Files
RobustToolbox/Robust.Shared/Physics/Dynamics/Joints/FrictionJoint.cs

335 lines
10 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System;
using System.Numerics;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Physics.Dynamics.Joints;
// Point-to-point constraint
// 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)
// Angle constraint
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
[Serializable, NetSerializable]
public sealed class FrictionJointState : JointState
{
public float MaxForce { get; }
public float MaxTorque { get; }
public override Joint GetJoint()
{
return new FrictionJoint(this);
}
}
/// <summary>
/// Friction joint. This is used for top-down friction.
/// It provides 2D translational friction and angular friction.
/// </summary>
public sealed partial class FrictionJoint : Joint, IEquatable<FrictionJoint>
{
// Solver shared
private Vector2 _linearImpulse;
private float _angularImpulse;
// Solver temp
private int _indexA;
private int _indexB;
private Vector2 _rA;
private Vector2 _rB;
private Vector2 _localCenterA;
private Vector2 _localCenterB;
private float _invMassA;
private float _invMassB;
private float _invIA;
private float _invIB;
private float _angularMass;
private Vector2[] _linearMass = new Vector2[2];
public override JointType JointType => JointType.Friction;
/// <summary>
/// The maximum friction force in N.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxForce")]
public float MaxForce { get; set; }
/// <summary>
/// The maximum friction torque in N-m.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxTorque")]
public float MaxTorque { get; set; }
public FrictionJoint() {}
public FrictionJoint(EntityUid uidA, EntityUid uidB, Vector2 anchorA, Vector2 anchorB)
: base(uidA, uidB)
{
LocalAnchorA = anchorA;
LocalAnchorB = anchorB;
}
internal FrictionJoint(FrictionJointState state) : base(state)
{
MaxForce = state.MaxForce;
MaxTorque = state.MaxTorque;
}
public override JointState GetState()
{
var frictionState = new FrictionJointState();
base.GetState(frictionState);
return frictionState;
}
internal override void ApplyState(JointState state)
{
base.ApplyState(state);
if (state is not FrictionJointState frictionState) return;
MaxForce = frictionState.MaxForce;
MaxTorque = frictionState.MaxTorque;
}
public override Vector2 GetReactionForce(float invDt)
{
return _linearImpulse * invDt;
}
public override float GetReactionTorque(float invDt)
{
return invDt * _angularImpulse;
}
internal override void InitVelocityConstraints(
in SolverData data,
in SharedPhysicsSystem.IslandData island,
PhysicsComponent bodyA,
PhysicsComponent bodyB,
Vector2[] positions,
float[] angles,
Vector2[] linearVelocities,
float[] angularVelocities)
{
var offset = island.Offset;
_indexA = bodyA.IslandIndex[island.Index];
_indexB = bodyB.IslandIndex[island.Index];
_localCenterA = bodyA.LocalCenter;
_localCenterB = bodyB.LocalCenter;
_invMassA = bodyA.InvMass;
_invMassB = bodyB.InvMass;
_invIA = bodyA.InvI;
_invIB = bodyB.InvI;
float aA = angles[_indexA];
Vector2 vA = linearVelocities[offset + _indexA];
float wA = angularVelocities[offset + _indexA];
float aB = angles[_indexB];
Vector2 vB = linearVelocities[offset + _indexB];
float wB = angularVelocities[offset + _indexB];
Quaternion2D qA = new(aA), qB = new(aB);
// Compute the effective mass matrix.
_rA = Transform.Mul(qA, LocalAnchorA - _localCenterA);
_rB = Transform.Mul(qB, LocalAnchorB - _localCenterB);
// J = [-I -r1_skew I r2_skew]
// [ 0 -1 0 1]
// r_skew = [-ry; rx]
// Matlab
// K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
float mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
Span<Vector2> K = stackalloc Vector2[2];
K[0].X = mA + mB + iA * _rA.Y * _rA.Y + iB * _rB.Y * _rB.Y;
K[0].Y = -iA * _rA.X * _rA.Y - iB * _rB.X * _rB.Y;
K[1].X = K[0].Y;
K[1].Y = mA + mB + iA * _rA.X * _rA.X + iB * _rB.X * _rB.X;
Vector4Helpers.Inverse(K);
_angularMass = iA + iB;
if (_angularMass > 0.0f)
{
_angularMass = 1.0f / _angularMass;
}
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
if (data.WarmStarting)
{
// Scale impulses to support a variable time step.
