga1, const b2Vec2& ga2,
const b2Vec2& anchor1, const b2Vec2& anchor2,
float32 r)
{
bodyA = b1;
bodyB = b2;
groundAnchorA = ga1;
groundAnchorB = ga2;
localAnchorA = bodyA->GetLocalPoint(anchor1);
localAnchorB = bodyB->GetLocalPoint(anchor2);
b2Vec2 d1 = anchor1 - ga1;
lengthA = d1.Length();
b2Vec2 d2 = anchor2 - ga2;
lengthB = d2.Length();
ratio = r;
b2Assert(ratio > b2_epsilon);
float32 C = lengthA + ratio * lengthB;
maxLengthA = C - ratio * b2_minPulleyLength;
maxLengthB = (C - b2_minPulleyLength) / ratio;
}
b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
: b2Joint(def)
{
m_groundAnchor1 = def->groundAnchorA;
m_groundAnchor2 = def->groundAnchorB;
m_localAnchor1 = def->localAnchorA;
m_localAnchor2 = def->localAnchorB;
b2Assert(def->ratio != 0.0f);
m_ratio = def->ratio;
m_constant = def->lengthA + m_ratio * def->lengthB;
m_maxLength1 = b2Min(def->maxLengthA, m_constant - m_ratio * b2_minPulleyLength);
m_maxLength2 = b2Min(def->maxLengthB, (m_constant - b2_minPulleyLength) / m_ratio);
m_impulse = 0.0f;
m_limitImpulse1 = 0.0f;
m_limitImpulse2 = 0.0f;
}
void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
b2Vec2 p2 = b2->m_sweep.c + r2;
b2Vec2 s1 = m_groundAnchor1;
b2Vec2 s2 = m_groundAnchor2;
// Get the pulley axes.
m_u1 = p1 - s1;
m_u2 = p2 - s2;
float32 length1 = m_u1.Length();
float32 length2 = m_u2.Length();
if (length1 > b2_linearSlop)
{
m_u1 *= 1.0f / length1;
}
else
{
m_u1.SetZero();
}
if (length2 > b2_linearSlop)
{
m_u2 *= 1.0f / length2;
}
else
{
m_u2.SetZero();
}
float32 C = m_constant - length1 - m_ratio * length2;
if (C > 0.0f)
{
m_state = e_inactiveLimit;
m_impulse = 0.0f;
}
else
{
m_state = e_atUpperLimit;
}
if (length1 < m_maxLength1)
{
m_limitState1 = e_inactiveLimit;
m_limitImpulse1 = 0.0f;
}
else
{
m_limitState1 = e_atUpperLimit;
}
if (length2 < m_maxLength2)
{
m_limitState2 = e_inactiveLimit;
m_limitImpulse2 = 0.0f;
}
else
{
m_limitState2 = e_atUpperLimit;
}
// Compute effective mass.
float32 cr1u1 = b2Cross(r1, m_u1);
float32 cr2u2 = b2Cross(r2, m_u2);
m_limitMass1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1;
m_limitMass2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2;
m_pulleyMass = m_limitMass1 + m_ratio * m_ratio * m_limitMass2;
b2Assert(m_limitMass1 > b2_epsilon);
b2Assert(m_limitMass2 > b2_epsilon);
b2Assert(m_pulleyMass > b2_epsilon);
m_limitMass1 = 1.0f / m_limitMass1;
m_limitMass2 = 1.0f / m_limitMass2;
m_pulleyMass = 1.0f / m_pulleyMass;
if (step.warmStarting)
{
// Scale impulses to support variable time steps.
m_impulse *= step.dtRatio;
m_limitImpulse1 *= step.dtRatio;
m_limitImpulse2 *= step.dtRatio;
// Warm starting.
