1 /*
2 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty.  In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #include "b2RevoluteJoint.h"
20 #include "../b2Body.h"
21 #include "../b2World.h"
22 
23 #include "../b2Island.h"
24 
25 // Point-to-point constraint
26 // C = p2 - p1
27 // Cdot = v2 - v1
28 //      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
29 // J = [-I -r1_skew I r2_skew ]
30 // Identity used:
31 // w k % (rx i + ry j) = w * (-ry i + rx j)
32 
33 // Motor constraint
34 // Cdot = w2 - w1
35 // J = [0 0 -1 0 0 1]
36 // K = invI1 + invI2
37 
Initialize(b2Body * b1,b2Body * b2,const b2Vec2 & anchor)38 void b2RevoluteJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor)
39 {
40 	body1 = b1;
41 	body2 = b2;
42 	localAnchor1 = body1->GetLocalPoint(anchor);
43 	localAnchor2 = body2->GetLocalPoint(anchor);
44 	referenceAngle = body2->GetAngle() - body1->GetAngle();
45 }
46 
b2RevoluteJoint(const b2RevoluteJointDef * def)47 b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def)
48 : b2Joint(def)
49 {
50 	m_localAnchor1 = def->localAnchor1;
51 	m_localAnchor2 = def->localAnchor2;
52 	m_referenceAngle = def->referenceAngle;
53 
54 	m_pivotForce.Set(0.0f, 0.0f);
55 	m_motorForce = 0.0f;
56 	m_limitForce = 0.0f;
57 	m_limitPositionImpulse = 0.0f;
58 
59 	m_lowerAngle = def->lowerAngle;
60 	m_upperAngle = def->upperAngle;
61 	m_maxMotorTorque = def->maxMotorTorque;
62 	m_motorSpeed = def->motorSpeed;
63 	m_enableLimit = def->enableLimit;
64 	m_enableMotor = def->enableMotor;
65 }
66 
InitVelocityConstraints(const b2TimeStep & step)67 void b2RevoluteJoint::InitVelocityConstraints(const b2TimeStep& step)
68 {
69 	b2Body* b1 = m_body1;
70 	b2Body* b2 = m_body2;
71 
72 	// Compute the effective mass matrix.
73 	b2Vec2 r1 = b2Mul(b1->GetXForm().R, m_localAnchor1 - b1->GetLocalCenter());
74 	b2Vec2 r2 = b2Mul(b2->GetXForm().R, m_localAnchor2 - b2->GetLocalCenter());
75 
76 	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
77 	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
78 	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
79 	float32 invMass1 = b1->m_invMass, invMass2 = b2->m_invMass;
80 	float32 invI1 = b1->m_invI, invI2 = b2->m_invI;
81 
82 	b2Mat22 K1;
83 	K1.col1.x = invMass1 + invMass2;	K1.col2.x = 0.0f;
84 	K1.col1.y = 0.0f;					K1.col2.y = invMass1 + invMass2;
85 
86 	b2Mat22 K2;
87 	K2.col1.x =  invI1 * r1.y * r1.y;	K2.col2.x = -invI1 * r1.x * r1.y;
88 	K2.col1.y = -invI1 * r1.x * r1.y;	K2.col2.y =  invI1 * r1.x * r1.x;
89 
90 	b2Mat22 K3;
91 	K3.col1.x =  invI2 * r2.y * r2.y;	K3.col2.x = -invI2 * r2.x * r2.y;
92 	K3.col1.y = -invI2 * r2.x * r2.y;	K3.col2.y =  invI2 * r2.x * r2.x;
93 
94 	b2Mat22 K = K1 + K2 + K3;
95 	m_pivotMass = K.Invert();
96 
97 	m_motorMass = 1.0f / (invI1 + invI2);
98 
99 	if (m_enableMotor == false)
100 	{
101 		m_motorForce = 0.0f;
102 	}
103 
104 	if (m_enableLimit)
105 	{
106 		float32 jointAngle = b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
107 		if (b2Abs(m_upperAngle - m_lowerAngle) < 2.0f * b2_angularSlop)
108 		{
109 			m_limitState = e_equalLimits;
110 		}
111 		else if (jointAngle <= m_lowerAngle)
112 		{
113 			if (m_limitState != e_atLowerLimit)
114 			{
115 				m_limitForce = 0.0f;
116 			}
117 			m_limitState = e_atLowerLimit;
118 		}
119 		else if (jointAngle >= m_upperAngle)
120 		{
121 			if (m_limitState != e_atUpperLimit)
122 			{
123 				m_limitForce = 0.0f;
124 			}
125 			m_limitState = e_atUpperLimit;
