Constrains anchors on two entities to move relative to each other on a line.
Inheritance: BEPUphysics.Constraints.TwoEntity.Motors.Motor, I1DImpulseConstraintWithError, I1DJacobianConstraint
Ejemplo n.º 1
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 public override SolverUpdateable GetBaseJoint()
 {
     LinearAxisMotor lam = new LinearAxisMotor(Ent1.Body, Ent2.Body, Ent2.GetPosition().ToBVector(), Ent2.GetPosition().ToBVector(), Axis.ToBVector());
     lam.Settings.Mode = Mode ? MotorMode.Servomechanism : MotorMode.VelocityMotor;
     lam.Settings.Servo.Goal = 1;
     lam.Settings.Servo.SpringSettings.Stiffness = 300;
     lam.Settings.Servo.SpringSettings.Damping = 70;
     return lam;
 }
 /// <summary>
 /// Constructs a new constraint which restricts two degrees of linear freedom and two degrees of angular freedom between two entities.
 /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
 /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
 /// </summary>
 public LineSliderJoint()
 {
     IsActive = false;
     PointOnLineJoint = new PointOnLineJoint();
     AngularJoint = new RevoluteAngularJoint();
     Limit = new LinearAxisLimit();
     Motor = new LinearAxisMotor();
     Add(PointOnLineJoint);
     Add(AngularJoint);
     Add(Limit);
     Add(Motor);
 }
Ejemplo n.º 3
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        /// <summary>
        /// Constructs a new constraint which restricts two degrees of linear freedom and all three degrees of angular freedom.
        /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
        /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
        /// </summary>
        public PrismaticJoint()
        {
            IsActive = false;
            PointOnLineJoint = new PointOnLineJoint();
            AngularJoint = new NoRotationJoint();
            Limit = new LinearAxisLimit();
            Motor = new LinearAxisMotor();

            Add(PointOnLineJoint);
            Add(AngularJoint);
            Add(Limit);
            Add(Motor);
        }
Ejemplo n.º 4
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        /// <summary>
        /// Constructs a new constraint which restricts one linear degree of freedom between two entities.
        /// This constructs the internal constraints, but does not configure them.  Before using a constraint constructed in this manner,
        /// ensure that its active constituent constraints are properly configured.  The entire group as well as all internal constraints are initially inactive (IsActive = false).
        /// </summary>
        public PlaneSliderJoint()
        {
            IsActive = false;
            PointOnPlaneJoint = new PointOnPlaneJoint();
            LimitX = new LinearAxisLimit();
            MotorX = new LinearAxisMotor();
            LimitY = new LinearAxisLimit();
            MotorY = new LinearAxisMotor();