b2Vec2 P1 = -(m_impulse + m_limitImpulse1) * m_u1;
b2Vec2 P2 = (-m_ratio * m_impulse - m_limitImpulse2) * m_u2;
b1->m_linearVelocity += b1->m_invMass * P1;
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
b2->m_linearVelocity += b2->m_invMass * P2;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
}
else
{
m_impulse = 0.0f;
m_limitImpulse1 = 0.0f;
m_limitImpulse2 = 0.0f;
}
}
void b2PulleyJoint::SolveVelocityConstraints(const b2TimeStep& step)
{
B2_NOT_USED(step);
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
if (m_state == e_atUpperLimit)
{
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
float32 Cdot = -b2Dot(m_u1, v1) - m_ratio * b2Dot(m_u2, v2);
float32 impulse = m_pulleyMass * (-Cdot);
float32 oldImpulse = m_impulse;
m_impulse = b2Max(0.0f, m_impulse + impulse);
impulse = m_impulse - oldImpulse;
b2Vec2 P1 = -impulse * m_u1;
b2Vec2 P2 = -m_ratio * impulse * m_u2;
b1->m_linearVelocity += b1->m_invMass * P1;
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
b2->m_linearVelocity += b2->m_invMass * P2;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
}
if (m_limitState1 == e_atUpperLimit)
{
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
float32 Cdot = -b2Dot(m_u1, v1);
float32 impulse = -m_limitMass1 * Cdot;
float32 oldImpulse = m_limitImpulse1;
m_limitImpulse1 = b2Max(0.0f, m_limitImpulse1 + impulse);
impulse = m_limitImpulse1 - oldImpulse;
b2Vec2 P1 = -impulse * m_u1;
b1->m_linearVelocity += b1->m_invMass * P1;
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
}
if (m_limitState2 == e_atUpperLimit)
{
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
float32 Cdot = -b2Dot(m_u2, v2);
float32 impulse = -m_limitMass2 * Cdot;
float32 oldImpulse = m_limitImpulse2;
m_limitImpulse2 = b2Max(0.0f, m_limitImpulse2 + impulse);
impulse = m_limitImpulse2 - oldImpulse;
b2Vec2 P2 = -impulse * m_u2;
b2->m_linearVelocity += b2->m_invMass * P2;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
}
}
bool b2PulleyJoint::SolvePositionConstraints(float32 baumgarte)
{
B2_NOT_USED(baumgarte);
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 s1 = m_groundAnchor1;
b2Vec2 s2 = m_groundAnchor2;
float32 linearError = 0.0f;
if (m_state == e_atUpperLimit)
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
b2Vec2 p2 = b2->m_sweep.c + r2;
// Get the pulley axes.
m_u1 = p1 - s1;
m_u2 = p2 - s2;
float32 length1 = m_u1.Length();
float32 length2 = m_u2.Length();
if (length1 > b2_linearSlop)
{
m_u1 *= 1.0f / length1;
}
else
{
m_u1.SetZero();
}
if (length2 > b2_linearSlop)
{
m_u2 *= 1.0f / length2;
}
else
{
m_u2.SetZero();
}
float32 C = m_constant - length1 - m_ratio * length2;
linearError = b2Max(linearError, -C);
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
float32 impulse = -m_pulleyMass * C;
b2Vec2 P1 = -impulse * m_u1;
b2Vec2 P2 = -m_ratio * impulse * m_u2;
b1->m_sweep.c += b1->m_invMass * P1;
b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);
b2->m_sweep.c += b2->m_invMass * P2;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);
b1->SynchronizeTransform();
b2->SynchronizeTransform();
}
if (m_limitState1 == e_atUpperLimit)
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
m_u1 = p1 - s1;
float32 length1 = m_u1.Length();
if (length1 > b2_linearSlop)
{
m_u1 *= 1.0f / length1;
}
else
{
m_u1.SetZero();
}
float32 C = m_maxLength1 - length1;
linearError = b2Max(linearError, -C);
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
float32 impulse = -m_limitMass1 * C;
b2Vec2 P1 = -impulse * m_u1;
b1->m_sweep.c += b1->m_invMass * P1;
b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);
b1->SynchronizeTransform();
}
if (m_limitState2 == e_atUpperLimit)
{
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p2 = b2->m_sweep.c + r2;
m_u2 = p2 - s2;
float32 length2 = m_u2.Length();
if (length2 > b2_linearSlop)
{
m_u2 *= 1.0f / length2;
}
else
{
m_u2.SetZero();
}
float32 C = m_maxLength2 - length2;
linearError = b2Max(linearError, -C);
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
float32 impulse = -m_limitMass2 * C;
b2Vec2 P2 = -impulse * m_u2;
b2->m_sweep.c += b2->m_invMass * P2;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);
b2->SynchronizeTransform();
}
return linearError < b2_linearSlop;
}
b2Vec2 b2PulleyJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
}
b2Vec2 b2PulleyJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
}
b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P = m_impulse * m_u2;
return inv_dt * P;
}
float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
{
return m_groundAnchor1;
}
b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
{
return m_groundAnchor2;
}
float32 b2PulleyJoint::GetLength1() const
{
b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchor1);
b2Vec2 s = m_groundAnchor1;
b2Vec2 d = p - s;
return d.Length();
}
float32 b2PulleyJoint::GetLength2() const
{
b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchor2);
b2Vec2 s = m_groundAnchor2;
b2Vec2 d = p - s;
return d.Length();
}
float32 b2PulleyJoint::GetRatio() const
{
return m_ratio;
}