use crate::math::{Isometry, Point, Vector, DIM}; use crate::utils::WBasis; use na::Unit; #[cfg(feature = "dim2")] use na::Vector2; #[cfg(feature = "dim3")] use na::Vector5; #[derive(Copy, Clone)] #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] /// A joint that removes all relative motion between two bodies, except for the translations along one axis. pub struct PrismaticJoint { /// Where the prismatic joint is attached on the first body, expressed in the local space of the first attached body. pub local_anchor1: Point, /// Where the prismatic joint is attached on the second body, expressed in the local space of the second attached body. pub local_anchor2: Point, pub(crate) local_axis1: Unit>, pub(crate) local_axis2: Unit>, pub(crate) basis1: [Vector; DIM - 1], pub(crate) basis2: [Vector; DIM - 1], /// The impulse applied by this joint on the first body. /// /// The impulse applied to the second body is given by `-impulse`. #[cfg(feature = "dim3")] pub impulse: Vector5, /// The impulse applied by this joint on the first body. /// /// The impulse applied to the second body is given by `-impulse`. #[cfg(feature = "dim2")] pub impulse: Vector2, /// Whether or not this joint should enforce translational limits along its axis. pub limits_enabled: bool, /// The min an max relative position of the attached bodies along this joint's axis. pub limits: [f32; 2], /// The impulse applied by this joint on the first body to enforce the position limit along this joint's axis. /// /// The impulse applied to the second body is given by `-impulse`. pub limits_impulse: f32, // pub motor_enabled: bool, // pub target_motor_vel: f32, // pub max_motor_impulse: f32, // pub motor_impulse: f32, } impl PrismaticJoint { /// Creates a new prismatic joint with the given point of applications and axis, all expressed /// in the local-space of the affected bodies. #[cfg(feature = "dim2")] pub fn new( local_anchor1: Point, local_axis1: Unit>, local_anchor2: Point, local_axis2: Unit>, ) -> Self { Self { local_anchor1, local_anchor2, local_axis1, local_axis2, basis1: local_axis1.orthonormal_basis(), basis2: local_axis2.orthonormal_basis(), impulse: na::zero(), limits_enabled: false, limits: [-f32::MAX, f32::MAX], limits_impulse: 0.0, // motor_enabled: false, // target_motor_vel: 0.0, // max_motor_impulse: f32::MAX, // motor_impulse: 0.0, } } /// Creates a new prismatic joint with the given point of applications and axis, all expressed /// in the local-space of the affected bodies. /// /// The local tangent are vector orthogonal to the local axis. It is used to compute a basis orthonormal /// to the joint's axis. If this tangent is set to zero, te orthonormal basis will be automatically /// computed arbitrarily. #[cfg(feature = "dim3")] pub fn new( local_anchor1: Point, local_axis1: Unit>, local_tangent1: Vector, local_anchor2: Point, local_axis2: Unit>, local_tangent2: Vector, ) -> Self { let basis1 = if let Some(local_bitangent1) = Unit::try_new(local_axis1.cross(&local_tangent1), 1.0e-3) { [ local_bitangent1.into_inner(), local_bitangent1.cross(&local_axis1), ] } else { local_axis1.orthonormal_basis() }; let basis2 = if let Some(local_bitangent2) = Unit::try_new(local_axis2.cross(&local_tangent2), 2.0e-3) { [ local_bitangent2.into_inner(), local_bitangent2.cross(&local_axis2), ] } else { local_axis2.orthonormal_basis() }; Self { local_anchor1, local_anchor2, local_axis1, local_axis2, basis1, basis2, impulse: na::zero(), limits_enabled: false, limits: [-f32::MAX, f32::MAX], limits_impulse: 0.0, // motor_enabled: false, // target_motor_vel: 0.0, // max_motor_impulse: f32::MAX, // motor_impulse: 0.0, } } /// The local axis of this joint, expressed in the local-space of the first attached body. pub fn local_axis1(&self) -> Unit> { self.local_axis1 } /// The local axis of this joint, expressed in the local-space of the second attached body. pub fn local_axis2(&self) -> Unit> { self.local_axis2 } // FIXME: precompute this? #[cfg(feature = "dim2")] pub(crate) fn local_frame1(&self) -> Isometry { use na::{Matrix2, Rotation2, UnitComplex}; let mat = Matrix2::from_columns(&[self.local_axis1.into_inner(), self.basis1[0]]); let rotmat = Rotation2::from_matrix_unchecked(mat); let rotation = UnitComplex::from_rotation_matrix(&rotmat); let translation = self.local_anchor1.coords.into(); Isometry::from_parts(translation, rotation) } // FIXME: precompute this? #[cfg(feature = "dim2")] pub(crate) fn local_frame2(&self) -> Isometry { use na::{Matrix2, Rotation2, UnitComplex}; let mat = Matrix2::from_columns(&[self.local_axis2.into_inner(), self.basis2[0]]); let rotmat = Rotation2::from_matrix_unchecked(mat); let rotation = UnitComplex::from_rotation_matrix(&rotmat); let translation = self.local_anchor2.coords.into(); Isometry::from_parts(translation, rotation) } // FIXME: precompute this? #[cfg(feature = "dim3")] pub(crate) fn local_frame1(&self) -> Isometry { use na::{Matrix3, Rotation3, UnitQuaternion}; let mat = Matrix3::from_columns(&[ self.local_axis1.into_inner(), self.basis1[0], self.basis1[1], ]); let rotmat = Rotation3::from_matrix_unchecked(mat); let rotation = UnitQuaternion::from_rotation_matrix(&rotmat); let translation = self.local_anchor1.coords.into(); Isometry::from_parts(translation, rotation) } // FIXME: precompute this? #[cfg(feature = "dim3")] pub(crate) fn local_frame2(&self) -> Isometry { use na::{Matrix3, Rotation3, UnitQuaternion}; let mat = Matrix3::from_columns(&[ self.local_axis2.into_inner(), self.basis2[0], self.basis2[1], ]); let rotmat = Rotation3::from_matrix_unchecked(mat); let rotation = UnitQuaternion::from_rotation_matrix(&rotmat); let translation = self.local_anchor2.coords.into(); Isometry::from_parts(translation, rotation) } }