            Add(PointOnPlaneJoint);
            Add(LimitX);
            Add(MotorX);
            Add(LimitY);
            Add(MotorY);
        }
Ejemplo n.º 5
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 /// <summary>
 /// Constructs a new constraint which restricts two degrees of linear freedom and all three degrees of angular freedom.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 /// <param name="lineAnchor">Location of the anchor for the line to be attached to connectionA in world space.</param>
 /// <param name="lineDirection">Axis in world space to be attached to connectionA along which connectionB can move.</param>
 /// <param name="pointAnchor">Location of the anchor for the point to be attached to connectionB in world space.</param>
 public PrismaticJoint(Entity connectionA, Entity connectionB, Vector3 lineAnchor, Vector3 lineDirection, Vector3 pointAnchor)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     PointOnLineJoint = new PointOnLineJoint(connectionA, connectionB, lineAnchor, lineDirection, pointAnchor);
     AngularJoint = new NoRotationJoint(connectionA, connectionB);
     Limit = new LinearAxisLimit(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection, 0, 0);
     Motor = new LinearAxisMotor(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection);
     Limit.IsActive = false;
     Motor.IsActive = false;
     Add(PointOnLineJoint);
     Add(AngularJoint);
     Add(Limit);
     Add(Motor);
 }
Ejemplo n.º 6
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 /// <summary>
 /// Constructs a new constraint which restricts two degrees of linear freedom and two degrees of angular freedom between two entities.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 /// <param name="lineAnchor">Location of the anchor for the line to be attached to connectionA in world space.</param>
 /// <param name="lineDirection">Axis in world space to be attached to connectionA along which connectionB can move and rotate.</param>
 /// <param name="pointAnchor">Location of the anchor for the point to be attached to connectionB in world space.</param>
 public LineSliderJoint(Entity connectionA, Entity connectionB, System.Numerics.Vector3 lineAnchor, System.Numerics.Vector3 lineDirection, System.Numerics.Vector3 pointAnchor)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     PointOnLineJoint = new PointOnLineJoint(connectionA, connectionB, lineAnchor, lineDirection, pointAnchor);
     AngularJoint = new RevoluteAngularJoint(connectionA, connectionB, lineDirection);
     Limit = new LinearAxisLimit(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection, 0, 0);
     Motor = new LinearAxisMotor(connectionA, connectionB, lineAnchor, pointAnchor, lineDirection);
     Limit.IsActive = false;
     Motor.IsActive = false;
     Add(PointOnLineJoint);
     Add(AngularJoint);
     Add(Limit);
     Add(Motor);
 }
Ejemplo n.º 7
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 /// <summary>
 /// Constructs a new constraint which restricts one linear degree of freedom between two entities.
 /// </summary>
 /// <param name="connectionA">First entity of the constraint pair.</param>
 /// <param name="connectionB">Second entity of the constraint pair.</param>
 /// <param name="planeAnchor">Location of the anchor for the plane to be attached to connectionA in world space.</param>
 /// <param name="planeNormal">Normal of the plane constraint in world space.</param>
 /// <param name="xAxis">Direction in world space along which the X axis LinearAxisLimit and LinearAxisMotor work.
 /// This is usually chosen to be perpendicular to the planeNormal and the yAxis.</param>
 /// <param name="yAxis">Direction in world space along which the Y axis LinearAxisLimit and LinearAxisMotor work.
 /// This is usually chosen to be perpendicular to the planeNormal and the xAxis.</param>
 /// <param name="pointAnchor">Location of the anchor for the point to be attached to connectionB in world space.</param>
 public PlaneSliderJoint(Entity connectionA, Entity connectionB, Vector3 planeAnchor, Vector3 planeNormal, Vector3 xAxis, Vector3 yAxis, Vector3 pointAnchor)
 {
     if (connectionA == null)
         connectionA = TwoEntityConstraint.WorldEntity;
     if (connectionB == null)
         connectionB = TwoEntityConstraint.WorldEntity;
     PointOnPlaneJoint = new PointOnPlaneJoint(connectionA, connectionB, planeAnchor, planeNormal, pointAnchor);
     LimitX = new LinearAxisLimit(connectionA, connectionB, planeAnchor, pointAnchor, xAxis, 0, 0);
     MotorX = new LinearAxisMotor(connectionA, connectionB, planeAnchor, pointAnchor, xAxis);
     LimitY = new LinearAxisLimit(connectionA, connectionB, planeAnchor, pointAnchor, yAxis, 0, 0);
     MotorY = new LinearAxisMotor(connectionA, connectionB, planeAnchor, pointAnchor, yAxis);
     LimitX.IsActive = false;
     MotorX.IsActive = false;
     LimitY.IsActive = false;
     MotorY.IsActive = false;
     Add(PointOnPlaneJoint);
     Add(LimitX);
     Add(MotorX);
     Add(LimitY);
     Add(MotorY);
 }
        void AddBackWheel(Vector3 wheelOffset, Entity body)
        {
            var wheel = new Cylinder(body.Position + wheelOffset, .4f, .5f, 5f);
            wheel.Material.KineticFriction = 2.5f;
            wheel.Material.StaticFriction = 3.5f;
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(wheel, body, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            var pointOnLineJoint = new PointOnLineJoint(body, wheel, wheel.Position, Vector3.Down, wheel.Position);
            var suspensionLimit = new LinearAxisLimit(body, wheel, wheel.Position, wheel.Position, Vector3.Down, -1, 0);
            //This linear axis motor will give the suspension its springiness by pushing the wheels outward.
            var suspensionSpring = new LinearAxisMotor(body, wheel, wheel.Position, wheel.Position, Vector3.Down);
            suspensionSpring.Settings.Mode = MotorMode.Servomechanism;
            suspensionSpring.Settings.Servo.Goal = 0;
            suspensionSpring.Settings.Servo.SpringSettings.Stiffness = 300;
            suspensionSpring.Settings.Servo.SpringSettings.Damping = 70;

            var revoluteAngularJoint = new RevoluteAngularJoint(body, wheel, Vector3.Right);

            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(pointOnLineJoint);
            Space.Add(suspensionLimit);
            Space.Add(suspensionSpring);
            Space.Add(revoluteAngularJoint);
        }
        Entity AddDriveWheel(Vector3 wheelOffset, Entity body, out RevoluteMotor drivingMotor, out RevoluteMotor steeringMotor)
        {
            var wheel = new Cylinder(body.Position + wheelOffset, .4f, .5f, 5f);
            wheel.Material.KineticFriction = 2.5f;
            wheel.Material.StaticFriction = 3.5f;
            wheel.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(wheel, body, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            var pointOnLineJoint = new PointOnLineJoint(body, wheel, wheel.Position, Vector3.Down, wheel.Position);
            var suspensionLimit = new LinearAxisLimit(body, wheel, wheel.Position, wheel.Position, Vector3.Down, -1, 0);
            //This linear axis motor will give the suspension its springiness by pushing the wheels outward.
            var suspensionSpring = new LinearAxisMotor(body, wheel, wheel.Position, wheel.Position, Vector3.Down);
            suspensionSpring.Settings.Mode = MotorMode.Servomechanism;
            suspensionSpring.Settings.Servo.Goal = 0;
            suspensionSpring.Settings.Servo.SpringSettings.Stiffness = 300;
            suspensionSpring.Settings.Servo.SpringSettings.Damping = 70;

