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00019 #include <Box2D/Dynamics/Joints/b2RopeJoint.h>
00020 #include <Box2D/Dynamics/b2Body.h>
00021 #include <Box2D/Dynamics/b2TimeStep.h>
00022
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00031
00032 b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
00033 : b2Joint(def)
00034 {
00035 m_localAnchorA = def->localAnchorA;
00036 m_localAnchorB = def->localAnchorB;
00037
00038 m_maxLength = def->maxLength;
00039
00040 m_mass = 0.0f;
00041 m_impulse = 0.0f;
00042 m_state = e_inactiveLimit;
00043 m_length = 0.0f;
00044 }
00045
00046 void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
00047 {
00048 m_indexA = m_bodyA->m_islandIndex;
00049 m_indexB = m_bodyB->m_islandIndex;
00050 m_localCenterA = m_bodyA->m_sweep.localCenter;
00051 m_localCenterB = m_bodyB->m_sweep.localCenter;
00052 m_invMassA = m_bodyA->m_invMass;
00053 m_invMassB = m_bodyB->m_invMass;
00054 m_invIA = m_bodyA->m_invI;
00055 m_invIB = m_bodyB->m_invI;
00056
00057 b2Vec2 cA = data.positions[m_indexA].c;
00058 float32 aA = data.positions[m_indexA].a;
00059 b2Vec2 vA = data.velocities[m_indexA].v;
00060 float32 wA = data.velocities[m_indexA].w;
00061
00062 b2Vec2 cB = data.positions[m_indexB].c;
00063 float32 aB = data.positions[m_indexB].a;
00064 b2Vec2 vB = data.velocities[m_indexB].v;
00065 float32 wB = data.velocities[m_indexB].w;
00066
00067 b2Rot qA(aA), qB(aB);
00068
00069 m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
00070 m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
00071 m_u = cB + m_rB - cA - m_rA;
00072
00073 m_length = m_u.Length();
00074
00075 float32 C = m_length - m_maxLength;
00076 if (C > 0.0f)
00077 {
00078 m_state = e_atUpperLimit;
00079 }
00080 else
00081 {
00082 m_state = e_inactiveLimit;
00083 }
00084
00085 if (m_length > b2_linearSlop)
00086 {
00087 m_u *= 1.0f / m_length;
00088 }
00089 else
00090 {
00091 m_u.SetZero();
00092 m_mass = 0.0f;
00093 m_impulse = 0.0f;
00094 return;
00095 }
00096
00097
00098 float32 crA = b2Cross(m_rA, m_u);
00099 float32 crB = b2Cross(m_rB, m_u);
00100 float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
00101
00102 m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
00103
00104 if (data.step.warmStarting)
00105 {
00106
00107 m_impulse *= data.step.dtRatio;
00108
00109 b2Vec2 P = m_impulse * m_u;
00110 vA -= m_invMassA * P;
00111 wA -= m_invIA * b2Cross(m_rA, P);
00112 vB += m_invMassB * P;
00113 wB += m_invIB * b2Cross(m_rB, P);
00114 }
00115 else
00116 {
00117 m_impulse = 0.0f;
00118 }
00119
00120 data.velocities[m_indexA].v = vA;
00121 data.velocities[m_indexA].w = wA;
00122 data.velocities[m_indexB].v = vB;
00123 data.velocities[m_indexB].w = wB;
00124 }
00125
00126 void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
00127 {
00128 b2Vec2 vA = data.velocities[m_indexA].v;
00129 float32 wA = data.velocities[m_indexA].w;
00130 b2Vec2 vB = data.velocities[m_indexB].v;
00131 float32 wB = data.velocities[m_indexB].w;
00132
00133
00134 b2Vec2 vpA = vA + b2Cross(wA, m_rA);
00135 b2Vec2 vpB = vB + b2Cross(wB, m_rB);
00136 float32 C = m_length - m_maxLength;
00137 float32 Cdot = b2Dot(m_u, vpB - vpA);
00138
00139
00140 if (C < 0.0f)
00141 {
00142 Cdot += data.step.inv_dt * C;
00143 }
00144
00145 float32 impulse = -m_mass * Cdot;
00146 float32 oldImpulse = m_impulse;
00147 m_impulse = b2Min(0.0f, m_impulse + impulse);
00148 impulse = m_impulse - oldImpulse;
00149
00150 b2Vec2 P = impulse * m_u;
00151 vA -= m_invMassA * P;
00152 wA -= m_invIA * b2Cross(m_rA, P);
00153 vB += m_invMassB * P;
00154 wB += m_invIB * b2Cross(m_rB, P);
00155
00156 data.velocities[m_indexA].v = vA;
00157 data.velocities[m_indexA].w = wA;
00158 data.velocities[m_indexB].v = vB;
00159 data.velocities[m_indexB].w = wB;
00160 }
00161
00162 bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
00163 {
00164 b2Vec2 cA = data.positions[m_indexA].c;
00165 float32 aA = data.positions[m_indexA].a;
00166 b2Vec2 cB = data.positions[m_indexB].c;
00167 float32 aB = data.positions[m_indexB].a;
00168
00169 b2Rot qA(aA), qB(aB);
00170
00171 b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
00172 b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
00173 b2Vec2 u = cB + rB - cA - rA;
00174
00175 float32 length = u.Normalize();
00176 float32 C = length - m_maxLength;
00177
00178 C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
00179
00180 float32 impulse = -m_mass * C;
00181 b2Vec2 P = impulse * u;
00182
00183 cA -= m_invMassA * P;
00184 aA -= m_invIA * b2Cross(rA, P);
00185 cB += m_invMassB * P;
00186 aB += m_invIB * b2Cross(rB, P);
00187
00188 data.positions[m_indexA].c = cA;
00189 data.positions[m_indexA].a = aA;
00190 data.positions[m_indexB].c = cB;
00191 data.positions[m_indexB].a = aB;
00192
00193 return length - m_maxLength < b2_linearSlop;
00194 }
00195
00196 b2Vec2 b2RopeJoint::GetAnchorA() const
00197 {
00198 return m_bodyA->GetWorldPoint(m_localAnchorA);
00199 }
00200
00201 b2Vec2 b2RopeJoint::GetAnchorB() const
00202 {
00203 return m_bodyB->GetWorldPoint(m_localAnchorB);
00204 }
00205
00206 b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const
00207 {
00208 b2Vec2 F = (inv_dt * m_impulse) * m_u;
00209 return F;
00210 }
00211
00212 float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const
00213 {
00214 B2_NOT_USED(inv_dt);
00215 return 0.0f;
00216 }
00217
00218 float32 b2RopeJoint::GetMaxLength() const
00219 {
00220 return m_maxLength;
00221 }
00222
00223 b2LimitState b2RopeJoint::GetLimitState() const
00224 {
00225 return m_state;
00226 }
00227
00228 void b2RopeJoint::Dump()
00229 {
00230 int32 indexA = m_bodyA->m_islandIndex;
00231 int32 indexB = m_bodyB->m_islandIndex;
00232
00233 b2Log(" b2RopeJointDef jd;\n");
00234 b2Log(" jd.bodyA = bodies[%d];\n", indexA);
00235 b2Log(" jd.bodyB = bodies[%d];\n", indexB);
00236 b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
00237 b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
00238 b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
00239 b2Log(" jd.maxLength = %.15lef;\n", m_maxLength);
00240 b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
00241 }