_linearImpulse *= data.DtRatio;
_angularImpulse *= data.DtRatio;
Vector2 P = new Vector2(_linearImpulse.X, _linearImpulse.Y);
vA -= P * mA;
wA -= iA * (Vector2Helpers.Cross(_rA, P) + _angularImpulse);
vB += P * mB;
wB += iB * (Vector2Helpers.Cross(_rB, P) + _angularImpulse);
}
else
{
_linearImpulse = Vector2.Zero;
_angularImpulse = 0.0f;
}
linearVelocities[offset + _indexA] = vA;
angularVelocities[offset + _indexA] = wA;
linearVelocities[offset + _indexB] = vB;
angularVelocities[offset + _indexB] = wB;
}
internal override void SolveVelocityConstraints(
in SolverData data,
in SharedPhysicsSystem.IslandData island,
Vector2[] linearVelocities,
float[] angularVelocities)
{
var offset = island.Offset;
Vector2 vA = linearVelocities[offset + _indexA];
float wA = angularVelocities[offset + _indexA];
Vector2 vB = linearVelocities[offset + _indexB];
float wB = angularVelocities[offset + _indexB];
float mA = _invMassA, mB = _invMassB;
float iA = _invIA, iB = _invIB;
float h = data.FrameTime;
// Solve angular friction
{
float Cdot = wB - wA;
float impulse = -_angularMass * Cdot;
float oldImpulse = _angularImpulse;
float maxImpulse = h * MaxTorque;
_angularImpulse = Math.Clamp(_angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = _angularImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve linear friction
{
Vector2 Cdot = vB + Vector2Helpers.Cross(wB, _rB) - vA - Vector2Helpers.Cross(wA, _rA);
Vector2 impulse = -Transform.Mul(_linearMass, Cdot);
Vector2 oldImpulse = _linearImpulse;
_linearImpulse += impulse;
float maxImpulse = h * MaxForce;
if (_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
{
_linearImpulse = _linearImpulse.Normalized();
_linearImpulse *= maxImpulse;
}
impulse = _linearImpulse - oldImpulse;
vA -= impulse * mA;
wA -= iA * Vector2Helpers.Cross(_rA, impulse);
vB += impulse * mB;
wB += iB * Vector2Helpers.Cross(_rB, impulse);
}
linearVelocities[offset + _indexA] = vA;
angularVelocities[offset + _indexA] = wA;
linearVelocities[offset + _indexB] = vB;
angularVelocities[offset + _indexB] = wB;
}
internal override bool SolvePositionConstraints(
in SolverData data,
Vector2[] positions,
float[] angles)
{
return true;
}
public override Joint Clone(EntityUid uidA, EntityUid uidB)
{
var friction = new FrictionJoint(uidA, uidB, LocalAnchorA, LocalAnchorB)
{
Enabled = Enabled,
MaxTorque = MaxTorque,
MaxForce = MaxForce,
_linearImpulse = _linearImpulse,
_angularImpulse = _angularImpulse,
Breakpoint = Breakpoint
};
return friction;
}
public override void CopyTo(Joint original)
{
if (original is not FrictionJoint friction)
return;
friction.Enabled = Enabled;
friction.MaxTorque = MaxTorque;
friction.MaxForce = MaxForce;
friction._linearImpulse = _linearImpulse;
friction._angularImpulse = _angularImpulse;
friction.Breakpoint = Breakpoint;
}
public bool Equals(FrictionJoint? other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
if (!base.Equals(other)) return false;
return MathHelper.CloseTo(MaxForce, other.MaxForce) &&
MathHelper.CloseTo(MaxTorque, other.MaxTorque);
}
}