Seminar_Cable_Joints_Unity/Assets/CableJointsAlgorithm.cs

92 lines
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3.4 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using static System.Math;
public static class CableJointsAlgorithm {
public static void TimeStep(List<Cable> cables) {
//handle each cable individually
foreach (var cable in cables) {
//calculate new attachment points for all joints
for(var go = cable.firstRoller; go != null; go = go.GetComponent<RollerProperties>().linkTo) {
if (go.GetComponent<RollerProperties>().linkTo != null) {
var dist = go.GetComponent<DistanceJoint2D>();
var rp = go.GetComponent<RollerProperties>();
var (left, right) = TangentCircleCircle(go, rp.linkTo);
//TODO: assumes circles are flat for sufficiently small timesteps
var leftSurfaceDist =
(go.transform.TransformPoint(dist.anchor) - go.transform.TransformPoint(left)).magnitude;
var rightSurfaceDist = (dist.attachedRigidbody.transform.TransformPoint(dist.connectedAnchor) -
dist.attachedRigidbody.transform.TransformPoint(right)).magnitude;
Debug.Log(go.name+": left dist: "+leftSurfaceDist+" right Dist: "+rightSurfaceDist);
dist.anchor = left;
dist.connectedAnchor = right;
}
}
}
}
public static (Vector2, Vector2) TangentCircleCircle(GameObject g1, GameObject g2) {
var roller1 = g1.GetComponent<RollerProperties>();
var roller2 = g2.GetComponent<RollerProperties>();
var t1 = g1.transform;
var t2 = g2.transform;
//assume round rollers only
var r1 = t1.lossyScale.x/2;
var r2 = t2.lossyScale.x/2;
Vector2 d = t2.Position2d() - t1.Position2d();
float r = r1 + r2;
if (roller1.clockwise == roller2.clockwise) {
r = r2 - r1;
}
var dLen = d.magnitude;
if (dLen > r) {
float alpha;
if (d.x >= 0) {
alpha = (float)Asin(d.y / dLen);
}
else {
alpha = (float)(PI - Asin(d.y / dLen));
}
float phi = (float)Asin(r / dLen); //TODO verify, paper says "|c|"
float alpha1, alpha2;
if (roller1.clockwise == roller2.clockwise) {
if (roller1.clockwise) {
alpha1 = (float)(alpha - PI / 2 - phi);
alpha2 = (float)(alpha - PI / 2 + phi);
}
else {
alpha1 = (float)(alpha + PI / 2 + phi);
alpha2 = (float)(alpha + PI / 2 + phi);
}
}
else {
if (roller1.clockwise) {
alpha1 = (float)(alpha - PI / 2 + phi);
alpha2 = (float)(alpha + PI / 2 + phi);
}
else {
alpha1 = (float)(alpha + PI / 2 - phi);
alpha2 = (float)(alpha - PI / 2 - phi);
}
}
var p1 = t1.Position2d() + r1 * new Vector2((float)Cos(alpha1), (float)Sin(alpha1));
var p2 = t2.Position2d() + r2 * new Vector2((float)Cos(alpha2), (float)Sin(alpha2));
return (t1.InverseTransformPoint(p1), t2.InverseTransformPoint(p2));
}
throw new Exception("Overlapping Rollers Error");
}
}