            var swivelHingeAngularJoint = new SwivelHingeAngularJoint(body, wheel, Vector3.Up, Vector3.Right);
            //Motorize the wheel.
            drivingMotor = new RevoluteMotor(body, wheel, Vector3.Left);
            drivingMotor.Settings.VelocityMotor.Softness = .3f;
            drivingMotor.Settings.MaximumForce = 100;
            //Let it roll when the user isn't giving specific commands.
            drivingMotor.IsActive = false;
            steeringMotor = new RevoluteMotor(body, wheel, Vector3.Up);
            steeringMotor.Settings.Mode = MotorMode.Servomechanism;
            //The constructor makes a guess about how to set up the constraint.
            //It can't always be right since it doesn't have all the information;
            //in this case, it chooses the basis and test axis incorrectly.
            //This leads to a 'flipping' behavior when the wheel is rolling
            //(the test axis is 'rolling' with the wheel, and passes over
            //a singularity which causes a flip).

            //To fix this, we configure the constraint directly.
            //The basis is aligned with how the wheel is set up; we choose 'up' as 
            //the motorized axis, and right/forward to define the angle measurement plane.
            //The test axis is set to be perpendicular to the wheel's rotation so that
            //it only measures the steering angle.

            //If you're curious, the angle measurement is just a Math.Atan2.
            //The current world test axis is dotted against the two plane axes (Right and Forward here).
            //This gives an x and y value.  These can be plugged into Atan2 just like when
            //you compute an angle on a normal 2d graph.
            steeringMotor.Basis.SetWorldAxes(Vector3.Up, Vector3.Right);
            steeringMotor.TestAxis = Vector3.Right;

            steeringMotor.Settings.Servo.BaseCorrectiveSpeed = 5;


            //The revolute motor is weaker than some other types of constraints and maintaining a goal in the presence of extremely fast rotation and integration issues.
            //Laying a revolute limit on top of it can help mitigate the problem.
            var steeringConstraint = new RevoluteLimit(body, wheel, Vector3.Up, Vector3.Right, -maximumTurnAngle, maximumTurnAngle);

    
            //Add the wheel and connection to the space.
            Space.Add(wheel);
            Space.Add(pointOnLineJoint);
            Space.Add(suspensionLimit);
            Space.Add(suspensionSpring);
            Space.Add(swivelHingeAngularJoint);
            Space.Add(drivingMotor);
            Space.Add(steeringMotor); 
            Space.Add(steeringConstraint);

            return wheel;
        }
Ejemplo n.º 10
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        public TreadSegment(Vector3 segmentPosition, Entity body, TreadSegmentDescription treadSegmentDescription)
        {
            Entity = new Cylinder(segmentPosition, treadSegmentDescription.Width, treadSegmentDescription.Radius, treadSegmentDescription.Mass);

            Entity.Material.KineticFriction = treadSegmentDescription.Friction;
            Entity.Material.StaticFriction = treadSegmentDescription.Friction;
            Entity.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            //Preventing the occasional pointless collision pair can speed things up.
            CollisionRules.AddRule(Entity, body, CollisionRule.NoBroadPhase);

            //Connect the wheel to the body.
            SuspensionAxisJoint = new PointOnLineJoint(body, Entity, Entity.Position, Vector3.Down, Entity.Position);
            SuspensionLengthLimit = new LinearAxisLimit(body, Entity, Entity.Position, Entity.Position, Vector3.Down, -treadSegmentDescription.SuspensionLength, 0);
            //This linear axis motor will give the suspension its springiness by pushing the wheels outward.
            SuspensionSpring = new LinearAxisMotor(body, Entity, Entity.Position, Entity.Position, Vector3.Down);
            SuspensionSpring.Settings.Mode = MotorMode.Servomechanism;
            SuspensionSpring.Settings.Servo.Goal = 0;
            SuspensionSpring.Settings.Servo.SpringSettings.Stiffness = treadSegmentDescription.SuspensionStiffness;
            SuspensionSpring.Settings.Servo.SpringSettings.Damping = treadSegmentDescription.SuspensionDamping;

            SuspensionAngularJoint = new RevoluteAngularJoint(body, Entity, Vector3.Right);
            //Make the joint extremely rigid.  There are going to be extreme conditions when the wheels get up to speed;
            //we don't want the forces involved to torque the wheel off the frame!
            SuspensionAngularJoint.SpringSettings.Damping *= Entity.Mass * 50;
            SuspensionAngularJoint.SpringSettings.Stiffness *= Entity.Mass * 50;
            //Motorize the wheel.
            Motor = new RevoluteMotor(body, Entity, Vector3.Left);
            Motor.Settings.VelocityMotor.Softness = treadSegmentDescription.MotorSoftness;
            Motor.Settings.MaximumForce = treadSegmentDescription.MotorMaximumForce;

        }