// 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_revolute_joint.h" #include "box2d/b2_time_step.h" // Point-to-point constraint // C = p2 - p1 // 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) // Motor constraint // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // K = invI1 + invI2 void b2RevoluteJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor) { bodyA = bA; bodyB = bB; localAnchorA = bodyA->GetLocalPoint(anchor); localAnchorB = bodyB->GetLocalPoint(anchor); referenceAngle = bodyB->GetAngle() - bodyA->GetAngle(); } b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def) : b2Joint(def) { m_localAnchorA = def->localAnchorA; m_localAnchorB = def->localAnchorB; m_referenceAngle = def->referenceAngle; m_impulse.SetZero(); m_axialMass = 0.0f; m_motorImpulse = 0.0f; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; m_lowerAngle = def->lowerAngle; m_upperAngle = def->upperAngle; m_maxMotorTorque = def->maxMotorTorque; m_motorSpeed = def->motorSpeed; m_enableLimit = def->enableLimit; m_enableMotor = def->enableMotor; m_angle = 0.0f; } void b2RevoluteJoint::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); m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); // J = [-I -r1_skew I r2_skew] // r_skew = [-ry; rx] // Matlab // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x] // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB] float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; m_K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB; m_K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB; m_K.ex.y = m_K.ey.x; m_K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB; m_axialMass = iA + iB; bool fixedRotation; if (m_axialMass > 0.0f) { m_axialMass = 1.0f / m_axialMass; fixedRotation = false; } else { fixedRotation = true; } m_angle = aB - aA - m_referenceAngle; if (m_enableLimit == false || fixedRotation) { m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; } if (m_enableMotor == false || fixedRotation) { m_motorImpulse = 0.0f; } if (data.step.warmStarting) { // Scale impulses to support a variable time step. m_impulse *= data.step.dtRatio; m_motorImpulse *= data.step.dtRatio; m_lowerImpulse *= data.step.dtRatio; m_upperImpulse *= data.step.dtRatio; float axialImpulse = m_motorImpulse + m_lowerImpulse - m_upperImpulse; b2Vec2 P(m_impulse.x, m_impulse.y); vA -= mA * P; wA -= iA * (b2Cross(m_rA, P) + axialImpulse); vB += mB * P; wB += iB * (b2Cross(m_rB, P) + axialImpulse); } else { m_impulse.SetZero(); m_motorImpulse = 0.0f; m_lowerImpulse = 0.0f; m_upperImpulse = 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 b2RevoluteJoint::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; bool fixedRotation = (iA + iB == 0.0f); // Solve motor constraint. if (m_enableMotor && fixedRotation == false) { float Cdot = wB - wA - m_motorSpeed; float impulse = -m_axialMass * Cdot; float oldImpulse = m_motorImpulse; float maxImpulse = data.step.dt * m_maxMotorTorque; m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); impulse = m_motorImpulse - oldImpulse; wA -= iA * impulse; wB += iB * impulse; } if (m_enableLimit && fixedRotation == false) { // Lower limit { float C = m_angle - m_lowerAngle; float Cdot = wB - wA; float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); float oldImpulse = m_lowerImpulse; m_lowerImpulse = b2Max(m_lowerImpulse + impulse, 0.0f); impulse = m_lowerImpulse - oldImpulse; wA -= iA * impulse; wB += iB * impulse; } // Upper limit // Note: signs are flipped to keep C positive when the constraint is satisfied. // This also keeps the impulse positive when the limit is active. { float C = m_upperAngle - m_angle; float Cdot = wA - wB; float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); float oldImpulse = m_upperImpulse; m_upperImpulse = b2Max(m_upperImpulse + impulse, 0.0f); impulse = m_upperImpulse - oldImpulse; wA += iA * impulse; wB -= iB * impulse; } } // Solve point-to-point constraint { b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA); b2Vec2 impulse = m_K.Solve(-Cdot); m_impulse.x += impulse.x; m_impulse.y += impulse.y; 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 b2RevoluteJoint::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); float angularError = 0.0f; float positionError = 0.0f; bool fixedRotation = (m_invIA + m_invIB == 0.0f); // Solve angular limit constraint if (m_enableLimit && fixedRotation == false) { float angle = aB - aA - m_referenceAngle; float C = 0.0f; if (b2Abs(m_upperAngle - m_lowerAngle) < 2.0f * b2_angularSlop) { // Prevent large angular corrections C = b2Clamp(angle - m_lowerAngle, -b2_maxAngularCorrection, b2_maxAngularCorrection); } else if (angle <= m_lowerAngle) { // Prevent