126 		}
127 		else
128 		{
129 			m_limitState = e_inactiveLimit;
130 			m_limitForce = 0.0f;
131 		}
132 	}
133 	else
134 	{
135 		m_limitForce = 0.0f;
136 	}
137 
138 	if (step.warmStarting)
139 	{
140 		b1->m_linearVelocity -= B2FORCE_SCALE(step.dt) * invMass1 * m_pivotForce;
141 		b1->m_angularVelocity -= B2FORCE_SCALE(step.dt) * invI1 * (b2Cross(r1, m_pivotForce) + B2FORCE_INV_SCALE(m_motorForce + m_limitForce));
142 
143 		b2->m_linearVelocity += B2FORCE_SCALE(step.dt) * invMass2 * m_pivotForce;
144 		b2->m_angularVelocity += B2FORCE_SCALE(step.dt) * invI2 * (b2Cross(r2, m_pivotForce) + B2FORCE_INV_SCALE(m_motorForce + m_limitForce));
145 	}
146 	else
147 	{
148 		m_pivotForce.SetZero();
149 		m_motorForce = 0.0f;
150 		m_limitForce = 0.0f;
151 	}
152 
153 	m_limitPositionImpulse = 0.0f;
154 }
155 
SolveVelocityConstraints(const b2TimeStep & step)156 void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
157 {
158 	b2Body* b1 = m_body1;
159 	b2Body* b2 = m_body2;
160 
161 	b2Vec2 r1 = b2Mul(b1->GetXForm().R, m_localAnchor1 - b1->GetLocalCenter());
162 	b2Vec2 r2 = b2Mul(b2->GetXForm().R, m_localAnchor2 - b2->GetLocalCenter());
163 
164 	// Solve point-to-point constraint
165 	b2Vec2 pivotCdot = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2) - b1->m_linearVelocity - b2Cross(b1->m_angularVelocity, r1);
166 	b2Vec2 pivotForce = -B2FORCE_INV_SCALE(step.inv_dt) * b2Mul(m_pivotMass, pivotCdot);
167 	m_pivotForce += pivotForce;
168 
169 	b2Vec2 P = B2FORCE_SCALE(step.dt) * pivotForce;
170 	b1->m_linearVelocity -= b1->m_invMass * P;
171 	b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P);
172 
173 	b2->m_linearVelocity += b2->m_invMass * P;
174 	b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P);
175 
176 	if (m_enableMotor && m_limitState != e_equalLimits)
177 	{
178 		float32 motorCdot = b2->m_angularVelocity - b1->m_angularVelocity - m_motorSpeed;
179 		float32 motorForce = -step.inv_dt * m_motorMass * motorCdot;
180 		float32 oldMotorForce = m_motorForce;
181 		m_motorForce = b2Clamp(m_motorForce + motorForce, -m_maxMotorTorque, m_maxMotorTorque);
182 		motorForce = m_motorForce - oldMotorForce;
183 
184 		float32 P = step.dt * motorForce;
185 		b1->m_angularVelocity -= b1->m_invI * P;
186 		b2->m_angularVelocity += b2->m_invI * P;
187 	}
188 
189 	if (m_enableLimit && m_limitState != e_inactiveLimit)
190 	{
191 		float32 limitCdot = b2->m_angularVelocity - b1->m_angularVelocity;
192 		float32 limitForce = -step.inv_dt * m_motorMass * limitCdot;
193 
194 		if (m_limitState == e_equalLimits)
195 		{
196 			m_limitForce += limitForce;
197 		}
198 		else if (m_limitState == e_atLowerLimit)
199 		{
200 			float32 oldLimitForce = m_limitForce;
201 			m_limitForce = b2Max(m_limitForce + limitForce, 0.0f);
202 			limitForce = m_limitForce - oldLimitForce;
203 		}
204 		else if (m_limitState == e_atUpperLimit)
205 		{
206 			float32 oldLimitForce = m_limitForce;
207 			m_limitForce = b2Min(m_limitForce + limitForce, 0.0f);
208 			limitForce = m_limitForce - oldLimitForce;
209 		}
210 
211 		float32 P = step.dt * limitForce;
212 		b1->m_angularVelocity -= b1->m_invI * P;
213 		b2->m_angularVelocity += b2->m_invI * P;
214 	}
215 }
216 
SolvePositionConstraints()217 bool b2RevoluteJoint::SolvePositionConstraints()
218 {
219 	b2Body* b1 = m_body1;
220 	b2Body* b2 = m_body2;
221 
222 	float32 positionError = 0.0f;
223 
224 	// Solve point-to-point position error.
225 	b2Vec2 r1 = b2Mul(b1->GetXForm().R, m_localAnchor1 - b1->GetLocalCenter());
226 	b2Vec2 r2 = b2Mul(b2->GetXForm().R, m_localAnchor2 - b2->GetLocalCenter());
227 
228 	b2Vec2 p1 = b1->m_sweep.c + r1;
229 	b2Vec2 p2 = b2->m_sweep.c + r2;
230 	b2Vec2 ptpC = p2 - p1;
231 
232 	positionError = ptpC.Length();
233 
234 	// Prevent overly large corrections.
235 	//b2Vec2 dpMax(b2_maxLinearCorrection, b2_maxLinearCorrection);
236 	//ptpC = b2Clamp(ptpC, -dpMax, dpMax);
237 
238 	float32 invMass1 = b1->m_invMass, invMass2 = b2->m_invMass;
239 	float32 invI1 = b1->m_invI, invI2 = b2->m_invI;
240 
241 	b2Mat22 K1;
242 	K1.col1.x = invMass1 + invMass2;	K1.col2.x = 0.0f;
243 	K1.col1.y = 0.0f;					K1.col2.y = invMass1 + invMass2;
244 
245 	b2Mat22 K2;
246 	K2.col1.x =  invI1 * r1.y * r1.y;	K2.col2.x = -invI1 * r1.x * r1.y;
247 	K2.col1.y = -invI1 * r1.x * r1.y;	K2.col2.y =  invI1 * r1.x * r1.x;
248 
249 	b2Mat22 K3;
250 	K3.col1.x =  invI2 * r2.y * r2.y;	K3.col2.x = -invI2 * r2.x * r2.y;
251 	K3.col1.y = -invI2 * r2.x * r2.y;	K3.col2.y =  invI2 * r2.x * r2.x;
252 
253 	b2Mat22 K = K1 + K2 + K3;
254 	b2Vec2 impulse = K.Solve(-ptpC);
255 
256 	b1->m_sweep.c -= b1->m_invMass * impulse;
257 	b1->m_sweep.a -= b1->m_invI * b2Cross(r1, impulse);
258 
259 	b2->m_sweep.c += b2->m_invMass * impulse;
260 	b2->m_sweep.a += b2->m_invI * b2Cross(r2, impulse);
261 
262 	b1->SynchronizeTransform();
263 	b2->SynchronizeTransform();
264 
265 	// Handle limits.
266 	float32 angularError = 0.0f;
267 
268 	if (m_enableLimit && m_limitState != e_inactiveLimit)
269 	{
270 		float32 angle = b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
271 		float32 limitImpulse = 0.0f;
272 
273 		if (m_limitState == e_equalLimits)
274 		{
275 			// Prevent large angular corrections
276 			float32 limitC = b2Clamp(angle, -b2_maxAngularCorrection, b2_maxAngularCorrection);
277 			limitImpulse = -m_motorMass * limitC;
278 			angularError = b2Abs(limitC);
279 		}
280 		else if (m_limitState == e_atLowerLimit)
281 		{
282 			float32 limitC = angle - m_lowerAngle;
283 			angularError = b2Max(0.0f, -limitC);
284 
285 			// Prevent large angular corrections and allow some slop.