large angular corrections and allow some slop. C = b2Clamp(angle - m_lowerAngle + b2_angularSlop, -b2_maxAngularCorrection, 0.0f); } else if (angle >= m_upperAngle) { // Prevent large angular corrections and allow some slop. C = b2Clamp(angle - m_upperAngle - b2_angularSlop, 0.0f, b2_maxAngularCorrection); } float limitImpulse = -m_axialMass * C; aA -= m_invIA * limitImpulse; aB += m_invIB * limitImpulse; angularError = b2Abs(C); } // Solve point-to-point constraint. { qA.Set(aA); qB.Set(aB); b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); b2Vec2 C = cB + rB - cA - rA; positionError = C.Length(); float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; b2Mat22 K; K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y; K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y; K.ey.x = K.ex.y; K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x; b2Vec2 impulse = -K.Solve(C); cA -= mA * impulse; aA -= iA * b2Cross(rA, impulse); cB += mB * impulse; aB += iB * b2Cross(rB, impulse); } 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 positionError <= b2_linearSlop && angularError <= b2_angularSlop; } b2Vec2 b2RevoluteJoint::GetAnchorA() const { return m_bodyA->GetWorldPoint(m_localAnchorA); } b2Vec2 b2RevoluteJoint::GetAnchorB() const { return m_bodyB->GetWorldPoint(m_localAnchorB); } b2Vec2 b2RevoluteJoint::GetReactionForce(float inv_dt) const { b2Vec2 P(m_impulse.x, m_impulse.y); return inv_dt * P; } float b2RevoluteJoint::GetReactionTorque(float inv_dt) const { return inv_dt * (m_motorImpulse + m_lowerImpulse - m_upperImpulse); } float b2RevoluteJoint::GetJointAngle() const { b2Body* bA = m_bodyA; b2Body* bB = m_bodyB; return bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle; } float b2RevoluteJoint::GetJointSpeed() const { b2Body* bA = m_bodyA; b2Body* bB = m_bodyB; return bB->m_angularVelocity - bA->m_angularVelocity; } bool b2RevoluteJoint::IsMotorEnabled() const { return m_enableMotor; } void b2RevoluteJoint::EnableMotor(bool flag) { if (flag != m_enableMotor) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_enableMotor = flag; } } float b2RevoluteJoint::GetMotorTorque(float inv_dt) const { return inv_dt * m_motorImpulse; } void b2RevoluteJoint::SetMotorSpeed(float speed) { if (speed != m_motorSpeed) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_motorSpeed = speed; } } void b2RevoluteJoint::SetMaxMotorTorque(float torque) { if (torque != m_maxMotorTorque) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_maxMotorTorque = torque; } } bool b2RevoluteJoint::IsLimitEnabled() const { return m_enableLimit; } void b2RevoluteJoint::EnableLimit(bool flag) { if (flag != m_enableLimit) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_enableLimit = flag; m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; } } float b2RevoluteJoint::GetLowerLimit() const { return m_lowerAngle; } float b2RevoluteJoint::GetUpperLimit() const { return m_upperAngle; } void b2RevoluteJoint::SetLimits(float lower, float upper) { b2Assert(lower <= upper); if (lower != m_lowerAngle || upper != m_upperAngle) { m_bodyA->SetAwake(true); m_bodyB->SetAwake(true); m_lowerImpulse = 0.0f; m_upperImpulse = 0.0f; m_lowerAngle = lower; m_upperAngle = upper; } } void b2RevoluteJoint::Dump() { int32 indexA = m_bodyA->m_islandIndex; int32 indexB = m_bodyB->m_islandIndex; b2Dump(" b2RevoluteJointDef 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.referenceAngle = %.9g;\n", m_referenceAngle); b2Dump(" jd.enableLimit = bool(%d);\n", m_enableLimit); b2Dump(" jd.lowerAngle = %.9g;\n", m_lowerAngle); b2Dump(" jd.upperAngle = %.9g;\n", m_upperAngle); b2Dump(" jd.enableMotor = bool(%d);\n", m_enableMotor); b2Dump(" jd.motorSpeed = %.9g;\n", m_motorSpeed); b2Dump(" jd.maxMotorTorque = %.9g;\n", m_maxMotorTorque); b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index); } /// void b2RevoluteJoint::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); 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(0.3f, 0.3f, 0.9f); b2Color c5(0.4f, 0.4f, 0.4f); draw->DrawPoint(pA, 5.0f, c4); draw->DrawPoint(pB, 5.0f, c5); float aA = m_bodyA->GetAngle(); float aB = m_bodyB->GetAngle(); float angle = aB - aA - m_referenceAngle; const float L = 0.5f; b2Vec2 r = L * b2Vec2(cosf(angle), sinf(angle)); draw->DrawSegment(pB, pB + r, c1); draw->DrawCircle(pB, L, c1); if (m_enableLimit) { b2Vec2 rlo = L * b2Vec2(cosf(m_lowerAngle), sinf(m_lowerAngle)); b2Vec2 rhi = L * b2Vec2(cosf(m_upperAngle), sinf(m_upperAngle)); draw->DrawSegment(pB, pB + rlo, c2); draw->DrawSegment(pB, pB + rhi, c3); } b2Color color(0.5f, 0.8f, 0.8f); draw->DrawSegment(xfA.p, pA, color); draw->DrawSegment(pA, pB, color); draw->DrawSegment(xfB.p, pB, color); }