286 			limitC = b2Clamp(limitC + b2_angularSlop, -b2_maxAngularCorrection, 0.0f);
287 			limitImpulse = -m_motorMass * limitC;
288 			float32 oldLimitImpulse = m_limitPositionImpulse;
289 			m_limitPositionImpulse = b2Max(m_limitPositionImpulse + limitImpulse, 0.0f);
290 			limitImpulse = m_limitPositionImpulse - oldLimitImpulse;
291 		}
292 		else if (m_limitState == e_atUpperLimit)
293 		{
294 			float32 limitC = angle - m_upperAngle;
295 			angularError = b2Max(0.0f, limitC);
296 
297 			// Prevent large angular corrections and allow some slop.
298 			limitC = b2Clamp(limitC - b2_angularSlop, 0.0f, b2_maxAngularCorrection);
299 			limitImpulse = -m_motorMass * limitC;
300 			float32 oldLimitImpulse = m_limitPositionImpulse;
301 			m_limitPositionImpulse = b2Min(m_limitPositionImpulse + limitImpulse, 0.0f);
302 			limitImpulse = m_limitPositionImpulse - oldLimitImpulse;
303 		}
304 
305 		b1->m_sweep.a -= b1->m_invI * limitImpulse;
306 		b2->m_sweep.a += b2->m_invI * limitImpulse;
307 
308 		b1->SynchronizeTransform();
309 		b2->SynchronizeTransform();
310 	}
311 
312 	return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
313 }
314 
GetAnchor1() const315 b2Vec2 b2RevoluteJoint::GetAnchor1() const
316 {
317 	return m_body1->GetWorldPoint(m_localAnchor1);
318 }
319 
GetAnchor2() const320 b2Vec2 b2RevoluteJoint::GetAnchor2() const
321 {
322 	return m_body2->GetWorldPoint(m_localAnchor2);
323 }
324 
GetReactionForce() const325 b2Vec2 b2RevoluteJoint::GetReactionForce() const
326 {
327 	return B2FORCE_SCALE(float32(1.0))*m_pivotForce;
328 }
329 
GetReactionTorque() const330 float32 b2RevoluteJoint::GetReactionTorque() const
331 {
332 	return m_limitForce;
333 }
334 
GetJointAngle() const335 float32 b2RevoluteJoint::GetJointAngle() const
336 {
337 	b2Body* b1 = m_body1;
338 	b2Body* b2 = m_body2;
339 	return b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
340 }
341 
GetJointSpeed() const342 float32 b2RevoluteJoint::GetJointSpeed() const
343 {
344 	b2Body* b1 = m_body1;
345 	b2Body* b2 = m_body2;
346 	return b2->m_angularVelocity - b1->m_angularVelocity;
347 }
348 
IsMotorEnabled() const349 bool b2RevoluteJoint::IsMotorEnabled() const
350 {
351 	return m_enableMotor;
352 }
353 
EnableMotor(bool flag)354 void b2RevoluteJoint::EnableMotor(bool flag)
355 {
356 	m_enableMotor = flag;
357 }
358 
GetMotorTorque() const359 float32 b2RevoluteJoint::GetMotorTorque() const
360 {
361 	return m_motorForce;
362 }
363 
SetMotorSpeed(float32 speed)364 void b2RevoluteJoint::SetMotorSpeed(float32 speed)
365 {
366 	m_motorSpeed = speed;
367 }
368 
SetMaxMotorTorque(float32 torque)369 void b2RevoluteJoint::SetMaxMotorTorque(float32 torque)
370 {
371 	m_maxMotorTorque = torque;
372 }
373 
IsLimitEnabled() const374 bool b2RevoluteJoint::IsLimitEnabled() const
375 {
376 	return m_enableLimit;
377 }
378 
EnableLimit(bool flag)379 void b2RevoluteJoint::EnableLimit(bool flag)
380 {
381 	m_enableLimit = flag;
382 }
383 
GetLowerLimit() const384 float32 b2RevoluteJoint::GetLowerLimit() const
385 {
386 	return m_lowerAngle;
387 }
388 
GetUpperLimit() const389 float32 b2RevoluteJoint::GetUpperLimit() const
390 {
391 	return m_upperAngle;
392 }
393 
SetLimits(float32 lower,float32 upper)394 void b2RevoluteJoint::SetLimits(float32 lower, float32 upper)
395 {
396 	b2Assert(lower <= upper);
397 	m_lowerAngle = lower;
398 	m_upperAngle = upper;
399 }
400